Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Bugfixes "Make basecamp modular workshop usable"
Purpose of change
I noticed that the modular workshop added in #34156 is not actually usable, i.e. you can't tell NPCs to craft any of the workshop recipes that it's supposed to provide via the expansion menu. In fact, after you finish building all the modular upgrades, you can't even Tab over to the expansion any more. This PR makes it so that the workshop recipes show up in the expansion menu.
Describe the solution
By comparing the json for the modular workshop with the json for the old blacksmith basecamp expansion, I noticed that it was missing "blueprint_provides": { "id": "blacksmith" }. I hacked that into my save file and the workshop became functional.
While editing the json files to apply the fix to the blueprint I noticed some unnecessary duplication so I created _common recipes and mapgens and did some refactoring. I also cleaned up some discrepancies between the tools being added to the workshop and the tools being made available as blueprint_resources, and I touched up some of the descriptions.
NOTE: The fix is not retroactive. Anyone who already built a modular workshop will not benefit from this (but scroll down for workaround).
Describe alternatives you've considered
Not refactoring and applying the same fixes 5 times for each workshop variant.
Testing
Play testing. Created a new world, built a base with a workshop without the fix. Repeat after applying the fix.
Additional context
Before:
![before](https://user-images.githubusercontent.com/8000047/69534985-ba32ea80-0f2f-11ea-9c19-12fadcc2e51b.png)
After:
![after](https://user-images.githubusercontent.com/8000047/69534992-bf903500-0f2f-11ea-8c89-5c4774ba9f6a.png)
Instructions for save file hacking to enable crafting in an already built workshop (use at own risk).
<game directory>/save/<world name>/o.0.0
"provides":[{"id":"blacksmith_recipes_1","amount":1}
"provides":[{"id":"blacksmith","amount":1},{"id":"blacksmith_recipes_1","amount":1}