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Active Terrain Power Trader
juanosarg edited this page Jun 24, 2025
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1 revision
TerrainCompProperties_PowerTrader allows the terrain to produce or consume power
public float basePowerConsumption;
public bool ignoreNeedsPower;It is a comp class, so you just add it in XML in the <terrainComps> tag of the ActiveTerrain.
<terrainComps>
<li Class="VEF.Maps.TerrainCompProperties_PowerTrader">
<ignoreNeedsPower>true</ignoreNeedsPower>
<basePowerConsumption>-100</basePowerConsumption>
</li>
</terrainComps>- Abilities
- Animal Behaviours
- Apparels
- Buildings
- Cooking
- Factions
- Genes
- Global
- Graphics
- Hediffs
- Maps
- Memes
- OptionalFeatures
- Pawns
- Planet
- Plants
- Storyteller
- Things
- Weapons
- Weathers
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Advanced Resource Processor
- Update to KCSG 2.0
- Exporting buildings
- Customizing symbols
- Debug helpers options
- Custom faction settlement
- Custom structure and scenarios
- Custom structure in quests
- Custom structure in WorldObjects
- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions