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SnacksConverter
An enhanced version of ModuleResourceConverter, the SnacksConverter offers a number of enhancements including producing resources after a set number of hours have elapsed (defined by YIELD_RESOURCES nodes), the ability to produce the yield resources based on the result of a random number generation, an optional flag that results in the part exploding as a result of a critical failure roll, an optional flag that can prevent the converter from being shut off, the ability to play effects, and the ability to be run in the background (when the vessel isn't loaded into the scene).
Name of the effect to play when the converter starts.
Name of the effect to play when the converter stops.
Name of the effect to play while the converter is running.
This is a threshold value to ensure that the converter will shut off if the vessel's ElectricCharge falls below the specified percentage. It is ignored if the converter doesn't use ElectricCharge.
This flag tells the converter to check for a connection to the homeworld if set to true. If no connection is present, then the converter operations are suspended. It requires CommNet to be enabled.
This field specifies the minimum number of crew required to operate the converter. If the part lacks the minimum required crew, then operations are suspended.
This field specifies the condition summary to set when a kerbal enters the part and the converter is running. For example, the kerbal could be Relaxing. The condition summary appears in the kerbal's condition summary display. Certain conditions will result a loss of skills for the duration that the converter is running. For that to happen, be sure to define a SKILL_LOSS_CONDITION config node with the name of the condition.
This field indicates whether or not the converter can be shut down. If set to false, then the converter will remove the shutdown and toggle actions and disable the shutdown button.
Unique ID of the converter. Used to identify it during background processing.
Minimum die roll
Maximum die roll
On a roll of dieRollMin - dieRollMax, the minimum roll required to declare a successful resource yield. Set to 0 if you don't want to roll for success.
On a roll of dieRollMin - dieRollMax, minimum roll for a resource yield to be declared a critical success.
On a roll of dieRollMin - dieRollMax, the maximum roll for a resource yield to be declared a critical failure.
How many hours to wait before producing resources defined by YIELD_RESOURCE nodes.
The time at which we started a new resource production cycle.
Current progress of the production cycle
Display field to show time remaining on the production cycle.
Results of the last production cycle attempt.
If the yield check is a critical success, multiply the units produced by this number. Default is 1.0.
If the yield check is a failure, multiply the units produced by this number. Default is 1.0.
Flag to indicate whether or not the part explodes if the yield roll critically fails.
The amount of time that has passed since the converter was last checked if it should produce yield resources.
The number of seconds per yield cycle.
The list of resources to produce after the elapsedTime matches the secondsPerCycle.
Similar to an input list, this list contains the roster resources to consume during the converter's processing.
Similar to an output list, this list contains the roster resources to produce during the converter's processing.
The converter is missing resources. If set to true then the converter's operations are suspended.
The efficieny bonus of the crew.
Performs the analysis roll to determine how many yield resources to produce. The roll must meet or exceed the minimumSuccess required in order to produce a nominal yield (the amount specified in a YIELD_RESOURCE's Ratio entry). If the roll fails, then a lower than normal yield is produced. If the roll exceeds the criticalSuccess number, then a higher than normal yield is produced. If the roll falls below the criticalFailure number, then no yield is produced, and the part will explode if the explodeUponCriticalFailure flag is set.
Calculates and updates the progress of the yield production cycle.
Removes the summaryCondition from all kerbals in the part if they have it set.