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Description
Description:
Add the ability for building functionality to be dependent on another building, and potentially proximity to another building, as opposed to or in addition to the standard power grid.
Deactivated structures dim and all functionality stops working:
- Power plants stop providing power
- Refineries can't accept harvester loads
- Factories can't produce units
- Cloning Vats don't clone
- Defenses won't shoot
- Prerequisite units requiring the structure are unavailable to build
- Powers stop charging from the structure
- Radar/spysat/gap stops working
- Industrial plant effects don't function
- Tech effects like hospital healing, self-repair, etc. stop working
If combined with a power requirement and Powered=yes, it will still follow the original power system in addition to the PoweredBy logic (ie. low power has different effects than losing the PoweredBy Structure).
Possible Implementation:
[BuildingType]
Name=Construction Crane
PoweredBy=GACNST
[GACNST]
PoweredRadius=6In this example the Construction Crane will only function if it is placed within a 6 cell radius of a GACNST structure. Logic would be similar to gap/sensor radius.
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