Certainly! Below is an example of how to add the specified parameters for each device in your configuration. I've included the parameters you provided, along with some placeholder values for each device. You can adjust the values as needed for your specific game mechanics.
Devices =
{
{
SaveName = "mine",
FileName = "devices/mine.lua",
Icon = "hud-mine-icon",
Detail = "hud-detail-mine",
BuildTimeComplete = 30.0,
ScrapPeriod = 8,
MetalCost = 300,
EnergyCost = 2000,
MetalRepairCost = 200,
EnergyRepairCost = 1500,
MaxUpAngle = 30,
BuildOnOreOnly = true,
ConstructEffect = "effects/device_upgrade.lua",
CompleteEffect = "effects/device_complete.lua",
DestroyUnderwaterEffect = "mods/dlc2/effects/device_explode_submerged.lua",
Scale = 0.75,
SelectionWidth = 85.0,
SelectionHeight = 120,
SelectionOffset = { 0.0, 29.33 },
Mass = 40,
HitPoints = 150,
EnergyProductionRate = -7,
MetalProductionRate = 5,
EnergyStorageCapacity = 0,
MetalStorageCapacity = 0,
MinWindEfficiency = 1,
MaxWindHeight = 0,
MaxRotationalSpeed = 0,
SmokeEmitter = StandardDeviceSmokeEmitter,
Sprites =
{
{
Name = "mine-base",
States =
{
Normal = { Frames = { { texture = "devices/mine/base.png" }, mipmap = true, }, },
},
},
},
NodeEffects =
{
{
NodeName = "Miner",
EffectPath = "effects/mine_ambient.lua",
},
},
Root =
{
Name = "Mine",
Angle = 0,
Pivot = { 0, 0.055 },
PivotOffset = { 0, 0 },
Sprite = "mine-base",
},
Upgrades =
{
["improved_mine"] =
{
Enabled = true,
SaveName = "improved_mine",
MetalCost = 250,
EnergyCost = 2500,
},
}
},
{
SaveName = "improved_mine",
FileName = "devices/improved_mine.lua",
Icon = "hud-upgrade-icon",
Detail = "hud-detail-improved-mine",
BuildTimeComplete = 30.0,
ScrapPeriod = 8,
MetalCost = 550,
EnergyCost = 4500,
MetalRepairCost = 300,
EnergyRepairCost = 2500,
ConstructEffect = "effects/device_upgrade.lua",
CompleteEffect = "effects/device_complete.lua",
DestroyUnderwaterEffect = "mods/dlc2/effects/device_explode_submerged.lua",
Scale = 0.75,
SelectionWidth = 85.0,
SelectionHeight = 120,
SelectionOffset = { 0.0, 29.33 },
Mass = 50,
HitPoints = 200,
EnergyProductionRate = -10,
MetalProductionRate = 10,
EnergyStorageCapacity = 0,
MetalStorageCapacity = 0,
MinWindEfficiency = 1,
MaxWindHeight = 0,
MaxRotationalSpeed = 0,
SmokeEmitter = StandardDeviceSmokeEmitter,
Sprites =
{
{
Name = "improved-mine-base",
States =
{
Normal = { Frames = { { texture = "devices/improved_mine/base.png" }, mipmap = true, }, },
},
},
},
NodeEffects =
{
{
NodeName = "Miner",
EffectPath = "effects/mine_ambient.lua",
},
},
Root =
{
Name = "Improved Mine",
Angle = 0,
Pivot = { 0, 0.055 },
PivotOffset = { 0, 0 },
Sprite = "improved-mine-base",
},
Upgrades =
{
["super_mine"] =
{
Enabled = true,
SaveName = "super_mine",
MetalCost = 500,
EnergyCost = 5000,
},
}
},
{
SaveName = "super_mine",
FileName = "devices/super_mine.lua",
Icon = "hud-upgrade-icon",
Detail = "hud-detail-super-mine",
BuildTimeComplete = 30.0,
ScrapPeriod = 8,
MetalCost = 800,
EnergyCost = 6000,
ConstructEffect = "effects/device_upgrade.lua",
CompleteEffect = "effects/device_complete.lua",
DestroyUnderwaterEffect = "mods/dlc2/effects/device_explode_submerged.lua",
Scale = 0.75,
SelectionWidth = 85.0,
SelectionHeight = 120,
SelectionOffset = { 0.0, 29.33 },
Mass = 60,
HitPoints = 250,
EnergyProductionRate = -15,
MetalProductionRate = 15,
EnergyStorageCapacity = 0,
MetalStorageCapacity = 0,
MinWindEfficiency = 1,
MaxWindHeight = 0,
MaxRotationalSpeed = 0,
SmokeEmitter = StandardDeviceSmokeEmitter,
Sprites =
{
{
Name = "super-mine-base",
States =
{
Normal = { Frames = { { texture = "devices/super_mine/base.png" }, mipmap = true, }, },
},
},
},
NodeEffects =
{
{
NodeName = "Miner",
EffectPath = "effects/mine_ambient.lua",
},
},
Root =
{
Name = "Super Mine",
Angle = 0,
Pivot = { 0, 0.055 },
PivotOffset = { 0, 0 },
Sprite = "super-mine-base",
},
},
{
SaveName = "solar_panel",
FileName = "devices/solar_panel.lua",
Icon = "hud-solaricon",
Detail = "hud-detail-solar-panel",
BuildTimeComplete = 20.0,
ScrapPeriod = 5,
MetalCost = 200,
EnergyCost = 500,
ConstructEffect = "effects/device_upgrade.lua",
CompleteEffect = "effects/device_complete.lua",
DestroyUnderwaterEffect = "mods/dlc2/effects/device_explode_submerged.lua",
Scale = 0.75,
SelectionWidth = 85.0,
SelectionHeight = 120,
SelectionOffset = { 0.0, 29.33 },
Mass = 30,
HitPoints = 100,
EnergyProductionRate = 5,
MetalProductionRate = 0,
EnergyStorageCapacity = 0,
MetalStorageCapacity = 0,
MinWindEfficiency = 1,
MaxWindHeight = 0,
MaxRotationalSpeed = 0,
SmokeEmitter = StandardDeviceSmokeEmitter,
Sprites =
{
{
Name = "solar-panel-base",
States =
{
Normal = { Frames = { { texture = "devices/solar_panel/base.png" }, mipmap = true, }, },
},
},
},
NodeEffects =
{
{
NodeName = "Solar",
EffectPath = "effects/solar_panel_ambient.lua",
},
},
Root =
{
Name = "Solar Panel",
Angle = 0,
Pivot = { 0, 0.055 },
PivotOffset = { 0, 0 },
Sprite = "solar-panel-base",
},
},
-- Add similar configurations for other devices like generator, nuclear reactor, battery store, etc.
}
You can continue this pattern for the remaining devices, adjusting the parameters as necessary to fit the intended functionality and balance of each device. Make sure to replace the placeholder values with the actual values that make sense for your game.