HUGHESMI Posted May 1, 2022 Share Posted May 1, 2022 Is it possible to change the amount of sanity restored when prototyping a crafting recipe, and if so, how would I go about that? Link to comment Share on other sites More sharing options...
-LukaS- Posted May 1, 2022 Share Posted May 1, 2022 It is possible. All you need to do is edit this builder function: function Builder:UnlockRecipe(recname) local recipe = GetValidRecipe(recname) if recipe ~= nil and not recipe.nounlock then --print("Unlocking: ", recname) if self.inst.components.sanity ~= nil then self.inst.components.sanity:DoDelta(TUNING.SANITY_MED) end self:AddRecipe(recname) self.inst:PushEvent("unlockrecipe", { recipe = recname }) end end To do that you need to put this in your modmain.lua: AddComponentPostInit("builder", function(component) component.UnlockRecipe = function(self, recname) local recipe = GLOBAL.GetValidRecipe(recname) if recipe and not recipe.nounlock then if self.inst.components.sanity then self.inst.components.sanity:DoDelta("your_value") end self:AddRecipe(recname) self.inst:PushEvent("unlockrecipe", { recipe = recname }) end end end) Link to comment Share on other sites More sharing options...
HUGHESMI Posted May 1, 2022 Author Share Posted May 1, 2022 Awesome, thanks for the help! Link to comment Share on other sites More sharing options...
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