RimWorld

RimWorld

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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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3.110 MB
2 Apr, 2024 @ 4:00pm
23 Jul @ 8:05pm
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[SYR] Processor Framework (Continued)

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
115 Comments
SalazarWindriver 6 Sep @ 8:10am 
is it possible to a add a priority setting to the system? Playing with Medieval Overhaul and it is taking the hay to the drying rack instead of feeding my animals.
mabo404 6 Sep @ 5:18am 
When I travel to a site on the map, I often now see barrels which are something like 'plain vanilla barrel' which look like the old beer barrels and have a progress bar over them, but no longer have any functionality. They are essentially junk. Is that a feature of this mod, or would you suggest another avenue I can pursue to chase this down? Thanks, love the mod dude.
Emelio Lizardo 2 Sep @ 6:48pm 
It's not clear how it works. The only process displayed is Beer with a Wort subprocess. I grew some hops, and nothing happens. It just sits there. Maybe some instructions?
Hawkefire 24 Aug @ 10:44am 
Would definitely love to see the functionality for this extended to alpha crafts.

Is it possible to add in the ability to prevent processing something when a certain amount of the product is available? Example: I want to stop converting my iron ingots to steel ingots if I get a certain amount of steel, since I need the iron for some select few things.
단팥 18 Aug @ 12:54pm 
hmmm... basically just vanilla translation which you can select in the config. In Korean, it was.... '발효통' I think.
ViralReaction  [author] 17 Aug @ 8:45am 
@단팥 SYR created a seperate thingDef for the barrel processor. As that is a seperate thingDef any translations for the vanilla thingDef would not work. I can look and see if I can get some translations copied over
단팥 17 Aug @ 7:08am 
dunno why, but this turns off translation of fermenting barrel.
Benjamin the Rogue 12 Aug @ 12:11am 
I managed to get rid of the red error I was getting when I would load Complex Jobs along with Processor Framework. I am using Rimsort. I kept Processor Framework off of my active mod list as I kept adding new mods to my playlist, ten at a time, and testing them. When I got to the mods that require Processor Framework, I installed it even though I had Complex Jobs. I loaded the new mod test list and I got no errors this time. I don't know if this will help anyone or not but I wanted to drop a report here in case it did.
Benjamin the Rogue 10 Aug @ 4:12am 
Can confirm the issue with Complex Jobs. I just tried it with Complex Jobs and I also got red errors. I'm not really sure what kind of logs you want, since this isn't my area of expertise, but this is the first line in the red error.

[[FSF] Complex Jobs] Patch operation Verse.PatchOperationSequence(count=18, lastFailedOperation=Verse.PatchOperationReplace(/Defs/WorkGiverDef[defName = "PS_PickUpProcessor"]/workType)) failed
Halfelfaedyn 9 Aug @ 10:59pm 
Thank you so much!