FurryEskimo Posted August 26, 2020 Share Posted August 26, 2020 I want to let my character build blue amulets earlier than most, but I don't see any forums on how to remove a recipe. Would it be easier t simply edit the recipe? I don't see anyone discussing that either. Link to comment https://forums.kleientertainment.com/forums/topic/121260-remove-a-recipe/ Share on other sites More sharing options...
FurryEskimo Posted August 26, 2020 Author Share Posted August 26, 2020 It might be as simple as re-adding the blue amulet recipe with a few changes, but maybe I'd need the original recipe, so I can reference the needed files? Link to comment https://forums.kleientertainment.com/forums/topic/121260-remove-a-recipe/#findComment-1366368 Share on other sites More sharing options...
FurryEskimo Posted August 27, 2020 Author Share Posted August 27, 2020 (edited) I almost got it to work!! I'm really close. I added this to my modmain.lua: Recipe("blueamulet",{ Ingredient("goldnugget", 3), Ingredient("bluegem", 1) }, RECIPETABS.SURVIVAL, TECH.SCIENCE_ONE, "ice_den_placer", "furryeskimo") --Test code. Of note was that the recipe no longer appears in the magic tab for this character (or so I've tested so far) and I still gain sanity from building the item, even though I did not use the code 'AddRecipe'. The game crashed when I tried to build the amulet, but not when I spawned one in. The one I had in my inventory before I made the change (a default blue amulet) vanished. Edit: I edited the code and so far, mostly good! It now looks like this: Recipe("blueamulet",{ Ingredient("goldnugget", 3), Ingredient("bluegem", 1) }, RECIPETABS.SURVIVAL, TECH.SCIENCE_ONE, nil, nil, nil, nil, "furryeskimo") --Test code. It works how I want for the modded character, but it makes the item uncraftable for everyone else.. Edited August 27, 2020 by FurryEskimo Link to comment https://forums.kleientertainment.com/forums/topic/121260-remove-a-recipe/#findComment-1366523 Share on other sites More sharing options...
FurryEskimo Posted August 27, 2020 Author Share Posted August 27, 2020 Edit: Apparently making multiple recipes for a single item isn't really a thing (according to a post from six years ago). What that person was recommended was creating a stand in item, so I'm making a near duplicate item that will function the same, but will actually be an entirely new item. Link to comment https://forums.kleientertainment.com/forums/topic/121260-remove-a-recipe/#findComment-1366539 Share on other sites More sharing options...
DecDuck Posted August 29, 2020 Share Posted August 29, 2020 How about you make an item that just gives you a blue amulet, then deletes itself? You don't need to create a new amulet, and everything that references it still works. Link to comment https://forums.kleientertainment.com/forums/topic/121260-remove-a-recipe/#findComment-1367196 Share on other sites More sharing options...
FurryEskimo Posted August 29, 2020 Author Share Posted August 29, 2020 @decduck3 Well, because I don't know how to make an item like that yet. I instead settled on the character being able to refuel chilled amulets instead. Link to comment https://forums.kleientertainment.com/forums/topic/121260-remove-a-recipe/#findComment-1367200 Share on other sites More sharing options...
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