Modding:Creating Recipes: Difference between revisions

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Grammar and stuff
m (Grammar and stuff)
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<code>P</code> and <code>S</code> are identifiers 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.
<code>P</code> and <code>S</code> are identifiers which will be defined later. Every row is separated with a tab, 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.


=== Ingredients ===
=== Ingredients ===


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.
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.


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
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Theoretically we could add the <code>quantity</code> property here as well.
Theoretically, we could add the <code>quantity</code> property here as well.


=== Distributing ===
=== Distributing ===


This is how our final recipe looks like:
This is what our final recipe looks like:


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
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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"}
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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,
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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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