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Advanced Resource Processor
juanosarg edited this page Jun 24, 2025
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Advanced Resource Processor is a system that replaces the old Item Processor code, which was very obsolete. It uses the mechanics and concepts of the Pipe System, so it is inherently compatible with it!
Advanced Resource Processors are machines (Buildings) that can take some inputs and produce a given output in a certain time, without constant work needed from the pawn (think beer barrels in base game).
- Buildings need a comp. this comp is PipeSystem.CompProperties_AdvancedResourceProcessor
- You need to add ProcessDefs that define the processes, which is how the recipes of this system are called. Processes are linked through the aforementioned comp.
- The building needs:
<inspectorTabs>
<li>PipeSystem.ITab_Processor</li>
</inspectorTabs>
To show a tab to choose the active process
Examples of buildings using the new system:
- The cheese press in Vanilla Cooking Expanded: takes 1 type of milk (with added support for many mod's milks) and turns it into cheese. Cheese increases in quality over time, and the user can choose the desired quality level at which the cheese is extracted. Needs no electricity and doesn't care about room conditions.
- The electric pot in Vanilla Cooking Expanded: takes simple, fine, lavish or gourmet unfinished soup and in three days produces soup. Requires electricity.
- The whiskey barrel in Vanilla Brewing Expanded: takes either whiskey mash or finished whiskey, and turns it into either whiskey or double-aged whiskey. It's light dependent and temperature dependent.
- Abilities
- Aesthetic scaling
- Animal Behaviours
- Apparels
- Buildings
- Cooking
- Factions
- Genes
- Global
- Graphics
- Hediffs
- Maps
- Memes
- OptionalFeatures
- Pawns
- Planet
- Plants
- Storyteller
- Things
- Weapons
- Weathers
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Advanced Resource Processor
- 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
