SensibleRecipePack
Reduces most crafting costs significantly, based mostly on input-weight to final-product weight. Build costs are also largely reduced, and tweaked for consistency. (no change to linen capes or shields
About this mod Author’s original text
Sensible Recipe Pack
Sensible Recipe Pack
REQUIREMENTS: Recipe Manager by MidnightsFX
WHAT IT DO!?
This is not a stand-alone mod, but rather a package of my own personal build/craft/upgrade material cost values for MidnightsFX's RecipeManager mod.
Recipes
With my "Recipes" files, items made at workbenches tend to use significantly fewer resources than vanilla and have been crafted around the weight of materials used and how that converts to the weight of the item crafted. While my intention was to go for realism and consistency, I also made a point of trying not to increase any item costs beyond vanilla, so the overall trend of this recipe pack is that everything costs less, or is otherwise unchanged. The recipes aren't perfect, but they're a far-cry better than vanilla which requires 240kg of "pure iron" to make a 0.8kg sword. Of course for some items, the finished product weighs less than a single unit of the material used (especially in the case of metal), so we just have to live with knowing that some materials will be wasted no matter what we do.
For upgrading items, the first upgrade always costs only 1 unit of each relevant material. Because of how upgrading in the game is programmed, this increases by an additional +1 for each subsequent upgrade on the same item.
Pieces
"Pieces" as made with the hammer menu (walls, floors, workbenches etc.), are made more consistent without toying around with "realism." If I tried to be realistic about it, a single 1x1x1 stone block would cost \~1400 units of stone, which is absurd. So instead, I established standard wood walls and basic stone/marble blocks as a base-line for build cost, and then changed all the costs of other objects to better reflect the volume of material used in comparison to the established baseline. The 2x2 wood wall still costs 2 wood, but half-walls and anything smaller than a wood wall now only cost 1 wood each, and anything larger than a 2x2 wood wall is priced based on how many 'wood walls' seem to be represented in the object. Similarly, a 1x1x1 stone or marble block now costs 1 stone or marble, and larger objects cost a multiple of that based on how many stone blocks fit into that object. Grausten, the newest member of the family, is now very inexpensive to build with.
As with the recipes files, I made a point of never increasing any existing 'pieces' material costs: all values are either reduced or unchanged. This means certain pieces like 2x4x1 stone walls are still cheaper to make than filling the same space with smaller pieces.
Installation:
Step 1) Use Mod Manager, it's great.
Step 2) Optional (Only necessary if the costs don't update automatically). Launch the game with console enabled, load a save file, open the developer console, and input these 4 commands one after the other:
devcommands
RM\_Recipes\_Reload
RM\_Pieces\_Reload
devcommands
and that should do the trick. If it doesn't work right away, try rebooting the game.
THIS PACKAGE IS NOT BALANCED.
Just putting that out there.
This will be considered cheating by the majority of the player base, but I made this to scratch my realism itch. If you want to play the game as it was intended: do not use this mod. The vanilla game has (arguably) good reason for requiring you to use excessive amounts of material. For example, with this mod you may often find yourself crafting a new item and upgrading it to max available rank in a single sitting, which was not the devs' intention (at least not without doing a lot of exploration and grinding first).
THIS PACKAGE IS FULLY CUSTOMIZABLE.
but unfortunately NOT through the config menu.
RecipeManager lets you "print" all of your recipes and pieces in the form of YAML text files, which you can then edit. This pack is just a folder filled with yaml files containing all (or all but a few) player-accessible craft and build recipes, which I exported and then edited by hand. If you want to change any of the recipes, just fol
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. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: