The random user is me! I'll help get you started.
First, check out this topic and get one of the WAD extraction tools. I am assuming you have the game running on your computer already. Once the files are extracted, you can choose to put them into the Data folder (known as the Data method), or repack them every time you make some changes (the WAD method). Most of us choose to use the Data method since you don't have to repack the WAD files, but tools like Cafeteria make installing mods even easier than that. If you use the Data method, remember to rename or move your WADs somewhere else. Keep them as a backup.
I will address your questions over several posts if some other people don't get to them while I'm asleep. First is the Ore Refinery. Upgrading it fully will cause every two ore to generate one stud. You can see this in the building's entry in the Lego.CFG file, defined by MaxCarry. Each number represents an upgrade level, with the first number being the default. Change the 5 to a 2 and you'll get what you want as soon as you create the building:
OreRefinery {
Levels 4
TrackDist 60.0
ProcessOre TRUE
CollHeight 16.0
CollRadius 15.0
PickSphere 30.0
CostOre 20
CostRefinedOre 4
CostCrystal 3
CrystalDrain 1:1:1:1
DamageCausesCallToArms TRUE
MaxCarry 5:4:3:2
EngineSound SND_BuildingHum
ShowHealthBar TRUE
}
Healing lasers are a bit more complex. They are possible, and it's even possible to do exactly what you're asking. We'll look at the Mining Laser's files directly, and I will show you how to turn an upgraded Mining Laser into a healing laser.
First, go to Data\Buildings\Gunstation within your extracted game files (this will make sense once you've extracted your WADs). Open the Gunstation.ae file with Notepad and look for this section:
Upgrades {
Level0000 {
Turret GunPivot_Null,1,BigLazer
}
Level0001 {
DTurret GunPivot_Null,1,BigLazer
}
}
These lines define the laser that is mounted onto the building. From left to right, the values are: the animation or model for this upgrade; the mounting point for this object in the animation file; the specific mounting point if two have the same name, and the weapon type. The last one is the one you want. We can ignore the rest for now. Open your Lego.CFG file with Notepad and look for BigLazer under the WeaponTypes { section. You will see this:
BigLazer {
SlowDeath 1.0:3.0
DefaultDamage 10.0
RechargeTime 120.0
WeaponRange 200.0
WallDestroyTime_Hard 150.0 ; Hard Rock
WallDestroyTime_Medium 11.0 ; Loose Rock
WallDestroyTime_Loose 7.0 ; Dirt
DischargeRate 0.25
; Pilot 1.0:0.6:0.3:0.2
}
The value you want is DefaultDamage. Make it negative and it will heal anything it hits. However, note that BigLazer is used by both the default and the upgraded versions of the Mining Laser. Copy the entire BigLazer entry, including the ending curly brace }, and paste it below the BigLazer entry. Rename this new entry to something like HealLazer and give it a negative DefaultDamage. -25.0 seems to heal about 40-60 health based on all kinds of factors that I've probably forgotten by now.
Go back to Gunstation.ae and change the second BigLazer to HealLazer. It should look like this:
Upgrades {
Level0000 {
Turret GunPivot_Null,1,BigLazer
}
Level0001 {
DTurret GunPivot_Null,1,HealLazer
}
}
Save all of these files, then run the game. Compile your WADs if necessary. Now, upgrading a Mining Laser will cause it to heal things, while regular ones damage things.