Grauschweif’s Scriptpack

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Author: grauschweif

Last revision: 9 Jun at 09:40 UTC

File size: 1.6 MB

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Description:
Grauschweif’s Script Pack

Adds a couple of new features for modders. And a fix to UI colouring of needs in workshops.

# FavorableNeedSpec

{   "NeedSpec": { ..},   "FavorableNeedSpec": {     "Favors": [       // add 30% boost to carrying capacity, if need is positive       {"Id": "CarryingCapacity", "MultiplierDelta": 0.3 }     ]   }, }

# GrauschweifSimpleLightsSpec

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.

# WaterSourceSpecs

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

# ExtendedReproducibleSpec

"ExtendedReproducibleSpec": { "CanSpread": "Corners, Vertical" }

+ 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.

# ContaminationResistingResourceSpec

Will allow it to grow and spread in any contamination (can still flood).

# GravBatteryStartsEmptySpec

Will start this grav battery at 0% charge -> dev mode will ignore this, when placing finished battery

# WhitepawsPatchSpec

{   "WhitepawsPatchSpec": {       "FactionId": "Whitepaws", // single faction only, or "Common" (faction > common)       "SwimmingPenalty": -1.0,  // -1 would double swim speed; game default is 0.3 or 30% slowdown       "WaterUnitsPerVoxel": 8,   // amount of water extracted per voxel; default is 5, so 60% more here       // 1.0 only       "HideNeedApplicationProbability": true, // skip probabilities in need application descriptions (i.e. workshop injury rates etc) //    "HideNeedApplicationProbabilityLocKey": "EffectProbability.Hidden", // dummy is set to "Chance of: {0}" with the need display name for {0}   } }

# NeedEffectDescriber patch

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.

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