Legendary Recipe Definer
A Potion Craft mod for editing existing recipes for the Alchemy Machine.
模組介紹 作者原文
Legendary Recipe Definer
The Legendary Recipe Definer project is a mod built for Potion Craft (v2.0). Using this mod, players can edit in-game legendary recipes! Legendary Recipe Definer will maintain a base-game save file if it is later removed, but always create a backup in case of corruption.
Manual Installation
Bepinex
This mod was made using Bepinex, a modding framework commonly used with Unity games. After following the given installation guide, you should be able to easily set Legendary Recipe Definer up!
If you run into any issues, ensure you have done the following:
- Downloaded the latest version of Bepinex.
- Extracted its contents into the same folder as the Potion Craft executable.
- Run the game at least once to generate the configuration files.
Legendary Recipe Definer
At this point, download the latest release of Legendary Recipe Definer. Extract the release directly into the Potion Craft/Bepinex/plugins directory. Everything should be fully installed at this point!
Editing Recipes
Before you begin editing recipes, run the game at least once with this mod installed. This should properly set up all config files and directory structures necessary for the mod to run.
Format
Custom recipes are stored in YAML format within the Recipe Blueprint directory. The v2.0 and v1.0 legendary recipes have already been created as an example of the expected format. A blueprint does not need to contain every kind of legendary recipe; missing recipes will just use their default values.
Individual recipes consist of a name and fourteen components. A recipe name must match the name of an in-game recipe (e.g. "Nigredo", "SunSalt", "PhilosophersStone"). Each component is made up of a part ID and an expected ingredient. The part ID is simply the name of a part of the alchemy machine.
Level 1
- RightRetort
- RightDripper
- RhombusVessel
- TriangularVessel
- DoubleVessel
Level 2
- SpiralVessel
- LeftRetort
- LeftDripper
- FloorVessel
Level 3
- TripletVesselRight
- TripletVesselCenter
- TripletVesselLeft
Furnaces
- RightFurnace
- LeftFurnace
The expected ingredient value(s) change based on the given part. For the furnace parts, an alchemical component name is expected:
Nigredo, Albedo, Citrinitas, Rubedo, PhilosophersStone
For the other parts, a list of 0-5 effect names is expected. These names all must match their respective names in-game to work. All effect and component names can be found in the example blueprints, and it is recommended to just use these examples as a base when creating new recipes.
Any parts not included in a recipe (or parts with zero components) will be entirely removed from the legendary recipe. It will not be replaced with its default value. Recipes can be defined with any number of usable parts (even zero). If two recipes use the exact same components, the higher tier recipe will be prioritized, essentially disabling the lower tier recipe.
Configuration
By default recipes_1.0.yml is used in-game as the legendary recipe blueprint. This value can changed in the settings.yml file in the Legendary Recipe Definer directory. Change the 'entry' variable to a file of your choice within the blueprints folder (do not append '.yml' to the end of this variable).
The 'errorOffEntry' variable determines whether an error is thrown if the given entry file cannot be found. No issues should occur if different blueprints are used at different points in the same save file.
The 'allowLessIngredients', 'allowMoreIngredients', and 'allowNoIngredients' settings allow for more flexible recipe creation, and they are set to true by default.
- 'allowLessIngredients' allows the user to create recipes with less ingredients than default (e.g. a Nigredo recipe that only needs two ingredients).
- 'allowMoreIngredients' allows the user to create recipes with more ingredients than default (e.g. a Void Salt recipe that uses six or more ingredients).
- 'allowNoIngredients' allows the user to create recipes with no required ingredients.
Usage
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: