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
}