[SOLVED] Workbench doesn't work even after simply changing the defName.

Started by pablo603, October 11, 2020, 02:19:40 PM

Previous topic - Next topic

pablo603

I have absolutely no clue what's wrong with the workbench .xml file. Even if I just copy and paste the original machining table and only change the defName it just stops working completely with no errors in the console whatsoever. I can't do any recipes on it.

In case it's needed, here's the .xml file for my custom workbench (99% copied and pasted from the machining table with edits here and there). Any help is very greatly appreciated!
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef ParentName="BenchBase">
    <defName>TableRevival</defName>
    <label>revival table</label>
    <description>A high tech work station for reviving skeletons. Consumes a lot of power and needs additional power cells for it to work.</description>
    <thingClass>Building_WorkTable</thingClass>
    <graphicData>
      <texPath>Things/Building/Production/TableRevival</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(3.5,1.5)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <costList>
      <Steel>300</Steel>
      <ComponentIndustrial>10</ComponentIndustrial>
    </costList>
    <altitudeLayer>Building</altitudeLayer>
    <fillPercent>0.5</fillPercent>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <WorkToBuild>6000</WorkToBuild>
      <MaxHitPoints>360</MaxHitPoints>
      <Flammability>0.2</Flammability>
      <Cleanliness>-5</Cleanliness>
    </statBases>
<recipes>
      <li>MakeUnwokenSkeleton</li>
    </recipes>
    <size>(3,1)</size>
    <designationCategory>Production</designationCategory>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <surfaceType>Item</surfaceType>
    <constructionSkillPrerequisite>4</constructionSkillPrerequisite>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <shortCircuitInRain>true</shortCircuitInRain>
        <basePowerConsumption>800</basePowerConsumption>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Glower">
        <glowRadius>5</glowRadius>
        <glowColor>(120,120,120,0)</glowColor>
      </li>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>ToolCabinet</li>
        </linkableFacilities>
      </li>
      <li Class="CompProperties_Breakdownable"/>
 
       <li Class="CompProperties_Refuelable">
        <fuelConsumptionRate>50.0</fuelConsumptionRate>
        <fuelCapacity>5.0</fuelCapacity>
        <fuelFilter>
          <thingDefs>
            <li>SF_PowerCell</li>
          </thingDefs>
        </fuelFilter>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
      </li>
</comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
    <constructEffect>ConstructMetal</constructEffect>
    <researchPrerequisites>
      <li>SkeletonRevival</li>
    </researchPrerequisites>
    <designationHotKey>Misc7</designationHotKey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
  </ThingDef>
</Defs>




Edit: I solved it. I lacked a WorkGiverDef. I feel stupid now lol.