CompProperties_ConvertResourceToThing - Vanilla-Expanded/VanillaExpandedFramework GitHub Wiki
Take input from net, convert it to a thing pawn can haul and use.
Below, an example of the comp, the building do not need to tick.
<li Class="PipeSystem.CompProperties_ConvertResourceToThing">
  <pipeNet>VCHE_ChemfuelNet</pipeNet>
  <!-- ThingDef to spawn -->
  <thing>Chemfuel</thing>
  <!-- 1 spawned is 1*X removed in the net -->
  <ratio>X</ratio>
  <!-- Default max stack size, it won't output past that number -->
  <maxOutputStackSize>10</maxOutputStackSize>
</li>You will also need to add to your def:
- <thingClass>Building_Storage</thingClass>
- 
<building> <preventDeteriorationOnTop>true</preventDeteriorationOnTop> <ignoreStoredThingsBeauty>true</ignoreStoredThingsBeauty> <fixedStorageSettings> <filter> <disallowNotEverStorable>true</disallowNotEverStorable> <thingDefs> <li>Chemfuel</li> </thingDefs> </filter> </fixedStorageSettings> <defaultStorageSettings> <priority>Important</priority> <filter> <disallowNotEverStorable>true</disallowNotEverStorable> <thingDefs> <li>Chemfuel</li> </thingDefs> </filter> </defaultStorageSettings> </building> 
- 
<inspectorTabs> <li>ITab_Storage</li> </inspectorTabs> 
- <surfaceType>Item</surfaceType>
If your building have this comp. Use the GetComp<CompConvertToThing>() method. Then you have access to:
public bool CanOutputNow
public int MaxCanOutput
public Thing HeldThing
/// <summary>
/// Spawn X things
/// </summary>
/// <param name="amount">Amount to spawn</param>
public void OutputResource(int amount)And everything inherited from CompProperties_Resource;
