So I’ve been learning ADK and there is one thing I cannot figure out. How do I make a new Mortar and Pestle and craft the basic items in them. I have everything done except being able to actually craft the items. I tried making a Chitin paste child class and changing the require inventory to the new mortar and it doesn’t show up. I can see the Chitin paste in the new mortars inventory but cannot craft. Any help is appreciated!
Okay so i can make paste now but I want to change the resources by a factor of 10 in the new mortar like 40 chitin/keratin and 80 stone makes 10 paste. I have tried child classing it and referring the default items to point to the child class of paste but now it doesn’t show up in the inventory. Any help pointing in the right direction? I’ve been looking for tutorials on the dev kit.
The resources or crafting materials for the item you want to make are controlled by the item itself and not the M&P. So to make it require the same amount you want to child class the paste and values. In your item look for the Inventory requirement. If you didnt make a custom M&P it should point to the PrimalInventory of the M&P. Now if you want a stackable mod, you want to go to your PrimalGameData_BP and look for Additional Structure Engrams (not in the dev kit right now but im pretty sure thats what it reads) There you select the PrimalInventory of the M&P and then add your custom item. You would also need an engram that points to your new custom paste. Hope this helps!
Thank you for the answer and I have done all that. Everything works except the new recipe. I can point to the old one and it works but if i reference the child class i have made of the paste it doesn’t show it. I created a child class of chitin paste and changed the required materials and quantity but when i reference it in PrimalInventoryBP_MortarandPestle_child it doesn’t show up unless i create a new engram to learn. Is there anyway i can have it auto learn when you learn the default paste engram?
Most crafting inventories in the game are edited under the components of the structure. They work like a hidden child class with an edited default inventory (recipe list), so any changes to the parent class are ignored.
Look for the inventory inside the component of the main structure.
Sorry for being so nooby, I feel bad but I really appreciate the help. Is there a way i can remap the engrams from all the smithy required items(i.e. spino saddle, plesi saddle, etc) into a new custom smithy? I have the inventory connected to the default smithy inventory bp and i have tried creating a child class of the spino saddle and changing the requirements but it didn’t work. Again thank you for all the help! You guys are awesome!
EDIT:
I found the remap engrams option!!! but the spino saddle, metal reservoir, metal sickle are missing from it. Any ideas as to why?
The engram remap replaces base engrams defined in PrimalGameData to a different engram (specific by you). It does not move engrams from one structure to another.
To add recipes to a new structure, either use “Additional Structure Engrams” in PrimalGameData and add items you want to be craft-able to the structure (not inventory), or edit the structure’s inventory, add the items to “default inventory items” and set “default inventory engrams” to 1 for each item.
The only way to remove recipes from existing structures is by editing the inventory component.
Thank you for all the help! It’s finally working!!! Now if I could just get it to cook(it says successfully cooked but the output folder only has mod.info and modmeta.info in it) I will be happy.
The most common cause for cooking problems is the map. My solution is to make a copy of the testmap inside your mod folder and call it something else, then specify it when cooking the mod.