Furniture Modding

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Revision as of 07:16, 15 May 2016 by Demannu (talk | contribs) (Created page with "==== Furniture ==== This component will always be present in a furniture. Common variables to edit would be: * Type * Category * Cost * ButtonDescription * ComputerPower * Rol...")
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Furniture

This component will always be present in a furniture. Common variables to edit would be:

  • Type
  • Category
  • Cost
  • ButtonDescription
  • ComputerPower
  • RoleBuffs
  • Lighting
  • Coffee
  • Wait
  • AuraValues
  • Wattage
  • Water
  • Noisiness
  • Comfort
  • Environment
  • DefaultColorGroup
  • PrimaryColorName
  • SecondaryColorName
  • TertiaryColorName
  • ColorPrimaryEnabled
  • ColorSecondaryEnabled
  • ColorTertiaryEnabled
  • ForceColorSecondary
  • ForceColorTertiary
  • ColorPrimaryDefault
  • ColorSecondaryDefault
  • ColorTertiaryDefault
  • ColorableLights
  • LightPrimary
  • BuildBoundary
  • NavBoundary
  • OnXEdge
  • OnYEdge
  • CanRotate
  • Height1
  • Height2
  • YOffset
  • WallWidth
  • BasementValid
  • OnlyExteriorWalls
  • WallFurn
  • IsSnapping
  • SnapsTo
  • CanAssign
  • ValidIndoors
  • ValidOutdoors
  • ValidOnFence
  • MaxQueue
  • ForceAccessible
  • ITFix
  • UnlockYear
  • TemperatureController
  • HeatCoolPotential
  • EqualizeTemperature
  • AlwaysOn
  • ComputerTransform
  • OriginalOffset
  • PCAddonOffset
  • OriginalRotation
  • PCAddonRotation
  • PokesThroughWall
  • CanLean
  • UseStandardMat
  • TwoFloors
  • OffsetPoints
  • InterPoints
  • UpperFloorFrame
  • HoldablePoints
  • DespawnHoldables
  • DespawnHour

Upgradable

This component makes this furniture repairable. Common variables to edit would be:

  • TheScreen
  • SmokePosition
  • TimeToAtrophy
  • UpgradePrice
  • OnMat
  • OffMat
  • DegradeAlways
  • AffectedByTemp

TableScript

This component handles tables and table grouping for meeting, canteens, etc.

LampScript

This component handles lighting and shadows for lamps.

Server

This component makes this furniture a server. It is recommended to inherit from a server furniture, as the server component uses some in-game objects, like a text mesh and a wire mesh. Use the Power variable to change its power in mb.

Example

<Root Base="Server Rack" Thumbnail="BigServerRackThumb.png" UpgradeFrom="Server Rack">
	<Models>
		<Model>
			<File>BigServerRack.obj</File>
			<Position>0,0,0</Position>
			<Rotation>0,270,0</Rotation>
			<Scale>1,1,1</Scale>
		</Model>
	</Models>
	<InteractionPoints>
		<InteractionPoint>
			<Name>Repair</Name>
			<Position>0,0,1</Position>
			<Rotation>0,180,0</Rotation>
			<Animation>11</Animation>
			<Child>1</Child>
		</InteractionPoint>
		<InteractionPoint>
			<Name>Repair</Name>
			<Position>0,0,-1</Position>
			<Rotation>0,0,0</Rotation>
			<Animation>11</Animation>
			<Child>0</Child>
		</InteractionPoint>
	</InteractionPoints>
	<Furniture>
		<Cost>12000</Cost>
		<Wattage>50</Wattage>
		<Noisiness>2</Noisiness>
		<UnlockYear>2010</UnlockYear>
		<ButtonDescription>When you can't get enough server</ButtonDescription>
		<ColorPrimaryDefault>0.2,0.2,0.2,1</ColorPrimaryDefault>
		<PrimaryColorName>0.2,0.2,0.2,1</PrimaryColorName>
		<ColorSecondaryDefault>0.3,0.3,0.3,1</ColorSecondaryDefault>
		<ColorTertiaryDefault>0,0.8,1,1</ColorTertiaryDefault>
		<ColorSecondaryEnabled>True</ColorSecondaryEnabled>
		<ColorTertiaryEnabled>True</ColorTertiaryEnabled>
		<ForceColorSecondary>False</ForceColorSecondary>
		<ForceColorTertiary>False</ForceColorTertiary>
		<PrimaryColorName>Casing</PrimaryColorName>
		<SecondaryColorName>Casing</SecondaryColorName>
		<TertiaryColorName>LED</TertiaryColorName>
		<BuildBoundary>
-0.99,-0.49
0.99,-0.49
0.99,0.49
-0.99,0.49</BuildBoundary>
		<NavBoundary>
-1,-0.5
1,-0.5
1,0.5
-1,0.5</NavBoundary>
		<Height1>0</Height1>
		<Height2>1.8</Height2>
		<OnXEdge>True</OnXEdge>
	</Furniture>
	<Upgradable>
		<UpgradePrice>1000</UpgradePrice>
	</Upgradable>
	<Server>
		<Power>10000</Power>
	</Server>
	<BoxCollider>
		<center>0,0.9,0</center>
		<size>2,1.8,1</size>
	</BoxCollider>
</Root>