tong2099 Posted May 23, 2016 Share Posted May 23, 2016 When I add a new recipe with new tech tree it turn out player can build without needing of prototype or any structure that provide PROTOTYPER_TREES Example First I create a new tab call SHOP RECIPETABS["SHOP"] = {str = "SHOP", sort=11, icon = "tab_crafting_table.tex"} Then I add my WEAPONSHOP to PROTOTYPER_TREES (Note my intend is create a new Structure then add "prototyper" Component with prototyper.trees = TUNING.PROTOTYPER_TREES.WEAPONSHOP in my prefab) GLOBAL.TUNING.PROTOTYPER_TREES.WEAPONSHOP = { SCIENCE = , MAGIC = , ANCIENT = , SHOP = 1 } MYITEM Recipe GLOBAL.Recipe("MYITEM", { Ingredient("log", 1),}, RECIPETABS.SHOP, {SHOP = 1}, nil, nil, true) It turn out when I start a game the recipe can access without needing of {SHOP = 1} Link to comment Share on other sites More sharing options...
Mobbstar Posted May 23, 2016 Share Posted May 23, 2016 Please consider using the branchadder from Endoxin API. It's essentially the same code "Elenor" and "Soulful Alchemy" use. Link to comment Share on other sites More sharing options...
tong2099 Posted May 23, 2016 Author Share Posted May 23, 2016 35 minutes ago, Mobbstar said: Please consider using the branchadder from Endoxin API. It's essentially the same code "Elenor" and "Soulful Alchemy" use. Thanks you If it is too complicate then maybe I change the method how my mod work. Link to comment Share on other sites More sharing options...
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