Hi, TW has an Industrial Propane Tank, I am able to refill it in Gas Stations and gas barrels with the "Pumps have propane" mod, But since a while I just can refill on Gas Stations.
Together with my friends we decided to start with little gasoline, to force ourselves to produce it with corn and sugar, Gas is essential to dismantle cars, our main source of metal, DLTS allows us to fill a small cylinder, but the industrial ones have become useless, I would like make a patch to add a recipe to the mod and i'm not sure if this code would work. I understand that I need to use the item, model and icon of the original tank, pointing to the new object that I intend to unuse ( LTSLargePropaneTankEmpty) because the new "Empty" tank should look identical to the full one.
I don't quite understand if when using the first instruction I can use the variable of the original mod LargePropaneTank instead of calling it with TW.LargePropaneTank
getActivatedMods():contains("TheWorkshop(new version)")
module DLTS {
/************************Non-Replacements************************/
recipe LTS Process Wood to Wood Large Gas
{
keep LTSWoodBurner,
Matches/Lighter,
LTSBriquette=6,
LTSLargePropaneTankEmpty,
Log=9,
Result:LargePropaneTank,
Time:999.0,
Sound:PZ_Fire,
CanBeDoneFromFloor:true,
Category:LTS-Chem,
NeedToBeLearn:false,
}
I also want to do the same with Brita's/Gun Arsenal and Blacksmith mod, to add recipes for mold and bullets, because its a pain to find all the components to create ammo.