Adding Blueshift Support‐ Gravitic Generators - Angel-125/Blueshift GitHub Wiki

Blueshift comes with a variety of Restock-quality parts, but what if you want to add a custom gravitic generator? Here's how:

In the part's config file, add the following:

	// Generators are just like the stock resource converter, except that this one can control animated textures and/or Effects.
	// This generator produces the GravityWaves that power warp coils by consuming Graviolium and FusionPellets.
	MODULE
	{
		name = WBIModuleGeneratorFX
//		debugMode = true

		// Setting this to the same value as WBIWarpEngine's warpPowerGeneratorID field lets the warp engine control the generator.
		// If the generator controls effects and/or animated textures, then they'll be affected by the throttle updates.
		moduleID = warpPower

		// This also replaces the name shown in the editor.
		ConverterName = Auxilary Power

		// Short description of the module as displayed in the editor.
		moduleDescription = Provides auxilary gravitic power.

		StartActionName = Activate Auxiliary Power
		StopActionName = Deactivate Auxiliary Power
		ToggleActionName = Toggle Auxiliary Power

		// Generators can control animated textures
		// Hint: You can control multiple animated textures in the same part if they share the same moduleID.
//		textureModuleID = 

		// Generators can control effects too. You will need an EFFECTS node in the part config.
//		startEffect = effectStart
//		stopEffect = effectStop
//		runningEffect = running

		// In hours, the mean time between failures. Assumes that parts require maintenance.
		mtbf = 150

		// The minimum level of skill required to repair the part.
		// You can also change repairSkill, which defaults to "RepairSkill" (Engineers have this).
		// You can also change the repairKitName, which defaults to "evaRepairKit" (the stock EVA Repair Kit).
		minimumSkillLevel = 2

		// When parts require maintenance, how many repair kits are required to repair the part.
		repairKitsRequired = 2

		// To get this value, multiply the desired GravityWaves output by 0.00004
		INPUT_RESOURCE
		{
			ResourceName = Graviolium
			Ratio = 0.006
			FlowMode = STAGE_PRIORITY_FLOW
		}
		// To get this value, multiply the desired GravityWaves output by 0.00000075
		INPUT_RESOURCE
		{
			ResourceName = FusionPellets
			Ratio = 0.00015
			FlowMode = STAGE_PRIORITY_FLOW
		}
		// This value is what you want to output per second.
		OUTPUT_RESOURCE
		{
			ResourceName = GravityWaves
			Ratio = 150
			DumpExcess = true
			FlowMode = ALL_VESSEL
		}
		// To get this value, multiply the desired GravityWaves output by 15
		OUTPUT_RESOURCE
		{
			ResourceName = ElectroPlasma
			Ratio = 2250
			DumpExcess = true
			FlowMode = ALL_VESSEL
		}
		// To get this value, multiply the desired GravityWaves output by 0.06
		OUTPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 9
			DumpExcess = true
			FlowMode = ALL_VESSEL
		}
		// To get this value, multiply the desired GravityWaves output by 0.00004
		OUTPUT_RESOURCE:NEEDS[WildBlueIndustries/FlyingSaucers]
		{
			ResourceName = StaticCharge
			Ratio = 0.006
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
		// To get this value, multiply the desired GravityWaves output by 0.1
		DRAINED_RESOURCE
		{
			ResourceName = GravityWaves
			Ratio = 15
		}
	}

	// These values should be set to whatever you like.
	RESOURCE
	{
		name = FusionPellets
		amount = 48
		maxAmount = 48
	}

	RESOURCE
	{
		name = Graviolium
		amount = 0
		maxAmount = 32
	}
	// Recommended value: 10X the GravityWave output per second.
	RESOURCE
	{
		name = GravityWaves
		amount = 0
		maxAmount = 1500
	}

	RESOURCE:NEEDS[WildBlueIndustries/FlyingSaucers]
	{
		name = StaticCharge
		amount = 0
		maxAmount = 300
	}