I noticed that only the tier 1 recipes are usually included in the player.config.patch file (after analyzing multiple different mods that add recipes). Where are the other tier indicators stored? I'm trying to add tiered, craftable melee weapons. So, for example, tier 1 consists of a copper weapon, tier 2 will have silver, and so on. How would I make the tier 2 weapons only show up when tier 2 is achieved (as well as the other tiers)? Is it stored in a LUA script somewhere? I know one solution would just be making it only available on a tier 2 crafting station, but that seems like the cheap way out. So any help would be appreciated.
Have the recipient be unlocked upon pickup of the tier 1 item, the same way the vanilla game does with tier 5 and 6 armors.
You put it into the item you want to precede it. Example: Code: "learnBlueprintsOnPickup" : [ "MyItem" ] So you would put this on your copper weapon to unlock the silver.
The way vanilla weapons are "tiered" is by using the groups filtering feature, while having the recipes in player.config's "tier1" array; each crafting station has a "filter" that'll only show recipes in defined "groups"; for example, the ironbroadsword recipe is in the groups [ "craftinganvil", "weapons", "all" ], while the durasteelbroadsword's in the groups [ "craftinganvil3", "weapons", "all" ]
Oh that still works? I'll definitely use that, then. I found out why I couldn't find much in any of the player.config.patch files - I was looking mostly at the Avali-Triage and avikan mods...and they were in the species files, not the config. Thank you for your help again lazarus! I knew that much. But I was hoping there was another way, which lazarus pointed out that it still worked. I think I may just go with this though, I am sure some players would find it annoying they are at end game (for example) and need to craft every tier at least once to reach the highest.
Yeah that's what I thought too, that or people won't even think of doing it in the first place because all they see's a weak sword