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CompProperties_ResourceTrader
KylianB edited this page Oct 6, 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;
- 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