Grauschweif’s Scriptpack
Adds a couple of new features for modders. And a fix to UI colouring of needs in workshops.
Can be attached to any finishable objects to add lights (spot or point) with position, rotation, angle etc..
For now night-only. These do work underwater.
Components that can be attached to any WaterSource (for example Buildings that are a WaterSource).
Grauschweif.WaterSourceSpecs.ImmutableWaterSourceSpec
Ignores strength modifiers – always keeps initial strength.
Grauschweif.WaterSourceSpecs.CleanWaterSourceSpec
Badtide resisting – always keeps initial contamination during badtides.
Grauschweif.WaterSourceSpecs.DroughtResistingWaterSourceSpec
Drought resisting – keeps half strength during drought
+ Corners : same level, but diagonal only
+ Vertical : above or below, straight only
+ VerticalCorners : above or below, but diagonal only
Note: original spreading to neighbors is always preserved.
Will allow it to grow and spread in any contamination (can still flood).
Will start this grav battery at 0% charge -> dev mode will ignore this, when placing finished battery
The colours of chance effects in workspaces etc. now reflect if the change is positive or negative (i.e. points are given or taken for need).
Might extend that to other describers (likely json-configurable) if needed. For example a building that had range / continuous effect of injury, thirst etc, would display that in green ▲ – same if it healed instead. it’s always only green.