-
Notifications
You must be signed in to change notification settings - Fork 59
CompProperties_ConvertThingToResource
Kylian Balde edited this page Jul 6, 2023
·
3 revisions
Allow pawn to haul to the building, thing hauled will be pushed to net.
Below, an example of the comp.
<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>
-
<inspectorTabs> <li>ITab_Storage</li> </inspectorTabs>
<surfaceType>Item</surfaceType>
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;
- 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