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Overwriting Base Game Recipes?

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Is it possible overwrite base game recipes? These new metal working recipes don't fit with Hydrocraft at all. I really just want to disable them and make my own. I know I can overwrite items but how to I overwrite or even disable base game recipes?

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3 hours ago, RobertJohnson said:

I'll think about something, maybe override and put a Obsolete tag or something...

while your at it, it would be wonderful if you could make a way to disable the "One" or "All" option for recipes because sometimes it just makes no sense to have, like when there is no consumed ingredients in the recipie.

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Just now, nolanri said:

while your at it, it would be wonderful if you could make a way to disable the "One" or "All" option for recipes because sometimes it just makes no sense to have, like when there is no consumed ingredients in the recipie.

 

Any example of recipes?

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temp.png
Equip Armor recipies

Spoiler

recipe Equip on Head
    {
        keep HCHelmsteel/KevlarHelm/RiotHelmet/MotorcycleHelmet/BikeHelmet/FootballHelmet,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipOnHead,
        Time:10.0,
    }
    recipe Equip on Hands
    {
        keep HCGlovesteel/LeatherGloves,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipOnHands,
        Time:10.0,
    }
    recipe Equip on Arm
    {
        keep HCArmarmorsteel,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipOnArms,
        Time:10.0,
    }
    recipe Equip on Chest
    {
        keep HCArmorsteel/LeatherJacket/LightJacket/MilitaryJacket/HCArmorkevlar,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipOnChest,
        Time:10.0,
    }
    recipe Equip on Legs
    {
        keep HCLegarmorsteel/Jeans/LeatherPants,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipOnLegs,
        Time:10.0,
    }
    recipe Equip on Feet
    {
        keep HCBootsteel/LeatherBoots/WorkBoots,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipOnFeet,
        Time:10.0,
    }
    recipe Equip as Shield
    {
        keep HCShieldsteel/RiotShield/HCShieldtrashcanlid/HCShieldwood,
        Result:Nothing,
        Category:Armor,
        OnCreate:EquipAsShield,
        Time:10.0,
    }

and pretty much every recipe in the car mod.

Spoiler

recipe Start Car / Get In
    {
        keep Plane/Tank/Beetle/Ambulance/Hummer/SportsCar/Van/Jeep2/Firetruck/Pickup/JeepCar/MTruck/MArmor/WhiteCar/Jeep/PCar/GreenCivic/MJeep,
        keep CarKey,
        Result:RegestationPapers,
        OnCreate:startCar,
        CanBeDoneFromFloor:true,
        Category:Car,
        Time:10.0,
    }
    recipe Get in Car
    {
        keep Plane/Tank/Beetle/Ambulance/Hummer/SportsCar/Van/Jeep2/Firetruck/Pickup/JeepCar/MTruck/MArmor/WhiteCar/Jeep/PCar/GreenCivic/MJeep,
        keep CarKey,
        Result:RegestationPapers,
        OnCreate:HideInCar,
        CanBeDoneFromFloor:true,
        Category:Car,
        Time:10.0,
    }
    recipe Search for key
    {
        keep Plane/PlaneBROKEN/TankBROKEN/Tank/Beetle/Ambulance/Hummer/SportsCar/Van/Jeep2/Firetruck/Pickup/JeepCar/MTruck/MArmor/WhiteCar/Jeep/PCar/GreenCivic/WhiteCarBROKEN/MJeep/JeepBROKEN/PCarBROKEN/GreenCivicBROKEN/MJeepBROKEN/MTruckBROKEN/MArmorBROKEN/FiretruckBROKEN/PickupBROKEN/JeepCarBROKEN/HummerBROKEN/SportsCarBROKEN/VanBROKEN/Jeep2BROKEN/AmbulanceBROKEN/BeetleBROKEN,
        Result:RegestationPapers,
        Time:500.0,
        OnCreate:getKey,
        CanBeDoneFromFloor:true,
        Category:Car,
    }
    recipe Honk Horn
    {
        keep Plane/PlaneBROKEN/TankBROKEN/Tank/Beetle/Ambulance/Hummer/SportsCar/Van/Jeep2/Firetruck/Pickup/JeepCar/MTruck/MArmor/WhiteCar/Jeep/PCar/GreenCivic/WhiteCarBROKEN/MJeep/JeepBROKEN/PCarBROKEN/GreenCivicBROKEN/MJeepBROKEN/MTruckBROKEN/MArmorBROKEN/FiretruckBROKEN/PickupBROKEN/JeepCarBROKEN/HummerBROKEN/SportsCarBROKEN/VanBROKEN/Jeep2BROKEN/AmbulanceBROKEN/BeetleBROKEN,
        Result:RegestationPapers,
        Time:10.0,
        OnCreate:HonkHornRecipe,
        CanBeDoneFromFloor:true,
        Category:Car,
    }
    recipe Fix Broken Car
    {
        Screwdriver,
        DuctTape,
        keep Hammer,
        SkillRequired:Electricity=2,
        ScrapMetal/ElectronicsScrap,        
        keep PlaneBROKEN/TankBROKEN/BeetleBROKEN/AmbulanceBROKEN/WhiteCarBROKEN/JeepBROKEN/PCarBROKEN/GreenCivicBROKEN/MJeepBROKEN/MTruckBROKEN/MArmorBROKEN/FiretruckBROKEN/PickupBROKEN/JeepCarBROKEN/HummerBROKEN/SportsCarBROKEN/VanBROKEN/Jeep2BROKEN,
        Result:Screwdriver,
        Time:500.0,
        OnCreate:fixCar,
        Sound:PZ_Hammer,
        CanBeDoneFromFloor:true,
        Category:Car,
    }
    recipe Do Maintinence on Car
    {
        Screwdriver,
        DuctTape,
        keep Hammer,
        ScrapMetal/ElectronicsScrap,        
        keep Plane/Tank/Beetle/Ambulance/Hummer/SportsCar/Van/Jeep2/Firetruck/Pickup/JeepCar/MTruck/MArmor/WhiteCar/Jeep/PCar/GreenCivic/MJeep,
        Result:Screwdriver,
        Time:500.0,
        OnCreate:maintainCar,
        Sound:PZ_Hammer,
        CanBeDoneFromFloor:true,
        Category:Car,
    }

 

The repair car recipie does have consumed ingredients. But even still it doesnt make sense to Repair Car -> All
you only need to repair it once.

 

I know we can instead just add an manual inventory context menu option. but thats already starting to get hard. And we will lose the ability to easily set a time for said action like we can do with recipies.

Edited by nolanri

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9 hours ago, RobertJohnson said:

Coolio, gonna work on this for next IWBUMS :)

oh yeah, and if its not a big deal. it would be nice if the recipies could support having no result.

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