VyTurtle Posted July 11, 2019 Share Posted July 11, 2019 How could I add a new recipe to the offering_recipe table in sacred_chest.lua? And where would I place this piece of code? I've tried this so far AddPrefabPostInit("sacred_chest", function(inst) local offering_recipe = { myitem_blueprint = { "nightmare_timepiece", "rabbit", "nightmarefuel", "petals", "berries", "carrot" }, ruinsrelic_plate_blueprint = { "nightmare_timepiece", "cutstone", "nightmarefuel", "petals", "berries", "carrot" }, ruinsrelic_chipbowl_blueprint = { "nightmare_timepiece", "cutstone", "nightmarefuel", "carrot", "berries", "petals" }, ruinsrelic_bowl_blueprint = { "nightmare_timepiece", "cutstone", "nightmarefuel", "rabbit", "carrot", "petals" }, ruinsrelic_vase_blueprint = { "nightmare_timepiece", "cutstone", "nightmarefuel", "redgem", "butterfly", "petals" }, ruinsrelic_chair_blueprint = { "nightmare_timepiece", "cutstone", "nightmarefuel", "purplegem", "rabbit", "petals"}, ruinsrelic_table_blueprint = { "nightmare_timepiece", "cutstone", "nightmarefuel", "purplegem", "crow", "rabbit" }, } inst.offering_recipe = offering_recipe end) Link to comment Share on other sites More sharing options...
Ultroman Posted July 11, 2019 Share Posted July 11, 2019 AddPrefabPostInit and its siblings can only be put into your modmain.lua You cannot change local variables in a prefab or component (unless you employ the Upvalue Hacker, which should be your very last resort). That said, I can't find any good entry points. Everything in sacred_chest is local, and the functions aren't hooked up to any components we can access, so I think you may have to use Upvalue Hacker to do this. I have no experience with that. Link to comment Share on other sites More sharing options...
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