Mechanoid Grave or Building

Started by SpaceDorf, March 28, 2017, 07:49:39 AM

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SpaceDorf

Hi,

I would like to create a building, which needs a Specific Mechanoid Body as Ingredient. But can't find the right code for this ..

In lack of this a Sacrophag for Mechanoids would also work ..

My Ingredient Code so far :


  <costList>
      <MechanicalCentipede>1</MechanicalCentipede>
      <Steel>20</Steel>
      <Component>4</Component>
    </costList>



Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

CutiesDeathCab

Forgive me if I'm wrong as i'm quite new to modding, however have you tried...?

  <costList>
      <Mechanical_Centipede>1</Mechanical_Centipede>
      <Steel>20</Steel>
      <Component>4</Component>
    </costList>

I read through a bit of the Mechanoid code and I saw it referenced to both what you had and what I have.

Let me know how it goes. :)

SpaceDorf

No I haven't .. and if the Typo was all it takes you are forgiven :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

CutiesDeathCab


SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Leonapp

#5
Check the crafting recipes for "recipies_butcher". It has the code for butchering mechs. You could use the same code for yours I think.

Crafting recipe should be "corpse" instead of "mechaniccentipede". And you should add     
<fixedIngredientFilter>
      <categories>
        <li>CorpsesMechanoid</li>
      </categories>
    </fixedIngredientFilter>


Thats what I think anyway. Test it and tell me/ ask me if it doesn't work.

Some xml for butcher mech:
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Corpses</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <specialProducts>
      <li>Butchery</li>
    </specialProducts>
    <fixedIngredientFilter>
      <categories>
        <li>CorpsesMechanoid</li>
      </categories>
    </fixedIngredientFilter>

SpaceDorf

Thanks for the suggestion,

This is not going to work, because it is not what I want.

The code supplied ist the ingredients for a Building.
I want to create 2 Buildings using the Specific Corpse of a Mechanoid.
Meaning a different Building for Centipedes and Scythers.

I have not checked out the code for Graves yet, but I assume that checking whats Inside is more than I bargained for at the moment.

At least I got an Idea for a workaround now :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker