[SYR] Processor Framework
Mod, 1.3, 1.4
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.
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Author: Syrchalis
Created: 21 Oct, 2021 @ 9:10am
Updated: 21 Oct, 2022 @ 2:15pm
Subscribers: 189887
Size (unpacked) : 1.591 MB
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
- ITab 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
- Adding: Safe
- Removing: Not safe
- None
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.
Collection of my mods for RimWorld
If you enjoy my mods consider dropping me a dime:
[ko-fi.com][www.patreon.com]
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game