FurryEskimo Posted March 26, 2022 Share Posted March 26, 2022 This info must be on the forums already so perhaps someone could point me in the right direction? I’ve been able to update all my recipes, but my structures are still broken.. They’re placed immediately upon being built, rather than letting the player decide where they should be put. Anyone know how to fix this? Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/ Share on other sites More sharing options...
IronHunter Posted March 26, 2022 Share Posted March 26, 2022 Its possible you don't have the placer config for the AddRecipe2 function? 1 Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552399 Share on other sites More sharing options...
FurryEskimo Posted March 26, 2022 Author Share Posted March 26, 2022 @IronHunter I believe I added the placer. I added it in a few different places, but this was the only spot I found that didn't result in an error, yet it doesn't seem to work. I've been looking for an example in the vanilla code and other mods, but I'm a bit tied up with my family, so I haven't made too much progress. I went looking for information about this in the beta release notes but haven't found anything. AddRecipe2("ice_den", { Ingredient("twigs", 6), Ingredient("cutgrass", 6), Ingredient("ice", 8) }, TECH.SCIENCE_ONE, {builder_tag = nil, atlas = "images/inventoryimages/ice_den.xml", image = nil}, {"CHARACTER", "STRUCTURES", "WINTER", "RESTORATION"}, {placer="ice_den_placer"}) Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552402 Share on other sites More sharing options...
IronHunter Posted March 26, 2022 Share Posted March 26, 2022 (edited) 13 minutes ago, FurryEskimo said: AddRecipe2("ice_den", { Ingredient("twigs", 6), Ingredient("cutgrass", 6), Ingredient("ice", 8) }, TECH.SCIENCE_ONE, {builder_tag = nil, atlas = "images/inventoryimages/ice_den.xml", image = nil}, {"CHARACTER", "STRUCTURES", "WINTER", "RESTORATION"}, {placer="ice_den_placer"}) config is the 4th parameter for AddRecipe2 it supports the following data min_spacing nounlock numtogive builder_tag atlas image testfn product build_mode build_distance placer Your placer table is in the wrong spot and should be with the other configs, as adding parameters beyond 5 does nothing for this function atm. Also there is no point assigning nil to the configs AddRecipe2( "ice_den", --prefab name, also the default product { Ingredient("twigs", 6), Ingredient("cutgrass", 6), Ingredient("ice", 8) },--recipe for the crafting TECH.SCIENCE_ONE,--tech requirements to craft {builder_tag = nil, atlas = "images/inventoryimages/ice_den.xml", image = nil, placer="ice_den_placer"},--special config settings most important one will be placer for structures. {"CHARACTER", "STRUCTURES", "WINTER", "RESTORATION"}--filters ) You can see examples of the placer being used in the recipes.lua Edited March 26, 2022 by IronHunter 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552405 Share on other sites More sharing options...
FurryEskimo Posted March 26, 2022 Author Share Posted March 26, 2022 (edited) Wait, did this change return Prefab("ice_den", ice_den, ice_den_assets), --Unsure what this does. Used by game to find assets? MakePlacer("ice_den_placer", "ice_den", "ice_den", "idle") --Seems to control what assets are used when placing a new tent. This was in another mod: return Prefab("common/eteleporter", fn, assets, prefabs), Prefab("eshockfx", eshockfxfn, assets), Prefab("eteleringenter", enterfn, assets)--, -- MakePlacer("common/eteleporter_placer", "esentry_item", "esentry_item", "idle") Edit: You responded at the exact moment I did haha. Reading your response now. Edited March 26, 2022 by FurryEskimo Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552406 Share on other sites More sharing options...
IronHunter Posted March 26, 2022 Share Posted March 26, 2022 3 minutes ago, FurryEskimo said: Wait, did this change return Prefab("ice_den", ice_den, ice_den_assets), --Unsure what this does. Used by game to find assets? MakePlacer("ice_den_placer", "ice_den", "ice_den", "idle") --Seems to control what assets are used when placing a new tent. This was in another mod: return Prefab("common/eteleporter", fn, assets, prefabs), Prefab("eshockfx", eshockfxfn, assets), Prefab("eteleringenter", enterfn, assets)--, -- MakePlacer("common/eteleporter_placer", "esentry_item", "esentry_item", "idle") Edit: You responded at the exact moment I did haha. Reading your response now. Placer's are a client side animstate prefab similar to a fx, they are created using the MakePlacer function similar to the Prefab function it returns the entity data. function MakePlacer(name, bank, build, anim, onground, snap, metersnap, scale, fixedcameraoffset, facing, postinit_fn, offset, onfailedplacement) can be found in prefabutil.lua 1 Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552408 Share on other sites More sharing options...
FurryEskimo Posted March 26, 2022 Author Share Posted March 26, 2022 @IronHunter Huh, well what do you know, that worked! Where did you find this information? I was trying to solve this without asking but couldn't find a source anywhere. Also thanks for explaining how the placer works. I got that working months and months ago and moved on, but I never really figured out what it was doing.. I had more important stuff to focus on, like the swimming code, which drove me up the wall.. Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552410 Share on other sites More sharing options...
IronHunter Posted March 26, 2022 Share Posted March 26, 2022 Just now, FurryEskimo said: @IronHunter Huh, well what do you know, that worked! Where did you find this information? I was trying to solve this without asking but couldn't find a source anywhere. Also thanks for explaining how the placer works. I got that working months and months ago and moved on, but I never really figured out what it was doing.. I had more important stuff to focus on, like the swimming code, which drove me up the wall.. I just dig through game files and forum posts, the new modding information was included in the patch notes by the devs but only touched on lightly. The rest I figured out by looking at the changes to the recipe, recipes, and other related files to the new crafting update. 1 Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552411 Share on other sites More sharing options...
FurryEskimo Posted March 26, 2022 Author Share Posted March 26, 2022 Well I really appreciate your insight! I did what I could to learn everything in the last two evenings, but I'm a writer by trade, working 10 hours days. I try,, Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552412 Share on other sites More sharing options...
IronHunter Posted March 26, 2022 Share Posted March 26, 2022 2 minutes ago, FurryEskimo said: Well I really appreciate your insight! I did what I could to learn everything in the last two evenings, but I'm a writer by trade, working 10 hours days. I try,, XD, I am only a humble healthcare professional who just is passionate about modding don't starve. Keep up the good work I say. 1 Link to comment https://forums.kleientertainment.com/forums/topic/138622-new-crafting-recipe-format/#findComment-1552415 Share on other sites More sharing options...
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