stevguts Posted February 6, 2024 Share Posted February 6, 2024 I'm creating an item for a mod character I'm making, I've already looked into the brainjellyhat files, and tried replicating what I saw, but it doesn't seem to be working. I was wondering if it was possible to make a hat that would serve as a finite use item that give you access to alchemy engine (scinece3) level recipes when wearing it. I also plan on making a seperate one for shadow manip, so if it'll be a similar process, lmk! File below (sorry for spaghetti and some placeholder ingredients) + brainjellyhat code i've been referencing smartbrain.lua Link to comment https://forums.kleientertainment.com/forums/topic/154178-help-with-a-brain-of-knowledge-esk-item/ Share on other sites More sharing options...
_zwb Posted February 6, 2024 Share Posted February 6, 2024 You would have to modify builder and builder_replica components for the game to actually give you science level. You can do this by calling AddComponentPostInit function in modmain.lua Link to comment https://forums.kleientertainment.com/forums/topic/154178-help-with-a-brain-of-knowledge-esk-item/#findComment-1697413 Share on other sites More sharing options...
stevguts Posted February 10, 2024 Author Share Posted February 10, 2024 On 2/6/2024 at 6:10 PM, _zwb said: You would have to modify builder and builder_replica components for the game to actually give you science level. You can do this by calling AddComponentPostInit function in modmain.lua How would I approach this? (sorry still a bit new to modding) Link to comment https://forums.kleientertainment.com/forums/topic/154178-help-with-a-brain-of-knowledge-esk-item/#findComment-1698159 Share on other sites More sharing options...
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