Found it in the Vehicle_Parts.json.
“type” : “vehicle_part”,
“id” : “minireactor”,
“name” : “minireactor”,
“symbol” : “O”,
“color” : “light_green”,
“broken_symbol” : “#”,
“broken_color” : “red”,
“damage_modifier” : 80,
“durability” : 580,
“size” : 10000,
“epower” : 149200,
“fuel_type” : “plutonium”,
“item” : “minireactor”,
“difficulty” : 7,
“location” : “fuel_source”,
“flags” : [“FUEL_TANK”],
“breaks_into” : [
{“item”: “steel_lump”, “min”: 6, “max”: 11},
{“item”: “steel_chunk”, “min”: 6, “max”: 11},
{“item”: “scrap”, “min”: 6, “max”: 11}
Perfect. Edit into this…
“type” : “vehicle_part”,
“id” : “minireactor”,
“name” : “Furnace Rig”,
“symbol” : “F”,
“color” : “light_green”,
“broken_symbol” : “#”,
“broken_color” : “red”,
“damage_modifier” : 80,
“durability” : 580,
“size” : 10000,
“epower” : 149200,
“fuel_type” : “log”,
“item” : “minireactor”,
“difficulty” : 7,
“location” : “fuel_source”,
“flags” : [“FUEL_TANK”],
“breaks_into” : [
{“item”: “steel_lump”, “min”: 6, “max”: 11},
{“item”: “steel_chunk”, “min”: 6, “max”: 11},
{“item”: “scrap”, “min”: 6, “max”: 11}
I looked at the engines, seems that “epower” is the output per unit of fuel.
Now…The ID…Need to mess with that to pop out the function that makes it to stop when all batteries be full. Searching, searching.