====== Logistics ====== ===== Ⓜ️Factory ===== Synced objects act as a factory building that produces items passively over time. As long as there are enough materials in storage. Attributes: * Time = Time in seconds for how long a production cycle lasts * Downtime = Delay in seconds for how soon a production cycle can start after the previous one was finished * Cost = The cost for one production cycle * Created items = Items created by this factory in one production cycle * Condition = Condition evaluated on server that needs to return true for a production cycle to be able to start * On production cycle start = Code that runs on server when factory starts a production cycle. * On production cycle end = Code that runs on server when factory ends a production cycle. ===== Ⓜ️Manufacturing ===== {{ :manufacturing_ui.png?600 |}} Logistics building for manufacturing {{ :manufacturing_module.png?600 |}} Attributes: * Side = Side which can access this recipe * Usage condition = Condition that runs on client that needs to return true to allow the client to access to this manufacturing facility. * On manufacture start = Code that runs when the recipe starts to be manufactured. _this to get the manufacturing object. * On manufacture end = Code that runs when the recipe was manufactured. _this to get the manufacturing object. {{ :manufacturing_syncs.png?600 |}} ===== Ⓜ️Manufacturinq Recipe ===== Sets a recipe for manufacturing. Optional: Syncing objects to this will have those objects created once the recipe is crafted. {{ :recipe_module_0.png?600 |}} {{ :recipe_module_1.png?600 |}} Attributes: * Name = Displayname for the recipe * Category = Items with the same category are grouped together in the UI * Icon = Path to icon shown for the item in the manufacturing UI * Time = Time in seconds it takes to manufacture * Side = Side which can access this recipe * Create all synced = If enabled all groups and objects synced will be created when recipe is manufactured. Otherwise it selects one random group or object. * Cost = The item costs for this recipe * Produce = Items created by this recipe * Unlock hint = Text shown in the manufacturing UI that explains how to unlock the item. * Unlock condition = Condition, evaluated on client. Needs to return true to allow access to the recipe. * On creation = Code that runs on server when the recipe has been produced