Modding:Recetas de Fabricación
This page was last verified for Vintage Story version 1.16.
Antes de crear recetas, le sugerimos que lea primero Ítem Básico para entender este tutorial.
Lo básico
Vamos a crear una receta para nuestra varita, que añadimos en el tutorial objetos básicos. Puedes encontrar otras recetas en assets/survival/recipes/
.
Patrón de ingredientes
Empecemos declarando el patrón o disposición de la receta, en nuestro ejemplo queremos que el jugador coloque un pico encima de 2 palos
que se vería así:
ingredientPattern: "P,S,S",
width: 1,
height: 3,
P
y S
son identificadores que se definirán más adelante. Cada fila se separa con una coma o un tabulador (¡sin espacios!), mientras que una celda vacía se marca con un guión bajo _
. El ancho
de esta receta es 1
y tiene 3
filas de alto.
Ingredientes
Ahora sólo tenemos que definir los identificadores que hemos utilizado antes. In our example P
representa un pico de cobre y S
para un palo ordinario.
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "game:stick"}
},
El Type
es block
o item
dependiendo de si es un ítem o un bloque.
Cuando las recetas tienen objetos vanilla necesitan game:
delante del nombre del objeto. Cuando son de tu propio mod puedes poner solo el nombre del item.
Para averiguar el code
de cada elemento (o bloque), puede escribir .edi
en la consola, lo que añadirá la propiedad de código a la descripción emergente:
Además, podríamos añadir una cantidad requerida a nuestros ingredientes, por lo que en lugar de un palo por ranura podríamos hacer que requiriera más:
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "game:stick", quantity: 2}
},
Otra cosa que podríamos hacer es, en lugar de consumir el pico, utilizarlo como herramienta:
ingredients: {
"P": { type: "item", code: "game:pickaxe-copper", isTool: true},
"S": { type: "item", code: "game:stick"}
},
Esto haría que el pico perdiera uno de durabilidad durante la elaboración, en lugar de consumir todo el pico a la vez.
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}-hor", 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}-hor"
to code: "planks-birch-hor"
.
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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