Local tmp1 = extractor.fluidbox_prototypes Perhaps you can shed some more light on type of changes you've made so far? There's several loading stages of a mod, and not all stages have access to the same kind of info. So if you encounter an issue that it suddenly doesn't you might want to check the stage where you try to access it. But it does prove the fluidbox_prototype exists on the Spike. It, unfortunately, is not a sustainable solution as explained earlier. There was one other fix I had to do, but then PUMP worked on tiberium as you requested. to allow spikes to be placed on the tibGrowthNode. See, when I was doing my own checks, I did add a temporary hardcoded exception in P.U.M.P. But there's a difference between the prototype (like the repo), and how they end up in the game entities after all prototypes are loaded. should read output_fluid_box instead of fluidbox_prototype. And you specify how the pipes can access it with the "pipe_connections" property. But you'll find that a pumpjack has 1 output fluidboxĪ fluidbox is basically "something that hold fluids". It's not giving the exact answers as well. It's the prototype definitions of the core game and is very insightful: I recommend checking out this repository. But what's actually there is a mystery, at least in the API docs. Much of the API I found is merely the "these things exists" and "this is how they interact". "It seems to have issues when accessing the property fluidbox_prototypes on the tiberium spike."Ī lot of data is lacking. doesn't get to chose the rotation of the pump. I would expect the linking to fail because P.U.M.P. Did you make that yourself, or does it come out of the box? It's not something I intentionally added for sure. "With normal pumpjacks, after I have placed them, I can use P.U.M.P. Perhaps the folk of the tiberium mod can properly add the fluid resource on the surface, instead? Or add both resources on the surface on the same spot, and remove the one, or the other, depending which miner is placed? I've successfully avoided it so far and would prefer to keep it that way. I'm also not a fan of adding mod-specific exceptions to P.U.M.P. So another mod could have a miner that can do both liquids and solids, and has outputs for both as well. Unfortunately it's the resource that dictates the mining result, and not the miner. But I fear that might cause yet other issues with other mods. I was thinking to maybe check each miner that can do a liquid resource, to also scan for its solid resources. I don't really see a way out of that, unfortunately. properly picks up on the liquid bit, but that's completely useless, since the surface only has solids. the solid not-reallym though.īut, the placement of the spike, replaces the tibGrowthNode with a tibGrowthNode_Infinite, which has the advanced-liquid-tiberium as result, which the spike can properly do. The spike, which can do both advanced-solid-tiberium and advanced-liquid-tiberium. Specifically, the problem is the surface has a tibGrowthNode, which has the advanced-solid-tiberium resource. I was actually assuming/expecting some resource mapping was missing somewhere. They replace the actual resource upon placement of the Spike.
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