Here I will post working objects better placed this does mean some are .cs file editing at times.
This one is the Oil Refinery, removed the need for pipes and added a fuel as well as power needs, I know a fuel system, can also provide power but I added this just like a car, some things that use systems what are not manual fuelled, it was also a way to help my server remove the buggy pipe system.
"Source"
C#
namespace Eco.Mods.TechTree
{
using System;
using System.Collections.Generic;
using System.ComponentModel;
using Eco.Gameplay.Blocks;
using Eco.Gameplay.Components;
using Eco.Gameplay.Components.Auth;
using Eco.Gameplay.DynamicValues;
using Eco.Gameplay.Economy;
using Eco.Gameplay.Housing;
using Eco.Gameplay.Interactions;
using Eco.Gameplay.Items;
using Eco.Gameplay.Minimap;
using Eco.Gameplay.Objects;
using Eco.Gameplay.Players;
using Eco.Gameplay.Property;
using Eco.Gameplay.Skills;
using Eco.Gameplay.Systems.TextLinks;
using Eco.Gameplay.Pipes.LiquidComponents;
using Eco.Gameplay.Pipes.Gases;
using Eco.Gameplay.Systems.Tooltip;
using Eco.Shared;
using Eco.Shared.Math;
using Eco.Shared.Serialization;
using Eco.Shared.Utils;
using Eco.Shared.View;
using Eco.Shared.Items;
using Eco.World.Blocks;
[Serialized]
[RequireComponent(typeof(AttachmentComponent))]
[RequireComponent(typeof(PropertyAuthComponent))]
[RequireComponent(typeof(PowerGridComponent))]
[RequireComponent(typeof(PowerConsumptionComponent))]
[RequireComponent(typeof(MinimapComponent))]
[RequireComponent(typeof(LinkComponent))]
[RequireComponent(typeof(CraftingComponent))]
[RequireComponent(typeof(FuelSupplyComponent))]
[RequireComponent(typeof(FuelConsumptionComponent))]
[RequireComponent(typeof(HousingComponent))]
public partial class OilRefineryObject : WorldObject
{
public override string FriendlyName { get { return "Oil Refinery"; } }
private static Type[] fuelTypeList = new Type[]
{
typeof(LogItem),
typeof(LumberItem),
typeof(CharcoalItem),
typeof(ArrowItem),
typeof(BoardItem),
typeof(CoalItem),
};
protected override void Initialize()
{
this.GetComponent<MinimapComponent>().Initialize("Crafting");
this.GetComponent<FuelSupplyComponent>().Initialize(2, fuelTypeList);
this.GetComponent<FuelConsumptionComponent>().Initialize(50);
this.GetComponent<PowerConsumptionComponent>().Initialize(250);
this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower());
this.GetComponent<HousingComponent>().Set(OilRefineryItem.HousingVal);
}
public override void Destroy()
{
base.Destroy();
}
}
[Serialized]
public partial class OilRefineryItem : WorldObjectItem<OilRefineryObject>
{
public override string FriendlyName { get { return "Oil Refinery"; } }
public override string Description { get { return "Sets of pipes and tanks which refine crude petroleum into usable products."; } }
static OilRefineryItem()
{
}
[TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue()
{
Category = "Industrial",
Val = 0,
TypeForRoomLimit = "",
DiminishingReturnPercent = 0
};}}
}
[RequiresSkill(typeof(MechanicalEngineeringSkill), 4)]
public partial class OilRefineryRecipe : Recipe
{
public OilRefineryRecipe()
{
this.Products = new CraftingElement[]
{
new CraftingElement<OilRefineryItem>(),
};
this.Ingredients = new CraftingElement[]
{
new CraftingElement<BrickItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<GearItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<IronIngotItem>(typeof(MechanicsAssemblyEfficiencySkill), 20, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy),
};
SkillModifiedValue value = new SkillModifiedValue(50, MechanicsAssemblySpeedSkill.MultiplicativeStrategy, typeof(MechanicsAssemblySpeedSkill), "craft time");
SkillModifiedValueManager.AddBenefitForObject(typeof(OilRefineryRecipe), Item.Get<OilRefineryItem>().UILink(), value);
SkillModifiedValueManager.AddSkillBenefit(Item.Get<OilRefineryItem>().UILink(), value);
this.CraftMinutes = value;
this.Initialize("Oil Refinery", typeof(OilRefineryRecipe));
CraftingComponent.AddRecipe(typeof(MachineShopObject), this);
}
}
}
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In my view removing the room for this object was better I never seen something like this indoors and I have no idea why eco dev's made it that way
---- Automatically Merged Double Post ----
Update:
Same as before but without housing stats
"No Housing Stats"
C#
namespace Eco.Mods.TechTree
{
using System;
using System.Collections.Generic;
using System.ComponentModel;
using Eco.Gameplay.Blocks;
using Eco.Gameplay.Components;
using Eco.Gameplay.Components.Auth;
using Eco.Gameplay.DynamicValues;
using Eco.Gameplay.Economy;
using Eco.Gameplay.Interactions;
using Eco.Gameplay.Items;
using Eco.Gameplay.Minimap;
using Eco.Gameplay.Objects;
using Eco.Gameplay.Players;
using Eco.Gameplay.Property;
using Eco.Gameplay.Skills;
using Eco.Gameplay.Systems.TextLinks;
using Eco.Gameplay.Pipes.LiquidComponents;
using Eco.Gameplay.Systems.Tooltip;
using Eco.Shared;
using Eco.Shared.Math;
using Eco.Shared.Serialization;
using Eco.Shared.Utils;
using Eco.Shared.View;
using Eco.Shared.Items;
using Eco.World.Blocks;
[Serialized]
[RequireComponent(typeof(AttachmentComponent))]
[RequireComponent(typeof(PropertyAuthComponent))]
[RequireComponent(typeof(PowerGridComponent))]
[RequireComponent(typeof(PowerConsumptionComponent))]
[RequireComponent(typeof(MinimapComponent))]
[RequireComponent(typeof(LinkComponent))]
[RequireComponent(typeof(CraftingComponent))]
[RequireComponent(typeof(FuelSupplyComponent))]
[RequireComponent(typeof(FuelConsumptionComponent))]
public partial class OilRefineryObject : WorldObject
{
public override string FriendlyName { get { return "Oil Refinery"; } }
private static Type[] fuelTypeList = new Type[]
{
typeof(LogItem),
typeof(LumberItem),
typeof(CharcoalItem),
typeof(ArrowItem),
typeof(BoardItem),
typeof(CoalItem),
};
protected override void Initialize()
{
this.GetComponent<MinimapComponent>().Initialize("Crafting");
this.GetComponent<FuelSupplyComponent>().Initialize(2, fuelTypeList);
this.GetComponent<FuelConsumptionComponent>().Initialize(50);
this.GetComponent<PowerConsumptionComponent>().Initialize(250);
this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower());
}
public override void Destroy()
{
base.Destroy();
}
}
[Serialized]
public partial class OilRefineryItem : WorldObjectItem<OilRefineryObject>
{
public override string FriendlyName { get { return "Oil Refinery"; } }
public override string Description { get { return "Sets of pipes and tanks which refine crude petroleum into usable products."; } }
static OilRefineryItem()
{}
}
[RequiresSkill(typeof(MechanicalEngineeringSkill), 4)]
public partial class OilRefineryRecipe : Recipe
{
public OilRefineryRecipe()
{
this.Products = new CraftingElement[]
{
new CraftingElement<OilRefineryItem>(),
};
this.Ingredients = new CraftingElement[]
{
new CraftingElement<BrickItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<GearItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<IronIngotItem>(typeof(MechanicsAssemblyEfficiencySkill), 20, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy),
};
SkillModifiedValue value = new SkillModifiedValue(50, MechanicsAssemblySpeedSkill.MultiplicativeStrategy, typeof(MechanicsAssemblySpeedSkill), "craft time");
SkillModifiedValueManager.AddBenefitForObject(typeof(OilRefineryRecipe), Item.Get<OilRefineryItem>().UILink(), value);
SkillModifiedValueManager.AddSkillBenefit(Item.Get<OilRefineryItem>().UILink(), value);
this.CraftMinutes = value;
this.Initialize("Oil Refinery", typeof(OilRefineryRecipe));
CraftingComponent.AddRecipe(typeof(MachineShopObject), this);
}
}
}
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