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Hello!! I'm new to modding and this is my first post (i'm a little shy), but this is giving me a lot of trouble and I could use some help!!

I'm making a custom character for fun/practice, which is going well so far (aside from the coding giving me a headache), and I want him to have custom items; 
he has psychic powers and makes objects with his mind, so i want him to be able craft an object with his... literal mind (sanity). similar to how wes uses sanity to craft his balloons

I kinda understand how to make custom items, I can get normal items to work, but I cant get the "crafting with sanity" part to work. I looked at the recipe code for wes's balloons (and someone's old post idk) but if i try to put the sanity ingredient the game just closes (no error, but it only happens when i change that, so it must be that) when i try to test it. I'm certain I must be missing something, so could someone perhaps show me how to make that kind of recipe work? TYSM!!!

 

hello from the character too <3

uGKeODV.gif

Edited by JUSTICEBEETLE
my issue was solved already but now i can make edits to posts lol
  • Sanity 1

I have a recipe for an item like this and this is what my code looks like. The bolded parts are relevant to you.

Quote

local CHARACTER_INGREDIENT = GLOBAL.CHARACTER_INGREDIENT

AddCharacterRecipe("frightmask", -- name
    { -- ingredients
        GLOBAL.Ingredient("blankmask", 1),
        GLOBAL.Ingredient("nightmarefuel", 5),
        GLOBAL.Ingredient(CHARACTER_INGREDIENT.SANITY, 30),
    },
    GLOBAL.TECH.NONE, -- tech
    { -- config
        product = "frightmask",
        builder_tag = "maskmaker",
        numtogive = 1,
    },
    { -- filters
        "CHARACTER",
        "CLOTHING",
    }
)

If you have code just like this and it's still not working, you can show me what you have and I'll try to help!

  • Sanity 1
2 hours ago, Chesed said:

I have a recipe for an item like this and this is what my code looks like. The bolded parts are relevant to you.

If you have code just like this and it's still not working, you can show me what you have and I'll try to help!

Omg!! I added the bolded stuff to my code and it worked like a charm!!! 

Thank you so much, I really appreciate the help, this was driving me nuts
One day maybe I'll even understand how this code stuff works...!
Now I just have to actually make the items, wahaha

  • Health 1

Oh this is nice! I'm glad someone dared to ask cause I haven't managed to figure this out either for my custom maxwell's custom maxwellitems. ^^ Just asking: Is there a way to also make this work for already pre-existing crafts because I would love to have my low-health version of Maxwell to be able to craft a reviver on cost of his sanity instead. (I have seen a mod from the workshop that does this but I didn't seem to be able to include it in my own mod to only count for my custom character.)

  • Like 1
On 11/1/2024 at 4:25 PM, NPCMaxwell said:

I didn't seem to be able to include it in my own mod to only count for my custom character.

Sorry for the late reply... I was intending to answer you when I had the time but I forgor. Sorry if you've already solved this issue.

Uhhh I think the easiest way to do this is to make a second recipe for the same item. I think that's how Klei does it for characters like Woodie.

To make it exclusive to your character you'd use "AddCharacterRecipe". This lets you define a "builder_tag" that you give to your mod character.

For instance here's an example recipe for a Telltale Heart if I wanted my mod character to be able to make one for himself.

Quote

GLOBAL.STRINGS.NAMES.EXAMPLE_RECIPE = "Example"

AddCharacterRecipe("example_recipe", -- we don't want this to match the existing recipe name
    { -- ingredients
        GLOBAL.Ingredient("bee", 99),
        GLOBAL.Ingredient("bonestew", 1),
    },
    GLOBAL.TECH.NONE, -- tech
    { -- config
        product = "reviver", --give us a Telltale Heart
        builder_tag = "maskmaker",
        numtogive = 1,
    },
    { -- filters
        "CHARACTER",
    }
)

And he has this in his common_postinit

Quote

inst:AddTag("maskmaker")

So his recipe shows up in his survivor crafts just for him. Here's what it looks like in his tab:

Spoiler

GRGGRG.png

Don't ask where the bees go.

If you look at the code above for my "frightmask" item, you'll see the filters are CHARACTER and CLOTHING. You could change clothing to "RESTORATION" and your character should see the recipe in his health tab as well.

I hope this is useful for someone.

Edited by Chesed
  • Like 2
  • Thanks 1
9 hours ago, Chesed said:

Sorry for the late reply... I was intending to answer you when I had the time but I forgor. Sorry if you've already solved this issue.

Uhhh I think the easiest way to do this is to make a second recipe for the same item. I think that's how Klei does it for characters like Woodie.

To make it exclusive to your character you'd use "AddCharacterRecipe". This lets you define a "builder_tag" that you give to your mod character.

For instance here's an example recipe for a Telltale Heart if I wanted my mod character to be able to make one for himself.

And he has this in his common_postinit

So his recipe shows up in his survivor crafts just for him. Here's what it looks like in his tab:

  Hide contents

GRGGRG.png

Don't ask where the bees go.

If you look at the code above for my "frightmask" item, you'll see the filters are CHARACTER and CLOTHING. You could change clothing to "RESTORATION" and your character should see the recipe in his health tab as well.

I hope this is useful for someone.

Thank you!!! I will try this out to make sanity a necessary recourse for several craftings for my Maxwell then. About the filter tab it's not so important. It's enough if it's in his own filter (I suppose this means I can use my already existing build tag for him for those secondary reciptes then)

  • Like 1

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