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engineering bay doubles that 100% to 200%, but the bay doesnt effect engines themselves, thought about duplicating its buff provider so it could effect engines by 100% if no engine room is on ship, but idk how the game would handle duplicate buffs for engines, would it use the 100% the bay offers or the 200% engine rooms would give with a bay on board.
engineering bay description still says thruster buff but only buffs engine rooms, i thought about changing that but havent messed with it yet
all thrusters plumes, missiles plumes and crews plumes additional buffed intensity were changed to 1 instead of calling for engine rooms buff amount. engine room was given receivable buff EngineBay and altered the buff amount from 50% to { BaseValue=1; BuffType=EngineBay; BuffMode=Multiply; } along with adding in BaseValue for Stats ThrusterBuff, engineering bays buff was changed from Engine to EngineBay, added in the buff definition by copying the Engine buffs in buffs.rules and renaming it to EngineBay
i thought about replacing all the calls for Engine Rooms BuffProvider BuffAmount with a 1, but im not sure. idk much about coding, i just mess around with stuff really
Add a new buff to the game.
Inject the buff into receivable buff of engine rooms.
Inject a change to the code of the engine room's buff to accept this new buff
Do the same for each engine room from other mods
The last one is a bit painful to do. I've not worked with much on how to directly alter lines of code in parts, so I'm a bit out on this one.
i didnt like how it replaced the engine room so i figured what if the engineering bay buffed the engine rooms instead of engines, making engine rooms give stronger adjacent buffs. i couldnt figure it out but if anyone wants to give it a shot please do.