ConstructionTime
##Overview
The ConstructionTime
setting, amazingly, defines the construction time of the item you're defining. I know, shocking, isn't it?
##Syntax
This setting is used in materials.txt
and must be within a BEGIN Object ...
or BEGIN Material ...
definition block. It can be used only once per definition block.
ConstructionTime <time>
Where is in game seconds, which are equivalent to prison minutes, but not real minutes which are equivalent to prison hours, but only on normal speed setting. Let's just cut to the chase and agree that time doesn't exist.
If the setting is omitted, a default of -1
is used to indicate that the non-existent time is now flowing backwards.
##Example
ConstructionTime 10
##Notes
The ConstructionTime
setting required, along with various other settings depending on what you're defining (eg. Price
in the case of entities), to make the defined item appear on the menus. More specifically, a value of -1
will prevent your item from appearing on the menu, whereas a value of 0
or above will enable it to appear on the menu.
Entities, while requiring a non-negative ConstructionTime
to appear on the "Staff" menu, will always spawn immediately ...because it would look weird if workmen had to construct new entities with a drill.
The ConstructionTime
also seems to set the amount of time it takes to dismantle or dump something, it's 'DestructionTime'...
The setting is not exposed to the scripting environment, and further more the Object.Spawn()
method completely skips the construction process.
##See Also
^ Open "Pages" to Search
Settings:
*
= multi-use per block...
=BEGIN...END
block
-
Name
<objectId>
-
AttachToWall
true|false
-
AttackPower
<number>
-
AutoOrder
<objectId>
-
AutoOrderQuantity
<num>
-
BlockedBy *
<groupId>
-
BlockMovement
true|false
-
BlockVisibility
true|fals
-
Capturable
true|false
-
ConstructionTime
<time>
-
Contraband ... *
<eqipId>
- [
Entity
](Entity (Callout))<entityId>
-
Equipment
<equipmentId>
-
Group
<groupId>
-
Height
<tiles>
-
IndoorOutdoor
<mode>
-
LikelyObject ... *
<objId>
-
MadeOf
<id>
-
MaxNumber
<number>
-
MaxStackSize
<number>
-
MoveCost
<number>
-
MoveSpeedFactor
<number>
-
NumEntities
<number>
-
NumSlots
<number>
-
NumSprites
<number>
-
ObjectRequired
<consumableId>
-
Price
<number>
-
Properties *
<id>
-
Qualification
-
Range
<tiles>
-
RechargeTime
-
RenderDepth
<number>
-
RenderPostOffset
<number>
-
RenderPreOffset
<number>
-
Requirement ... *
<id>
-
Research
[<researchId>
](Name (research.txt)) -
Rotatable
true|false
-
Scale
<number>
-
SoftEdged
<mode>
-
Sprite
<spriteId>
- [
Sprite ... *
](Sprite (sprites.png))x <offset> y <offset>
w <offset> h <offset>
-
RotateType
<mode>
Marker ... *
-
Sprite0..N ... *
x <x> y <y>
-
SpriteOverlayScale
<num>
-
SpriteScale
<number>
-
SpriteType
<mode>
-
SpriteVariants
<number>
-
StackSprite
<spriteId>
-
Teleportable
true|false
-
ToolbarSprite
<spriteId>
-
Toughness
<number>
-
TwoHanded
true|false
- [
Vehicle
](Vehicle (Callout))<vehicleId>
-
ViewRange
<tiles>
-
Width
<tiles>
-
Workers ...
-
Workgroup
<id>
Equipment:
Name Sprite AttackPower num RechargeTime num Properties Weapons Properties NoImport Properties Improvised Properties Metal Properties Tools Scale TwoHanded true|false Range num Rotatable true|false - eg. book
Callouts:
Name Cost num MaxNumber num Vehicle vehicleId Entity entityId NumEntities Sprite