Editing Modding Tutorials/Smelter

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The first tag, "hasInteractionSquare" tells the game that this building has an interaction square. It's phrased sort of like a question: "The Smelter has an interaction square?" and then answers the question "Yes, that's true." The second tag, "interactionSquareOffset" tells the game where that square is. The three values refer to the x, y, and z coordinates in the game. This is a bit confusing unless you are intimately aware of how the Unity engine works. Basically, since Unity is used for 3d games, x, y, and z are mandatory. But Rimworld is 2d so only the x and z coordinates matter. Wait, x and z?! Yes, because in Unity, the y coordinate refers to the vertical space. This value is always 0 because Rimworld is flat. It may be easier to just ignore all this and think of the value as "x, 0, y" instead. The offset is measured as distance from the origin of the object. The smelter is 3 units wide by 2 units tall. It's interaction square will be 2 units above its origin.
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The first tag, "hasInteractionSquare" tells the game that this building has an interaction square. It's phrased sort of like a question: "The Smelter has an interaction square?" and then answers the question "Yes, that's true." The second tag, "interactionSquareOffset" tells the game where that square is. The three values refer to the x, y, and z coordinates in the game. This is a bit confusing unless you are are intimately aware of how the Unity engine works. Basically, since Unity is used for 3d games, x, y, and z are mandatory. But Rimworld is 2d so only the x and z coordinates matter. Wait, x and z?! Yes, because in Unity, the y coordinate refers to the vertical space. This value is always 0 because Rimworld is flat. It may be easier to just ignore all this and think of the value as "x, 0, y" instead. The offset is measured as distance from the origin of the object. The smelter is 3 units wide by 2 units tall. It's interaction square will be 2 units above its origin.
  
 
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