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hello,

i added a few custom recipes to the turf crafting tab like this:

AddRecipe("turf_archive", {Ingredient("goldnugget", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TURFCRAFTING, TECH.TURFCRAFTING_ONE, nil, nil, true)

(the globals are set before)

 

when i then start the game the furfcrafing tab is always visible. i can open it and select a turf but when i craft it nothing happens. near the turn station it works correctly.

how do i get the crafing tab be hidden as before even if I add custom recipes?

Recipe("turf_forest", {Ingredient("twigs", 1), Ingredient("pinecone", 1)}, RECIPETABS.TURFCRAFTING, TECH.TURFCRAFTING_ONE, nil, nil, true)

This is directly from recipes.lua, and I can't see why it wouldn't work. The AddRecipe function doesn't have any clues either.

 

There is something in worldtiledefs.lua:

-- player craftable turf prefab data
local TURF_PROPERTIES =
{
    [GROUND.ROAD] =         { name = "road",            anim = "road"           ,   bank_build = "turf" },
    [GROUND.ROCKY] =        { name = "rocky",           anim = "rocky"          ,   bank_build = "turf" },
    [GROUND.FOREST] =       { name = "forest",          anim = "forest"         ,   bank_build = "turf" },
    [GROUND.MARSH] =        { name = "marsh",           anim = "marsh"          ,   bank_build = "turf" },
    [GROUND.GRASS] =        { name = "grass",           anim = "grass"          ,   bank_build = "turf" },
    [GROUND.SAVANNA] =      { name = "savanna",         anim = "savanna"        ,   bank_build = "turf" },
    [GROUND.WOODFLOOR] =    { name = "woodfloor",       anim = "woodfloor"      ,   bank_build = "turf" },
    [GROUND.CARPET] =       { name = "carpetfloor",     anim = "carpet"         ,   bank_build = "turf" },
    [GROUND.CHECKER] =      { name = "checkerfloor",    anim = "checker"        ,   bank_build = "turf" },
    [GROUND.METEOR] =       { name = "meteor",          anim = "meteor"         ,   bank_build = "turf_moon" },
    [GROUND.PEBBLEBEACH] =  { name = "pebblebeach",     anim = "pebblebeach"    ,   bank_build = "turf_moon" },
    [GROUND.SHELLBEACH] =   { name = "shellbeach",      anim = "shellbeach"     ,   bank_build = "turf_shellbeach" },

    [GROUND.CAVE] =         { name = "cave",            anim = "cave"           ,   bank_build = "turf" },
    [GROUND.FUNGUS] =       { name = "fungus",          anim = "fungus"         ,   bank_build = "turf" },
    [GROUND.FUNGUSRED] =    { name = "fungus_red",      anim = "fungus_red"     ,   bank_build = "turf" },
    [GROUND.FUNGUSGREEN] =  { name = "fungus_green",    anim = "fungus_green"   ,   bank_build = "turf" },
    [GROUND.FUNGUSMOON] =   { name = "fungus_moon",     anim = "fungus_moon"	,   bank_build = "turf_fungus_moon" },

    [GROUND.ARCHIVE] =		{ name = "archive",			anim = "archive"		,   bank_build = "turf_archives" },    

    [GROUND.SINKHOLE] =     { name = "sinkhole",        anim = "sinkhole"       ,   bank_build = "turf" },
    [GROUND.UNDERROCK] =    { name = "underrock",       anim = "rock"           ,   bank_build = "turf" },
    [GROUND.MUD] =          { name = "mud",             anim = "mud"            ,   bank_build = "turf" },
    [GROUND.DECIDUOUS] =    { name = "deciduous",       anim = "deciduous"      ,   bank_build = "turf" },
    [GROUND.DESERT_DIRT] =  { name = "desertdirt",      anim = "dirt"           ,   bank_build = "turf" },
    [GROUND.SCALE] =        { name = "dragonfly",       anim = "dragonfly"      ,   bank_build = "turf" },
}

I haven't tested it, but maybe you need to add an entry there?

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