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buildings & projects
FYI, in 0.27, we now have the ability to make buildings require certain projects.

All our of the built-in buildings are in fact implemented as mods.  As are the projects (you know, the tree of things you can spend your XP on).  They're just mods that happen to be built into the game.

Well, for version 0.27 we needed to make the high-density agriculture buildings require the CELS project (ticket #251).  So we added a simple "requires" property you can put in any building mod, that makes the building unavailable until that project is completed (except in sandbox mode of course).

All this means that mod developers can now make mods that add new projects, and new buildings that depend on those projects!  Pretty neat, eh?

Joe Strout
Lead Developer, High Frontier


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