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GravshipLaunchExtension
juanosarg edited this page Jun 4, 2026
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1 revision
GravshipLaunchExtension extends the behaviour of gravship launches
/// Determines if this building should be considered an oxygen pusher.
/// Having any such building will remove the warning about having no oxygen pump on the gravship while launching into orbit.
/// If there's less than 1 oxygen pusher per 400 tiles of substructure, a warning about low amount of oxygen pumps will be displayed.
/// Using this is not needed if you're using vanilla CompOxygenPusher/CompProperties_OxygenPusher.
public bool isOxygenPusher = false;
/// Determines if this building should be considered a heater.
/// Having any such building will remove the warning about having no heaters on the gravship while launching into orbit.
/// If there's less than 1 heater per 250 tiles of substructure, a warning about low amount of heaters will be displayed.
/// Using this is not needed if you're using vanilla Building_Heater, or CompHeatPusher/CompProperties_HeatPusher with heatPerSecond of over 20.
public bool isHeater = false;It is a def extension, so you just add it in XML in the <modExtensions> tag.
For example, this is patched into the base game Life support unit in Vanilla Gravship Expanded:
<Patch>
<!-- Life support unit doesn't count as a heater or oxygen pusher in Vanilla,
so let's make it both in case of mods allowing players to minify it. -->
<Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="LifeSupportUnit"]</xpath>
<value>
<li Class="VEF.Buildings.GravshipLaunchExtension">
<isOxygenPusher>true</isOxygenPusher>
<isHeater>true</isHeater>
</li>
</value>
</Operation>
</Patch>- 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