craftRecipe#
The ‘craftRecipe’ script block is used to define a crafting recipe, which allows players to craft items or tiles in the game based on the parent script block. For example, a craftRecipe defined inside a module will be a recipe to craft an item usually, while when defined inside an entity it will be the building recipe for that entity.
A craftRecipe will usually require an inputs and outputs block. Other parameters are used to define properties of this recipe, such as the time it takes to craft or the XP awarded for crafting it.
For example:
module yourModule /* or Base */
{
craftRecipe yourRecipeID
{
...
}
}
To define a translation for this recipe, you need to create an entry in the translation file Recipes.json. The translation entry should be formatted like this:
{
"yourRecipeID": "Your recipe"
}
Notice how you shouldn’t use the module in the translation file key and only the craftRecipe ID.
Here’s an example of a craftRecipe with some parameters defined:
craftRecipe SawLogs
{
timedAction = SawLogs,
Time = 230,
Tags = InHandCraft;CanBeDoneFromFloor,
category = Carpentry,
xpAward = Woodwork:5,
inputs
{
item 1 [Base.Log] flags[Prop2],
item 1 tags[Saw] mode:keep flags[MayDegradeLight;Prop1],
}
outputs
{
item 3 Base.Plank,
}
}
Or:
craftRecipe CarveWhistle
{
time = 200,
tags = AnySurfaceCraft;Survivalist,
category = Carving,
xpAward = Carving:60,
SkillRequired = Carving:6,
needTobeLearn = true,
AutoLearnAny = Carving:8,
timedAction = SharpenStake,
inputs
{
item 1 tags[DrillWood;DrillMetal;DrillWoodPoor] mode:keep flags[MayDegradeLight],
item 1 tags[SharpKnife] mode:keep flags[MayDegradeLight],
item 1 [Base.SmallAnimalBone] flags[Prop2;AllowDestroyedItem],
}
outputs
{
item 1 Base.Whistle_Bone,
}
}
And a more advanced one:
craftRecipe RefillHurricaneLantern
{
timedAction = Making,
Time = 50,
OnCreate = Recipe.OnCreate.RefillHurricaneLantern,
/* OnTest = Recipe.OnTest.RefillHurricaneLantern, */
Tags = InHandCraft;CanBeDoneInDark,
category = Miscellaneous, /*category = Survival,*/
inputs
{
item 1 [Base.Lantern_Hurricane;Base.Lantern_Hurricane_Copper;Base.Lantern_Hurricane_Forged;Base.Lantern_Hurricane_Gold;Base.Lantern_Hurricane_Silver] mode:destroy flags[NotFull;AllowFavorite;InheritFavorite;ItemCount] mappers[LampMapper],
item 1 [*],
-fluid 1.0 [Petrol],
}
outputs
{
item 1 mapper:LampMapper,
}
itemMapper LampMapper
{
Base.Lantern_Hurricane = Base.Lantern_Hurricane,
Base.Lantern_Hurricane_Copper = Base.Lantern_Hurricane_Copper,
Base.Lantern_Hurricane_Forged = Base.Lantern_Hurricane_Forged,
Base.Lantern_Hurricane_Gold = Base.Lantern_Hurricane_Gold,
Base.Lantern_Hurricane_Silver = Base.Lantern_Hurricane_Silver,
default = Base.Lantern_Hurricane,
}
}
This block can be soft overridden in scripts.
Hierarchy#
Valid Parent Blocks:
Required Child Blocks:
Possible Child Blocks:
ID Properties#
This block should have an ID.
Parameters#
AllowBatchCraft#
- Type:
boolean
- Default:
True
The AllowBatchCraft parameter is used to allow the recipe to be crafted in batches. This will make a slider appear on the crafting to craft multiple ones at once. Needs to be a boolean and default is true, set to false to disable batch craft.
AutoLearnAll#
- Type:
Any
The autoLearnAll parameter specifies that all the provided skills and their associated level need to be reached to learn the recipe. The parameter should be formated this way:
/* a single skill */
autoLearnAll = <skill name>:<level amount>,
/* multiple skills */
autoLearnAll = <skill1 name>:<level amount>;<skill2 name>:<level amount>,format
For the list of available skills, see this.
For example:
autoLearnAll = Carving:3;Maintenance:2,
AutoLearnAny#
- Type:
Any
The autoLearnAny parameter specifies that at least one of the skills and its associated level need to be reached to learn the recipe. The parameter should be formated this way:
/* a single skill */
autoLearnAny = <skill name>:<level amount>,
/* multiple skills */
autoLearnAny = <skill1 name>:<level amount>;<skill2 name>:<level amount>,format
For the list of available skills, see this.
For example:
autoLearnAny = Carving:3;Maintenance:2,
category#
- Type:
Any
The category under which the recipe will be listed in the crafting menu. Helps to organize and identify recipes in the crafting menu. Currently doesn’t support translations (confirmed last 42.15).
Icon#
- Type:
Any
Specifies the icon associated with this crafting recipe. The icon needs to be located in media/textures, for example media/textures/myIcon.png will be refered to as Icon = myIcon,.
This seems to be used only once in the vanilla recipes with the entry Icon = Item_WaterDrop,, as the icon usually defaults to the items that will be crafted.
MetaRecipe#
- Type:
Any
A meta recipe is used to link two recipes so that if the meta recipe is known then this recipe will be known.
NeedToBeLearn#
- Type:
Any
Whether the recipe needs to be learned before it can be crafted.
OnCreate#
- Type:
Any
The OnCreate parameter allows the referencing of a Lua function that will be called when the crafting recipe is finished. This can be used to add custom behavior to the crafting recipe when it gets finished. The Lua function needs to be a global function#Local_and_global), it can also be in a global table. The vanilla game OnCreate’s are stored in the Java.
The function should have the following structure:
function MyOnCreateFunction(craftRecipeData, character)
-- your custom code here
end
The craftRecipeData is a java object that contains the data of the crafting recipe. The character is the player character who is crafting the recipe.
OnTest#
- Type:
Any
The OnTest parameter is used to define a Lua function that will be called to verify if the recipe can be crafted. If the function returns true, the recipe can be crafted but if the function returns false, the recipe cannot be crafted. The Lua function needs to be a global function#Local_and_global), it can also be in a global table. The vanilla game OnTest’s are stored in the Java.
The function should have the following structure:
function MyOnTestFunction(item, character)
-- your custom code here
return logicTestResult -- based on your logic test above
end
item is an InventoryItem while character is the player trying to craft this recipe.
overlayStyle#
- Type:
Any
No description
recipeGroup#
- Type:
Any
No description
ResearchAny#
- Type:
Any
No description
ResearchSkillLevel#
- Type:
Any
No description
SkillRequired#
- Type:
Any
Specifies the skill level required to perform this crafting action. It should be formated this way:
/* a single skill */
skillRequired = <skill name>:<level>,
/* multiple skills */
skillRequired = <skill1 name>:<level>;<skill2 name>:<level>,
For the list of available skills, see this.
For example:
skillRequired = Blacksmith:3;Tailoring:2,
time#
- Type:
Any
- Default:
50
The time it takes to craft the item, not using a specific unit of time.
timedAction#
- Type:
Any
Refers to a timed action script block, used to trigger during the crafting process, for animations and/or sounds but also the calories burned and body heat generation.
Tooltip#
- Type:
Any
Description of the crafting which is shown in the crafting menu.
xpAward#
- Type:
Any
Specifies the experience points awarded for crafting this item. The parameter should be formated this way:
/* a single skill */
xpAward = <skill name>:<xp amount>,
/* multiple skills */
xpAward = <skill1 name>:<xp amount>;<skill2 name>:<xp amount>,format
For the list of available skills, see this.
For example:
xpAward = Blacksmith:10;Tailoring:5,