Hello,
I created some new apparel and weapons. First I said, they are craftable at the vanilla tailoring benches/smithies. Until this point everything was fine, but then I added my own tailoring benches/smithies. These were also problemless included into the game, expect of that thing, that these benches ignore the orders to produce the apparel/weapon. The bills were in the tabs, but no colonist did anything. I also tried to force them with right click, but that was also ignored.
Did I defined my workbenches wrong or is the mistake done in the apparel/weapons?
Thanks in advance
lupus!
since you provided no logs, no XML and no code, it's lupus.
Here are the both workbenches
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef ParentName="BenchBase">
<DefName>AR_TailoringBench</DefName>
<label>roman tailor bench</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A workbench for tailoring clothes by hand.</Description>
<graphicData>
<texPath>Buildings/Production/TableTailorRome</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3.5,1.5)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
</stuffCategories>
<AltitudeLayer>Building</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>185</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<Size>(3,1)</Size>
<DesignationCategory>Production</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<researchPrerequisites>
<li>AR_Project_Civil</li>
</researchPrerequisites>
</ThingDef>
<ThingDef ParentName="BenchBase">
<DefName>AR_Smithy</DefName>
<label>roman smithy</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A wood-fueled station equipped for smithing non-mechanical weapons and tools.</Description>
<graphicData>
<texPath>Buildings/Production/TableSmithingRome</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3.5,1.5)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<CostList>
<Steel>100</Steel>
</CostList>
<constructEffect>ConstructWood</constructEffect>
<AltitudeLayer>Building</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>3000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-3</Cleanliness>
</statBases>
<Size>(3,1)</Size>
<DesignationCategory>Production</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>80.0</fuelConsumptionRate>
<fuelCapacity>50.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<researchPrerequisites>
<li>AR_Project_Military</li>
</researchPrerequisites>
</ThingDef>
</ThingDefs>
and here the weapons
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef Name="BaseMeleeWeapon_Rome" Abstract="True" ParentName="BaseMeleeWeapon">
<techLevel>Medieval</techLevel>
<smeltable>true</smeltable>
<recipeMaker>
<recipeUsers>
<li>AR_Smithy</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="BaseMeleeWeapon_Rome">
<defName>AR_Gladius</defName>
<label>roman gladius</label>
<description>Same as the vanilla one.</description>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Gladius</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<costStuffCount>50</costStuffCount>
<statBases>
<WorkToMake>10000</WorkToMake>
<Mass>0.85</Mass>
<MeleeWeapon_DamageAmount>12</MeleeWeapon_DamageAmount>
<MeleeWeapon_Cooldown>1.95</MeleeWeapon_Cooldown>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<weaponTags>
<li>RomanSoldier</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<meleeDamageDef>Cut</meleeDamageDef>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseMeleeWeapon_Rome">
<defName>AR_Xiphos</defName>
<label>xiphos</label>
<description>Same as a gladius, but greek.</description>
<graphicData>
<texPath>Items/Weapons/Xiphos</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<costStuffCount>50</costStuffCount>
<statBases>
<WorkToMake>10000</WorkToMake>
<Mass>0.85</Mass>
<MeleeWeapon_DamageAmount>12</MeleeWeapon_DamageAmount>
<MeleeWeapon_Cooldown>1.95</MeleeWeapon_Cooldown>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<weaponTags>
<li>Hellenic</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<meleeDamageDef>Cut</meleeDamageDef>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseMeleeWeapon_Rome">
<defName>AR_Falcata</defName>
<label>falcata</label>
<description>A sword which is at its concave side sharpened. Good for cutting, bad for fencing. It is also called Kopis</description>
<graphicData>
<texPath>Items/Weapons/Falcata</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<costStuffCount>60</costStuffCount>
<statBases>
<WorkToMake>10000</WorkToMake>
<Mass>0.85</Mass>
<MeleeWeapon_DamageAmount>14</MeleeWeapon_DamageAmount>
<MeleeWeapon_Cooldown>2.5</MeleeWeapon_Cooldown>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<weaponTags>
<li>Hellenic</li>
<li>Barbarian</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<meleeDamageDef>Cut</meleeDamageDef>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseMeleeWeapon_Rome" Class="FactionColors.FactionItemDef">
<thingClass>FactionColors.FactionItem</thingClass>
<defName>AR_Lance</defName>
<label>lance</label>
<techLevel>Medieval</techLevel>
<description>A longer polearm tipped with a sharp point for stabbing opponents in melee combat.</description>
<graphicData>
<texPath>Items/Weapons/Lance</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<ItemMeshSize>(2.0, 1.0, 1.0)</ItemMeshSize>
<soundInteract>InteractPistol</soundInteract>
<statBases>
<WorkToMake>10000</WorkToMake>
<Mass>1</Mass>
<MeleeWeapon_DamageAmount>14</MeleeWeapon_DamageAmount>
<MeleeWeapon_Cooldown>2.5</MeleeWeapon_Cooldown>
</statBases>
<costList>
<Steel>50</Steel>
<WoodLog>100</WoodLog>
</costList>
<equippedAngleOffset>-70</equippedAngleOffset>
<weaponTags>
<li>Spearmen</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<meleeDamageDef>Stab</meleeDamageDef>
</li>
</verbs>
</ThingDef>
</ThingDefs>
Quote from: koni on April 01, 2017, 03:31:09 AM
The bills were in the tabs, but no colonist did anything. I also tried to force them with right click, but that was also ignored.
Seems like you forgot to make a WorkGiver.xml file. It's really easy to make, don't worry.
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>
<WorkGiverDef>
<defName>DoBillsMakeWeapons_AR</defName>
<label>make weapons</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>115</priorityInType>
<fixedBillGiverDefs>
<li>AR_Smithy</li>
</fixedBillGiverDefs>
<verb>smith</verb>
<gerund>smithing at</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
</WorkGivers>
I added this, grabbed your Smithy and your Gladius code then tested in-game. Solves all your problems. You'll have to make one for your Tailoring Bench too.
Quote from: RawCode on April 01, 2017, 04:35:03 AM
lupus!
(http://www.hlasek.com/foto/canis_lupus_ha6465.jpg) (https://en.wikipedia.org/wiki/Gray_wolf)
Canis Lupus.
Yes, it was the workgiver. Thans
That wolf joke I don't get.
its a play on words involving the Latin name for the species
It's a House reference.