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Production Dischargeable

Discharge materials from Production Point storage to to ground, vehicles and objects (like pallets).

Table of Contents

Add specialization to placeable type

<modDesc>
    ...
    <placeableTypes>
        <!-- Extend parent type, can be anything -->
        <type name="customPlaceable" parent="simplePlaceable" filename="$dataS/scripts/placeables/Placeable.lua">
            <specialization name="FS25_0_PlaceableMaterialDischarge.productionDischargeable" />
        </type>
    </placeableTypes>
</modDesc>

Placeable XML

<?xml version="1.0" encoding="utf-8" standalone="no"?>
<placeable>
    <productionDischargeable>
        <activationTrigger node="playerActivationTrigger" />
        <dischargeNodes>
            ...
        </dischargeNodes>
    </productionDischargeable>
</placeable>

Activation trigger

placeable.productionDischargeable.activationTrigger

Attributes

Name Type Required Default Description
node node No Player activation trigger for openening the control panel interface
requireAccess string No farmManager Access required in order to access the control panel. admin, farmManager, none

Discharge nodes

placeable.productionDischargeable.dischargeNodes.dischargeNode(%)

Custom discharge nodes for placeables, capable of multiple simultaneously discharging. Provides support for the same child elements as the base game Dischargeable:

- info
- raycast
- trigger
- activationTrigger
- distanceObjectChanges
- stateObjectChanges
- effects
- dischargeSound
- dischargeStateSound
- animationNodes
- effectAnimationNodes
Name Type Required Default Description
node node Yes Discharge node index path
emptySpeed float No 250 Empty speed in liters/second
fillTypes string No Available fill type(s) to choose from, space separated. Leave empty to enable all fill types registered in storage
name string No Display name. L10N string supported
defaultEnabled boolean No true Default enabled value
canDischargeToGround boolean No true Can discharge to ground
canDischargeToObject boolean No true Can discharge to object
canDischargeToVehicle boolean No true Can discharge to other vehicles
canDischargeToAnyObject boolean No false Can discharge any object independent of vehicle ownership
stopDischargeIfNotPossible boolean No true Stop discharge if not possible
stopDischargeIfNotActive boolean No true Stop discharge when there are no active productions
stopDischargeIfNotRunning boolean No false Stop discharge when there are no running productions
stopDischargeIfNoOutputSpace boolean No false Stop discharge if there are no output space for active production
useTimeScale boolean No false If discharge speed should be multiplied with timescale
effectTurnOffThreshold float No 0.25 After this time (ms) has passed and nothing has been processed the effects are turned off
maxDistance float No 10 Max discharge distance
soundNode node No Sound node index path
playSound boolean No true Whether to play sounds
toolType string No dischargeable Tool type