<RecipeDef>
<defName>CreateNT</defName>
<label>Craft NT</label>
<description>Use heat and strong electromagnets to combine gold, steel and plasteel.</description>
<jobString>Crafting NT.</jobString>
<workAmount>15000</workAmount>
<recipeUsers>
<li>TableMachining</li>
</recipeUsers>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Gold</li>
</thingDefs>
</filter>
<count>3</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
</ingredients>
<products>
<Neurotrainer>1</Neurotrainer>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Gold</li>
<li>Steel</li>
<li>Plasteel</li>
</thingDefs>
</fixedIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>8</minLevel>
</li>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>MultiAnalyzer</researchPrerequisite>
</RecipeDef>
Completely random neurotrainers crafted with this code, what's defname of individual neurotrainer?
Since you obviously know where to find the defs and xml, why not look in the core ThingDefs?
Quote from: 1000101 on June 07, 2016, 04:41:09 PM
Since you obviously know where to find the defs and xml, why not look in the core ThingDefs?
<ThingDef ParentName="ResourceBase">
<defName>Neurotrainer</defName>
<thingClass>Neurotrainer</thingClass>
<label>neurotrainer</label>
<description>A one-use nanotech trainer device. The neurotrainer is inserted through the orbit of the eye and releases nanomachines into the subject's brain, quickly improving their skills in a specific area.</description>
<graphicData>
<texPath>Things/Item/Special/Neurotrainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<stackLimit>1</stackLimit>
<tradeNeverStack>true</tradeNeverStack>
<useHitPoints>true</useHitPoints>
<statBases>
<MarketValue>2000</MarketValue>
<MaxHitPoints>80</MaxHitPoints>
</statBases>
<thingCategories>
<li>Items</li>
</thingCategories>
<drawGUIOverlay>false</drawGUIOverlay>
<tradeTags>
<li>Exotic</li>
</tradeTags>
</ThingDef>
Sorry I might be stupid, but I really can't find other than this.
That's the one. ;)
They are randomly assigned a skill on creation in code.
public override void PostMake()
{
base.PostMake();
this.skill = DefDatabase<SkillDef>.GetRandom();
}