I'm having a hilarious issue with my Automatic Geyser, Since the guides out there are 3-6 years old I've had to mostly wing most of this data editing but when I first saw it work I was relieved and also confused and I'm hoping you know why.
When the data worked it produced Minerals. I have absolutely no idea but that'll do for my checklist and I'll move on to the next task upgrading the building to tier 2. So after finishing the tier 2 geyser upgrade I loaded up a test and was then absolutely confused again, this time the tier 2 building was now producing gas.....
At first I was relieved because ok so it produces minerals well I can work with that but now that both buildings produce different ressources I cannot work with that at all. I've double checked everywhere and just cannot work out why this is occuring. Both buildings are using their complete own Behaviors/Effects/Validators in order to produce the automatic geyser so I had so double check to see if they where mirrors and after around 2 hours of mirror checking everything seems completely the same.
The structure has a Buff behaviour that uses a periodic Set effect which uses a Modify Unit effect to reduce the amount on the structure and a Modify Player effect to add the specific resource type to the player.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Omg I was having a look at the geyser unit to see if it was related, found the identifier for resource because that's new to me, checked on the building units I was having the issue with and one of them (the one in question was set to minerals).
Just a small question before I go because this seems to be summed up, thanks for the process sum up by the way it helped me understand what I did to make this work. Like I said the guides for Automatic Geysers are outdated to say the least.
The question is how do I get a bounty to show up saying +5 Gas when you're given ressources out of the buildings?
Kinda like how it works in the campaign or in Coop.
Those are created by Text type actors. They are usually created in response to a periodic effect used by the structure. The text actor is usually hosted as an attachment of a Site (Mover) actor that moves it around after creation.