Greetings.
So i need some help.
Im working on a new smithing system, thats start with a forge, where your have to heat metal, to become GlowingIron.
With that your can form an Metalpipe, witch your can heat again, and form it than on the Anvil. So far so good.
I start with testing the glowing iron. The Forge works, and is buidable.. same with the rezept. But, something is'nt correkt with the workgiver def i think.. My Colonist just dont start to work on the Forge, and i dont can priorize the order.
Here the Codes.
Recipies
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<RecipeDef>
<defName>MakeGlowingIron</defName>
<label>Heat Iron</label>
<description>Heat some Iron.</description>
<jobString>Heat Iron.</jobString>
<workAmount>600</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
<productHasIngredientStuff>true</productHasIngredientStuff>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>
<products>
<GlowingIron>1</GlowingIron>
</products>
<skillGains>
<li>
<skill>Crafting</skill>
<xp>300</xp>
</li>
</skillGains>
</RecipeDef>
</Defs>
Building
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<DefName>Forge</DefName>
<EType>Building_WorkTable</EType>
<label>Forge</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A Forge.</Description>
<graphicPathSingle>Smith/Forge</graphicPathSingle>
<CostList>
<WoodLog>30</WoodLog>
<Metal>30</Metal>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<UseStandardHealth>True</UseStandardHealth>
<statBases>
<WorkToBuild>1000</WorkToBuild>
<MaxHealth>180</MaxHealth>
<Flammability>1.0</Flammability>
</statBases>
<Size>(3,1)</Size>
<Overdraw>False</Overdraw>
<DesignationCategory>Production</DesignationCategory>
<Passability>Impassable</Passability>
<hasInteractionSquare>True</hasInteractionSquare>
<interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>MakeGlowingIron</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
</ThingDefs>
And at least the Workdef
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>
<WorkGiverDef>
<defName>MakeGlowingIron</defName>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Crafting</workType>
<priorityInType>10</priorityInType>
<billGiverDef>Forge</billGiverDef>
<verb>produce GlowingIron</verb>
<gerund>producing GlowingIron</gerund>
</WorkGiverDef>
</WorkGivers>
Oh and the Item
<?xml version="1.0" encoding="utf-8" ?>
<Resources>
<ThingDef Name="ResourceBase" Abstract="True">
<thingClass>ThingWithComponents</thingClass>
<label>unspecified resource</label>
<category>Item</category>
<eType>Item</eType>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<useStandardHealth>true</useStandardHealth>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<stackLimit>75</stackLimit>
<tradersCarry>true</tradersCarry>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
<alwaysHaulable>true</alwaysHaulable>
<drawGUIOverlay>true</drawGUIOverlay>
<rotatable>false</rotatable>
<pathCost>15</pathCost>
</ThingDef>
<ThingDef Name="ResourceVerbBase" ParentName="ResourceBase" Abstract="True">
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<equipmentType>Primary</equipmentType>
<techLevel>Neolithic</techLevel>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
</ThingDef>
<!--
<ThingDef ParentName="ResourceBase">
<defName>WoodPlank</defName>
<label>wood planks</label>
<description>For building structures.</description>
<graphicPathSingle>Things/Item/Resource/WoodPlank</graphicPathSingle>
<soundInteract>Wood_Drop</soundInteract>
<soundDrop>Wood_Drop</soundDrop>
<baseMarketValue>1.9</baseMarketValue>
<tradersCarry>false</tradersCarry>
<statBases><MaxHealth>150</MaxHealth><Flammability>1.0</Flammability></statBases>
<storeCategories>
<li>ResourcesRaw</li>
</storeCategories>
</ThingDef>
-->
<!--=============== Pure stuffs: Fabric, leather, etc ====================-->
<ThingDef ParentName="ResourceBase">
<defName>GlowingIron</defName>
<label>GlowingIron</label>
<description>Heatet iron.</description>
<graphicPathSingle>Smith/GlowingMetal</graphicPathSingle>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<baseMarketValue>1</baseMarketValue>
<statBases>
<Flammability>1.0</Flammability>
</statBases>
<stuffProps>
<canMakeApparel>false</canMakeApparel>
<color>(200,200,200)</color>
<statFactors>
<MarketValue>1</MarketValue>
</statFactors>
</stuffProps>
<storeCategories>
<li>ResourcesRaw</li>
</storeCategories>
</ThingDef>
</Resources>
Im realy new at moding Rimworld, so i think its a small problem.. i hope.
