NikMik Posted December 25, 2013 Share Posted December 25, 2013 (edited) Never mind! I was being a dummy-dum-bum!Adding a custom Tab was actually really simple! RECIPETABS['CHEM'] = {str = STRINGS.TABS.CHEM, sort= 11, icon = "chemtab.tex", icon_atlas = "tabs/chemtab.xml"}In the modmain, and an image is all that was required. Still getting the String to work, but it's pretty much done. For my William 2 mod (http://forums.kleientertainment.com/topic/30527-william-2-the-aged-alchemist/), I'm planning on making it so to craft his things, he requires a special "backpack" item. But me trying to find an *efficient* method of doing so would be impossible. I could figure it out after a while, but it would probably be terribly done. And I don't mean the item as a part of the recipes, I mean he needs to equip the backpack and then the recipes come up. One of my ideas (that's probably fairly stupid) is this: Put all the recipes in the books tab. Make it so when he equips the backpack, it gives him the books tab, and remove it when he unequips it. I would rather the items be in the Science tab or even another custom tab. Any help would be greatly appreciated. Edited December 26, 2013 by Mr. Tiddles Link to comment https://forums.kleientertainment.com/forums/topic/30563-recipes-that-require-a-special-armor-piece-equipped-to-craft/ Share on other sites More sharing options...
Neosaurus Posted December 25, 2013 Share Posted December 25, 2013 Been a while since I've done any Don't Starve coding but I know this'll work. In the onequip and onunequip functions, make them add a component then take it away again. Link to comment https://forums.kleientertainment.com/forums/topic/30563-recipes-that-require-a-special-armor-piece-equipped-to-craft/#findComment-393949 Share on other sites More sharing options...
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