• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Building which Generates Resource

Starrynite120

Prince
Joined
Jul 15, 2015
Messages
472
I'm trying to get the Growlab to, instead of giving increased yield to fungus, generate a new food resource tile near the city. I could just make a satellite which will produce the resource, which the Growlab grants once built, but I know there's an easier way to do this through lua, I'm just not sure how exactly. Does anyone know how I could get a building to create a resource near the city in which its built upon completion? I know I would use function OnBuildingComplete(playerID, buildingID, cityID, bComplete) and GameEvents.BuildingProcessed.Add(OnBuildingComplete), I'm just unsure how to determine which tile would get the resource. I was thinking I could also use a Random equation to determine which resource is actually generated.
 
It is possible. As you've noted you can used BuildingProcessed to detect when a Growlab is completed. Then you'll need some algorithm that grabs the plot object you want to put the resource on. Once you have a plot object you can use something like:
Code:
local plot = --the plot you want;

if(plot:GetResourceType() == -1) then
  plot:SetResourceType(resourceID, quantity);
end
To give the plot a resource of your choice. Quantity can be 1 in the case on non-strategic resources.

You'll still need to come up with a way (or specification) to go from the city that has built the Growlab to the plot you want to put a resource on.
 
Back
Top Bottom