Help getting colonists to use a new workbench

Started by Manofdusk, July 18, 2018, 03:35:37 AM

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Manofdusk

 This is my first mod and I've been trying to create Docile Hive that colonists can work at (using the animal skill) to harvest eggs which hatch into the various bugs over time (I want to make them milkable for high end resources).

I've managed to successfully create the eggs which hatch into docile variants of the various bugs which are easy to tame.

I've also managed to successfully add the bills to "harvest" the eggs to the bills tab in my hive. I can even get them to build it. However, I can't get the colonists to work at the hive and I can't right click to prioritize the work. (Note that I haven't changed the price to construct the hives yet since it's the testing phase)

<?xml version="1.0" encoding="UTF-8"?>
<Defs>

<ThingDef ParentName="BenchBase">

<defName>DocileHive</defName>

<label>docile hive</label>

<thingClass>Building_WorkTable</thingClass>

<designationCategory>Misc</designationCategory>

<hasInteractionCell>True</hasInteractionCell>

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

<surfaceType>Item</surfaceType>

<recipes>

<li>HarvestMegascarabEgg</li>

<li>HarvestSpelopedeEgg</li>

<li>HarvestMegaspiderEgg</li>

</recipes>

<inspectorTabs>

<li>ITab_Bills</li>

</inspectorTabs>

<building>

<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>

<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>

<ai_chillDestination>false</ai_chillDestination>

</building>




<graphicData>

<texPath>Things/Building/Natural/Hive</texPath>

<graphicClass>Graphic_Single</graphicClass>

<drawSize>1.6</drawSize>

</graphicData>


<altitudeLayer>Building</altitudeLayer>

<rotatable>true</rotatable>

<fillPercent>0.60</fillPercent>

<passability>PassThroughOnly</passability>

<statBases>

<MaxHitPoints>230</MaxHitPoints>

<WorkToBuild>1800</WorkToBuild>

<Mass>40</Mass>

<Flammability>1.0</Flammability>

</statBases>

<description>A hive of giant insects. Can be used to spawn docile insects and insect jelly.</description>


<costList>

<WoodLog>150</WoodLog>

</costList>






</ThingDef>
</Defs>


Iany help would be appreciated.

Mehni

You need a WorkGiverDef. It's the missing part that tells a pawn they can find a job at a certain spot. DoBillsStoneCut is a simple example.

Manofdusk

 that worked like a charm. Thanks. I don't know that I would have figured that out on my own :P