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[SYR] Processor Framework (Continued)
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Mod, 1.3, 1.4, 1.5, 1.6
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2. apr. 2024 kl. 16:00
12. juni kl. 12:05
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[SYR] Processor Framework (Continued)

Beskrivelse
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
87 kommentarer
ViralReaction  [ophavsmand] 27. juni kl. 8:50 
I see, I’ll play with UI resolutions to see in game.
Aizuki 27. juni kl. 8:23 
well the easiest is you can see it on 2nd image on your modpage that say Process Tab above. think because i use 720p resolution its become outofbound
ViralReaction  [ophavsmand] 27. juni kl. 7:55 
@Aizuki can you take a screenshot and share it?
Aizuki 26. juni kl. 19:53 
is it possible you fix the "Processes" botton beside "Content" UI? the Processes text get out of bound and it look ugly to see
ViralReaction  [ophavsmand] 12. juni kl. 12:07 
@WJSabey I will look into it. Currently working to get bunch of mods updated to 1.6
WJSabey 7. juni kl. 11:16 
Would it be possible to add a quantity target like workshops have, so that if we have more than a certain amount of the product they pause loading the processor until it falls below the level we set?
niko.k.sam 5. maj kl. 22:59 
Can you add a way to copy/paste the setting from one processor to another one of the same type?
Astronut7 27. apr. kl. 7:27 
The Dandelions mod is now making dandelion wine again, thanks.
ViralReaction  [ophavsmand] 22. apr. kl. 15:49 
@CloudPerson That should be doable. Let me see what I can do
☁☁☁🔫🐷☁☁☁ 22. apr. kl. 14:15 
Could you add an option in config to hide the progressing bar(just like hiding the process icon) or hide them under screenshot mode(F11)?:er_sweat: