REPO Alchemy
Adds a polished crafting system to REPO! REQUIRES OTHER MODS TO ADD RECIPES
About this mod Author’s original text
This mod adds a crafting system to REPO! Add some ingredients to the pot, shake it up, and create some thing new and useful!!!REQUIRES OTHER MODS TO ADD RECIPES AND INGREDIENTS!! (check out Unique Potions)
Easy for other modders to add new content too! (instructions below)
The P.O.T.
This handy device, the Portable Oscillation Transmutator, can take something... and turn it into something else! You can even put it in your pocket!
To use it simply throw in the ingredients you find in the level, look for the shake indicator on the display to make sure the recipe is valid, grab the handle, and shake the P.O.T. until your product is ready. Make sure it's cooked thoroughly.
You can store ingredients inside the P.O.T. by depositing them into the funnel on the left side. The ingredients are accessable on the right. Be careful when you leave though, as you can only bring 2 of each ingredient (configurable) to the next level.
If you have more than 4 different types of ingredients in the P.O.T. at one time, press your use key while holding it to cycle through them.
The indicator lights behind the ingredients show you:
- Orange: multiple of this ingredient are stored
- Red: too many of this ingredient are stored (they will be lost next level)
- Magenta: this ingredient is unlimited
The Ingredients
By default, this mod does not add any ingredients or recipes. I recommend getting my other mod, Unique Potions, or Beaniebe's Vanilla+ Crafting, for various craftable potions!
A configurable amount of ingredients can be found in each level (default 1-4, highly recommended to increase this with multiple alchemy mods). These ingredients do not spawn like other valuables, so they don't reduce your total haul in any way.
How to add your own content
This mod adds content similar to how REPO Lib allows you to add content. There are two methods to adding content: through scripting or through the unity editor. To set up your unity project, follow this guide, then drag REPOAlchemy.dll (found in the mod folder) into your unity project.
Ingredients
Custom Ingredients
To add a new ingredient, create a prefab like you would for a valuable or item, and add an Ingredient component. Set up the parameters to your liking.
- ingredientID (IMPORTANT) used to differentiate between the ingredients
- canStore whether or not the ingredient can be stored and transferred between levels in the P.O.T.
- storeOnExtract whether or not the ingredient should be stored and transferred to the next level when the object is extracted (reqires canStore to be enabled).
- storedScale determines how large the ingredient will be when stored on the P.O.T.
- potScale determines the scale the ingredient should be changed to when placed inside the pot (useful if your ingredient is large).
Other parameters will be explained in the recipes section. Most of them are unimportant if you do not intend for the ingredient to be craftable.
Once you've set up your ingredient, you can register it into the game by creating a new Ingredient asset in your unity project and dragging in your prefab. the useIngredientSpawning parameter determines whether or not it will spawn like other ingredients (recommended to turn this off if you want this ingredient to be crafted from other ingredients).
Make sure each asset has a unique name.
Existing Objects as Ingredients
If you would like to use an existing valuable or shop item from outside your mod as an ingredient (e.g. a diamond or grenade), then simply add an Existing Valuable Ingredient or Existing Item Ingredient into your project. Set the name of the item/valuable you want to turn into an ingredient. Simply set the parameters like explained before, and it's all set.
Make sure each asset has a unique name.
Recipes
Custom Products
To add a recipe for a new object, create a prefab like before, and add an AlchemyItem component (Ingredient components count as AlchemyItem components). Set up the parameters.
- color determines the color of the
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: