Spawn Other Building When Powered - Vanilla-Expanded/VanillaExpandedFramework GitHub Wiki
CompProperties_SpawnOtherBuildingWhenPowered detects whether this Building is powered (and flicked ON) and then spawns a different Building on top of it. If the first Building is flicked OFF, or runs out of power, or is moved away, the second Building despawns
public string defOfBuildingToSpawn = "HorseshoesPin";
public int tickRaresToCheck = 1;
This second building needs to have:
<clearBuildingArea>false</clearBuildingArea>
<building>
<isEdifice>false</isEdifice>
<canPlaceOverWall>true</canPlaceOverWall>
</building>
Or it will just delete the first one! Though maybe that's what you want, I won't judge
It is a comp class, so you just add it in XML in the <comps>
tag.
We use this class with Vanilla Furniture Expanded - Art's holograms. The base spawns the hologram itself. The base has 0 Beauty, but the hologram has variable beauty (depending on quality). This allows us to create a building that only produces Beauty when powered, with very very low lag.
<comps>
<li Class="VanillaFurnitureExpanded.CompProperties_SpawnOtherBuildingWhenPowered">
<defOfBuildingToSpawn>VFE_HologramOn</defOfBuildingToSpawn>
<tickRaresToCheck>1</tickRaresToCheck>
</li>
</comps>