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Messages - togfox

#91
I think a great resource would be an article/wiki/page/forum post that describes how the files link together.  I know this commmunity thinks in terms of thingdef's etc and that is technically correct, but for a first timer, my challenge was to work out

- which file defines the butchers spot
- where in that file defines the list of available bills
- how to define the recipe for that new bill
- how to define the result of that new recipe

For example, it took me a while to work out that 'make_kibble' bill in the butchers spot aligned with the recipe 'make_kibble' that defined the ingredients and something called PRODUCT and that the product 'kibble' aligned with the item called 'kibble' and then I realised that I had a texture called 'kibble' and that had to be in the right place.

I've yet to find a resource that shows how all these things interact and are linked up. A public resource that can make in-roads around this would be fantastic.  :)

#92
So my noob approach is to look at how the butcher spot does bills and added a new bill to that. Tick: successful.

I then looked at how kibble is 'done' in the xml. There is a recipe so I copied and adjusted that. Tick: successful.

The recipe results in a PRODUCT called 'kibble' so I made a new one of those. Tick: successful.

I'm now going to repeat that approach for the crafting table so my prawns can turn an animal carcass into an art item.

Question: I spent about an hour trying to work out how butchering a carcass results in x meat and y leather. I got stopped at the recipe where it produces a SPECIALPRODUCT called 'butchery'. Is this some arcane black magic because I really couldn't work that out.

Cheers.
#93
This is great - thanks. I'll give this a shot with the workflow you suggest and I'll reach out for some quick pointers if I hit a roadblock.  :)
#94
I would like to use existing in-game art (slightly modified) to create new art using existing workbenches. I'm very comfortable with xml and inheritance etc and I've seen the examples on wiki and the step-by-step guide by Jecrell. Amazing resources all over the place but they all miss the high level workflow/approach needed to mod something in Rimworld and I think I just need some basic high-level guidance.

Context: making a new piece of art using a new ingredient (recipe) and the existing crafting table (in multiple stages)

Workflow from a players perspective:


  • Take existing vanilla game item
  • 'Butcher' it into a new recipe at the butcher table
  • Take new item to crafting table to turn new item into new artsy item

I assume I need

  • 2 new recipes
  • 1 new "bill" item for the butchers table
  • 1 new "bill" item for the craft table

This new art item will be rotatable (so there are four images/assets). Is that handled by xml as well or will that require coding?

Thx.