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Blueprints

WulfMarius edited this page Mar 15, 2018 · 4 revisions

Since version 2.0.0-pre

Blueprints (crafting recipes) can be configured to appear additionally to the ones already present in the vanilla game.

The BlueprintReader will look for configuration files in the directory mods/blueprints.

Any files in that directory ending with .json will be treated as a blueprint definition file and processed accordingly. The name of the files does not matter.

Blueprints can also be created using the Monobehaviour ModBlueprint from ModComponentAPI.
The AutoMapper will automatically add those blueprints in addition to the ones from the directory mentioned above.

Definition

Each file containes one blueprint definition in JSON.
Example:

{
    "RequiredGear": ["GEAR_Cloth"],
    "RequiredGearUnits": [4],
    "KeroseneLitersRequired": 0,
    "RequiredTool": "GEAR_SewingKit",
    "OptionalTools": ["GEAR_HookAndLine"],
    "RequiresForge": false,
    "RequiresWorkbench": false,
    "RequiresLight": true,
    "CraftedResult": "GEAR_SkiMask",
    "CraftedResultCount": 1,
    "DurationMinutes": 30,
    "CraftingAudio": "PLAY_ClothingRepair"
}

Important: RequiredGear and RequiredGearUnits must be of the same length
Item names can be obtained in-game by using the Coordinates-Grabber

Known Issues

The newly crafted items may not be at 100% condition. That's because the vanilla game treats them the same as a newly found item and all of the craftable vanilla items are set to spawn in perfect condition.

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