Hello guys, i made every bulding in game free except doors.I can't just do it.Tried everything.Can anyone do this for me? I want to instant plant them and 0 resources cost.Thanks!
Here is a file with Buildings_Structure
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
</ThingDef>
<!--========================= Doors =============================-->
<ThingDef ParentName="BuildingBase" Name="DoorBase" Abstract="True">
<thingClass>Building_Door</thingClass>
<blueprintClass>Blueprint_Door</blueprintClass>
<category>Building</category>
<blueprintGraphicData>
<texPath>Things/Building/Door/Door_Blueprint</texPath>
</blueprintGraphicData>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<rotatable>false</rotatable>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<building>
<soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
<soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
<ignoreNeedsPower>true</ignoreNeedsPower>
<canPlaceOverWall>true</canPlaceOverWall>
</building>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>Door</defName>
<label>door</label>
<description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
<statBases>
<WorkToMake>850</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Building/Door/DoorSimple_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconPath>Things/Building/Door/DoorSimple_MenuIcon</uiIconPath>
<costStuffCount>25</costStuffCount>
<designationHotKey>P</designationHotKey>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>Autodoor</defName>
<label>autodoor</label>
<description>Divides rooms. Powered operation allows people to move through the door without slowing down.</description>
<statBases>
<WorkToMake>1100</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Building/Door/Autodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconPath>Things/Building/Door/Autodoor_MenuIcon</uiIconPath>
<costList>
<Steel>40</Steel>
</costList>
<costStuffCount>25</costStuffCount>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption>
</li>
</comps>
<designationHotKey>O</designationHotKey>
</ThingDef>
<!--========================= Walls =============================-->
<ThingDef ParentName="BuildingBase" Name="Wall">
<defName>Wall</defName>
<label>wall</label>
<thingClass>Building</thingClass>
<category>Building</category>
<description>An impassable wall. Capable of holding up a roof.</description>
<graphicData>
<texPath>Things/Building/Linked/Wall</texPath>
<graphicClass>Graphic_Appearances</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
</graphicData>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
<uiIconPath>Things/Building/Linked/WallSmooth_MenuIcon</uiIconPath>
<statBases>
<MaxHitPoints>350</MaxHitPoints>
<WorkToMake>150</WorkToMake>
<Flammability>1.0</Flammability>
</statBases>
<costStuffCount>5</costStuffCount>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<altitudeLayer>BuildingTall</altitudeLayer>
<passability>Impassable</passability>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<placingDraggableDimensions>1</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<designationCategory>Structure</designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<building>
<isInert>true</isInert>
<ignoreNeedsPower>true</ignoreNeedsPower>
</building>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>2</multiplier>
</li>
</damageMultipliers>
<designationHotKey>B</designationHotKey>
</ThingDef>
</Buildings>
Here is a file with Buildings_Structure
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
</ThingDef>
<!--========================= Doors =============================-->
<ThingDef ParentName="BuildingBase" Name="DoorBase" Abstract="True">
<thingClass>Building_Door</thingClass>
<blueprintClass>Blueprint_Door</blueprintClass>
<category>Building</category>
<blueprintGraphicData>
<texPath>Things/Building/Door/Door_Blueprint</texPath>
</blueprintGraphicData>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<rotatable>false</rotatable>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<building>
<soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
<soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
<ignoreNeedsPower>true</ignoreNeedsPower>
<canPlaceOverWall>true</canPlaceOverWall>
</building>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>Door</defName>
<label>door</label>
<description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
<statBases>
<WorkToMake>850</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Building/Door/DoorSimple_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconPath>Things/Building/Door/DoorSimple_MenuIcon</uiIconPath>
<costStuffCount>25</costStuffCount>
<designationHotKey>P</designationHotKey>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>Autodoor</defName>
<label>autodoor</label>
<description>Divides rooms. Powered operation allows people to move through the door without slowing down.</description>
<statBases>
<WorkToMake>1100</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Building/Door/Autodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconPath>Things/Building/Door/Autodoor_MenuIcon</uiIconPath>
<costList>
<Steel>40</Steel>
</costList>
<costStuffCount>25</costStuffCount>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption>
</li>
</comps>
<designationHotKey>O</designationHotKey>
</ThingDef>
<!--========================= Walls =============================-->
<ThingDef ParentName="BuildingBase" Name="Wall">
<defName>Wall</defName>
<label>wall</label>
<thingClass>Building</thingClass>
<category>Building</category>
<description>An impassable wall. Capable of holding up a roof.</description>
<graphicData>
<texPath>Things/Building/Linked/Wall</texPath>
<graphicClass>Graphic_Appearances</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
</graphicData>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
<uiIconPath>Things/Building/Linked/WallSmooth_MenuIcon</uiIconPath>
<statBases>
<MaxHitPoints>350</MaxHitPoints>
<WorkToMake>150</WorkToMake>
<Flammability>1.0</Flammability>
</statBases>
<costStuffCount>5</costStuffCount>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<altitudeLayer>BuildingTall</altitudeLayer>
<passability>Impassable</passability>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<placingDraggableDimensions>1</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<designationCategory>Structure</designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<building>
<isInert>true</isInert>
<ignoreNeedsPower>true</ignoreNeedsPower>
</building>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>2</multiplier>
</li>
</damageMultipliers>
<designationHotKey>B</designationHotKey>
</ThingDef>
</Buildings>