New cooking recipes question

Started by johnakers, July 20, 2014, 07:59:25 PM

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johnakers

I made a new cooking recipe but the pawns won't make it when I have it the only one qued up.  If I have a core recipe underneath then they go about and make the new recipe.

What I am I missing to have the pawn cook when only the new recipe is qued on the stove?

mrofa

All i do is clutter all around.

johnakers

Here it is.  My mod is adding water to the game that is needed for cooking.  That way it forces you to use the paste early game.  I'm going to add some stuff to research so you can build wells and other things for water collection.

<RecipeDef>
      <defName>CookWaterMealSimple</defName>
      <label>Cook simple soup</label>
      <description>Simple soup meal.</description>
      <jobString>Cooking simple soup.</jobString>
      <workAmount>400</workAmount>
      <workTimeSkillNeed>CookTime</workTimeSkillNeed>
      <workEffect>Cook</workEffect>
    <sustainerSoundDef>Recipe_CookMeal</sustainerSoundDef>
    <ingredients>
         <li>
            <filter>
               <categories>
                  <li>FoodRaw</li>
               </categories>
            </filter>
            <count>10</count>
         </li>
         <li>
            <filter>
               <categories>
                  <li>Water</li>
               </categories>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
      <products>
         <li>
            <thingDef>MealSimple</thingDef>
            <count>1</count>
         </li>
      </products>
      <fixedIngredientFilter>
         <categories>
            <li>FoodRaw</li>
            <li>Water</li>
         </categories>
      </fixedIngredientFilter>
      <defaultIngredientFilter>
         <categories>
            <li>FoodRaw</li>
            <li>Water</li>
         </categories>
         <exceptedThingDefs>
            <li>Human_Meat</li>
         </exceptedThingDefs>
      </defaultIngredientFilter>   
      <skillGains>
         <li>
            <skill>Cooking</skill>
            <xp>60</xp>
         </li>
      </skillGains>
   </RecipeDef>

mrofa

#3
Water is a thingdef not a category so you should normaly use water like:
<thingDefs>
<li>Water</li>
</thingDefs>


But im not sure if it works with catergory in the same setting so you will need to experiment :D

Edit: It might be easier to add water to one of categorys in raw food
All i do is clutter all around.

johnakers

I defined the water as a category (see below).  Strangely though when I reloaded the game, the cook started making the soup when it was the only recipe (pawn had cooking at 1, disabled everything else).

Of course now I have a new problem in that anyone who eats this causes an error.  I assume because the water is an ingredient but I thought that didn't matter as it would use the core settings for the simple meal?

<ThingCategoryDefs>

    <ThingCategoryDef>
      <defName>Water</defName>
      <label>Water resources</label>
      <parent>Resources</parent>
    </ThingCategoryDef>

</ThingCategoryDefs>