Modding:Creating Recipes: Difference between revisions
Craluminum (talk | contribs) (Added information about toolDurabilityCost, recipeGroup, requiresTrait and copyAttributesFrom) |
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which would look like this: | which would look like this: | ||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
ingredientPattern: "P S S", | ingredientPattern: "P,S,S", | ||
width: 1, | width: 1, | ||
height: 3, | height: 3, |
Revision as of 17:20, 14 January 2022
This page was last verified for Vintage Story version 1.15.
Before creating recipes, we suggest you read Basic Item first in order to understand this tutorial.
Basics
Let's create a recipe for our wand, which we added in basic items tutorial. Other recipes can be found in assets/survival/recipes/
Ingredient Pattern
Let's begin by declaring the pattern or layout of the recipe, in our example we'll want the player to place a pickaxe on top of 2 sticks
which would look like this:
ingredientPattern: "P,S,S",
width: 1,
height: 3,
P
and S
are identifiers which will be defined later. Every row is separated with a space, while an empty cell is marked with an underscore _
. The width
of this recipe is 1
and it is 3
rows high.
Ingredients
All we need to do now is to define the identifiers we have used before. In our example P
stands for a copper pickaxe and S
for an ordinary stick.
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "game:stick"}
},
Type
is either block
or item
depending whether it's an item or a block.
When recipes have vanilla items they need game:
in front of the item name. When they are from your own mod you can just put the item name.
In order to find out the code
of each item (or block), you can type .edi
into console, which will add the code property to the tooltip:
Furthermore, we could add a required quantity to our ingredients, so instead of one stick per slot we could make it require more:
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "game:stick", quantity: 2}
},
Another thing we could do is instead of consuming the pickaxe, we could use it as a tool:
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper", isTool: true},
"S": { type: "item", code: "game:stick"}
},
This would cause the pickaxe to lose one durability during crafting, instead of consuming the whole pickaxe at once.
Output
We still need to define the output, which is rather similar to defining the ingredients:
output: { type: "item", code: "wand-pickaxe"}
Theoretically, we could add the quantity
property here as well.
Distributing
This is what our final recipe looks like:
{
ingredientPattern: "P S S",
width: 1,
height: 3,
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "game:stick"}
},
output: { type: "item", code: "wand-pickaxe"}
}
In order to add those crafting recipes to your mod, you have to create another folder in your workspace assets/myadvancedwand/recipes/grid/
and copy the files in there.
You can download the full mod including the items (Pre 1.15)here.
Advanced
Type based recipes
There are more complicated things you can do with recipes. This the recipe for wooden planks which are crafted out of logs:
{
ingredientPattern: "L",
ingredients: {
"L": { type: "block", code: "game:log-*-ud", name: "wood" }
},
width: 1,
height: 1,
output: { type: "block", code: "planks-{wood}", quantity: 4 }
}
Instead of having a recipe for every wood type, you can assign a name to an ingredient (in this case it is name: "wood"
) and everything identified by *
will later on replaced be for the output. Meaning {wood}
will be replaced by the type of the giving log.
For example if we would have a birch log block, its code would be log-birch-ud
, so *
would stand for birch
, therefore the output will be converted from code: "planks-{wood}"
to code: "planks-birch"
.
Converting an ingredient to another item upon crafting
Sometimes you want to keep one or more of the ingredients, but convert them to a different item after crafting. For example, when crafting a honey-sulfur poultice, the player needs a bowl filled with honey, but the bowl is not consumed to craft it. Instead the bowl of honey is turned into an empty bowl. This is accomplished by adding the returnedStack
property to the ingredient. This property's value needs to contain a type
and code
just like the standard ingredient properties. This tells the recipe which item to give the player back.
Continuing with the honey-sulfur poultice example, a bowl of honey as an ingredient looks like "B": { type: "block", code: "bowl-honey" }
, but the player would lose the bowl if the recipe were written this way. We need to add returnedStack
to the ingredient's properties and indicate which item to replace it with. In this case, the player should receive an empty bowl in place of the bowl of honey returnedStack: { type: "block", code: "bowl-burned" }
. This property is placed alongside the type
and code
properties of an ingredient. Putting it all together:
{
ingredientPattern: "SBS _L_",
ingredients: {
"L": { type: "block", code: "linen-*" },
"S": { type: "item", code: "powderedsulfur" },
"B": {
type: "block",
code: "bowl-honey",
returnedStack: { type: "block", code: "bowl-burned" }
}
},
width: 3,
height: 2,
output: { type: "item", code: "poultice-linen-honey-sulfur", quantity: 4 }
}
Consuming more than one durability per tool
To balance durability consuming, it can be done by adding toolDurabilityCost
and isTool
. This is recipe for pulverizer pounder:
{
ingredientPattern: "HL_,CL_,_L_",
ingredients: {
"H": { type: "item", code: "hammer-*", isTool: true, toolDurabilityCost: 10 },
"C": { type: "item", code: "chisel-*", isTool: true, toolDurabilityCost: 10 },
"L": { type: "block", code: "log-placed-*-ud", name: "wood" }
},
width: 3,
height: 3,
output: { type: "item", code: "pounder-oak", quantity: 1 }
}
Separating recipes on the same handbook page
Sometimes amount of recipes for one item can become overwhelming, to separate important ones, it can be done by adding recipeGroup
. These are recipes for wooden ladder:
{
ingredientPattern: "S_S SSS S_S",
ingredients: {
"S": { type: "item", code: "stick" }
},
width: 3,
height: 3,
recipeGroup: 1,
output: { type: "block", code: "ladder-wood-north", quantity: 3 }
},
{
ingredientPattern: "P_P PSP P_P",
ingredients: {
"P": { type: "item", code: "plank-*" },
"S": { type: "item", code: "stick" }
},
width: 3,
height: 3,
output: { type: "block", code: "ladder-wood-north", quantity: 3 }
}
Restricting to a specific class
The recipe can be limited to a specific class. This can be done by adding requiresTrait
. This is recipe for sewing kit:
{
ingredientPattern: "FFS FF_",
requiresTrait: "clothier",
ingredients: {
"F": { type: "item", code: "flaxtwine" },
"S": { type: "item", code: "stick" }
},
width: 3,
height: 2,
output: { type: "item", code: "sewingkit" }
}
Copying attributes
Some recipes can require to copy attributes. This is can be done by adding copyAttributesFrom
. This is recipe for labeled crate:
{
ingredientPattern: "S,C",
ingredients: {
"S": { type: "item", code: "paper-parchment" },
"C": { type: "block", code: "crate" }
},
shapeless: true,
copyAttributesFrom: 'C',
width: 1,
height: 2,
output: { type: "block", code: "crate", attributes: { label: "paper-empty" } }
}
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