Recipes?

Started by Xeewon, April 08, 2014, 11:07:43 AM

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Xeewon

Hello all!

I've been making some recipes and so far all have worked, but when I made this one, They wont do it. I can select it in bills, It has all the resources it needs in range, it has the WorkGiverDef. but no colonist will craft it, I can't even prioritize them to craft it. any help!?

<RecipeDef>
<defName>PackPotatoCrate</defName>
<label>Pack a Crate of potatoes</label>
<description>Packs a wooden crate of potatoes.</description>
<jobString>Packing a crate of potatoes.</jobString>
<workAmount>500</workAmount>
<workTimeSkillNeed>PackingTime</workTimeSkillNeed>
<efficiencySkillNeed>PackingEfficiency</efficiencySkillNeed>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Crate</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</filter>
<count>500</count>
</li>
</ingredients>
<products>
<li>
<thingDef>PotatoCrate</thingDef>
<count>1</count>
</li>
</products>
<parentIngredientFilter>
<thingDefs>
<li>Crate</li>
</thingDefs>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</parentIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Crate</li>
</thingDefs>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>3</minLevel>
</li>
</skillRequirements>
</RecipeDef>


Sitting here writing my mod files and I come to the part of adding recipes to my bench, I understand you need the workgiverdef or something like that. Just not sure how those xml files work, I can't seem to find much information on those ones and would appreciate any clarification you can give.

mrofa

You need RecipeDefs, SkillNeedDefs, WorkGiverDefs.
Recipe is like it said for recipe you specify what materials you need to craft and whats the product, in skill need you specify what skills are needed for it and what bonuses to time and efficency of doing it, work giver is to specify type of crafting you need to make recipe.
All i do is clutter all around.

Xeewon

Thank you!
But.. what is WorkTypeDef needed for?

mrofa

You define the type of work there, like in normal game you got crafting and cooking, here you can specify custom type of jobs like smelting and so on.
All i do is clutter all around.

Xeewon

So the type of work there is what shows up in the overview tab?
meaning it has to be linked to an already existing trait like social, crafting, artistic etc?
just trying to find out what my limitations are for all of this. thanks again!

mrofa

No its not for overview tab its to show on colonist window whats he is working on
All i do is clutter all around.

Xeewon

Not sure I know what you mean there.

I've seen a custom thing added to the overview tab, smoking meat from the campfire mod, yet it is linked to their cooking skill. is it possible to make something like that linked to a custom skill set, as an example, having smoking linked to smoking, instead of cooking.

mrofa

Sorry my english is crap :D

Its to show a custom name of a job that the colonist is preforming, on the colonist screen ( the one that shows up when you clikc colonist)
All i do is clutter all around.

Xeewon

Ahhh, that makes sense :D thanks for all your help!!

Xeewon

Bump for new question! :)