ObjectRequired
##Overview
The ObjectRequired
setting is only applicable to Materials and specifies what sort of Consumable resource is required to construct the material.
##Syntax
This optional setting is used in materials.txt
and must be within a BEGIN Material...
definition block. The setting can be used only once per definition block.
ObjectRequired <consumableId>
Where <consumableId>
specifies the type of Consumable resource required.
Defaults to not needing a consumable resource.
##Example
ObjectRequired GrassTurf
##Example Mods
##Notes
Before the material is constructed by a worker, the specified consumable resource will have to be delivered and brought to the construction site. Only then will the construction of the material begin, consuming the resource in the process (if it's a stack then it will reduce the quantity first, and eventually consume the whole stack).
The required object (consumable) may have costs associated with it which will be added to the cost of the material being placed. This is why, for example, a PerimeterWall
which costs $150 per-tile will actually cost the player $200 per-tile ...because Brick
is the RequiredObject
and costs $50
per unit.
If no consumable resource is specified the construction will start immediately without requiring a delivery.
##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