Does this also make base recipes require old ones? Example, I have loads of leftover sprinklers, this mod is great for when I want to upgrade them up to quality, but what if I want to just craft a quality sprinkler outright without having the original sprinkler. Is there an option for that? TLDR: I want to be able to recycle old items towards new recipes but not always require them if I'm just crafting the new item outright. Hope that makes sense,
Currently you can do that by changing the option back to vanilla between days, that's how I've been doing it in my game. Most times it's not that bad having to craft something first before you can craft its upgraded version, but changing the option is the most straightforward way. I thought about making it so the recipe gets added, but the more recipes you add the more the UI becomes bloated and confusing, especially when you have different recipes for the same items, and I'm still not sure how the game counts duplicate recipes towards 100% completion. I also thought about giving the user the option to choose for each recipe, but the config menu becomes overwhelming and way more cumbersome. Thanks for the feedback though, I hope this won't prevent you from having fun with this mod.
Came here to ask the same, would be nice if there was an option toggle that makes these recipes additive so you can choose between original or recycle recipe! Really loving it though, thank you!
I have been using Advancing Chests and Upgrade Sprinklers, which introduce upgrades for those while keeping the original recipe. For sprinklers, the upgrade a pretty simply CP recipe, as they are unlocked by level: just match the level, and you get the upgrade recipe.
For the chests it was harder, the mod had to patch Robin's shop so learning the recipe would unlock the alternate on purchase, and to check for the recipe on the morning for older saves.
And I wanted the same with Tappers. So I copied what the chest mod did for Qi's Gem shop for the Heavy Tapper recipe, and pasted it in my personal CP mod. { "Format": "2.0.0", "Changes": [ { "Action": "EditData", "Target": "Data/CraftingRecipes", "Entries": { "{{ModId}}_TapperUpgrade": "105 1 709 10 910 1/Home/264/true/null/", } }, { "Action": "EditData", "Target": "Data/Shops", "TargetField": [ "QiGemShop", "Items", "#15" ], "Entries": { "ActionsOnPurchase": [ "If PLAYER_HAS_CRAFTING_RECIPE Current Heavy Tapper ## MarkCraftingRecipeKnown Current {{ModId}}_TapperUpgrade true", ], } }, { "Action": "EditData", "Target": "Data/TriggerActions", "Entries": { "{{ModId}}_TapperUpgradeAltUnlock": { "Id": "{{ModId}}_BigChestAltUnlock", "Trigger": "DayStarted", "Condition": "PLAYER_HAS_CRAFTING_RECIPE Current Heavy Tapper", "Actions": ["MarkCraftingRecipeKnown Current {{ModId}}_TapperUpgrade true",] } } } ] }
It would be nice if I could have all of that in just one mod.
Done! In the latest version there is an option to add a recipe to recycle the shears and milk pail into a heater. You should immediately receive it in the mail if you've already unlocked Auto-Grabbers. I hope you're satisfied with the solution I've found, I know you probably already have heaters in your coops and barns, but maybe you will build more... I thought it made the most sense because it's metallic and used to care for the animals.
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I thought about making it so the recipe gets added, but the more recipes you add the more the UI becomes bloated and confusing, especially when you have different recipes for the same items, and I'm still not sure how the game counts duplicate recipes towards 100% completion.
I also thought about giving the user the option to choose for each recipe, but the config menu becomes overwhelming and way more cumbersome.
Thanks for the feedback though, I hope this won't prevent you from having fun with this mod.
I have been using Advancing Chests and Upgrade Sprinklers, which introduce upgrades for those while keeping the original recipe. For sprinklers, the upgrade a pretty simply CP recipe, as they are unlocked by level: just match the level, and you get the upgrade recipe.
For the chests it was harder, the mod had to patch Robin's shop so learning the recipe would unlock the alternate on purchase, and to check for the recipe on the morning for older saves.
And I wanted the same with Tappers. So I copied what the chest mod did for Qi's Gem shop for the Heavy Tapper recipe, and pasted it in my personal CP mod.
{
"Format": "2.0.0",
"Changes":
[
{
"Action": "EditData",
"Target": "Data/CraftingRecipes",
"Entries":
{
"{{ModId}}_TapperUpgrade": "105 1 709 10 910 1/Home/264/true/null/",
}
},
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [ "QiGemShop", "Items", "#15" ],
"Entries": {
"ActionsOnPurchase": [
"If PLAYER_HAS_CRAFTING_RECIPE Current Heavy Tapper ## MarkCraftingRecipeKnown Current {{ModId}}_TapperUpgrade true",
],
}
},
{
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries":
{
"{{ModId}}_TapperUpgradeAltUnlock":
{
"Id": "{{ModId}}_BigChestAltUnlock",
"Trigger": "DayStarted",
"Condition": "PLAYER_HAS_CRAFTING_RECIPE Current Heavy Tapper",
"Actions": ["MarkCraftingRecipeKnown Current {{ModId}}_TapperUpgrade true",]
}
}
}
]
}
It would be nice if I could have all of that in just one mod.