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CompProperties_Resource
KylianB edited this page Jul 22, 2022
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This comp can be added to any building. It's the most basic comp that exist within the framework. It allows said building to connect to other buildings in the net.
Below, an example of the comp, the building do not need to tick.
<li Class="PipeSystem.CompProperties_Resource">
<!-- Accept a PipeNetDef -->
<pipeNet>TestNet</pipeNet>
<!-- If you plan on using the premade sustainer methods -->
<sustainer>SoundDef</sustainer>
</li>
If your building have this comp, and you want to access the PipeNet. Use the GetComp<CompResource>()
method. Then you have access to:
public virtual PipeNet PipeNet
public virtual bool TransmitResourceNow
public Resource Resource
public PipeNetManager PipeNetManager
/// <summary>
/// Try spawn sustainer
/// </summary>
public void StartSustainer();
/// <summary>
/// End and remove sustainer
/// </summary>
public void EndSustainer();
/// <summary>
/// If have an ambient sound, and should be active now, maintain it
/// If it is null or ended, recreate it.
/// If it shouldn't make sound, end it and null it.
/// </summary>
/// <param name="check">Should make sound?</param>
public void UpdateSustainer(bool check);
- QuestNode_GetFaction
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- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- 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
- 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
- Animal Behaviours Basics
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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