Resource Packs - KonradHeinser/EBSGFramework GitHub Wiki
If you're looking to only make resource packs that can't be normally be ingested, you actually need the DRG Consumable comp instead. This page assumes you're just looking for something similar to hemogen packs.
By this point I am going to assume that you have gone through the considerable work of setting up all your basic resource gene stuff, and now you're looking for something like the hemogen pack to give the pawn a resource, or remove it if having too much is a bad thing. Well, first you're going to want to get an ingestible item set up. This could even be a copy of the hemogen pack if you really wanted, as long as the outcome doer is removed. Now, add all this code inside your ingestible tag.
<outcomeDoers>
<li Class="EBSGFramework.IngestionOutcomeDoer_OffsetResource">
<offset>0.2</offset>
<mainResourceGene>InsertResourceDefNameHere</mainResourceGene>
</li>
</outcomeDoers>
Now that I think about it, that doesn't have as much impact when I'm not dramatically switching slides or turning a camera.
All that separates a resource pack from any other food item is those 6 lines of code, 4 if you already have another ingestion outcome. If you want pawns to look for this item whenever they are low on resource (doesn't currently work for automatically trying to lower the resource), make sure to add the Thing's DefName to the resource packs list on your main resource gene.
Radiation orbs from SHG - Just the Radiomancer:
<ThingDef>
<defName>SHG_RadiationOrb</defName>
<label>radiation orb</label>
<description>A ball of unstable energy packed into a ball with an unknown material encasing it. While many feel uncomfortable carrying it around, studies have found that there are no negative effects associated with being around the orbs. The same study did have a sudden discovery that piercing the outer shell has the sudden very unfortunate side effect of instant death by an explosion comparable to a small antigrain warhead.\n\nA radiomancer can absorb the orb to regain part of the energy used to create it.</description>
<category>Item</category>
<thingClass>ThingWithComps</thingClass>
<drawerType>MapMeshOnly</drawerType>
<useHitPoints>true</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<selectable>true</selectable>
<stackLimit>10</stackLimit>
<tickerType>Normal</tickerType>
<possessionCount>5</possessionCount>
<socialPropernessMatters>true</socialPropernessMatters>
<alwaysHaulable>true</alwaysHaulable>
<pathCost>14</pathCost>
<allowedArchonexusCount>-1</allowedArchonexusCount>
<resourceReadoutPriority>Last</resourceReadoutPriority>
<drawGUIOverlay>true</drawGUIOverlay>
<graphicData>
<texPath>Radiomancer/RadiationOrb</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<DeteriorationRate>0</DeteriorationRate>
<Mass>0.10</Mass>
<Flammability>0.7</Flammability>
<Nutrition>0.1</Nutrition>
<Beauty>1</Beauty>
<MarketValue>500</MarketValue>
</statBases>
<tradeTags>
<li>SHG_ResourceItem</li>
</tradeTags>
<thingCategories>
<li>Drugs</li>
</thingCategories>
<ingestible>
<foodType>Fluid</foodType>
<preferability>NeverForNutrition</preferability>
<canAutoSelectAsFoodForCaravan>false</canAutoSelectAsFoodForCaravan>
<specialThoughtDirect>SHG_AbsorbedRadiationOrb</specialThoughtDirect>
<ingestSound>HemogenPack_Consume</ingestSound>
<ingestCommandString>Absorb {0}</ingestCommandString>
<ingestReportString>Absorbing {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<outcomeDoers>
<li Class="EBSGFramework.IngestionOutcomeDoer_OffsetResource">
<offset>0.4</offset>
<mainResourceGene>SHG_Archetypes_Radiomancer</mainResourceGene>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Explosive">
<explosiveRadius>2.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.7</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60</wickTicks>
</li>
</comps>
</ThingDef>