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报告翻译问题




There's a modding guide located here: https://github.com/WaywardGame/mod-reference
Examples mods: https://github.com/WaywardGame
===============
private newFurnace: number;
class Mod extends Mods.Mod {
public onInitialize(saveDataGlobal: any): any {
}
public onLoad(saveData: any): void {
console.log("New Furnace Mod is active!");
this.newFurnace = this.addMessage("newFurnace", "New Furnace Mod is active!");
}
public onGameStart(isLoadingSave: boolean, playedCount: number): void {
ui.displayMessage(this.newFurnace, MessageType.Good);
Item.defines[ItemType.Furnace].X *= 10;
}
public onUnload(): void {
}
public onSave(): any {
}
}
What do I replace the X with in the line?
Item.defines[ItemType.Furnace].X *= 10;
Thank you for all the kind and informative responses to this and my many other questions posted on this forum.
You'll want to change the decayMax, that is the default value. So something like defines[DoodadType.LitFurnace].decayMax *= 10;
Some other questions:
Also, are campfires also a DoodadType.LitCampfire ?
What does the 8 in maxDecay represent - 8 game hours?
Does the default LitFurnace having, 8 maxDecay get ignited at decay = 1, and decay is increased by X (depends in the fuel) up to a max of 8 when fuel is added?
When decay = 0, it reverts to DoodadType.Furnace = fire goes out?
When you mouse over the Furnace to see its status, are the messages determined by percentage of decay (is it even called decay) versus maxDecay?
Thank you again.
Time currently ticks in intervals of 20 turns. So, that 8 is 8x20 = 160 turns.
Each item has different stoke fire values which adds decay directly to that counter. Coal for example has a stoke fire value of 10, so adding it would add 10x20 turns to it's length.
When the counter goes down to 0, then yes, it unlights.
Yep, you are correct.