Change M Power Production
I create a generator based on the Build Generator Biomass Automated
I would like to be able to modify the M Power Production (in Blueprint)
But all I find (even in C++) is:
- Set Dynamic production Capacity
- Set Base Production
Should I handle it in the Widget instead of the Build?
17 Replies
Are you trying to make the building produce an amount of power that varies at it operates? Or the base power production of the building?
It almost certainly should NOT happen in the widget. Widgets should only do info display and user changing options stuff. Because the machine still needs to operate even when there are no players
Have you looked at the solar panel tutorial on the docs?
Yes the power will vary depending on the resource that is being burned
For that you will need a custom override for the function that determines how much power it produces. Look in the interfaces section on the building to see what the available functions are
It is probably the same function that the solar panel tutorial uses, but you will have to experiment
>docsearch solar panel
This is the best result I got from the SMD :
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/SimpleMod/machines/SolarPanel.html#_next_steps
Solar Generator :: Satisfactory Modding Documentation
In this chapter we will create a simple custom power generator - a Solar Panel that only produces energy during the daytime. As in pr...
@Robb
Yes I based it on this example and it uses both functions Set Dynamic production Capacity and Set Base Production
What I want to change is the 75KW framed in green in my picture
Because the capacity is well at 200
If I can modify it, I should also be able to create M Default Fuel Class with an enumeration
Ah yeah I think that field may just look at the building's supposed fixed output. Do you know if the biomass burners update that number to what they are actually doing or does it stay their max?
For the purpose of just telling the user what the machine is actually doing in the widget, that might be good to put in the widget code, you'll have to experiment
You will have to elaborate on the default fuel class situation but I don't think you want an enum for that, you probably want a set of (fuel) item classes
This value remains constant
I can change it in the widget for the overclock, but I did not find how for the other
I can only use certain fuels in this FG Build Generator Biomass Automated
I couldn't find in C++ how to change this limitation
So now I abandoned this FG and I'm basing it on the FG Buildable Generator, and everything works fine
I still have to figure out how to access the Power circuit graph (Do you know how ?)
Burnable Fabric mod shows how to change what fuels it accepts if you decide to go back
Not sure but you probably need to pass it the power circuit component from the building or similar
Thanks, it's a good example for one item, but I want to burn all items in the game
I'll think about it if I don't get my way, but I'm off to a good start.
burning all items (presumably you mean anything with a fuel energy value) could lead to some unintended behavior, like being able to burn nuclear fuel rods for no waste
Yes I based myself on the ResourcesSink table, clamped to 30 - 2500 MW
oh you mean literally all items, I never would have thought of that
how do you decide how much power they make? do you scale it based on resource sink points or have fixed categories?
https://satisfactory.wiki.gg/wiki/AWESOME_Sink
I also detect and burn items coming from mods (like mine) = 30 MW
Official Satisfactory Wiki
AWESOME Sink
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points...
And even those that the AwesomeSink doesn't want to treat as PowerSlug
I started with the 26 categories but I didn't see on which criteria to attribute values