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If someone wants to review the values, it's not hard to change, it's a xml-only mod.
That is very upsetting because I want to make a LOT of Cheese.
https://www.steamcommunity.com/workshop/filedetails/discussion/2887181698/3802775659508550303/
Please consider implementing them if you have the time. They are already fully encoded and ready to go.
1. https://www.steamcommunity.com/sharedfiles/filedetails/?id=2996527741
2. https://www.steamcommunity.com/sharedfiles/filedetails/?id=2558281347
I like this MOD
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2558281347
Do you have any plans to support this ?
There are also several mods for specific races that do a better job than I was able to do with the time I had.
Verse.PatchOperationRemove(xpath="*/ThingDef[defName = "VCE_SoyFermenter"]/thingClass"): Failed to find a node with the given xpath
[End of stack trace]
[[SYR] Processor Framework - Vanilla Expanded Cooking - Start of stack trace]
Verse.PatchOperationRemove(xpath="*/ThingDef[defName = "VCE_StewPot"]/thingClass"): Failed to find a node with the given xpath
[End of stack trace]
Could not resolve cross-reference to ProcessorFramework.ProcessDef named KIT_BeanStewFine (wanter=processes)
I was asked to add support for Kit's Brazilian Crops to the VBE processor, noticed it had Bean Stew. so I added support for making mass quantities of Bean Stews should you have that mod installed.
May try the filledGraphicSuffix today to see how it looks.
I also added <showProductIcon>false</showProductIcon> to the CompProperties_Processor patch because it looked silly with a soup item overlaid onto it, but that may be useful for some people.
How do you add a process that requires multiple ingredients combined or a set amount of different ingredients?
This is not possible and I don't intend to implement this feature. If you want a process to require a specific combination of ingredients rather than several ingredients interchangably there is still a solution. You can simply create a recipe for any workbench (take the crafting spot if you want to be flexible) that requires the ingredients you want and output an intermediate product which serves as ingredient for the process. This is similar how beer is not made from hops directly but from wort. Wort in this case could take any combination of ingredients.
The primary benefit to me is that you can configure one processor to do ALL kinds of relevant processing simultaneously. For example, instead of having multiple pots for each type of soup or needing to reset recipes between soup types, you can instead have just one pot that will process whatever uncooked soup type you have in inventory. That makes PF more space and power-efficient for base design, which is a benefit for early/small colonies.
I've also found that for my modlist (350+) it is more performance-efficient than VE Framework for item processing. You can have the same number of processors in your base with a lower impact on your ticks-per-second, but your own mileage may vary.