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CompProperties_ResourceTrader
KylianB edited this page Sep 27, 2022
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Allow building to push and pull from net. Those do not stop if storage is full (they work the same way power traders work).
Below, an example of the comp, the building need to tick if you use the ambient sound.
<li Class="PipeSystem.CompProperties_ResourceTrader">
<pipeNet>VCHE_ChemfuelNet</pipeNet>
<!-- Amount used per net tick (100 game ticks), it it's negative, it's producing -->
<consumptionPerTick>-1</consumptionPerTick>
<!-- Ambient sound -->
<soundAmbientReceivingResource>SoundDef</soundAmbientReceivingResource>
</li>If you are using soundAmbientReceivingResource, you will also need to add to your def:
<tickerType>Normal</tickerType>
If you want to use it for a work table, the thingClass need to be either Building_ResourceWorkTable or Building_ResourceWorkTable_HeatPush. This will make sure the table cannot be used, or is slower (depending on unpoweredWorkTableWorkSpeedFactor).
If your building have this comp. Use the GetComp<CompProperties_ResourceTrader>() method. Then you have access to:
public string OnSignal
public string OffSignal
public float Consumption
public bool ResourceOn
/// <summary>
/// Check for multiple comps (flickable, schedule, breakdownable, refuelable, powertrader) to determine if
/// resource production can be enabled.
/// </summary>
/// <returns></returns>
public bool CanBeOn()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
- 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
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- 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