Ich bin dabei den Mod zu probieren und hab dabei das Problem, dass Wood Chips Processing und Pellets Processing ohne Ressourcen arbeiten. Ich kann die auf eine leere Insel stellen und die Fangen gleich an zu arbeiten ohne Ressourcen zu verbrauchen. Eine Idee wie das kommt?
Außerdem wurde in der assets.xml vergessen den ModOp tag direkt nach <!--####EFFEKTE / BOOSTER####--> zu schließen.
Hier0nimus, can you please share with me what you did for the mod to work? I have this mod for a while and have made a lot of changes in it, making an update a little risky for me. So I thought you could help me fix what makes the mod don't load.
There are a couple of things that needed fixes in the assets.xml. Open this file with a text editor.
In GU16, in the newly created asset the nodes that are used in the asset need to be available in the used template. In case of the buildings with the template "FactoryBuilding7" there need to be some changes.
On line 437 we need to replace <Electric> ?<BoostedByElectricity>0</BoostedByElectricity> </Electric>
with
<Industrializable />
On line 441 remove "<ItemGenerator />"
Then afther "<QuestObject />" add:
<Electrifiable /> <EcoSystemProvider />
This is the first building we now fixed. We need to do the same for the other building.
The PALLETS PRODUKTION - processing_08_pallets (Pallets Processing):
Actually the same as the other building. On line 530 remove "<RandomDummySpawner />"
Line 599 replace <Electric> ?<BoostedByElectricity>0</BoostedByElectricity> </Electric>
with
<Industrializable />
On line 603 remove "<ItemGenerator />"
Then afther "<QuestObject />" add:
<Electrifiable /> <EcoSystemProvider />
Then the last bulding we have, we actually do not need to change anything the GREEN POWERPLANT - electricity_04 (Pallets Power Plant) is working as intended.
Then we need to fix something that is not correct coded and actually does not work. At line 785 (original place) or 779 new place after previous changes you need to add </ModOp> to close that part.
Then the parts after that are actually easier to include. Also one of the effects is not correct. Remove everything underneath the code, so everything from line 780. But! Leave the final closing tag "</ModOps>"
Now we add the ItemEffectTargetPools to the previous block we added the closing tag to. We add the other GUID's after the one we have there. We also change the Type to "add" and remove "Item[GUID='1010329']]". So we get from line 771 until the last line of the file:
EDIT: One last thing is to make sure the production actually consumes products. This bug was also reported. Search for "<Amount>0.5</Amount>" and change "0.5" to "1" in all cases.
Final result:
<!--V 1.1 ? Stand: 01.08.2020 ################################ Mod by DonnyBresko Fixes by Hier0nimus - 05/01/2023 ################################ --> <ModOps>
@Hier0nimus. My sincearest appologies. The way the code is displayed is different to what you have given decriptions of. I'm using notepad as the text editor for the assetts.xml file. I am really struggling to work out which sections of code I'm supposed to be removing etc: Is there any assistance you can provide.
Seems like ModNexus changed the formatting of the messages... Not going to put the it online somewhere... I can share it on the modding discord if you want. https://discord.gg/rJA6Jm5
The mod is so great, with Bellets heating really awesome.... Unfortunately fktn. He hasn't been for a while. Is there perhaps a way to update? supa work lg
81 comments
Außerdem wurde in der assets.xml vergessen den ModOp tag direkt nach <!--####EFFEKTE / BOOSTER####--> zu schließen.
I fixed everything that breaks the mod, but I can not release this offcourse without permission.
There are a couple of things that needed fixes in the assets.xml. Open this file with a text editor.
In GU16, in the newly created asset the nodes that are used in the asset need to be available in the used template. In case of the buildings with the template "FactoryBuilding7" there need to be some changes.
The WOOD CHIPS PRODUKTION - "processing_07_wood_chips (Wood Chips Processing)" needs changes:
On line 373, remove "<RandomDummySpawner />"
On line 437 we need to replace
<Electric>
?<BoostedByElectricity>0</BoostedByElectricity>
</Electric>
with
<Industrializable />
On line 441 remove "<ItemGenerator />"
Then afther "<QuestObject />" add:
<Electrifiable />
<EcoSystemProvider />
This is the first building we now fixed. We need to do the same for the other building.
The PALLETS PRODUKTION - processing_08_pallets (Pallets Processing):
Actually the same as the other building. On line 530 remove "<RandomDummySpawner />"
Line 599 replace
<Electric>
?<BoostedByElectricity>0</BoostedByElectricity>
</Electric>
with
<Industrializable />
On line 603 remove "<ItemGenerator />"
Then afther "<QuestObject />" add:
<Electrifiable />
<EcoSystemProvider />
Then the last bulding we have, we actually do not need to change anything the GREEN POWERPLANT - electricity_04 (Pallets Power Plant) is working as intended.
Then we need to fix something that is not correct coded and actually does not work.
At line 785 (original place) or 779 new place after previous changes you need to add </ModOp> to close that part.
<!--#### EFFEKTE / BOOSTER ####-->
<ModOp Type="addNextSibling" GUID='193856' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='1010329']">
?<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
Then the parts after that are actually easier to include. Also one of the effects is not correct. Remove everything underneath the code, so everything from line 780. But! Leave the final closing tag "</ModOps>"
Now we add the ItemEffectTargetPools to the previous block we added the closing tag to. We add the other GUID's after the one we have there. We also change the Type to "add" and remove "Item[GUID='1010329']]". So we get from line 771 until the last line of the file:
<!--#### EFFEKTE / BOOSTER ####-->
<ModOp Type="add" GUID='193856,190914,368,190846' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
</ModOps>
EDIT:
One last thing is to make sure the production actually consumes products. This bug was also reported.
Search for "<Amount>0.5</Amount>" and change "0.5" to "1" in all cases.
Final result:
<!--V 1.1 ? Stand: 01.08.2020
################################
Mod by DonnyBresko
Fixes by Hier0nimus - 05/01/2023
################################
-->
<ModOps>
<!--#### CORE ####-->
<ModOp Type="addNextSibling" GUID='11703'><!--ADD NEW ITEM [PALLETS]-->
<Asset>
<Template>Product</Template>
<Values>
<Standard>
<GUID>1800000303</GUID>
<Name>Pallets</Name>
<IconFilename>data/modgraphics/icons/pallets.png</IconFilename>
<InfoDescription>1800000313</InfoDescription>
</Standard>
<Text>
<LocaText>
<English>
<Text>Pallets</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>35148</LineID>
</Text>
<Locked />
<Product>
<StorageLevel>Building</StorageLevel>
<ProductCategory>11703</ProductCategory>
<BasePrice>482</BasePrice>
<CivLevel>2</CivLevel>
<AssociatedRegion>Moderate</AssociatedRegion>
</Product>
<ExpeditionAttribute>
<BaseMorale>25</BaseMorale>
<ExpeditionAttributes>
<Item>
<Attribute>Crafting</Attribute>
<Amount>35</Amount>
</Item>
</ExpeditionAttributes>
</ExpeditionAttribute>
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='11703'><!--ADD NEW ITEM [WOOD CHIPS]-->
<Asset>
<Template>Product</Template>
<Values>
<Standard>
<GUID>1800000302</GUID>
<Name>Wood Chips</Name>
<IconFilename>data/modgraphics/icons/holzspahn.png</IconFilename>
<InfoDescription>1800000312</InfoDescription>
</Standard>
<Text>
<LocaText>
<English>
<Text>Wood Chips</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>35148</LineID>
</Text>
<Locked />
<Product>
<StorageLevel>Building</StorageLevel>
<ProductCategory>11703</ProductCategory>
<BasePrice>482</BasePrice>
<CivLevel>2</CivLevel>
<AssociatedRegion>Moderate</AssociatedRegion>
</Product>
<ExpeditionAttribute>
<ExpeditionAttributes>
<Item>
<Attribute>Crafting</Attribute>
<Amount>5</Amount>
</Item>
</ExpeditionAttributes>
</ExpeditionAttribute>
</Values>
</Asset>
</ModOp>
<ModOp Type="add" GUID='120055' Path="/Values/ProductStorageList/ProductList"><!--ADD NEW ITEMS TO STORAGE-LIST-->
<Item>
<Product>1800000302</Product>
</Item>
<Item>
<Product>1800000303</Product>
</Item>
</ModOp>
<ModOp Type="add" GUID='502004,502010,502017,502024,502049,501958' Path="/Values/ProductList/List"><!--ADD [PALLETS] TO PRODUCT-LIST-->
<Item>
<Product>1800000303</Product>
</Item>
</ModOp>
<ModOp Type="add" GUID='502020,502066,502043,501960' Path="/Values/ProductList/List"><!--ADD [WOOD CHIPS] TO PRODUCT-LIST-->
<Item>
<Product>1800000302</Product>
</Item>
</ModOp>
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='130248']"><!--UNHIDE-->
<Asset>
<Template>Trigger</Template>
<Values>
<Standard>
<GUID>1800000300</GUID>
<Name>intermediate moderate 4.0</Name>
<IconFilename>data/ui/2kimages/main/profiles/resident_tier04.png</IconFilename>
</Standard>
<Trigger>
<TriggerCondition>
<Template>ConditionPlayerCounter</Template>
<Values>
<Condition />
<ConditionPlayerCounter>
<PlayerCounter>PopulationByLevel</PlayerCounter>
<Context>15000003</Context>
<CounterAmount>1</CounterAmount>
</ConditionPlayerCounter>
</Values>
</TriggerCondition>
<TriggerActions>
<Item>
<TriggerAction>
<Template>ActionUnlockAsset</Template>
<Values>
<Action />
<ActionUnlockAsset>
<UnlockAssets />
<UnhideAssets>
<Item>
<Asset>1800000302</Asset>
</Item>
<Item>
<Asset>1800000303</Asset>
</Item>
<Item>
<Asset>1800000304</Asset>
</Item>
<Item>
<Asset>1800000305</Asset>
</Item>
<Item>
<Asset>1800000306</Asset>
</Item>
<Item>
<Asset>1800000307</Asset>
</Item>
</UnhideAssets>
<AdditionalParticipants>Third_party_02_Blake;Third_party_03_Pirate_Harlow;Third_party_04_Pirate_LaFortune;Third_party_05_Sarmento;Third_party_07_Jailor_Bleakworth;Third_party_08_Kahina</AdditionalParticipants>
</ActionUnlockAsset>
</Values>
</TriggerAction>
</Item>
</TriggerActions>
</Trigger>
<TriggerSetup />
</Values>
</Asset>
</ModOp>
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='130248']"><!--UNLOCK-->
<Asset>
<Template>Trigger</Template>
<Values>
<Standard>
<GUID>1800000301</GUID>
<Name>intermediate moderate 4.2</Name>
<IconFilename>data/ui/2kimages/main/profiles/resident_tier04.png</IconFilename>
</Standard>
<Trigger>
<TriggerCondition>
<Template>ConditionPlayerCounter</Template>
<Values>
<Condition />
<ConditionPlayerCounter>
<PlayerCounter>PopulationByLevel</PlayerCounter>
<Context>15000003</Context>
<CounterAmount>1500</CounterAmount>
</ConditionPlayerCounter>
</Values>
</TriggerCondition>
<TriggerActions>
<Item>
<TriggerAction>
<Template>ActionUnlockAsset</Template>
<Values>
<Action />
<ActionUnlockAsset>
<UnlockAssets>
<Item>
<Asset>1800000302</Asset>
</Item>
<Item>
<Asset>1800000303</Asset>
</Item>
<Item>
<Asset>1800000304</Asset>
</Item>
<Item>
<Asset>1800000305</Asset>
</Item>
<Item>
<Asset>1800000306</Asset>
</Item>
<Item>
<Asset>1800000307</Asset>
</Item>
</UnlockAssets>
<UnhideAssets />
<AdditionalParticipants>Third_party_02_Blake;Third_party_03_Pirate_Harlow;Third_party_04_Pirate_LaFortune;Third_party_05_Sarmento;Third_party_07_Jailor_Bleakworth;Third_party_08_Kahina</AdditionalParticipants>
</ActionUnlockAsset>
</Values>
</TriggerAction>
</Item>
</TriggerActions>
</Trigger>
<TriggerSetup />
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='25000192' Path="/Values/ConstructionCategory/BuildingList/Item[Building='500506']"><!--BUILDING MENU TIER-->
<Item>
<Building>1800000304</Building>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='500944' Path="/Values/ConstructionCategory/BuildingList/Item[Building='500506']"><!--BUILDING MENU CATEGORIE-->
<Item>
<Building>1800000304</Building>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='15039'><!--PRODUKTIONS KETTE-->
<Asset>
<Template>ProductionChain</Template>
<Values>
<Standard>
<GUID>1800000304</GUID>
<Name>tamplate chain</Name>
<IconFilename>data/modgraphics/icons/electric_green.png</IconFilename>
<InfoDescription>1800000314</InfoDescription>
</Standard>
<ProductionChain>
<Building>1800000307</Building><!--POWERPLANT-->
<Tier1>
<Item>
<Building>1800000306</Building><!--PALLET PROCESSING-->
<Tier2>
<Item>
<Building>1800000305</Building><!--WOOD CHIPS PROCESSING-->
<Tier3>
<Item>
<Building>1010266</Building><!--WOOD -->
</Item>
</Tier3>
</Item>
<Item>
<Building>1010304</Building><!--COAL -->
</Item>
</Tier2>
</Item>
</Tier1>
</ProductionChain>
<Locked />
<Text>
<LocaText>
<English>
<Text>Burning Powerplant</Text>
<Status>Exported</Status>
<ExportCount>2</ExportCount>
</English>
</LocaText>
<LineID>14882</LineID>
</Text>
</Values>
</Asset>
</ModOp>
<!--#### ########################## ####-->
<!--#### GEBAEUDE UND FARMEN ####-->
<ModOp Type="addNextSibling" GUID='1010343'><!--WOOD CHIPS PRODUKTION-->
<Asset>
<Template>FactoryBuilding7</Template>
<Values>
<Standard>
<GUID>1800000305</GUID>
<Name>processing_07_wood_chips (Wood Chips Processing)</Name>
<IconFilename>data/modgraphics/icons/holzspahn.png</IconFilename>
<InfoDescription>1800000315</InfoDescription>
</Standard>
<Building>
<BuildModeRandomRotation>90</BuildModeRandomRotation>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking />
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>1000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>75</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>15</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
</Item>
</Costs>
</Cost>
<Object>
<Variations>
<Item>
<Filename>data/graphics/buildings/production/factory_03/factory_03.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection>
<ParticipantMessageArcheType>Resident_tier03_atWork</ParticipantMessageArcheType>
<Colors>
<WeakSelectionColorType>NoColor</WeakSelectionColorType>
</Colors>
</Selection>
<Text>
<LocaText>
<English>
<Text>Pallets Workshop</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>5285</LineID>
</Text>
<Constructable />
<Locked />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>216883</Sound>
</Item>
<Item>
<Sound>235835</Sound>
</Item>
</ActiveSounds>
</SoundEmitter>
<FeedbackController />
<Infolayer />
<UpgradeList />
<Factory7 />
<FactoryBase>
<FactoryInputs>
<Item>
<Product>120008</Product>
<Amount>1</Amount>
<StorageAmount>8</StorageAmount>
</Item>
</FactoryInputs>
<FactoryOutputs>
<Item>
<Product>1800000302</Product>
<Amount>1</Amount>
<StorageAmount>4</StorageAmount>
</Item>
</FactoryOutputs>
<CycleTime>60</CycleTime>
</FactoryBase>
<LogisticNode />
<AmbientMoodProvider>
<DynamicEnvironmentType>None</DynamicEnvironmentType>
</AmbientMoodProvider>
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>85</Amount>
</Item>
<Item>
<Product>1010116</Product>
<Amount>15</Amount>
</Item>
</Maintenances>
</Maintenance>
<Attackable>
<MaximumHitPoints>3500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Explosion>
<Base>0</Base>
<Escalated>0</Escalated>
</Explosion>
</Infectable>
<Explosion>
<ExplosionCoreDamage>50</ExplosionCoreDamage>
<DamageExplosionChance>0</DamageExplosionChance>
</Explosion>
<IncidentInfectionChanceFactors>
<Fire>
<DensityDistance>10</DensityDistance>
<FactoryProductivityFactor>0.1</FactoryProductivityFactor>
<FactoryUndertimeFactor>0.05</FactoryUndertimeFactor>
</Fire>
<Riot>
<FactoryOvertimeFactor>0.4</FactoryOvertimeFactor>
<FactoryUndertimeFactor>0.2</FactoryUndertimeFactor>
<FactoryHappinessFactor>0.2</FactoryHappinessFactor>
<HappinessThreshold>20</HappinessThreshold>
</Riot>
</IncidentInfectionChanceFactors>
</IncidentInfectable>
<Industrializable />
<Culture>
<CultureType>Culture</CultureType>
</Culture>
<QuestObject />
<Electrifiable />
<EcoSystemProvider />
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='1010343'><!--PALLETS PRODUKTION-->
<Asset>
<Template>FactoryBuilding7</Template>
<Values>
<Standard>
<GUID>1800000306</GUID>
<Name>processing_08_pallets (Pallets Processing)</Name>
<IconFilename>data/modgraphics/icons/pallets.png</IconFilename>
<InfoDescription>1800000316</InfoDescription>
</Standard>
<Building>
<BuildModeRandomRotation>90</BuildModeRandomRotation>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking />
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>22000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>150</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>25</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
<Amount>15</Amount>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
<Amount>10</Amount>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
<Amount>8</Amount>
</Item>
</Costs>
</Cost>
<Object>
<Variations>
<Item>
<Filename>data/graphics/buildings/production/processing_07/processing_07.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection>
<ParticipantMessageArcheType>Resident_tier03_atWork</ParticipantMessageArcheType>
<Colors>
<WeakSelectionColorType>NoColor</WeakSelectionColorType>
</Colors>
</Selection>
<Text>
<LocaText>
<English>
<Text>Pallets Workshop</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>5285</LineID>
</Text>
<Constructable />
<Locked />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>216883</Sound>
</Item>
<Item>
<Sound>235835</Sound>
</Item>
</ActiveSounds>
</SoundEmitter>
<FeedbackController />
<Infolayer />
<UpgradeList />
<Factory7 />
<FactoryBase>
<FactoryInputs>
<Item>
<Product>1010226</Product>
<Amount>1</Amount>
<StorageAmount>8</StorageAmount>
</Item>
<Item>
<Product>1800000302</Product>
<Amount>1</Amount>
<StorageAmount>8</StorageAmount>
</Item>
</FactoryInputs>
<FactoryOutputs>
<Item>
<Product>1800000303</Product>
<Amount>1</Amount>
<StorageAmount>4</StorageAmount>
</Item>
</FactoryOutputs>
<CycleTime>120</CycleTime>
</FactoryBase>
<LogisticNode />
<AmbientMoodProvider>
<DynamicEnvironmentType>None</DynamicEnvironmentType>
</AmbientMoodProvider>
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>150</Amount>
</Item>
<Item>
<Product>1010116</Product>
<Amount>25</Amount>
</Item>
</Maintenances>
</Maintenance>
<Attackable>
<MaximumHitPoints>3500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Explosion>
<Base>0</Base>
<Escalated>0</Escalated>
</Explosion>
</Infectable>
<Explosion>
<ExplosionCoreDamage>50</ExplosionCoreDamage>
<DamageExplosionChance>0</DamageExplosionChance>
</Explosion>
<IncidentInfectionChanceFactors>
<Fire>
<DensityDistance>10</DensityDistance>
<FactoryProductivityFactor>0.1</FactoryProductivityFactor>
<FactoryUndertimeFactor>0.05</FactoryUndertimeFactor>
</Fire>
<Riot>
<FactoryOvertimeFactor>0.4</FactoryOvertimeFactor>
<FactoryUndertimeFactor>0.2</FactoryUndertimeFactor>
<FactoryHappinessFactor>0.2</FactoryHappinessFactor>
<HappinessThreshold>20</HappinessThreshold>
</Riot>
</IncidentInfectionChanceFactors>
</IncidentInfectable>
<Industrializable />
<Culture>
<CultureType>Culture</CultureType>
</Culture>
<QuestObject />
<Electrifiable />
<EcoSystemProvider />
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='1010343'><!--GREEN POWERPLANT-->
<Asset>
<Template>PowerplantBuilding</Template>
<Values>
<Standard>
<GUID>1800000307</GUID>
<Name>electricity_04 (Pallets Power Plant)</Name>
<IconFilename>data/modgraphics/icons/electric_green.png</IconFilename>
<ID>GasPowerPlant</ID>
<InfoDescription>1800000317</InfoDescription>
</Standard>
<Building>
<BuildingCategoryName>11169</BuildingCategoryName>
<BuildModeRandomRotation>90</BuildModeRandomRotation>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking />
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>125000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>120</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>250</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
<Amount>100</Amount>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
<Amount>50</Amount>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
<Amount>60</Amount>
</Item>
</Costs>
</Cost>
<Object>
<Variations>
<Item>
<Filename>data/dlc03/graphics/buildings/special/electricity_02/electricity_02.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection>
<ParticipantMessageArcheType>Resident_tier03_atWork</ParticipantMessageArcheType>
</Selection>
<Text>
<LocaText>
<English>
<Text>Gas-Fired Power Plant</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>35861</LineID>
</Text>
<Constructable />
<Locked />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>200832</Sound>
</Item>
</ActiveSounds>
<IncidentSounds>
<InfectedFire>
<Item>
<Sound>214659</Sound>
</Item>
</InfectedFire>
</IncidentSounds>
<BuildingRepaired>
<Item>
<Sound>203866</Sound>
</Item>
</BuildingRepaired>
</SoundEmitter>
<FeedbackController />
<Infolayer />
<UpgradeList />
<LogisticNode>
<TransporterCountMax>1</TransporterCountMax>
<PathLayers>Street</PathLayers>
</LogisticNode>
<AmbientMoodProvider />
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>5000</Amount>
<InactiveAmount>500</InactiveAmount>
</Item>
<Item>
<Product>1010116</Product>
<Amount>300</Amount>
<ShutdownThreshold>0.5</ShutdownThreshold>
</Item>
</Maintenances>
</Maintenance>
<Attackable>
<MaximumHitPoints>5500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Fire>
<Base>1</Base>
</Fire>
</Infectable>
<Explosion>
<DamageExplosionChance>5</DamageExplosionChance>
</Explosion>
<IncidentInfectionChanceFactors>
<Fire>
<DensityDistance>10</DensityDistance>
<FactoryProductivityFactor>0.1</FactoryProductivityFactor>
<FactoryUndertimeFactor>0.05</FactoryUndertimeFactor>
</Fire>
<Explosion>
<BaseChance>5</BaseChance>
</Explosion>
</IncidentInfectionChanceFactors>
</IncidentInfectable>
<Powerplant>
<IndustrializationDistance>60</IndustrializationDistance>
</Powerplant>
<FactoryBase>
<FactoryInputs>
<Item>
<Product>1800000303</Product>
<Amount>1</Amount>
<StorageAmount>10</StorageAmount>
</Item>
</FactoryInputs>
<CycleTime>60</CycleTime>
</FactoryBase>
<Culture>
<Attractiveness>15</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
<PublicService>
<FullSatisfactionDistance>60</FullSatisfactionDistance>
<NoSatisfactionDistance>60</NoSatisfactionDistance>
</PublicService>
</Values>
</Asset>
</ModOp>
<!--#### ########################## ####-->
<!--#### EFFEKTE / BOOSTER ####-->
<ModOp Type="add" GUID='193856,190914,368,190846' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
</ModOps>
<!-- All Public Buildings -->
<ModOp Type="addNextSibling" GUID='190136' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='117547']">
<Item>
<GUID>1800000307</GUID>
</Item>
</ModOp>
<!-- all power plants -->
<ModOp Type="addNextSibling" GUID='193864' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='117547']">
<Item>
<GUID>1800000307</GUID>
</Item>
</ModOp>
<!-- Social Welfare Act -->
<ModOp Type="addNextSibling" GUID='269460' Path="/Values/ItemEffect/EffectTargets/Item[GUID='117547']">
<Item>
<GUID>1800000307</GUID>
</Item>
</ModOp>
<!-- Gløgg Splurger -->
<ModOp Type="merge" GUID='116164' Path="/Values/FactoryUpgrade">
<FactoryUpgrade>
<AdditionalOutput>
<Item>
<Product>1800000303</Product>
<AdditionalOutputCycle>25</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
</FactoryUpgrade>
</ModOp>
</ModOps>
I am really struggling to work out which sections of code I'm supposed to be removing etc:
Is there any assistance you can provide.
Could you please somewhere share the edited xml file? Your file changes are not properly displayed in this forum...
Not going to put the it online somewhere... I can share it on the modding discord if you want.
https://discord.gg/rJA6Jm5
Thnx for this mod great one!