Simple Mod for Mortar And Pestl

Okay, 22 steps are way too many and I’m getting confused. Here’s how you add recipes that do work:

  1. Create a new structure variant in any way you prefer. Let’s assume we’re going with copying as that is the simplest option.
  2. Properly reference the structure to consume its item, the item to create the structure, and add the structure to “additional structures” in PrimalGameData.
  3. Add your custom inventory as component to the structure and remove any other inventory component it might have. Check that the inventory component is using default values (this is important as it is effectively a hidden child class).
  4. Add your item recipes to “default inventory” and set corresponding “default engrams” to 1. You don’t need to set “additional structure engrams” as that will end up duplicating them (but you can do it instead of editing the inventory).
  5. If the items are not auto-craft, then create engrams for each one and properly link them to the items. If they are, then make sure to “check for auto-craft blueprints” in the inventory.
  6. If you are creating custom variants of existing materials, they have to be made as child classes - otherwise they will not be recognized as the same material (you’d have to manually remap every recipe to use them instead).

You don’t actually have to set “requires inventory component” in items unless you want them to say “can only be crafted at” - they will still only be craftable in a structure that has their recipe added (provided the engrams are not added to player inventory).
Also, if your structure DOES NOT require activation, make sure to set “auto activate” to true and disable toggling it - otherwise it will behave as a structure that does require activation but cannot be turned on (think fabricator with no fuel).
Actually, activation is very likely the issue if all you’re missing is the craft button.