View Full Version : Work Bench ? How To

03-31-2016, 04:39 PM
Some one might be wondering how to get the new Workbench working as a new workbench with another name and with a different recipe list. Plus you dont wanna lock all recipes just to get the recipes out of the default bench. So here is how you do it.

First, go to blocks.xml and find this;

<block id="1563" name="workbench">
<property name="Class" value="Workstation" />
<property name="Material" value="metal" />
<property name="Shape" value="ModelEntity" />
<property name="Model" value="Entities/Crafting/workbenchPrefab" />
<property name="MultiBlockDim" value="2,2,1" />
<property name="Place" value="TowardsPlacerInverted" />
<property name="HeatMapStrength" value="0.5"/>
<property name="HeatMapTime" value="1200"/>
<property name="HeatMapFrequency" value="25"/>
<!--<property name="RecipeList" value="backpack, workbench"/>-->
<!--<property name="CraftTimeMultiplier" value="0.5,1"/>-->
<property name="ActiveRadiusEffects" value="+heatSource(3)"/>
<property class="RepairItems">
<property name="forgedIron" value="50" />
<drop event="Destroy" name="[recipe]" count="1" />
<property name="Group" value="Building" />
<property class="Workstation">
<property name="Modules" value="output"/>
<property name="CraftingAreaRecipes" value="player" />
<property name="DescriptionKey" value="workbenchDesc"/>

You wanna delete the Red text, This is telling the workbench to basically use the list from your player recipes. But we dont want that. the purple text, at this moment as i can tell does nothing. So dont use it. So just leave that.

After that go to xui.xml and make sure you have the added part;

<window_group name="workstation_workbench" controller="XUiC_WorkstationWindowGroup">
<window name="windowCraftingList"/>
<window name="craftingInfoPanel"/>
<window name="windowCraftingQueue"/>
<window name="windowOutput" />
<window name="windowNonPagingHeader" />

change the red text to the workbenches name, so for instance workstation_Armorbench, workstation_ has to be there, but the end has to be the name of the workstation your making.

Now to add the recipes, just go to your recipes and have a recipe with the red text part in it as follows;

<recipe name="wrench" count="1" scrapable="False" craft_area="Armorbench" >
<ingredient name="forgedIron" count="4"/>

Easy, so have fun! good coding!

03-31-2016, 05:11 PM
Nice, if only we could tint the color of the bench to make it stand out

04-01-2016, 02:25 AM
Wouldn't using overlay work?

<property class="UMA">
<property name="Overlay0Tint" value="618591" />

04-03-2016, 03:30 AM
here is some new info about the forge workstations you may be using as a new workstation.

<block id="556" name="forge">
<property name="Class" value="Forge" />
<property name="Material" value="Mbrick" />
<property name="Shape" value="ModelEntity" />
<!-- <property name="Mesh" value="models" /> -->
<property name="Model" value="Entities/Crafting/forgePrefab" />
<property name="Place" value="TowardsPlacerInverted" />
<property name="ParticleName" value="forge" />
<property name="ParticleOffset" value="0.5,0,0.5" />
<property name="HeatMapStrength" value="2"/>
<property name="HeatMapTime" value="1200"/>
<property name="HeatMapFrequency" value="25"/>
<property name="BuffsWhenWalkedOn" value="burningSmall"/>
<property name="ActiveRadiusEffects" value="+heatSource(3)"/>
<property class="RepairItems">
<property name="rockSmall" value="50" />
<property name="clayLump" value="50" />
<property name="animalHide" value="12" />
<drop event="Destroy" name="[recipe]" count="1" />
<property name="Group" value="Basics,Building" />
<property class="Workstation">
<property name="CraftingAreaRecipes" value="forge"/>
<property name="Modules" value="tools,output,fuel,material_input"/>
<property name="InputMaterials" value="iron,brass,lead,glass,stone,clay"/>
<property name="DescriptionKey" value="forgeDesc"/>

so you can add new recipes to your new forges, except you will not have the craft option. reason is because of this colored line of code. Simple.. just delete it!