Modding:Creating Recipes: Difference between revisions

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Before you should start here. I highly recommend to read [[Creating Items]] first in order to understand this tutorial properly.
Before creating recipes, we suggest you read [[Basic Item]] first in order to understand this tutorial.


== Basics ==
== Basics == <!--T:2-->


Let's create an recipe for our wand (which we added in [[Creating Items|creating items]] tutorial).  
<!--T:3-->
Let's create a recipe for our wand, which we added in [[Basic Item|basic items]] tutorial.  


=== Ingredient Pattern ===
=== Ingredient Pattern === <!--T:4-->


In order to tell the game what to put where we can use the pattern. In our example we want to add this recipe to the game
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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


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[[File:Recipe Wand Pickaxe.png]]
[[File:Recipe Wand Pickaxe.png]]


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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,
</syntaxhighlight>
</syntaxhighlight>


<code>P</code> and <code>S</code> are identifier which will be defined later. Every row is separated with a tab, while an empty cell is mark with an underscore <code>_</code>. The <code>width</code> of this recipe is <code>1</code> and it is <code>3</code> rows high.
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<code>P</code> and <code>S</code> are identifiers which will be defined later. Every row is separated with a comma, while an empty cell is marked with an underscore <code>_</code>. The <code>width</code> of this recipe is <code>1</code> and it is <code>3</code> rows high. Don't put spaces between the cells for example <code>_ P _</code> is 5 not 3 cells.


=== Ingredients ===
=== Ingredients === <!--T:9-->


All we need to do now, is to define the identifiers we have used before. In our example <code>P</code> stands for a copper pickaxe and <code>S</code> for an ordinary stick.
<!--T:10-->
All we need to do now is to define the identifiers we have used before. In our example <code>P</code> stands for a copper pickaxe and <code>S</code> for an ordinary stick.


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<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
ingredients: {
ingredients: {
"P": { type: "item", code: "pickaxe-copper"},
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "stick"}
"S": { type: "item", code: "game:stick"}
},
},
</syntaxhighlight>
</syntaxhighlight>


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<code>Type</code> is either <code>block</code> or <code>item</code> depending whether it's an item or a block.
<code>Type</code> is either <code>block</code> or <code>item</code> depending whether it's an item or a block.


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When recipes have vanilla items they need <code>game:</code> in front of the item name. When they are from your own mod you can just put the item name.
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In order to find out the <code>code</code> of each item (or block), you can type <code>.edi</code> into console, which will add the code property to the tooltip:
In order to find out the <code>code</code> of each item (or block), you can type <code>.edi</code> into console, which will add the code property to the tooltip:


<!--T:15-->
[[File:Recipe Stick Tooltip.png]]
[[File:Recipe Stick Tooltip.png]]




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Furthermore, we could add a required quantity to our ingredients, so instead of one stick per slot we could make it require more:
Furthermore, we could add a required quantity to our ingredients, so instead of one stick per slot we could make it require more:


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<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
ingredients: {
ingredients: {
"P": { type: "item", code: "pickaxe-copper"},
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "stick", quantity: 2}
"S": { type: "item", code: "game:stick", quantity: 2}
},
},
</syntaxhighlight>
</syntaxhighlight>


<!--T:18-->
Another thing we could do is instead of consuming the pickaxe, we could use it as a tool:
Another thing we could do is instead of consuming the pickaxe, we could use it as a tool:


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<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
ingredients: {
ingredients: {
"P": { type: "item", code: "pickaxe-copper", isTool: true},
"P": { type: "item", code: "game:pickaxe-copper", isTool: true},
"S": { type: "item", code: "stick"}
"S": { type: "item", code: "game:stick"}
},
},
</syntaxhighlight>
</syntaxhighlight>


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This would cause the pickaxe to lose one durability during crafting, instead of consuming the whole pickaxe at once.
This would cause the pickaxe to lose one durability during crafting, instead of consuming the whole pickaxe at once.


=== Output ===
=== Output === <!--T:21-->


<!--T:22-->
We still need to define the output, which is rather similar to defining the ingredients:
We still need to define the output, which is rather similar to defining the ingredients:
<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
Line 66: Line 89:
</syntaxhighlight>
</syntaxhighlight>


Theoretically we could add the <code>quantity</code> property here as well.
<!--T:23-->
Theoretically, we could add the <code>quantity</code> property here as well.


=== Distributing ===
=== Distributing === <!--T:24-->


This is how our final recipe looks like:
<!--T:25-->
This is what our final recipe looks like:


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<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
{
{
ingredientPattern: "P S S",
ingredientPattern: "P,S,S",
width: 1,
width: 1,
height: 3,
height: 3,
ingredients: {
ingredients: {
"P": { type: "item", code: "pickaxe-copper"},
"P": { type: "item", code: "game:pickaxe-copper"},
"S": { type: "item", code: "stick"}
"S": { type: "item", code: "game:stick"}
},
},
output: { type: "item", code: "wand-pickaxe"}
output: { type: "item", code: "wand-pickaxe"}
Line 85: Line 111:
</syntaxhighlight>
</syntaxhighlight>


You can download all 3 recipes [http://wiki.vintagestory.at/images/8/87/MyWandRecipeMod.zip here].
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In order to add those crafting recipes to your mod, you have to create another folder in your workspace <code>assets/myadvancedwand/recipes/grid/</code> and copy the files in there.
 
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You can download the full mod including the items [[Media:MyWandRecipe.zip|here]].


== Advanced ==
== Advanced == <!--T:29-->


=== Type based recipes ===
=== Type based recipes === <!--T:30-->


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There are more complicated things you can do with recipes. This the recipe for wooden planks which are crafted out of logs:
There are more complicated things you can do with recipes. This the recipe for wooden planks which are crafted out of logs:
<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
Line 96: Line 127:
ingredientPattern: "L",
ingredientPattern: "L",
ingredients: {
ingredients: {
"L": { type: "block", code: "log-*-ud", name: "wood" }
"L": { type: "block", code: "game:log-*-ud", name: "wood" }
},
},
width: 1,
width: 1,
Line 104: Line 135:
</syntaxhighlight>
</syntaxhighlight>


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Instead of having a recipe for every wood type, you can assign a name to an ingredient (in this case it is <code>name: "wood"</code>) and everything identified by <code>*</code> will later on replaced be for the output. Meaning <code>{wood}</code> will be replaced by the type of the giving log.
Instead of having a recipe for every wood type, you can assign a name to an ingredient (in this case it is <code>name: "wood"</code>) and everything identified by <code>*</code> will later on replaced be for the output. Meaning <code>{wood}</code> will be replaced by the type of the giving log.


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For example if we would have a birch log block, its code would be <code>log-birch-ud</code>, so <code>*</code> would stand for <code>birch</code>, therefore the output will be converted from <code>code: "planks-{wood}"</code> to <code>code: "planks-birch"</code>.
For example if we would have a birch log block, its code would be <code>log-birch-ud</code>, so <code>*</code> would stand for <code>birch</code>, therefore the output will be converted from <code>code: "planks-{wood}"</code> to <code>code: "planks-birch"</code>.
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