Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - dustysniper

#1
Help / PA Personal Mod
June 15, 2015, 08:03:23 AM
Hi,

Im making a personal mod so that I can craft Project Armory weapons. I can get the crafting table to appear, I can even get the bill to queue on tab. But the colonists well not make the weapon they just stand around. I put all the items in the stockpile made sure colonists have the crafting ability toggled with right ability level, and made sure I had the right resources. Anyways Im hoping you guys can help.

credit:


Table
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<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>

<ThingDef ParentName="BuildingBase">
<DefName>WW1CraftingTable</DefName>
<label>WW1 Crafting Table</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A workbench to produce weapons from the early 1900's.</Description>
<graphicPath>Things/Building/Building_Structure_WW1</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<constructEffect>ConstructWood</constructEffect>
<CostList>
<WoodLog>50</WoodLog>
<Steel>40</Steel>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToMake>1000</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<Size>(3,1)</Size>
<graphicOverdraw>False</graphicOverdraw>
<DesignationCategory>Production</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>CraftLMGHuot</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
</ThingDefs>


<?xml version="1.0" encoding="utf-8"?>
<RecipeDefs>

<RecipeDef>
<defName>CraftLMGHuot</defName>
<label>Craft LMG Huot</label>
<description>The Huot Automatic Rifle is an experimental gas piston operated light machine gun dating back to the first world war.</description>
<jobString>Building LMG Huot.</jobString>
<workAmount>3000</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>2</minLevel>
</li>
</skillRequirements>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>40</count>
</li>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>50</count>
</li>
</ingredients>
<products>
<Gun_Huot_PA>1</Gun_Huot_PA>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>

</RecipeDefs>
#2
Mods / Mod Bug Butcher Table
April 06, 2015, 11:23:33 PM
I have a butt load of mods so I thought I would list them and see if someone has this bug also before I disable one at a time and see which one is causing the bug.

The butcher table is not interactive I can place it down to build but cannot build it. I also cannot right click on it with a colonist to build it even though the blue print is placed down. Anyone know if any of these mods conflict with the butcher table or alter it? It can aslo select and view the butcher table it is just not buildable.

Mod List
Animu Hair
Apothecarius
Caveworld Flora (worked before with this mod)
Clock (worked before with this mod)
Clutter (worked before with this mod)
Combat Realism
Combat Realism Rimfire
Combat Realism Defence
Darkness
Defend that Colony (worked before with this mod)
EDB Interface (worked before with this mod)
EDB Mod Order
EDB Prepare Carefully (worked before with this mod)
Expanded Prosthetics & Organ
Glassworks
GlitterTech
Horrors\
Hospitality
Pawn Icons (worked before with this mod)
Industrialization
Individual Appearance
jrpg eyes
LT Redistribute Heat (worked before with this mod)
LT Rim Effect
Mech Defense 2 (all) (worked before with this mod)
mending (worked before with this mod)
More Designators
Mending (worked before with this mod)
More Hair
Priority haul
Rimsenal (all)
Roof Support
Seasonal Wardrobe (worked before with this mod)
Surgery Extended (worked before with this mod)
Turret Collection
Vein Miner
Xtra Plants (worked before with this mod)

Attached the code for the table
-<ThingDef ParentName="BuildingBase">

<DefName>TableButcher</DefName>

<EType>BuildingComplex</EType>

<label>butcher table</label>

<ThingClass>Building_WorkTable</ThingClass>

<Description>A heavy table for butchering dead creatures into pieces of raw meat.</Description>

<graphicPath>Things/Building/Production/TableButcher</graphicPath>

<graphicClass>Graphic_Single</graphicClass>


-<CostList>

<WoodLog>60</WoodLog>

</CostList>

<constructEffect>ConstructWood</constructEffect>

<AltitudeLayer>Waist</AltitudeLayer>

<fillPercent>0.5</fillPercent>

<UseStandardHealth>True</UseStandardHealth>


-<statBases>

<WorkToMake>2000</WorkToMake>

<MaxHealth>180</MaxHealth>

<Flammability>1.0</Flammability>

</statBases>

<Size>(3,1)</Size>

<graphicOverdraw>False</graphicOverdraw>

<DesignationCategory>Production</DesignationCategory>

<Passability>PassThroughOnly</Passability>

<pathCost>60</pathCost>

<hasInteractionCell>True</hasInteractionCell>

<interactionSquareOffset>(0,0,-1)</interactionSquareOffset>

<itemSurface>True</itemSurface>