-
Notifications
You must be signed in to change notification settings - Fork 37
CompProperties_ConvertResourceToThing
KylianB edited this page Oct 6, 2022
·
2 revisions
Take input from net, convert it to a thing pawn can haul and use.
Below, an example of the comp, the building do not need to tick.
<li Class="PipeSystem.CompProperties_ConvertResourceToThing">
<pipeNet>VCHE_ChemfuelNet</pipeNet>
<!-- ThingDef to spawn -->
<thing>Chemfuel</thing>
<!-- 1 spawned is 1*X removed in the net -->
<ratio>X</ratio>
<!-- Default max stack size, it won't output past that number -->
<maxOutputStackSize>10</maxOutputStackSize>
</li>
You will also need to add to your def:
<thingClass>Building_Storage</thingClass>
-
<building> <preventDeteriorationOnTop>true</preventDeteriorationOnTop> <ignoreStoredThingsBeauty>true</ignoreStoredThingsBeauty> <fixedStorageSettings> <filter> <disallowNotEverStorable>true</disallowNotEverStorable> <thingDefs> <li>Chemfuel</li> </thingDefs> </filter> </fixedStorageSettings> <defaultStorageSettings> <priority>Important</priority> <filter> <disallowNotEverStorable>true</disallowNotEverStorable> <thingDefs> <li>Chemfuel</li> </thingDefs> </filter> </defaultStorageSettings> </building>
-
<inspectorTabs> <li>ITab_Storage</li> </inspectorTabs>
<surfaceType>Item</surfaceType>
If your building have this comp. Use the GetComp<CompConvertToThing>()
method. Then you have access to:
public bool CanOutputNow
public int MaxCanOutput
public Thing HeldThing
/// <summary>
/// Spawn X things
/// </summary>
/// <param name="amount">Amount to spawn</param>
public void OutputResource(int 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