-
Notifications
You must be signed in to change notification settings - Fork 37
CompProperties_ResourceProcessor
KylianB edited this page Oct 6, 2022
·
3 revisions
Take input from net, can process input and spawn thing or fill a net.
Below, an example of the comp, the building need to tick (🟢 mean it default to true).
<li Class="PipeSystem.CompProperties_ResourceProcessor">
<pipeNet>VCHE_ChemfuelNet</pipeNet>
<!-- Ttrue to see the fill percent in the inspect tab-->
<showBufferInfo>false</showBufferInfo> 🟢
<!-- The possible results, if only one is available, no choice gizmo will be added -->
<results>
<li>
<!-- Amount needed to start the process -->
<countNeeded>1</countNeeded>
<!-- Ticks to finish process -->
<eachTicks>300</eachTicks>
<!-- Output to net -->
<net>AnotherNet</net>
<!-- Amount to output -->
<netCount>3</netCount>
<!-- It will always try to output to net first.
If the net have more than two buildings but no capacity, process stop -->
<!-- Produced thing -->
<thing>Chemfuel</thing>
<!-- Stack size of produced thing -->
<thingCount>3</thingCount>
</li>
</results>
<!-- Ambient sound -->
<soundAmbient>VCHE_RefineryAmbient</soundAmbient>
<!-- Translation key for when there is no capacity -->
<notWorkingKey>VCHE_CantRefine</notWorkingKey>
</li>
In this example, process can be outputted to net. In that case, we need to add the CompProperties_Resource. Repeat this as many time as needed.
<li Class="PipeSystem.CompProperties_Resource">
<pipeNet>AnotherNet</pipeNet>
</li>
You will also need to add to your def:
<tickerType>Normal</tickerType>
If your building have this comp. Use the GetComp<CompResourceProcessor>()
method. Then you have access to:
public float Storage
public bool Working
public Result ChoosedResult
/// <summary>
/// Push resource to processor. Return amount used.
/// </summary>
public float PushTo(float amount)
And everything inherited from CompProperties_Resource;
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- WeatherLetterExtensions
- WeatherOverlayExtension
- WeatherEffectsExtension
- ThingDefExtension
- Stuff commonality extension
- Biome extension
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Update to KCSG 2.0
- Exporting buildings
- Customizing symbols
- Debug helpers options
- Custom faction settlement
- Custom structure and scenarios
- Custom structure in quests
- Custom structure in WorldObjects
- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions
- Animal Behaviours Basics
-
Animal Behaviours Comp Classes
- Acid Attacks and Acid Immunity
- Animal Resources
- Animal Resources On Caravan
- Apply Hediff When Bound
- Asexual Reproduction
- Auto Nutrition
- Blink
- Build Periodically
- Cause Incident
- Change Def if Not Unique
- Change Weather
- Corpse Decayer
- Destroy This Item
- Die After Period
- Die And Change Into Another Def
- Dig Periodically
- Dig When Hungry
- Disease Event Immunity
- Disease Immunity
- Diseases After Period
- Doesn't flee
- Draftability
- Drop on Death
- Eat Weird Food
- Electrified
- Enrage Other Pawns
- Exploding Hatcher
- Extreme Xenophobia
- Fertilizer
- Filth Producer
- Fixed Gender
- Floating
- Gas Producer
- Give Thoughts On Caravan
- Graphic by Style
- Graphic by Terrain
- Hediff Effecter
- Hediff When Fleeing
- Highly Flammable
- Infecter
- Initial Ability
- Initial Hediff
- Initial Mental State
- Last Stand
- Light Sustenance
- Metamorphosis
- Mind Effecter
- Nearby Effecter
- No Taming Decay
- Passive Regenerator
- Pawn Overlay
- Produces no filth
- Refueling
- Regeneration
- State After Health Loss
- Summon On Spawn
- Swallow Whole
- Thought Effecter
- Untameable
- Animal Behaviours Hediff Comp Classes
- Animal Behaviours Damage Workers
- Animal Behaviours Def Extensions
- Animal Behaviours Extra Defs
- Animal Behaviours Misc