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zkb1325

Alits Life Factories Config

Feb 19th, 2024
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  1. class FactorySettings {
  2.     mapIcon = "loc_Stack";
  3.     mapIconColor = "ColorYellow";
  4.     continueProductionQueueOffline = 1; //1 = true, 0 = false. If the production queue will continue even if the player is offline or if the server is down.
  5. };
  6.  
  7. class Factories {
  8.     class ExampleFactory {
  9.         objectVar = "ExampleFactory"; // If you do not place an object in the editor and set the variable name to this then this factory will not show up
  10.         displayName = "Example Factory";
  11.         factoryCost = 10000;
  12.         maxWorkers = 10;
  13.         workerCost = 1000;
  14.         manufactureTime = "300/_workerCount";
  15.  
  16.         class Items {
  17.             class Iron {
  18.                 required[] = {{"iron_unrefined", 1}};
  19.                 output[] = {{"iron_refined", 1}};
  20.                 manufactureTime = "20"; // Manufacturing 1 item will take 1 minute since it gets rounded up to the nearest minute, it would be better use of time to manufacture in multiples of 3
  21.             };
  22.             class Copper {
  23.                 required[] = {{"copper_unrefined", 1}};
  24.                 output[] = {{"copper_refined", 1}};
  25.             };
  26.             class Glass {
  27.                 required[] = {{"sand", 2}};
  28.                 output[] = {{"glass", 1}};
  29.             };
  30.             class U_C_WorkerCoveralls {
  31.                 required[] = {{"iron_refined", 1}};
  32.                 output[] = {{"U_C_WorkerCoveralls", 1}};
  33.                 manufactureTime = "60";
  34.             };
  35.             class H_BandMask_blk {
  36.                 required[] = {{"iron_refined", 1}};
  37.                 output[] = {{"H_BandMask_blk", 1}};
  38.                 manufactureTime = "60";
  39.             };
  40.             class G_Combat {
  41.                 required[] = {{"iron_refined", 1}};
  42.                 output[] = {{"G_Combat", 1}};
  43.                 manufactureTime = "60";
  44.             };
  45.             class V_TacVest_blk_POLICE {
  46.                 displayName = "Police Vest";
  47.                 required[] = {{"iron_refined", 1}};
  48.                 output[] = {{"V_TacVest_blk_POLICE", 1}};
  49.                 manufactureTime = "60";
  50.             };
  51.             class B_Carryall_ocamo {
  52.                 required[] = {{"iron_refined", 1}};
  53.                 output[] = {{"B_Carryall_ocamo", 1}};
  54.                 manufactureTime = "60";
  55.             };
  56.             class arifle_SPAR_01_blk_F {
  57.                 required[] = {{"iron_refined", 2}};
  58.                 output[] = {{"arifle_SPAR_01_blk_F", 1}};
  59.                 manufactureTime = "1000/_workerCount";
  60.             };
  61.             class 30Rnd_556x45_Stanag {
  62.                 required[] = {{"copper_refined", 1}};
  63.                 output[] = {{"30Rnd_556x45_Stanag", 1}};
  64.             };
  65.             class optic_Hamr {
  66.                 required[] = {{"iron_refined", 1}, {"glass", 1}};
  67.                 output[] = {{"optic_Hamr", 2}};
  68.             };
  69.             class C_Offroad_02_unarmed_F {
  70.                 required[] = {{"iron_refined", 10}, {"glass", 4}};
  71.                 output[] = {{"C_Offroad_02_unarmed_F", 1}};
  72.                 manufactureTime = "45*60"; // 45 minute manufacture time
  73.             };
  74.             class Recycle_C_Offroad_02_unarmed_F {
  75.                 displayName = "Recycle Vehicle";
  76.                 icon = "\A3\ui_f\data\map\markers\military\objective_CA.paa";
  77.                 required[] = {{"C_Offroad_02_unarmed_F", 1}};
  78.                 output[] = {{"iron_refined", 10}, {"glass", 4}};
  79.                 manufactureTime = "1"; // Even though it's set to 1 second it will get rounded up to 1 minute
  80.             };
  81.         };
  82.     };
  83. };
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