FlexResourceGrid
< Modding | Components
Modding/Components/FlexResourceGrid
Work in Progress
This page is currently WORK IN PROGRESS. Some things may be missing.
Feel free to contribute and don't worry about perfection - other editors can make corrections if necessary. Just get creating!
Code locations (what's this?):
• Cosmoteer.Ships.Parts.Resources.FlexResourceGrid
• Cosmoteer.Ships.Parts.Resources.FlexResourceGridRules
A part sub-component that stores a grid of resource stacks that each can be any type.
This is what dedicated storage parts use.
Inherits from OperationalPartComponent.
Name | Type | Required? | Buffable? | Default value | Description |
---|---|---|---|---|---|
GridRect | IntRect | Yes | - | - | On what tiles the resources are stored. |
IsDrainable | bool | - | - | - | Presumably, whether or not resources in it can be drained by external effects like EMP. |
Layer | ID<ShipRenderLayerRules> | Yes | - | - | |
SpriteInset | Borders | - | - | - | |
RandomSpriteRotation | bool | - | - | - | Presumably, whether or not new resource stacks are made to randomly face north, east, west or south. |
OverridePriorityPart | ID<PartRules>? | - | - | - | |
OverridePriorityKey | ID<PartComponentRules>? | - | - | - | |
OverridePriorityName | KeyString? | - | - | - | Presumably, the language reference string for the priority, such as "Thrusters" .
|
AllowExternalPickupAndDelivery | bool | - | - | - | Presumably allows crew to fill or empty that storage. |
PriorityKeys
(Non-serialized) |
Dictionary<Cosmoteer.Data.ID<ResourceRules>, PriorityKey> | Yes | - | new |
Notes
Nothing yet.
Examples
"Storage 2x2"
Storage
{
Type = FlexResourceGrid
GridRect = [0, 0, 2, 2]
Layer = "doodads_low"
SpriteInset = 8/64
RandomSpriteRotation = true
AllowExternalPickupAndDelivery = true
}