Hi. Before i start i want to point out that i've read those topics and it didn't helped http://community.playstarbound.com/...here-but-will-only-show-up-after-admin.91961/ http://community.playstarbound.com/threads/dont-even-know-where-to-start-with-this.93983/ http://community.playstarbound.com/...in-admin-mode-and-craft-them-that-way.123668/ http://community.playstarbound.com/threads/recipe-help.123859/ My problem is rather simple and complicated at the same time cuz i want to add my recipes for new items to player default blueprint list so i've created a player.config.patch file in my mod directory which looks like this: Code: [ { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fenclavechest" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fenclavesatelite" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fgaspump" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fjukebox" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "frustyfilingcabinet" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "frustymetaldesk" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fterminal" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fterminalbroken" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultboyposter" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcrate" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcrateblue" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcratered" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcratemedium" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcratemediumblue" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcratemediumred" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcratesmallblue" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvaultcratesmallred" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvendingmachinemilk" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvendingmachinenuka" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvendingmachinesunset" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fvendingmachinevim" }}, { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fworkbench" }} ] JSON Patch online said that it should be OK. i've tried this (code in spoiler below) but JSON Patch online didn't seem to like it Code: [ { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fenclavechest" }, { "item" : "fenclavesatelite" }, { "item" : "fgaspump" }, { "item" : "fjukebox" }, { "item" : "frustyfilingcabinet" }, { "item" : "frustymetaldesk" }, { "item" : "fterminal" }, { "item" : "fterminalbroken" }, { "item" : "fvaultboyposter" }, { "item" : "fvaultcrate" }, { "item" : "fvaultcrateblue" }, { "item" : "fvaultcratered" }, { "item" : "fvaultcratemedium" }, { "item" : "fvaultcratemediumblue" }, { "item" : "fvaultcratemediumred" }, { "item" : "fvaultcratesmallblue" }, { "item" : "fvaultcratesmallred" }, { "item" : "fvendingmachinemilk" }, { "item" : "fvendingmachinenuka" }, { "item" : "fvendingmachinesunset" }, { "item" : "fvendingmachinevim" }, { "item" : "fworkbench" } } ] I want to point out that i can see all those recipes in admin mode but without such privilege they are gone :/ and items itself works too i've tested them by /spawnitem <itemname>, i've even tested adding just one Code: [ { "op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "fworkbench" }} ] but with same result
are those the actual item name? Or the file name? Because it has to be the item name and not the file name.
objectName : fworkbench shortdescription : Wasteland workbench object file name : fworkbench.object recipe file name : fworkbench.recipe As i mentioned before items work and i can see recipes but only in admin mode #EDIT game doesn't give me any errors in starbound.log file
object Code: { "objectName" : "fworkbench", "colonyTags" : ["crafting","human"], "rarity" : "Rare", "interactAction" : "OpenCraftingInterface", "interactData" : { "config" : "/interface/windowconfig/crafting.config", "paneLayoutOverride" : { "windowtitle" : { "title" : " Wasteland workbench", "subtitle" : " Primitive crafting straight from Commonwealth!", "icon" : { "file" : "/interface/crafting/tabicon_equipment.png" } } }, "filter" : [ "craftingtable", "fworkbench" ] }, "printable" : true, "description" : "Someone said that duct tape can fix anything, so maybe it can be used for crafting too?", "shortdescription" : "^orange;Wasteland Workbench^white;", "race" : "human", "category" : "crafting", "price" : 50, "apexDescription" : "Just another primitive human crap.", "avianDescription" : "This workbench enables me to create a wide range of equipment.", "floranDescription" : "Old workbench for making thingsss.", "glitchDescription" : "Interested. There is a small text one the side... It says... Another... Signed by Preston G.", "humanDescription" : "I'm not scared of some DIY. Let's do this.", "hylotlDescription" : "A workbench can be used to craft some good equipment with.", "novakidDescription" : "A good ol' workbench. It's better than a wooden one.", "inventoryIcon" : "fworkbench.png", "orientations" : [ { "dualImage" : "fworkbench.png:<color>", "imagePosition" : [-16, 0], "frames" : 1, "animationCycle" : 1.0, "spaceScan" : 0.1, "anchors" : [ "bottom" ] } ] } recipe Code: { "input" : [ { "item" : "titaniumbar", "count" : 20 }, { "item" : "reddye", "count" : 2 }, { "item" : "ironbar", "count" : 5} ], "output" : { "item" : "fworkbench", "count" : 1 }, "duration" : 5, "groups" : [ "inventorstable2", "craftingstations", "all" ] }
A recipe only shows in a matching filter. So the object you want it to be crafted in - must have those filters invent table 2 and craftingstations.
I know that but fworkbench is crafted in engineer's table (its "inventorstable2") and i can see that recipe but only in admin mode [thats my problem] and i want them to be as a default blueprint so i can craft it in engineer's table without entering admin mode. recipe file for fworkbench was made based on refinery.recipe file Code: { "input" : [ { "item" : "titaniumbar", "count" : 15 }, -> { "item" : "titaniumbar", "count" : 20 }, { "item" : "coalore", "count" : 10 }, -> { "item" : "reddye", "count" : 2 }, { "item" : "campfire", "count" : 1} -> { "item" : "ironbar", "count" : 5} ], "output" : { "item" : "refinery", -> "item" : "fworkbench", "count" : 1 }, "duration" : 5, "groups" : [ "inventorstable2", "craftingstations", "all" ] }
Have you disabled all other mods? Made your you didn't accidentally put unpacked assets folder in your main assets folder?
I just woke up... hmmm what i did wrong with that mod hmmm... wait did i removed packed version?... F*** i'm dumb AF... Problem solved all i had to do is to remove modname.pak from mod directory as the game was overriding all data from modname folder Sorry for wasting Your time and Thx for help