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Author Topic: Issues with custom workshops / Labours  (Read 786 times)

Sprocket809

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Issues with custom workshops / Labours
« on: October 29, 2014, 05:42:24 am »

Hey everyone, I'm making a mod which involves alchemy, metallurgy and such. However, I am having issues with getting the custom alchemist lab workshop to work correctly - Am I doing something wrong here?

Code: [Select]
[BUILDING_WORKSHOP:ALCHEMIST_LAB]
[NAME:Alchemist's Laboratory]
[BUILD_LABOR:ALCHEMY]
[BUILD_KEY:CUSTOM_A]
[NAME_COLOR:6:0:1]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:1:1:1]
[BLOCK:2:1:0:0]
[BLOCK:3:1:0:1]
[TILE:0:1:' ':' ':'8']
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]           
[COLOR:0:2:0:0:0:0:0:0:6:0:0]          
[COLOR:0:3:6:0:0:0:0:0:0:0:0]           
[TILE:1:1:178:178:178]
[TILE:1:2:178:' ':' ']
[TILE:1:3:178:' ':'8']
[COLOR:1:1:7:15:1:15:7:1:7:15:1]
[COLOR:1:2:7:15:1:0:0:0:0:0:0]
[COLOR:1:3:7:15:1:0:0:0:3:0:0]
[BUILD_ITEM:3:GLASS_VIAL:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT][FIRE_BUILD_SAFE]

Alchemy has been added to the dwarf section of the entity default file as a permitted profession - Am I missing out any steps?
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UnicodingUnicorn

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Re: Issues with custom workshops / Labours
« Reply #1 on: October 29, 2014, 06:04:12 am »

What do you mean by work correctly?

You also need to permit the building and assciated reactions in the entity.
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Sprocket809

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Re: Issues with custom workshops / Labours
« Reply #2 on: October 29, 2014, 06:10:49 am »

By working incorrectly I mean it doesn't come up on the workshop/building menu.
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UnicodingUnicorn

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Re: Issues with custom workshops / Labours
« Reply #3 on: October 29, 2014, 07:25:57 am »

Yep, that means you will need to add [PERMITTED_BUILDING:ALCHEMIST_LAB] to the dwarf civ in entity_default to allow dwarves to build it.
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Sprocket809

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Re: Issues with custom workshops / Labours
« Reply #4 on: October 30, 2014, 05:01:52 am »

Done that now, it's in the menu now! However, now I have a problem - It uses 4 non-flammable building materials to build, not the 1 non-flammable building material and 3 glass vials it needs. What am I doing wrong?
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UnicodingUnicorn

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Re: Issues with custom workshops / Labours
« Reply #5 on: October 30, 2014, 05:12:22 am »

GLASS_VIAL:NONE is not a valid material type, so the game assumes it is NONE:NONE, which is a generic building material. To declare a glass vial you need to put FLASK:NONE:GLASS_CLEAR:NONE.
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Sprocket809

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Re: Issues with custom workshops / Labours
« Reply #6 on: October 30, 2014, 05:24:58 am »

Perfect, thank you!  :D
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