# Documentation for *AirProducer* ## Overview Building derived [building template](ModItemBuildingTemplate.md.html) class. Handles air production for a building. All buildings that provide air to the air grid are either of this class or a derived class.
## Parent classes * [AutoAttachObject](LuaFunctionDoc_AutoAttachObject.md.html) * [BaseBuilding](LuaFunctionDoc_BaseBuilding.md.html) * [Building](LuaFunctionDoc_Building.md.html) * BuildingVisualDustComponent * [CObject](LuaFunctionDoc_CObject.md.html) * CityObject * ClassTemplate * ClassTemplateObject * ColorizableObject * [ComponentAttach](LuaFunctionDoc_ComponentAttach.md.html) * ComponentCustomData * [Constructable](LuaFunctionDoc_Constructable.md.html) * [Demolishable](LuaFunctionDoc_Demolishable.md.html) * FXObject * [GridObject](LuaFunctionDoc_GridObject.md.html) * [HasConsumption](LuaFunctionDoc_HasConsumption.md.html) * Holder * [InfopanelObj](LuaFunctionDoc_InfopanelObj.md.html) * InitDone * LifeSupportGridObject * Modifiable * NightLightObject * [Object](LuaFunctionDoc_Object.md.html) * [PinnableObject](LuaFunctionDoc_PinnableObject.md.html) * PropertyObject * Renamable * [RequiresMaintenance](LuaFunctionDoc_RequiresMaintenance.md.html) * [Shapeshifter](LuaFunctionDoc_Shapeshifter.md.html) * [SkinChangeable](LuaFunctionDoc_SkinChangeable.md.html) * SupplyGridObject * SyncObject * [TaskRequester](LuaFunctionDoc_TaskRequester.md.html) * [UpgradableBuilding](LuaFunctionDoc_UpgradableBuilding.md.html) * WaypointsObj ## Class properties ### Modifiable Properties #### Oxygen production **air_production** : Oxygen production ### Template Properties #### Oxygen production **air_production** : Oxygen production ## Derived properties ### Modifiable Properties #### Construction **construction_cost_Concrete** : Concrete Cost **construction_cost_Metals** : Metals Cost **construction_cost_Polymers** : Polymers Cost **construction_cost_Electronics** : Electronics Cost **construction_cost_MachineParts** : Machine Parts Cost **construction_cost_PreciousMetals** : Rare Metals Cost **construction_cost_BlackCube** : Black Cubes Cost **construction_cost_WasteRock** : Waste Rock Cost **in_dome_construction_modifier** : If constructed inside a dome, this mod will be applied to construction cost. #### General **dome_comfort** : Dome Comfort **salvage_modifier** : Salvage Modifier #### Maintenance **maintenance_resource_amount** : The amount of resources required to maintain this building in working order. **maintenance_threshold_base** : This base value is randomized within 50% - 150% range to determine the maintenance threshold. When the threshold is reached the building requests maintenance. **maintenance_build_up_per_hr** : Amount of maintenance pnts accumulated per hr. **disable_maintenance** : So maintenance can be turned off with modifiers #### Resource Consumption **consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. #### Upgrade 1 **upgrade1_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. #### Upgrade 2 **upgrade2_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. #### Upgrade 3 **upgrade3_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. ### Template Properties #### Alternative Entities **entity2** : Alternative Entity 2 **entitydlc2** : Alternative Entity 2 DLC **palette2_color1** : Alternative Entity 2 Palette Color 1 **palette2_color2** : Alternative Entity 2 Palette Color 2 **palette2_color3** : Alternative Entity 2 Palette Color 3 **palette2_color4** : Alternative Entity 2 Palette Color 4 **entity3** : Alternative Entity 3 **entitydlc3** : Alternative Entity 3 DLC **palette3_color1** : Alternative Entity 3 Palette Color 1 **palette3_color2** : Alternative Entity 3 Palette Color 2 **palette3_color3** : Alternative Entity 3 Palette Color 3 **palette3_color4** : Alternative Entity 3 Palette Color 4 **entity4** : Alternative Entity 4 **entitydlc4** : Alternative Entity 4 DLC **palette4_color1** : Alternative Entity 4 Palette Color 1 **palette4_color2** : Alternative Entity 4 Palette Color 2 **palette4_color3** : Alternative Entity 4 Palette Color 3 **palette4_color4** : Alternative Entity 4 Palette Color 4 **entity5** : Alternative Entity 5 **entitydlc5** : Alternative Entity 5 DLC **palette5_color1** : Alternative Entity 5 Palette Color 1 **palette5_color2** : Alternative Entity 5 Palette Color 2 **palette5_color3** : Alternative Entity 5 Palette Color 3 **palette5_color4** : Alternative Entity 5 Palette Color 4 **entity6** : Alternative Entity 6 **entitydlc6** : Alternative Entity 6 DLC **palette6_color1** : Alternative Entity 6 Palette Color 1 **palette6_color2** : Alternative Entity 6 Palette Color 2 **palette6_color3** : Alternative Entity 6 Palette Color 3 **palette6_color4** : Alternative Entity 6 Palette Color 4 **entity7** : Alternative Entity 7 **entitydlc7** : Alternative Entity 7 DLC **palette7_color1** : Alternative Entity 7 Palette Color 1 **palette7_color2** : Alternative Entity 7 Palette Color 2 **palette7_color3** : Alternative Entity 7 Palette Color 3 **palette7_color4** : Alternative Entity 7 Palette Color 4 #### Construction **construction_cost_Concrete** : Concrete Cost **construction_cost_Metals** : Metals Cost **construction_cost_Polymers** : Polymers Cost **construction_cost_Electronics** : Electronics Cost **construction_cost_MachineParts** : Machine Parts Cost **construction_cost_PreciousMetals** : Rare Metals Cost **construction_cost_BlackCube** : Black Cubes Cost **construction_cost_WasteRock** : Waste Rock Cost **construction_entity** : Construction Entity **build_points** : Build Points **instant_build** : Instant Build **require_prefab** : Requires Prefab **can_rotate_during_placement** : Whether the building can be rotated during placement. **can_resize_during_placement** : Can Resize During Placement **starting_angle** : Starting Angle (deg) **is_tall** : Whether the building can be placed under life support pipes. **construction_site_applies_height_surfaces** : Whether the construction site should apply it's height surfaces. **dome_required** : Whether the building should be placed inside a dome. **dome_spot** : Only for buildings that can be built in a dome, will snap to the cursor closest such dome spot during placement. **dome_forbidden** : Whether the building is prohibited from placement inside a dome. **wonder** : Whether the building is considered a Wonder or not. **force_extend_bb_during_placement_checks** : During placement, entity bb will be extended this much to catch obstructors in the hex shape way out of the entity bb. **can_cancel** : Can cancel? **can_user_change_prio** : Can change prio? **hide_from_build_menu** : Don’t show in Build Menu **construction_state** : Construction State **show_decals_on_placement** : Show Decals During Placement **show_range_class** : Show range of specific building **achievement** : Achievement unlocked when completely constructing this building **lights_on_during_placement** : Lights On During Placement **construction_mode** : The type of construction controller to launch **refund_on_salvage** : Refund on Salvage #### Custom Labels **label1** : Label 1 **label2** : Label 2 **label3** : Label 3 #### Demolish **can_demolish** : Specify if the building can be destroyed by demolishing. **use_demolished_state** : If true, the building will transofrm into ruins, instead of disappearing after destruction. **indestructible** : Specify if the building can be destroyed at all (by demolishing, by explosions, by meteors, etc). **demolish_sinking** : Building part sinking into the ground in demolished state. Valid only for buildings without terrain modification surfaces. **demolish_tilt_angle** : Building tilt angle in demolished state **demolish_color** : Color modifier for the destroyed building. **demolish_debris** : Percentage of debris left after destruction. **demolish_return_resources** : If true, the building will return resources upon destruction. **auto_clear** : If true, the building will be marked to be cleared after being demolished. #### Encyclopedia **encyclopedia_id** : Encyclopedia ID **encyclopedia_text** : Encyclopedia Text **encyclopedia_image** : Encyclopedia Image #### General **display_name** : Display Name **display_name_pl** : Display Name (pl) **description** : Description **build_category** : Build Menu Category **display_icon** : Build Menu Icon **build_pos** : Build Menu Pos **entity** : Entity **dome_comfort** : Dome Comfort **show_range_all** : Show range radii for all buildings of that class when selected **show_range** : Show range radius for this building **ip_template** : Template used for building infopanel **suspend_on_dust_storm** : Suspend on Dust Storm **color_modifier** : Color Modifier **palette_color1** : Palette color 1 **palette_color2** : Palette color 2 **palette_color3** : Palette color 3 **palette_color4** : Palette color 4 **count_as_building** : Count as building for achievement / control center purposes **clear_soil_underneath** : If the soil underneath the building should be set to 0. #### Maintenance **maintenance_resource_type** : The type of resource associated with maintenance demands. **maintenance_resource_amount** : The amount of resources required to maintain this building in working order. **maintenance_threshold_base** : This base value is randomized within 50% - 150% range to determine the maintenance threshold. When the threshold is reached the building requests maintenance. **maintenance_build_up_per_hr** : Amount of maintenance pnts accumulated per hr. **disable_maintenance** : So maintenance can be turned off with modifiers #### Pin **pin_rollover_context** : Pin Rollover Context **pin_rollover** : Pin Rollover **pin_rollover_hint** : Pin Rollover Hint **pin_rollover_hint_xbox** : Pin Rollover Hint Xbox **pin_summary2** : Pin Summary 2 **pin_summary1** : Pin Summary 1 **pin_progress_value** : Pin Progress Value **pin_progress_max** : Pin Progress Max **pin_on_start** : Pin on Start **pin_blink** : Blink **pin_obvious_blink** : Obvious Blink #### Resource Consumption **consumption_resource_type** : The type of resource associated with consumption demands. **consumption_max_storage** : The max amount of storage for consumption resource. **consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **consumption_type** : Determines the purpose of the consumption resource. **consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. #### Shortcuts **key_bindable** : Keybinding allowed **build_shortcut1** : Build Shortcut **build_shortcut2** : Build Shortcut 2 **build_shortcut_gamepad** : Gamepad Shortcut #### Sponsor Condition **sponsor_name1** : Sponsor 1 **sponsor_status1** : Status 1 **sponsor_name2** : Sponsor 2 **sponsor_status2** : Status 2 **sponsor_name3** : Sponsor 3 **sponsor_status3** : Status 3 #### UI **on_off_button** : Has On/Off button **prio_button** : Has Priority button #### Upgrade 1 **upgrade1_restore_defaults** : Restore Upgrade Defaults **upgrade1_id** : ID **upgrade1_display_name** : Display Name **upgrade1_description** : Description **upgrade1_icon** : Icon **upgrade1_upgrade_cost_Concrete** : Concrete Cost **upgrade1_upgrade_cost_Metals** : Metals Cost **upgrade1_upgrade_cost_Polymers** : Polymers Cost **upgrade1_upgrade_cost_Electronics** : Electronics Cost **upgrade1_upgrade_cost_MachineParts** : Machine Parts Cost **upgrade1_upgrade_cost_PreciousMetals** : Rare Metals Cost **upgrade1_upgrade_time** : Upgrade Time Cost **upgrade1_mod_target_1** : Modifier Target 1 **upgrade1_mod_label_1** : Modifier Label 1 **upgrade1_mod_prop_id_1** : Modified Property 1 **upgrade1_mul_value_1** : Percent Modifier 1 **upgrade1_add_value_1** : Amount Modifier 1 **upgrade1_mod_target_2** : Modifier Target 2 **upgrade1_mod_label_2** : Modifier Label 2 **upgrade1_mod_prop_id_2** : Modified Property 2 **upgrade1_mul_value_2** : Percent Modifier 2 **upgrade1_add_value_2** : Amount Modifier 2 **upgrade1_mod_target_3** : Modifier Target 3 **upgrade1_mod_label_3** : Modifier Label 3 **upgrade1_mod_prop_id_3** : Modified Property 3 **upgrade1_mul_value_3** : Percent Modifier 3 **upgrade1_add_value_3** : Amount Modifier 3 **upgrade1_consumption_resource_type** : The type of resource associated with consumption demands. **upgrade1_consumption_max_storage** : The max amount of storage for consumption resource. **upgrade1_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **upgrade1_consumption_type** : Determines the purpose of the consumption resource. **upgrade1_consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. #### Upgrade 2 **upgrade2_restore_defaults** : Restore Upgrade Defaults **upgrade2_id** : ID **upgrade2_display_name** : Display Name **upgrade2_description** : Description **upgrade2_icon** : Icon **upgrade2_upgrade_cost_Concrete** : Concrete Cost **upgrade2_upgrade_cost_Metals** : Metals Cost **upgrade2_upgrade_cost_Polymers** : Polymers Cost **upgrade2_upgrade_cost_Electronics** : Electronics Cost **upgrade2_upgrade_cost_MachineParts** : Machine Parts Cost **upgrade2_upgrade_cost_PreciousMetals** : Rare Metals Cost **upgrade2_upgrade_time** : Upgrade Time Cost **upgrade2_mod_target_1** : Modifier Target 1 **upgrade2_mod_label_1** : Modifier Label 1 **upgrade2_mod_prop_id_1** : Modified Property 1 **upgrade2_mul_value_1** : Percent Modifier 1 **upgrade2_add_value_1** : Amount Modifier 1 **upgrade2_mod_target_2** : Modifier Target 2 **upgrade2_mod_label_2** : Modifier Label 2 **upgrade2_mod_prop_id_2** : Modified Property 2 **upgrade2_mul_value_2** : Percent Modifier 2 **upgrade2_add_value_2** : Amount Modifier 2 **upgrade2_mod_target_3** : Modifier Target 3 **upgrade2_mod_label_3** : Modifier Label 3 **upgrade2_mod_prop_id_3** : Modified Property 3 **upgrade2_mul_value_3** : Percent Modifier 3 **upgrade2_add_value_3** : Amount Modifier 3 **upgrade2_consumption_resource_type** : The type of resource associated with consumption demands. **upgrade2_consumption_max_storage** : The max amount of storage for consumption resource. **upgrade2_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **upgrade2_consumption_type** : Determines the purpose of the consumption resource. **upgrade2_consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. #### Upgrade 3 **upgrade3_restore_defaults** : Restore Upgrade Defaults **upgrade3_id** : ID **upgrade3_display_name** : Display Name **upgrade3_description** : Description **upgrade3_icon** : Icon **upgrade3_upgrade_cost_Concrete** : Concrete Cost **upgrade3_upgrade_cost_Metals** : Metals Cost **upgrade3_upgrade_cost_Polymers** : Polymers Cost **upgrade3_upgrade_cost_Electronics** : Electronics Cost **upgrade3_upgrade_cost_MachineParts** : Machine Parts Cost **upgrade3_upgrade_cost_PreciousMetals** : Rare Metals Cost **upgrade3_upgrade_time** : Upgrade Time Cost **upgrade3_mod_target_1** : Modifier Target 1 **upgrade3_mod_label_1** : Modifier Label 1 **upgrade3_mod_prop_id_1** : Modified Property 1 **upgrade3_mul_value_1** : Percent Modifier 1 **upgrade3_add_value_1** : Amount Modifier 1 **upgrade3_mod_target_2** : Modifier Target 2 **upgrade3_mod_label_2** : Modifier Label 2 **upgrade3_mod_prop_id_2** : Modified Property 2 **upgrade3_mul_value_2** : Percent Modifier 2 **upgrade3_add_value_2** : Amount Modifier 2 **upgrade3_mod_target_3** : Modifier Target 3 **upgrade3_mod_label_3** : Modifier Label 3 **upgrade3_mod_prop_id_3** : Modified Property 3 **upgrade3_mul_value_3** : Percent Modifier 3 **upgrade3_add_value_3** : Amount Modifier 3 **upgrade3_consumption_resource_type** : The type of resource associated with consumption demands. **upgrade3_consumption_max_storage** : The max amount of storage for consumption resource. **upgrade3_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **upgrade3_consumption_type** : Determines the purpose of the consumption resource. **upgrade3_consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. (insert footer.md.html here)