The UniversalProcessKit (UPK) is not a mod in the actual sense, but it extends to LS15 functionality to make it easier for modders to equip buildings with features. It does not matter if the building is to be placed anywhere or can be installed.
The name is English and is pronounced roughly “Junni-Wörsel Proßess putty”. It literally means “comprehensive processing kit”.
This kit consists of various modules, whose actions are triggered by the player or which become active depending on the level. It can also be enhanced by self-programmed modules.
The configuration of the UPK mods is controlled solely via User Attributes in the i3d Mapper and “use” Modder the functions easy (as the functions of the Giants scripts also.) – It is not necessary / allowed the UPK “bridge” to.
Admittedly sets the UPK the properties of the modules not completely automatically (it does not know what you’re up to it) and you need to incorporate a bit if you want to use it in your mod. This can of course be connected in the beginning with frustration. Nevertheless, the only alternative would be to program your mod from scratch.
On the GitHub page is a documentary about how modules are, what they do and how to configure them. There are also a number of Beispielmods that show how the configuration is implemented. To create a simple tilting-bearings-filling-Mod is ne matter of a few minutes.
Mods that use the UPK are automatically multiplayer capability.
As Mapper, modders and players alike: Simply put the zip in the mod folder and is good it is not allowed him to maps or mods integrate directly..
5 thoughts on “Universal Process Kit v 0.9.3 [MP]”
je ne comprend pas à quoi ça sert?
c’est pour créer des mods?
merci d’avance de vos réponses, je suis un fan incontesté de FM2015
Is this something that some mods might require?
yes some mods
pourrait t’on l’avoir pour la version 1.0 svp?
did they just steal the picture 2013 or does it only work on 2013