Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ( CyberWagon = FGVehicleDescriptor{ Name: "CyberWagon", ClassName: "Desc_CyberWagon_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 4.000000, MCanBeDiscarded: true, MDescription: `Absolutely indestructible. Needs no further introduction.`, MDisplayName: `Cyber Wagon`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MFuelConsumption: 150.000000, MGasColor: `(B=0,G=0,R=0,A=0)`, MInventorySize: 1, MMenuPriority: 4.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Cyberwagon/UI/Cyberwagon_512.Cyberwagon_512`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Cyberwagon/UI/Cyberwagon_256.Cyberwagon_256`, MStackSize: resource.One, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Vehicles.SC_Vehicles_C"')`, } DroneTransport = FGVehicleDescriptor{ Name: "DroneTransport", ClassName: "Desc_DroneTransport_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 6.000000, MCanBeDiscarded: true, MDescription: `Has to be built on a Drone Port. Fuel: Batteries, based on travel distance. Refuels at any of its connected Ports, if able. 9-slot inventory. Transports available input back and forth between its home and destination Ports. Drone Status and other details are shown on its home Drone Port.`, MDisplayName: `Drone`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MGasColor: `(B=0,G=0,R=0,A=0)`, MInventorySize: 9, MMenuPriority: 6.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Factory/DroneStation/UI/IconDesc_Drone_512.IconDesc_Drone_512`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Factory/DroneStation/UI/IconDesc_Drone_256.IconDesc_Drone_256`, MStackSize: resource.Medium, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Vehicles.SC_Vehicles_C"')`, } Explorer = FGVehicleDescriptor{ Name: "Explorer", ClassName: "Desc_Explorer_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 3.000000, MCanBeDiscarded: true, MDescription: `Fuel: Any fuel type 24-slot inventory. Has a built-in craft bench. Fast and nimble exploration vehicle. Tuned for really rough terrain and able to climb almost vertical surfaces.`, MDisplayName: `Explorer`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MFuelConsumption: 90.000000, MGasColor: `(B=0,G=0,R=0,A=0)`, MInventorySize: 24, MMenuPriority: 3.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Explorer/UI/Explorer_512.Explorer_512`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Explorer/UI/Explorer_256.Explorer_256`, MStackSize: resource.One, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Vehicles.SC_Vehicles_C"')`, } FreightWagon = FGVehicleDescriptor{ Name: "FreightWagon", ClassName: "Desc_FreightWagon_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 50.000000, MCanBeDiscarded: true, MDescription: `The Freight Car can be built on Railways and attached to an Electric Locomotive or other Freight Car to transport resources. Resources are loaded and unloaded at Freight Platforms. Has a 1600m³ or 32 slot capacity, depending on the resources.`, MDisplayName: `Freight Car`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MGasColor: `(B=0,G=0,R=0,A=0)`, MInventorySize: 32, MMenuPriority: 50.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Train/Wagon/UI/FreightCar_512.FreightCar_512`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Train/Wagon/UI/FreightCar_256.FreightCar_256`, MStackSize: resource.Medium, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Trains.SC_Trains_C"')`, } Locomotive = FGVehicleDescriptor{ Name: "Locomotive", ClassName: "Desc_Locomotive_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 49.000000, MCanBeDiscarded: true, MDescription: `The Locomotive is used to move Freight Cars from station to station. Requires between 25-110 MW of power to drive. Must be built on railway. Nicknamed 'Leif' by FICSIT pioneers because of its reliability.`, MDisplayName: `Electric Locomotive`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MGasColor: `(B=0,G=0,R=0,A=0)`, MMenuPriority: 49.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Train/Locomotive/UI/Locomotive_512.Locomotive_512`, MPowerConsumption: `(Min=25.000000,Max=110.000000)`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Train/Locomotive/UI/Locomotive_256.Locomotive_256`, MStackSize: resource.One, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Trains.SC_Trains_C"')`, } Tractor = FGVehicleDescriptor{ Name: "Tractor", ClassName: "Desc_Tractor_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 1.000000, MCanBeDiscarded: true, MDescription: `Fuel: Any fuel type 25-slot inventory. Has a built-in craft bench. Can be automated to pick up and deliver resources at truck stations. Nicknamed the Sugarcube by FICSIT pioneers with the justification “It’s pretty sweet, y’know”.`, MDisplayName: `Tractor`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MFuelConsumption: 55.000000, MGasColor: `(B=0,G=0,R=0,A=0)`, MInventorySize: 25, MMenuPriority: 1.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Tractor/UI/Tractor_512.Tractor_512`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Tractor/UI/Tractor_256.Tractor_256`, MStackSize: resource.One, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Vehicles.SC_Vehicles_C"')`, } Truck = FGVehicleDescriptor{ Name: "Truck", ClassName: "Desc_Truck_C", MAbbreviatedDisplayName: ``, MBuildMenuPriority: 2.000000, MCanBeDiscarded: true, MDescription: `Fuel: Any fuel type 48-slot inventory. Has a built-in craft bench. Can be automated to pick up and deliver resources at truck stations. Nicknamed the Unit by FICSIT pioneers because of its massive frame.`, MDisplayName: `Truck`, MEnergyValue: 0.000000, MFluidColor: `(B=0,G=0,R=0,A=0)`, MForm: resource.Invalid, MFuelConsumption: 75.000000, MGasColor: `(B=0,G=0,R=0,A=0)`, MInventorySize: 48, MMenuPriority: 2.000000, MPersistentBigIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Truck/UI/Truck_512.Truck_512`, MRadioactiveDecay: 0.000000, MRememberPickUp: false, MSmallIcon: `Texture2D /Game/FactoryGame/Buildable/Vehicle/Truck/UI/Truck_256.Truck_256`, MStackSize: resource.One, MSubCategories: `(BlueprintGeneratedClass'"/Game/FactoryGame/Interface/UI/InGame/BuildMenu/BuildCategories/Sub_Transport/SC_Vehicles.SC_Vehicles_C"')`, } )
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var ClassNameToDescriptor = map[string]FGVehicleDescriptor{ "Desc_CyberWagon_C": CyberWagon, "Desc_DroneTransport_C": DroneTransport, "Desc_Explorer_C": Explorer, "Desc_FreightWagon_C": FreightWagon, "Desc_Locomotive_C": Locomotive, "Desc_Tractor_C": Tractor, "Desc_Truck_C": Truck, }
Functions ¶
This section is empty.
Types ¶
type FGVehicleDescriptor ¶
type FGVehicleDescriptor struct { Name string ClassName string MAbbreviatedDisplayName string MBuildMenuPriority float64 MCanBeDiscarded bool MDescription string MDisplayName string MEnergyValue float64 MFluidColor string MForm resource.Form MFuelConsumption float64 MGasColor string MInventorySize int MMenuPriority float64 MPersistentBigIcon string MPowerConsumption string MRadioactiveDecay float64 MRememberPickUp bool MSmallIcon string MStackSize resource.StackSize MSubCategories string }
func GetByClassName ¶
func GetByClassName(className string) (FGVehicleDescriptor, error)
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