RimWorld

RimWorld

Gemini May 19, 2017 @ 4:30pm
Help with Smithing
In a world I've since deleted, (A16), I set up a smithing workstation (or whatever it's called) for making weaponry. I experienced an issue whereby despite the fact that I had steel AND components in ample amounts within the 999 block radius (they were 30 blocks away) none of my colonists would make the assault rifle I put on the bill. Even when I attempted to prioritise it the cursor tooltip said "no materials available" or something along those lines. Anyone had this issue/know how to fix it or what I'm doing wrong? Less than 20 hours at this game and still a noob, so I'd appreciate any help. Finally, if there's any guides which address this issue feel free to send them my way. I've already searched for some but found nothing as it related to troubleshooting smithing. Cheers!
Last edited by Gemini; May 19, 2017 @ 4:32pm
< >
Showing 1-13 of 13 comments
Bryan=0101 May 19, 2017 @ 5:10pm 
Screenshot of the whole bill
Gemini May 19, 2017 @ 6:29pm 
Originally posted by Yuiko:
In a world I've since deleted, (A16),


Originally posted by 101=5, bryan=5:
Screenshot of the whole bill

xD
Ashardalon May 19, 2017 @ 7:15pm 
its machining table for making guns
smithing station is for swords and stuff

im playing tribal with this might take a while so i cant really check, its probably 15 years until i get electricity so cant build machining table to check
but i think you need a minimum crafting skil to make assault rifles
not sure sorry
Mr Majestic May 19, 2017 @ 7:44pm 
No, I just checked the machining table (A16). The assault rifle has no minimum skill requirements (assuming you haven't adjusted the skill requirement slider....); it just has the steel and components resource requirements.

It should work as long as
- You have both resources in sufficient amounts sitting in a nearby stockpile zone
- You have a pawn with work crafting box checked (and other higher priority tasks unchecked so they're not off planting crops or persuading prisoners etc)

If it still doesn't work your pawns are genetically flawed and should be euthanised immediately or sent into fist fights against boomalopes.


As for tips...
- Specialise your colonists (when you have enough) and uncheck some of their other Work tasks, so that they are not trying to do everything. It's good to have a specialist doctor, constructionist, cook, artist, crafter who are focused only on those activities to increase their skill levels as soon as possible. I rename them to reflect their new professions.
- Ensure you have nearby stockpile zones so they don't waste time carrying resources across your base. Let lesser skilled pawns (or trained dogs) haul your resources about the map.
- Some seemingly useless pawns are great if only assigned to hauling or cleaning. Dirt/vomit/blood reduces beauty, which decreases mood. You also need to keep your kitchen and hospital areas clean to avoid sickness. Grow a cotton field then carpet your bedrooms for an easy beauty boost.
- Tame muffalos and the like. Grow fields of haygrass to feed them and they're low maintenance. Their wool is great to craft clothing from which protects strongly from both heat and cold.
- Build impale traps to maim raiders, because it's funny. Plasteel does the highest damage, but use whatever you have in abundance, like steel or wood. Even if it only mains them they'll move slower towards you, allowing your shooters to take them out (or run from). Plus, as I said, it's funny.
- Build non-flammable stone walls as soon as possible. Build double thickness to keep in heat/cold, as temperature management is a large part of the game.
- Create custom Areas for your colonists and animals. During raids or manhunter packs you can quickly assign your colonists or animals to retreat back to these areas so you don't lose stragglers.
- Stockpile longlife crops like corn or rice. You can always sell the excess to bulk good traders.
- Build a prison with a synthetic food machine jutting through the wall so non-injured prisoners can feed themselves. They're scum mostly fit for organ harvesting, and should be served pale green paste... at least until they see the light and join my blessed space colony.
Last edited by Mr Majestic; May 20, 2017 @ 6:31pm
Ashardalon May 19, 2017 @ 7:53pm 
smithing for crafting weapons
isnt it?
my smiths always also have crafting set so i might be wrong again
bigsengineer May 19, 2017 @ 10:26pm 
Originally posted by Ashardalon:
smithing for crafting weapons
isnt it?
my smiths always also have crafting set so i might be wrong again
yes smithing covers anything that involves using metal materials basicly
Gemini May 20, 2017 @ 3:46am 
Originally posted by Mr Majestic:
No, I just checked the machining table (A16). The assault rifle has no minimum skill requirements (assuming you haven't adjusted the skill requirement slider....); it just has the steel and components resource requirements.

It should work as long as
- You have both resources in sufficient amounts sitting in a nearby stockpile zone
- You have a pawn with work crafting box checked (and other higher priority tasks unchecked so they're not off planting crops or persuading prisoners etc)

If it still doesn't work your pawns are genetically flawed and should be euthanised immediately or sent into fist fights against boomalopes.


As for tips...
- Specialise your colonists (when you have enough) and uncheck some of their other Work tasks, so that they are not trying to do everything. It's good to have a specialist doctor, constructionist, cook, artist, crafter who are focused only on those activities to increase their skill levels as soon as possible. I rename them to reflect their new professions.
- Ensure you have nearby stockpile zones so they don't waste time carrying resources across your base. Let lesser skilled pawns (or trained dogs) haul your resources about the map.
- Some seemingly useless pawns are great if only assigned to hauling or cleaning. Dirt/vomit/blood reduces beauty, which decreases mood. You also need to keep your kitchen and hospital areas clean to avoid sickness. Grow a cotton field then carpet your bedrooms for an easy beauty boost.
- Tame muffalos and the like. Grow fields of haygrass to feed them and they're low maintenance. Their wool is great to craft clothing from which protects strongly from both heat and cold.
- Build impale traps to maim raiders, because it's funny. Plasteel does the highest damage, but use whatever you have in abundance, like steel or wood. Even if it only mains them they'll move slower towards you, allowing your shooters to take them out (or run from). Plus, as I said, it's funny.
- Build non-flammable stone walls as soon as possible. Build double thickness to keep in heat/cold, as temperature management is a large part of the game.
- Create custom Areas for your colonists and animals. During raids or manhunter packs you can quickly assign your colonists or animals to retreat back to these areas so you don't lose stragglers.
- Stockpile longlife crops like corn or rice. You can always sell the excess to bulk good traders.
- Build a prison with a synthetic food machine jutting through the wall so non-injured prisoners can feed themselves. They're scum mostly fit for organ harvesting, so they should only eat pale green paste... at least until they see the light and join my bless space colony.

Thank you very much for all of those useful tips! As for the machining table, I had all of the necessary skills and materials, so even if my colonists had other, higher priorities, that shouldn't have stoppd me from manually making them prioritise the task. I made sure the bill had no skill requirements other than the minimum for the craft, in thise case 0, (my crafter had 4) and it still wouldn't work. If I experience this problem again I'll be sure to take a screenshot. Thanks again!
Last edited by Gemini; May 20, 2017 @ 3:47am
jie May 20, 2017 @ 5:41am 
Take notice if someone already grabbing component they reserve the whole stack for a moment. Even if you have more. So if you had a single stack of components it can give that message -tho i dont know in a 16/17 for sure
Clarion77 May 20, 2017 @ 7:45am 
I'm experiencing this issue with other processes. My pawns won't sow crops, or harvest. I can send them to do it, they'll do one and walk away. Their work priorities can be set to exclude everything else, and it's the same result. The "No materials available" is a constant and reacuring theme, even when there are resources available it can say this. In some instances I've had to make sure they were in a designated storage area. If they need wood they may not even finish chopping down a tree. If they chop it down, they will walk away and do something else. They don't haul the wood. If I tell them to haul the wood they may only take a few. If I indicate something needs to be done with the wood they tell me No materials are available. They may be starving, but refuse to plant or harvest crops and immediately go for raw meat. I've been indicating they should build their stove and I get the No materials run around. They won't make kibble because they won't harvest crops and they wont cook meals because they won't harvest (mining or otherwise) iron. So ultimately they just run around in circles and self destruct. I do have mods, so granted it could be something with that, but even so, it sounds like a bug, or a technical problem people should know about. I would like to know about it.
Ashardalon May 20, 2017 @ 1:34pm 
Originally posted by Clarion77:
I'm experiencing this issue with other processes. My pawns won't sow crops, or harvest. I can send them to do it, they'll do one and walk away. Their work priorities can be set to exclude everything else, and it's the same result. The "No materials available" is a constant and reacuring theme, even when there are resources available it can say this. In some instances I've had to make sure they were in a designated storage area. If they need wood they may not even finish chopping down a tree. If they chop it down, they will walk away and do something else. They don't haul the wood. If I tell them to haul the wood they may only take a few. If I indicate something needs to be done with the wood they tell me No materials are available. They may be starving, but refuse to plant or harvest crops and immediately go for raw meat. I've been indicating they should build their stove and I get the No materials run around. They won't make kibble because they won't harvest crops and they wont cook meals because they won't harvest (mining or otherwise) iron. So ultimately they just run around in circles and self destruct. I do have mods, so granted it could be something with that, but even so, it sounds like a bug, or a technical problem people should know about. I would like to know about it.
modlist, because thats not vanilla behavior
Clarion77 May 20, 2017 @ 2:58pm 
For this game:

Cave World Flora, Cave Biome, Cooks Can Refuel, Rimroof, Animal Hoods, Caravan Spot, Area Rugs v.1.04, Tale Log, Cocoa's Windows, Increased Forest Density Base Version

Previously:

HugsLib, Animated Background, Architectural Sense, Tale Log, Conduits, Stuffed Floors, Cooks Refuel, Rimroof, Animal Hoods, Caravan Spot, Area Rugs, Cocoa's Windows, D. Rimkits, Reasonable Lamps, FSF Improved Ship Reactors

For this game I haven't accessed the Cave Biome locations yet, but it is loaded. I used Cooks Can Refuel, Rimroof, Animal Hoods, Caravan Spot, Area Rugs v.1.04, and Cocoa's Windows in an established game with no obvious adverse actions.

Workshop has disappeared.
Last edited by Clarion77; May 22, 2017 @ 6:38am
Helios May 20, 2017 @ 6:41pm 
Originally posted by Yuiko:
In a world I've since deleted, (A16), I set up a smithing workstation (or whatever it's called) for making weaponry. I experienced an issue whereby despite the fact that I had steel AND components in ample amounts within the 999 block radius (they were 30 blocks away) none of my colonists would make the assault rifle I put on the bill. Even when I attempted to prioritise it the cursor tooltip said "no materials available" or something along those lines. Anyone had this issue/know how to fix it or what I'm doing wrong? Less than 20 hours at this game and still a noob, so I'd appreciate any help. Finally, if there's any guides which address this issue feel free to send them my way. I've already searched for some but found nothing as it related to troubleshooting smithing. Cheers!
Only Reason i can think of are Zones even if you have the materials if the pawn dont have access to it they cant build (for example i make special zones for my cleaners so they only clean inside the buildings)
Ashardalon May 20, 2017 @ 6:45pm 
@helios
you might like this for some less micro needed
http://steamcommunity.com/sharedfiles/filedetails/?id=870089952
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: May 19, 2017 @ 4:30pm
Posts: 13