Documentation > Split Processor
Process one single input fillUnit and split the value into multiple output fillUnits.
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle>
<materialProcessor
type="split"
needsToBePoweredOn="true"
needsToBeTurnedOn="true"
canToggleDischargeToGround="true"
defaultCanDischargeToGround="false"
canDischargeToGroundAnywhere="false"
canDischargeToAnyObject="false"
>
...
</materialProcessor>
</vehicle>| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| type | string | Yes | Processor type split |
|
| needsToBePoweredOn | boolean | No | true |
Vehicle needs to be powered on |
| needsToBeTurnedOn | boolean | No | true |
Vehicle needs to be turned on (requires turnOnVehicle specialization) 1 |
| canToggleDischargeToGround | boolean | No | true |
Whether player can toggle discharge to ground or not |
| defaultCanDischargeToGround | boolean | No | false |
Default value for discharging to ground setting |
| canDischargeToGroundAnywhere | boolean | No | false |
Bypass land permissions when discharging to ground |
| canDischargeToAnyObject | boolean | No | false |
Bypass vehicle permissions when discharging to object/vehicle |
vehicle.materialProcessor.configurations.configuration(%)
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle>
<materialProcessor type="split">
<configurations>
<configuration name="$l10n_myConfigurationName" litersPerSecond="500">
<input fillType="DIRT" fillUnit="3">
<output fillType="GRAVEL" fillUnit="4" ratio="0.3" />
<output fillType="SAND" fillUnit="5" ratio="0.7" />
</input>
</configuration>
<configuration name="Filter gravel" litersPerSecond="800">
<input fillType="GRAVEL" fillUnit="3">
<output fillType="SAND" fillUnit="4" ratio="0.1" />
<output fillType="STONE" fillUnit="5" ratio="0.9" />
</input>
</configuration>
<configuration name="Screen sand" litersPerSecond="800">
<input fillType="GRAVEL" fillUnit="3">
<output fillType="SAND" fillUnit="4" ratio="0.1" />
</input>
</configuration>
</configurations>
</materialProcessor>
</vehicle>| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| litersPerSecond | int | Yes | 400 |
Amount of liters per second processed by input. |
| litersPerSecondText | string | No | Set custom liters per second text in GUI. L10N string supported. | |
| name | string | No | Display name in GUI. L10N string supported. |
vehicle.materialProcessor.configurations.configuration(%).input
| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| fillType | string | Yes | Name of filltype used for input | |
| fillUnit | int | Yes | Input vehicle fillUnitIndex | |
| displayNode | node | No | Set custom node for HUD display position | |
| displayNodeOffsetY | float | No | Y offset position for HUD display |
vehicle.materialProcessor.configurations.configuration(%).input.output(%)
| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| ratio | float | Yes | Ratio of output to input (50% = 0.5) | |
| fillType | string | Yes | Name of filltype used for output | |
| fillUnit | int | Yes | Output vehicle fillUnitIndex | |
| displayNode | node | No | Set custom node for HUD display position | |
| displayNodeOffsetY | float | No | Y offset position for HUD display | |
| visible | boolean | No | true |
Output visibility in HUD and GUI |
Remember to add corresponding fillUnit discharge node entries if you want to enable multiple discharge nodes to function simultaneously.
vehicle.materialProcessor.dischargeNodes.node(%)
The split processor supports using custom discharge node(s) if desired (highly recommended to use instead of the base game Dischargeable).
Footnotes
-
If the vehicle doesn't have a turn on function it will disregard this setting. ↩