Where are they? How would I make one the result of a recipe, for example? Essentially I'm adding a tech crafting module so players can "invent" their own techs with their duplicate tech blueprints, but I can't find them to plug into the recipe. If this is something missing from the current implementation, are there any workarounds? Would I be able to fool around with a .consumable and achieve the same effect?
blue prints are "auto generated" so just create an item and make the drop as "[itemname]-recipe" Code: "eyeTreasure" : [ [1, { "pool" : [ [0.06, "eyebed-recipe" ], [0.05, "eyechair-recipe" ], [0.06, "eyechest-recipe" ], [0.05, "eyedoor-recipe" ], [0.06, "eyetable-recipe" ], [0.04, "eyehead-recipe" ], Blue prints are not actual items. I don't really know what you mean by "Invent" their own techs.
Go to starbound/mods/YOURMODNAME/recipes. There will be files with .recipe extension, you can open them with any txt editor, but i recommend notepad++. If you want to edit base game files, you have to unpack them first and then locate the same recipe folder.
Interesting, I suspected something like that, but I was hoping I was wrong. I dug around in the treasure folder and I think the suffix might be -chip for tech blueprints. I'll try both and report back, thanks for the help guys!
Your recipe should look like this { "input" : [ { "item" : "OLDTECH", "count" :1 } ], "output" : { "item" : "NEWTECH", "count" : 1 }, "groups" : [ "plain", "TECH", "mods", "all" ] } OLDTECH and NEWTECH are tech files that exist in game or your mod. Its a placeholder since i dont know real tech names or what files you are working with.
Both -recipe and -chip have weird behavior. Basically, they don't show up at the crafting table, but they also don't make the console complain. Thanks alucard1, but if I take that approach I don't get a tech chip, I get a weird item that consists of the tech icon by itself, and nothing else. While it gives you the tech, it isn't consumable. Weirdly, it also appears to give your character the tech as soon as it enters your inventory. This is probably a hole or a stopping point in the current API.
You can change where they should be crafted. Plain, craftingtable or spinningwheel in "groups". Check some other recipes to make sure.
I have it set to my custom crafting console currently. When I omit the -chip/-recipe suffix, the recipe does show up at my tech crafter, but it yields the bizarre item I described earlier. Here, I'll show you my recipe, it's pretty standard: Code: { "input" : [ { "item" : "money", "count" : 1 } ], "output" : { "item" : "dashTechmk2", "count" : 1 }, "groups" : [ "techcrafter", "all"] } See? Standard recipe. The point of contention is that I'm trying to craft a blueprint, or in the case of techs, a chip. There are suffixes (like -recipe and -chip) that Starbound uses to generate blueprints and chips in chests, but it doesn't appear to work in a crafting context. Which is unfortunate, but it does explain why mods tend to have non-consumable blueprints in them. The problem will arise when I go to use blueprints/chips as crafting ingredients. If this can't be done, my tech mod dies.
Also, do you know that in recipe "item" you have to write object's name that you can get by opening config files with editor. Checked the tech folder, and found that dash is "dashTech". So to get dash tech item, you have to use "dashTech", i think.
You can't make -recipe ... show up in crafting table. Its a dropped item. Your other option is to add the line Code: "learnBlueprintsOnPickup" : [ "itemname", "itemname2" ] So when you "pick up" an item you automatically learn that blueprint. Otherwise you cannot use the "blueprint" feature as is You have to create an item which acts "similar" to a blue print. By adding that bit of code - so when they craft it. They learn the blue print of a different item.
Maybe problem in your mod. Try downloading some mods with techs and see what folders they use and such. And then you can just change downloaded file with your own mod.
Solved! Excellent advice on the part of Alucard1, I found another mod that uses blueprints as reagents. The trick is that the -chip prefix has to be everywhere for this recipe to appear: in the file name, in the player.config reference, etc., anywhere it's referenced. After that it can be crafted or used as an ingredient just like any other item. Thanks again for the help To answer your earlier question, I've come up with an object that goes in the wall of your ship (like the 3d printer in terms of appearance, although not identical) where users can make use of any extra tech chips they might have lying around. They'll be crafting new, enhanced techs with those leftover chips. I have quite a few ideas, some of them should be rather spectacular. As you might have guessed based on my recipe file, I'm starting with Dash Mk. II. It's twice as powerful as the vanilla dash, and it has its own animation, its own .lua and its own sfx. It slightly damages the blocks you're "kicking off" from, too. There will be a Mk. III, IV, and V as well. At the higher levels you'll break blocks you run into, but this will be very expensive. This particular tech will be made of a dash chip, a rocket jump chip, the processor drop from the robot boss, and 7500 pixels. This mod should make finding techs fun again, hopefully.