ACE.Manufacturing
S📄 lua/acf/shared/sh_ace_manufacturing.lua
Functions
ArmorCost
Armor manufacturing $ = mass (tonnes) x $/ton for the material. Unknown material -> RHA rate.
function ACE.Manufacturing.ArmorCost(massKg, material)ContraptionCost
No description available.
function ACE.Manufacturing.ContraptionCost(conEnts)CrewCost
No description available.
function ACE.Manufacturing.CrewCost()ElectronicsCost
No description available.
function ACE.Manufacturing.ElectronicsCost(tierPoints)EngineCost
Engine manufacturing $ = peak hp x $/hp for the fuel type. hp is peak power (peakkw/0.7457). nil fuel -> Petrol (250); a known-name-but-unmapped fuel -> 350.
function ACE.Manufacturing.EngineCost(hp, fuelType)EntCost
Manufacturing $ for ONE entity, plus its category (one of Armor/Powerpack/Armament/Ammo/ Electronics/Crew), routed by entity class. Returns 0, nil for unpriceable ents. Server-realm inputs (physics mass, BulletData) -- called from the armor tool's server-side popup path.
function ACE.Manufacturing.EntCost(ent)GunCost
Gun manufacturing $ = gun_cal_sq * caliber_mm^2 * class factor. caliberMm is millimetres (adapter passes Caliber_cm * 10). Unknown class -> factor 1.0.
function ACE.Manufacturing.GunCost(caliberMm, gunClass)RackCost
Rack manufacturing $ = tube count x flat rail/tube hardware. 0/nil tubes default to 1.
function ACE.Manufacturing.RackCost(maxMissile)RefillCost
No description available.
function ACE.Manufacturing.RefillCost()RoundCost
Manufacturing $ for ONE round. Missiles (guidance present) = body $/kg + seeker cost; shells = round mass (Proj+Prop) x its family $/kg rate. Refill rounds are free here. round = { Type, ProjMass, PropMass, guidance }.
function ACE.Manufacturing.RoundCost(round)