I've made a custom crafting table called 'spellaltar' and it works fine as far as placing it down. I have a custom item called 'etherlaser' which also works. I'm trying to make it so you can craft etherlaser at spellaltar. This is spellaltar's code: Code: { "objectName" : "spellaltar", "rarity" : "Legendary", "interactAction" : "OpenCraftingInterface", "interactData" : { "config" : "/interface/windowconfig/spellaltar.config", "filter" : [ "spellaltartable" ] }, "printable" : false, "description" : "A fabled altar legend says was once used to embue books with spells.", "shortdescription" : "^orange;Spell Altar^white;", "race" : "generic", "category" : "crafting", "price" : 200, "lightColor" : [107, 107, 179], "flickerPeriod" : 0.3, "flickerMinIntensity" : 3.95, "flickerMaxIntensity" : 4.25, "flickerPeriodVariance" : 0.075, "flickerIntensityVariance" : 1.025, "apexDescription" : "Spells? No such thing.", "avianDescription" : "The stories were true! Magic can be wielded!", "floranDescription" : "This is heresy...", "glitchDescription" : "Observation. This is an altar.", "humanDescription" : "Huh... How is this gem floating? Why do I feel happy to see it?", "hylotlDescription" : "That gem sure is blue.", "inventoryIcon" : "spellaltaricon.png", "orientations" : [ { "imageLayers" : [ { "image" : "spellaltar.png:<color>.<frame>", "fullbright" : false }, { "image" : "spellaltarglow.png:<color>.<frame>" } ], "imagePosition" : [-1, 0], "frames" : 5, "animationCycle" : 2.5, "direction" : "left", "flipImages" : true, "lightPosition" : [ -1, 1], "spaceScan" : 0.1, "anchors" : [ "bottom" ] }, { "imageLayers" : [ { "image" : "spellaltar.png:<color>.<frame>", "fullbright" : false }, { "image" : "spellaltarglow.png:<color>.<frame>" } ], "imagePosition" : [-1, 0], "frames" : 5, "animationCycle" : 2.5, "direction" : "right", "lightPosition" : [ 0, 1], "spaceScan" : 0.1, "anchors" : [ "bottom" ] } ] } I have a custom recipe in recipes/spellaltartable called etherlaser.recipe. In the recipe file, I have: Code: { "input" : [ { "item" : "dirtmaterial", "count" : 1 } ], "output" : { "item" : "etherlaser", "count" : 1 }, "groups" : [ "spellaltartable" ] } I realized I needed to have the player learn the recipe first, so I tried that. I made an item in items/generic/other called etherlaserbook and its code is: Code: { "itemName" : "etherlaserbook", "rarity" : "Common", "inventoryIcon" : "etherlaserbook.png", "description" : "This book contains the spell 'Ether Laser'", "shortdescription" : "Ether Laser Book" "learnBlueprintsOnPickup" : [ "etherlaser" ] } I'm trying to learn this stuff but I'm obviously not getting anywhere. It's been a couple hours and now my game is crashing as long as I keep that learnblueprintsonpickup line in the item code. Can someone explain to me what I'm doing wrong? Thanks.
The code for your block is 99% correct but I bet the game started crashing on you when you added it. You missed a comma after the short description line. Code: { "itemName" : "etherlaserbook", "rarity" : "Common", "inventoryIcon" : "etherlaserbook.png", "description" : "This book contains the spell 'Ether Laser'", "shortdescription" : "Ether Laser Book", <----------------------Right here "learnBlueprintsOnPickup" : [ "etherlaser" ] } You can also make it so the recipes are known right off the bat by patching your player.config file. Code: [ {"op":"add","path":"/defaultBlueprints/tier1/-","value":{"item":"recipeToKnow1"}}, {"op":"add","path":"/defaultBlueprints/tier1/-","value":{"item":"recipeToKnow2"}} ] If you do it that way, you'll name the file player.config.patch
Oh my god... such a simple mistake. I looked at that one file for 20 minutes trying to figure out what I did wrong. No more 3 AM modding sessions... Thanks so much for pointing that out.