RimWorld

RimWorld

176 ratings
[SYR] Processor Framework
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
784.539 KB
Apr 2 @ 4:00pm
May 3 @ 9:57am
4 Change Notes ( view )

Subscribe to download
[SYR] Processor Framework

Description
Update of SYR's Processor Framework
If the original author requests it, I will remove this update.




A framework for processors to transform items and more, read player features!





A processor takes a set of ingredients and turns it autonomously into a product over a period of time. The framework supports a huge variety of settings to individualize the processes and brings easy to use UI for players, as well as several other improvements, like better textures.



Players benefits:

  • New HD barrel texture
  • Barrel can be made of any wood type
  • Brewery can be made of any wood type
  • Tab to quickly select products and ingredients
  • Products are shown on the processing building
  • Performance-improvements over vanilla
  • Button in settings to replace vanilla barrels

The mod is mainly aimed at mod authors who want to add any sort of processor to their mod or make an existing object a processor. Documentation can be found in the wiki on Github: https://github.com/Syrchalis/ProcessorFramework/wiki



Load early in the load order. Some patched mods need to be loaded before, they are configured to show up in mod screen.

The following mods are patched and upgraded to use processor framework:

  • VFE Medieval
  • VFE Settlers
  • VFE Vikings
  • Salted Meat
  • RimBees
  • Vegetable Garden Project
  • Vegetable Garden Project - Drinks (UF version)
  • Fertile Fields



Important:
Processor Framework replaces other frameworks on mods it patches, for example RimBees (VE Framework) or Garden Drinks UF (Universal Fermenter). These mods will then not require the old framework anymore. Your mod list or mod manager will still complain about them needing the old framework or about load order. Ignore that! I had too many commenters that didn't understand this.

Savegames:

Adding: Safe
Removing: Not safe


Incompatibilities:

None



Universal Fermenter sucessor? Why now? What changed?
It all started a year ago, October 2020. I received a massive pull request on GitHub. This pull request added various new features and changed a majority of the code. As author I can not simply accept and merge such a pull request without a thorough review of the code. Because I need to be able to understand how it works so I can fix issues that pop up.

The pull request remained un-merged for months. Eventually 1.3 released and I wasn't able to update my mods in time. Charlotte updated Universal Fermenter and merged the pull request. in October 2021 I updated Universal Fermenter, but this lead to two different versions existing - one with the pull request (and all the massive changes) added and one without. Some modders had adapted and used the features of Charlotte's fork.

The features are good, so I tried merging the pull request myself. However, I immediately noticed two big issues that made the mod unfit for release. Since I was not familiar with how the code worked I couldn't fix these issues.

As result I decided to take the time to rewrite the entire code, add the features and a lot more as well.

All these changes made compatibility difficult so it's easier to make it a seperate mod. Now modders can transition from my UF or Charlottes UF (or even VE framework) to PF at their own pace. The name should also clarify this is absolutely not a mod just for fermenting but for any process that transforms items over time, without requiring a pawn to stand there and work.




Syrchalis' Mods
28 Comments
ViralReaction  [author] May 13 @ 10:15am 
I’ll take a look
GradientPumpkin May 12 @ 11:55am 
Would you be able to also update the patches that allow Vanilla Brewing and Cooking expanded to utilise the Processor Framework?
Monkey Magic May 12 @ 8:08am 
One can check the numbers against the folders in your workshop folder, or simply look up the Steam page and check the hyperlink id. But yeah, like I said the first option is the easiest - doubly so if you have mods that have either changed mod name, or changed hands - since these will often have multiple sets of files associated with them, and they will cause errors coz of this :/

Best of both worlds would be: Zip up the Config folder, move the zip elsewhere then delete it. And them once you've loaded your game, you can compare the repopulated files with those in zip file, and just fill in the settings for those mods that loaded different from how you are used to
tanyfilina May 12 @ 7:42am 
@Monkey Magic, thank you! I've already tried to do the latter, but didn't understand that the numbers correspond to the mods, so I was confused.
Monkey Magic May 12 @ 6:39am 
@tanyfilina - Yeah, my bad I should have mentioned that:

Navigate to the Rimworld by Ludeon Studios folder (path: [Installed Drive]/Users/[your profile name]/AppData/Local Low/Ludeon Studios/Rimworld by Ludeon Studios) then either:

- delete the Config folder - you will need to reset all your game, and mod settings this way, but it is the simpler option

or

- open the Config folder and check every single file (either in Notepad, or get Notepad++ to read them easier) to see what mod it is associated with (some mods will have renamed these making this easier, but most are just numbered) and delete the ones belonging to removed mods.
The Dutchman May 3 @ 6:48pm 
@Alien When Viral feels like it. Now stfu
Alien May 1 @ 9:46pm 
When will it be completed?
ViralReaction  [author] May 1 @ 3:06am 
@Mattie Rethyu Appreciate the report, I will look into fixing it.
Mattie Rethyu Apr 29 @ 3:41am 
Might want to take a look at the patch for "Salted Meat", since it got updated to 1.5 I get red errors on startup when used together with this mod, but not when just using "Salted Meat" without this
Mansen Apr 28 @ 2:26am 
Awesome! :)