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That said, got a bug: It is not possible to craft SPF containers at the drug lab.
As a sanity check, this happens on a Developer Mode Dev quicktest and there was no error message on game start. This was tested with the following mods: Core, Royalty, Ideology, Biotech, Anomaly, & Smart Animal Lures.
The error is: "Cannot make SPF canisters: Missing 1x neutroamine", even though neutroamine is in either an assigned stockpile or on any shelf.
All research was unlocked via the dev console and a wood drug lab was made in God-mode. A bill to make 1x SPF container was created and a stat capable pawn was selected to right-click the drug lab. Placing neutroamine and food in a stockpile and enabling all ingredients in the bill didn't seem to fix this issue.
SPF canisters can be manually spawned via Dev mode, at least, and work as expected.
Here's wondering if it may be because neutroamine has no nutrition value, but the recipe is expecting it to have some non-zero amount?
Not sure if it makes a difference, but this is on the GoG version of Rimworld 1.5.
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Thank you for the fix! Here's reporting that the new smart pheromone fluid canister recipe works perfectly.
@fffsit0505
I see that (mis)behavior, too. It looks like SmartFluidCanister.xml might be missing the following lines in the <ThingDef> section:
If an item does not have a defined category, then it isn't possible to assign it into either a stockpile zone or a storage building, which sounds like what you're experiencing.
Interestingly, it generally doesn't effect my colony, because our colonists only make as many smart pheromone canisters as are needed at the start of the playthrough, use them all, and then never try to attract any more animals later. They even power off the Smart Pheromone Launcher so it doesn't consume ticks.
That way there aren't any unhaulable SPF canisters blocking space by our Drug Labs. ^_^;
I wrote it to xml. It can now be stored in the stockpile zone. Thank you for letting me know.