krylincy Posted June 12, 2021 Share Posted June 12, 2021 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? Link to comment https://forums.kleientertainment.com/forums/topic/130790-crafting-tab-is-always-visible/ Share on other sites More sharing options...
DecDuck Posted June 13, 2021 Share Posted June 13, 2021 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? Link to comment https://forums.kleientertainment.com/forums/topic/130790-crafting-tab-is-always-visible/#findComment-1468424 Share on other sites More sharing options...
krylincy Posted June 13, 2021 Author Share Posted June 13, 2021 thanks! i found my problem: i added some of these turfs before as a normal recipe so they are "learned" Link to comment https://forums.kleientertainment.com/forums/topic/130790-crafting-tab-is-always-visible/#findComment-1468535 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now