Specific item for a recipe?

Started by SlimeCrusher, February 07, 2015, 05:40:42 PM

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SlimeCrusher

Ok, i've been trying to add a recipe to my mod, that is: Mixing "potassium chlorate" and "petroleum jelly" gives "mockup plastic explosive" (i saw an article that said you could do plastic explosive this way). But when i get into the code, i notice that i can only put categories as ingredients, and not specific defs, so i get errors on the console while trying to load the mod. (couldn't resolve cross-reference to Verse.ThingCategoryDef named PetJelly/PotChlorate)

Any way to make the recipe use specific ingredients instead of categories? Take as an example the More Mechanoids mod, when you reprogram a crawler, you use plasteel, a dead crawler and an AI chip, something like that is what i need.

mrofa

<ingredients>
<li>
<filter>
<thingDefs>
<li>Uranium</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</filter>
<count>25</count>
</li>
</ingredients>
<products>
<PlasmaPack>1</PlasmaPack>
</products>

<fixedIngredientFilter>
<thingDefs>
<li>Uranium</li>
<li>RawPotatoes</li>
<li>Steel</li>
</thingDefs>
</fixedIngredientFilter>
All i do is clutter all around.

SlimeCrusher

Thanks! That worked, but for some reason my colonists simply don't make the plastic explosive...
They have the table and plenty of ingredients, but they don't care, i don't know what's wrong really.
The code is fine i think, anyone else had this problem before?

mrofa

You need to make a workgiver for that workbench
All i do is clutter all around.