# Documentation for *LifeSupportConsumer* ## Overview Building derived [building template](ModItemBuildingTemplate.md.html) class. Handles air and water consumption. An object of this class may consume only water or only air or both. All buildings that consume air or water in whatever fassion are 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 #### Consumption **water_consumption** : Water consumption **air_consumption** : Oxygen consumption #### General **disable_air_consumption** : So consumption can be turned off with modifiers ### Template Properties #### Consumption **water_consumption** : Water consumption **air_consumption** : Oxygen consumption #### General **disable_air_consumption** : So consumption can be turned off with modifiers ## 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)