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I am going to create 2 items from scratch for my mod: and those are: A Custom Nightmare Amulet, which is an edited version of the nightmare amulet, and bloody nightmare fuel, which will be a crafting recipe for the custom nightmare amulet. I am also looking for a way to create a custom crafting tab and a custom recipe for shadow fuel that only applies to my custom character. I would like to know what files I need to add to my pre-existing file so I can keep it all in one place

Edited by Earthyburt

I dont understand your last sentence, can you elaborate?

For the craft tab and recipes,  would advise to simply download 2-3 mods that also did this and see in the files how they did it. If they all 3 made it the same way, chances are high it is the correct one (although not guranteed :D)
One example from one of my mods:
 

local shoptab = AddRecipeTab("Shop", 979, "images/map_icons/shopicon.xml", "shopicon.tex") -- 979 is a number that determines how to sort the tabs I think. 
AddRecipe("journalpage1", { GLOBAL.Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 5), GLOBAL.Ingredient("coin",2) }, shoptab, GLOBAL.TECH.SHADOW_TWO,nil,nil,true,1,"shadowmagic",nil,"papyrus.tex",nil,"journalpage")
-- AddRecipe("name_of_recipe",Ingredients, required_prototyper, placer(for_structures), min_spacing(strucutres), nounlock(learnable or not), numtogive, builder_tag(only chars with this Tag can buildit), atlas, image, testfn(structures), product (what is produced with recipe, prefab)  )

 

Edited by Serpens

use the same structure like the game does.
So beside your modmain you have a scripts folder. And within you have a prefabs and if needed a components folder. And your new item file (will be a prefab) belongs to that prefabs folder and the file itself should have the same style like existing prefabs from the game.

Edited by Serpens

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