Ok ,so I'm making a new mod and after adding the recipes for all current items some are showing up, some aren't. Here is one that is working and one that isn't working to show you that it's not the recipe files: Here's one that is working: Code: {"input" : [{ "item" : "laserdiode", "count" : 1 }, {"item" : "nanofibre", "count" : 10}], "output" : { "item" : "ace", "count" : 1 }, "groups" : [ "weapons", "all" ,"aceworkbench"]} Here's one that isn't: Code: {"input" : [{ "item" : "steelbar", "count" : 2 }, {"item" : "nanofibre", "count" : 5}], "output" : { "item" : "aceback", "count" : 1 }, "groups" : [ "aceworkbench", "weapons", "all" ]} When I change the output of the ones that aren't working they show up, soo It's the items fault right? Nope , the items work and I can spawn them in, the item recipes not working are for: a crafting table, leggings , backpack, and nanowrap bandages. I'm having alot of trouble troubleshooting this , anyone see my problem? I did check the item name yadda yadda yadda, starbound log shows nothing of relevance...
Your mod lacks something to unlock the recipe group (or tier, whatever) "tierACE". If i try to run it, none of your recipes is available, but if i make some portable3dprinter-like to unlock your recipes, they all appear (except for the gun, since you've written "acegun" instead of "ace" in player.config.patch). I guess you've somehow unlocked some of the recipes when creating your mod and now that you've put them in another recipe tier you can't unlock, the first ones appear while the others don't. You should either: -change player.config.patch to add these recipes to player.config:/defaultBlueprints/tier1 Code: [ { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"nanofibre"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"acelegs"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"acehelmet"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"acechest"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"ace"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"aceback"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"aceworkbench"} } ] -add some item which unlocks your recipes (and make it craftable) (example, acetierunlocker in items/generic/unlock) Code: { "itemName" : "acetierunlocker", "rarity" : "Legendary", "inventoryIcon" : "portable3dprinter.png", "image" : "portable3dprinter.png", "shortdescription" : "Unlocks the ace tier.", "description" : "Unlocks the ace tier.", "tierRecipesUnlock" : "tierACE", "unlockMessage" : "You can now craft ace items." } -manually unlock the recipes on pickup of some component (or whatever), and remove your player.config.patch (it wouldn't be useful anymore)
Are they all defined in player.config default blueprints? That would explain why you can't craft some items. Also, i'm not sure how the game handles multiple recipes for a single item (craftingtable, nanowrap bandage).
All the items are, and the recipes work when the output is changed,and there are no multiple recipes for one item that aren't working.
Weird then, i don't see why your recipe files wouldn't work, could you try to upload your mod somewhere?
the item names are aceworkbench,nanofibre,acechest,acehelmet,acelegs,aceback,ace. Code: https://www.mediafire.com/?72xquufvjjg157z
Your mod lacks something to unlock the recipe group (or tier, whatever) "tierACE". If i try to run it, none of your recipes is available, but if i make some portable3dprinter-like to unlock your recipes, they all appear (except for the gun, since you've written "acegun" instead of "ace" in player.config.patch). I guess you've somehow unlocked some of the recipes when creating your mod and now that you've put them in another recipe tier you can't unlock, the first ones appear while the others don't. You should either: -change player.config.patch to add these recipes to player.config:/defaultBlueprints/tier1 Code: [ { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"nanofibre"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"acelegs"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"acehelmet"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"acechest"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"ace"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"aceback"} }, { "op":"add", "path":"/defaultBlueprints/tier1/-", "value":{"item":"aceworkbench"} } ] -add some item which unlocks your recipes (and make it craftable) (example, acetierunlocker in items/generic/unlock) Code: { "itemName" : "acetierunlocker", "rarity" : "Legendary", "inventoryIcon" : "portable3dprinter.png", "image" : "portable3dprinter.png", "shortdescription" : "Unlocks the ace tier.", "description" : "Unlocks the ace tier.", "tierRecipesUnlock" : "tierACE", "unlockMessage" : "You can now craft ace items." } -manually unlock the recipes on pickup of some component (or whatever), and remove your player.config.patch (it wouldn't be useful anymore)
TYYYY SOO MUCHH! the only reason I made an ace tier was so it didn't conflict with other mods so that's fine! Btw what do you think of it so far?
I didn't test neither your armor or your gun so i can't say anything about the balance but the sprites are great.