Difference between revisions of "Add a new building to Beer Factories"
From Beerplop
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*Building state in Beer Factories state | *Building state in Beer Factories state | ||
− | *Constant building data in FACTORY_DATA_FIX | + | *Constant building data in ''FACTORY_DATA_FIX'' |
*Add translations for building name and description | *Add translations for building name and description | ||
*Define two upgrade paths | *Define two upgrade paths | ||
Line 6: | Line 6: | ||
**requirements, prices and callbacks in Upgrades.js | **requirements, prices and callbacks in Upgrades.js | ||
**Title and description for each upgrade (if required Language Middleware expansion) | **Title and description for each upgrade (if required Language Middleware expansion) | ||
− | *Achievement building unlocked | + | *Achievement building unlocked (with translations) |
− | *Amount achievements (Language Middleware expansion of description) | + | *Amount achievements (with translations and Language Middleware expansion of description) |
− | *Define base building price in REQUIRED_MATERIALS__FACTORY_CONSTRUCTION | + | *Define base building price in ''REQUIRED_MATERIALS__FACTORY_CONSTRUCTION'' |
− | *Define when the building gets unlocked in FACTORY_ENABLE_LIMITS | + | *Define when the building gets unlocked in ''FACTORY_ENABLE_LIMITS'' |
*Create building icon | *Create building icon | ||
*Implement special logic for the building | *Implement special logic for the building | ||
Line 15: | Line 15: | ||
**.... | **.... | ||
− | If the | + | If an upgrade path of the building unlocks a factory extension |
− | * Add the material state in Beer Factories state | + | *define the extension in ''EXTENSIONS'' |
− | * Add translation for material name | + | *Add translations for extension name and description |
− | * Add materials amount achievements (Language Middleware expansion of description) | + | *Achievement extension unlocked (with translations) |
+ | *Use the method '''enableFactoryExtension''' to unlock the extension in Upgrades.js | ||
+ | *create extension icon | ||
+ | |||
+ | If the new building or a factory extension of the building produces new materials | ||
+ | |||
+ | *Add the material state in Beer Factories state | ||
+ | *Add the storage divident in ''MATERIAL_STORAGE_DIVIDENT'' to define how much of the material can be stored | ||
+ | *Add translation for material name | ||
+ | *Add materials amount achievements (with translations and Language Middleware expansion of description) |
Latest revision as of 12:50, 17 September 2020
- Building state in Beer Factories state
- Constant building data in FACTORY_DATA_FIX
- Add translations for building name and description
- Define two upgrade paths
- Labels for upgrade paths (if they don't exist yet)
- requirements, prices and callbacks in Upgrades.js
- Title and description for each upgrade (if required Language Middleware expansion)
- Achievement building unlocked (with translations)
- Amount achievements (with translations and Language Middleware expansion of description)
- Define base building price in REQUIRED_MATERIALS__FACTORY_CONSTRUCTION
- Define when the building gets unlocked in FACTORY_ENABLE_LIMITS
- Create building icon
- Implement special logic for the building
- factory extensions
- ....
If an upgrade path of the building unlocks a factory extension
- define the extension in EXTENSIONS
- Add translations for extension name and description
- Achievement extension unlocked (with translations)
- Use the method enableFactoryExtension to unlock the extension in Upgrades.js
- create extension icon
If the new building or a factory extension of the building produces new materials
- Add the material state in Beer Factories state
- Add the storage divident in MATERIAL_STORAGE_DIVIDENT to define how much of the material can be stored
- Add translation for material name
- Add materials amount achievements (with translations and Language Middleware expansion of description)