No doubt it would be a game changer, making it possible to spread certain items around your colony evenly so they can be accessed from anywhere, like food, medicine or steel. I think this is one of those mod ideas that sounds easy in principle because on the front end it's just a slider that just changes the maximum stack size for that specific storage building, but in reality, it's much more difficult to make happen. Frowned upon on older threads but this thread isn't particularly old. What you've done is called a bump and yes, it's allowed. ( look at the fun that Extended Storage and Quantum Storage are having ) The slider for a variable amount of carryweight would require C# defining a Method to do this and influence the UI. So a XML Version of a Shelf with a Constant carryweight for stuff would be possible, if you defined the right class. Defining this could be possible the way Debbonair described it, but it would still have the upper limit of Item-Stacksize. What is missing is a carry weight property for the shelf. Same does the Shelf which is a Object of the Building Class, which inherited some Properties of the Storage Zone. The storage zone Class has only the ability to filter, but no own property for carryweight. Like Albion said, translated with the definitions above : Variable - Like in Math, a named thingy that can contain different "CHANGING" values stored somewhere in memory.Ĭonstant - Like in Math, a named thingy that can contain different "UNCHANGING" values stored somewhere in memory Method - a function or Order owned by a class, that is able to change the value of a property. ( Stacksize is Variable, Race is Constant ) Property - A named Description of a Property of a Class. Instance - of an Object of a Class that now finally is active and created ( Steve is an Instance of Human which is a Member of the Pawn Class ) Object - a special named variable of the type class, with property content defined for it. Pawn - Everything that moves on it's own, Member of a Race and FactionĬlass - general definition of something in Programm code ( Stuff Class, Building Class. Things - Buildings, Weapons and more that are made from Stuff. Stuff - the ingame Name for a building material or anything that can get stacked. ĭefinition of Ingame and Programming Terms.: I was just preparing the word definition speach.īecause Things and Stuff can become quite irritating, especially if someone new to the forum does not know that those are actual defined ingame terms Good description and good catch with the Item Filter, I forgot to include that one. However implementing this might be somewhat difficult as mentioned above and is definitely beyond me, unfortunately. One could somehow use the carrying mechanism to have the shelf carry the desired amount. ![]() ![]() SpaceDorf mentioned an interesting idea though. Actual stacksizes are handled differently. They basically tell the game/pawns: you can put these things over here but not those. The way stockpiles work by the way is that they are simply a filter. The same problem arises if you want to create a copy of normal stuff just to achieve this functionality. It's therefore unfortunately not as easy as simply adding a new property. The issue is that as pointed out by SpaceDorf the value for stacksize is a property of the stuff itself so to change that you'll have to look into the way the game is handling this on a code level and how to inject something somehow if that is even possible. TlL DR everything you need actual coding for might be difficult. Not only do you have to write the code but it usually also has to fit in or interact with the vanilla game code. I think that won't work that easily because of how the underlying mechanics work.Įverything in the game was properties written in its XML file but for those properties to mean and do anything you'll have to write the corresponding game (C#) code.
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