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Information on building recipes and building recipe patches
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budak7273 committed Aug 26, 2023
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5 changes: 5 additions & 0 deletions JsonSchemas/Tests/RecipePatch_FreeBpDesigner.json
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//Game/FactoryGame/Recipes/Buildings/Recipe_BlueprintDesigner.Recipe_BlueprintDesigner_C
{
"$schema": "./../CL_Recipe.json",
"ClearIngredients": true
}
8 changes: 4 additions & 4 deletions modules/ROOT/attachments/ExampleContentLibMod/README.md
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Expand Up @@ -20,10 +20,10 @@ Inside the .uplugin file:

- Edit the FriendlyName, Description, and CreatedBy fields to your preferences
- Replace the "SmlVersionReplaceMe" with the latest version number of SML found here:
https://ficsit.app/sml-versions, so that it follows the format `^The.Number.Here`.
<https://ficsit.app/sml-versions>, so that it follows the format `^The.Number.Here`.
Once you're done, that section will look similar to this:

```
```json
{
"Name": "SML",
"Enabled": true,
Expand All @@ -32,10 +32,10 @@ Inside the .uplugin file:
```

- Replace the "ContentLibVersionReplaceMe" with the latest version number of ContentLib found here:
https://ficsit.app/mod/ContentLib, so that it follows the format `^The.Number.Here`.
<https://ficsit.app/mod/ContentLib>, so that it follows the format `^The.Number.Here`.
Once you're done, that section will look similar to this:

```
```json
{
"Name": "ContentLib",
"Enabled": true,
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21 changes: 20 additions & 1 deletion modules/ROOT/pages/Features/Patching.adoc
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Expand Up @@ -95,13 +95,15 @@ but you can modify other fields, too.
Remember that Recipe Patches need to go in the correct xref:BackgroundInfo/FolderNames.adoc[Folder].
====

=== Crafting Component Recipes

This patch changes the ingredients of the usual Solid Biofuel recipe to have a custom name and custom ingredients/products.

```json
//Game/FactoryGame/Recipes/Constructor/Recipe_Biofuel.Recipe_Biofuel_C
{
"$schema": "https://raw.githubusercontent.com/budak7273/ContentLib_Documentation/main/JsonSchemas/CL_Recipe.json",
"Name": "BioFuel Override",
"Name": "Coal-based BioFuel",
"Ingredients": [
{
"Item": "Desc_Coal",
Expand All @@ -117,6 +119,23 @@ This patch changes the ingredients of the usual Solid Biofuel recipe to have a c
}
```

=== Building Recipes

Remember, the syntax for building recipes is the same as normal recipes
as described on the xref:Features/Recipes.adoc#_building_recipes[Recipe Creation] page.

This patch changes the the Blueprint Designer to not cost anything to build.
Yes, it's that short.
Remember - you don't need to repeat any information from the original asset that you aren't modifying!

```json
//Game/FactoryGame/Recipes/Buildings/Recipe_BlueprintDesigner.Recipe_BlueprintDesigner_C
{
"$schema": "./../CL_Recipe.json",
"ClearIngredients": true
}
```

== Example Schematic Patch

[WARNING]
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9 changes: 8 additions & 1 deletion modules/ROOT/pages/Features/Recipes.adoc
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Expand Up @@ -90,4 +90,11 @@ Here's an example recipe for the Blender made by McGalleon.
}
```

image:https://cdn.discordapp.com/attachments/771801486828896260/863510909476143184/unknown.png[Blender example ingame]
image:https://cdn.discordapp.com/attachments/771801486828896260/863510909476143184/unknown.png[Blender example ingame]

== Building Recipes

The syntax for building recipes is exactly the same as crafting components.
Just remember that your recipe should have only one Product item,
the descriptor of the buildable,
and that ProducedIn should be `BP_BuildGun`.

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