Use no-recipe gun base and disable smelting

Change FCP_Machining_Gun_Base and FCP_BaseGun to inherit from FCP_Gun_NoRecipe_Base instead of stock parents, remove the machining recipe block from FCP_Machining_Gun_Base, and set smeltable to false on both base defs. This centralizes recipe handling to the no-recipe base and prevents these gun bases from being smeltable.
This commit is contained in:
RickGrymes
2026-05-17 12:42:30 -05:00
parent b58276315e
commit 0feeb8b37b
@@ -47,18 +47,9 @@
</comps>
</ThingDef>
<ThingDef Name="FCP_Machining_Gun_Base" Abstract="True" ParentName="BaseHumanMakeableGun">
<ThingDef Name="FCP_Machining_Gun_Base" Abstract="True" ParentName="FCP_Gun_NoRecipe_Base">
<techLevel>Spacer</techLevel>
<recipeMaker Inherit="false">
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<recipeUsers>
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
</recipeMaker>
<smeltable>false</smeltable>
<comps>
<li Class="FCP.Core.WeaponCondition.CompProperties_WeaponCondition">
<conditionLossPerShot>0.025</conditionLossPerShot>
@@ -121,8 +112,9 @@
</recipeMaker>
</ThingDef>
<ThingDef Name="FCP_BaseGun" Abstract="True" ParentName="BaseGunWithQuality">
<ThingDef Name="FCP_BaseGun" Abstract="True" ParentName="FCP_Gun_NoRecipe_Base">
<techLevel>Industrial</techLevel>
<smeltable>false</smeltable>
<weaponTags>
<li>Gun</li>
</weaponTags>