afetogbo Posted March 4, 2015 Share Posted March 4, 2015 I tried to use this. local recipe_ctor_base = Recipe._ctorfunction Recipe._ctor(self, name, ingredients, tab, level, placer, min_spacing, nounlock, numtogive) recipe_ctor_base(self, name, ingredients, tab, level, placer, min_spacing, nounlock, numtogive) if(name == "bloodSword") then self.atlas = resolvefilepath("images/inventoryimages/bloodsword.xml") self.image = "bloodsword.tex" endendlocal bloodSword = GLOBAL.Recipe("bloodSword",{ Ingredient("nightmarefuel", 1), Ingredient("pigskin", 1),}, CUSTOM_RECIPETABS.VAMPIRIC, TECH.NONE, nil, nil, nil, nil, serasV)bloodSword.atlas = resolvefilepath("images/inventoryimages/bloodsword.xml") and it didn't work. Link to comment Share on other sites More sharing options...
afetogbo Posted March 4, 2015 Author Share Posted March 4, 2015 Also custom tabs Link to comment Share on other sites More sharing options...
rezecib Posted March 5, 2015 Share Posted March 5, 2015 @afetogbo, Tabs are a nightmare right now. I think you can just redo the recipe as if you're making a new one, since they're attached to the AllRecipes table indexed by name, so if it's the same prefab it'll have the same name, and overwrite that entry in the table. Link to comment Share on other sites More sharing options...
afetogbo Posted March 5, 2015 Author Share Posted March 5, 2015 when i tried that it gave me two exact copies of the tab. I am just going to put all the recipes in a custom tab. and since I am borrowing code i used if hastag "character" and i hope everyone has that.AddClassPostConstruct("widgets/crafttabs", function(class) if class.owner:HasTag("character") then local v = CUSTOM_RECIPETABS.AFETOPIA local k = #class.tab_order + 1 local tab_bg = { normal = "tab_normal.tex", selected = "tab_selected.tex", highlight = "tab_highlight.tex", bufferedhighlight = "tab_place.tex", overlay = "tab_researchable.tex", } class.tabs.spacing = 750/k local tab = class.tabs:AddTab(STRINGS.TABS[v.str], resolvefilepath("images/hud.xml"), v.icon_atlas or resolvefilepath("images/hud.xml"), v.icon, tab_bg.normal, tab_bg.selected, tab_bg.highlight, tab_bg.bufferedhighlight, tab_bg.overlay, function() --select fn if not class.controllercraftingopen then if class.craft_idx_by_tab[k] then class.crafting.idx = class.craft_idx_by_tab[k] end class.crafting:SetFilter( function(recipe) local rec = GLOBAL.AllRecipes[recipe] return rec and rec.tab == v end) class.crafting:Open() end end, function() --deselect fn class.craft_idx_by_tab[k] = class.crafting.idx class.crafting:Close() end) tab.filter = v tab.icon = v.icon tab.icon_atlas = v.icon_atlas or resolvefilepath("images/hud.xml") tab.tabname = STRINGS.TABS[v.str] class.tabbyfilter[v] = tab table.insert(class.tab_order, tab) end end)so if you haven't guessed I am working on a custom all recipes in one mod mod for my server. no one is downloading the files to play on my server so I have to make it downloadable from the workshop And well I hope they can download it even if it is hidden because I don't think I can get all those authors to agree to let me post it in a timely manner. Link to comment Share on other sites More sharing options...
rezecib Posted March 5, 2015 Share Posted March 5, 2015 (edited) @afetogbo, Yes, tabs would copy, but recipes will replace. Since you're trying to make a bundle, you can throw compatibility concerns out the window, I suppose, and just replace widgets/crafttabs.lua. It'd be a lot easier to add tabs that way. You can just add extra parts like Wickerbottom's bookbuilder tab: local tabnames = {} for k,v in pairs(RECIPETABS) do table.insert(tabnames, v) end if owner:HasTag("bookbuilder") then table.insert(tabnames, CUSTOM_RECIPETABS.BOOKS) end(by replace, I mean make the folder scripts/widgets in a mod, copy crafttabs.lua from the game into that, and then edit it) Edit: And then just comment out the tab-creation code in the other mods Edited March 5, 2015 by rezecib Link to comment Share on other sites More sharing options...
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