Modding in buildings that add/require resources

How would one mod in a planetary improvement that would either contribute or consume various resources? I (and several others on this forum) want to make a mod to the game that would fake internal trading in food and consumer goods, and it was suggested that buildings consuming and producing fake resources was the way to go (giving the additional advantage that such goods could also be traded internationally). Adding in this form of trading would add much to the game and I appreciate any help in doing this.

15,652 views 2 replies
Reply #1 Top

heres some thoughts on places to look

first you would need to create the resource in question by probobly adding it to the strategicresourcedefs file

then i would look under ship components and see how it handles removing resources when used and see if you could copy modify and apply the same tags to the buildings you want 

 

Reply #2 Top

Quoting androshalforc, reply 1

heres some thoughts on places to look

first you would need to create the resource in question by probobly adding it to the strategicresourcedefs file

then i would look under ship components and see how it handles removing resources when used and see if you could copy modify and apply the same tags to the buildings you want 

 

Ideally though, said resource would not be mineable. I looked at StrategicResourceDefs and didn't see a "prevalence" tag that could be set to zero or some such. I will try though.