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CompProperties_ConvertThingToResource
KylianB edited this page Apr 7, 2022
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1 revision
Allow pawn to haul to the building, thing hauled will be pushed to net.
Below, an example of the comp, the building need to tick.
<li Class="PipeSystem.CompProperties_ConvertThingToResource">
<pipeNet>VCHE_ChemfuelNet</pipeNet>
<!-- ThingDef to take -->
<thing>Chemfuel</thing>
<!-- 1 removed is 1*X added in the net -->
<ratio>X</ratio>
</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>
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<inspectorTabs> <li>ITab_Storage</li> </inspectorTabs>
<surfaceType>Item</surfaceType><tickerType>Rare</tickerType>
If your building have this comp. Use the GetComp<CompConvertToResource>() method. Then you have access to:
public bool CanInputNow
public int MaxCanInput
public Thing HeldThingAnd 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
- CompApparelHediffs
- CompShieldBubble
- CompHediffGiver
- CompLeavesSpawner & CompAutumnLeavesSpawner
- CompProperties_HomingProjectile
- ThoughtExtensions
- ExcludeFromQuestsExtension
- 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
- 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