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Variable Crafting Recipes


spot10

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I have a simple idea, and I have a suspicion that it's simply not possible.

 

Here's the concept. I want to make a number of revisions to some of the

basic crafting recipes, to make it a bit closer to reality.

 

Example: I want the Molotov to require Any Bottle, instead of just glass.

Problem is that it seems the only way to do this is to make a recipe for

every combination of bottle possible, which is stupid, and clogs up you

crafting bench with recipes, even if you hide the ones you can't make.

 

Is there ANY WAY to make a recipe that just says you require 1 cloth,

1 oil, and 1 of any empty bottle?

 

I have tried using a LevelList Item and that makes the recipe random,

which is interesting, but not desirable, and I've also tried a form list

which makes the entire recipe simply not appear in the crafting workbench

at all.

 

Can some of the experts out there, please chime in?

Is there a way to do this type of variable requirements in ONE recipe?

If so, can you provide a very simple esp demoing this?

 

Thanks guys.

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I don't want to crap all over your idea but, since bottles break down into glass isn't that really already taken care of?

Unless that was just an example

The whole point is to add realism.

You don't break down plates into raw glass and somehow contain a liquid with that.

You actually need a proper bottle.

 

But that doesn't matter, anyway, as that was only an example.

The whole idea is that many items could potentially be crafted with

multiple alternate recipes that would get to the same outcome.

I just want to add some realism by adding in those alternate recipes,

but without crapping up your workbench with recipes for the same item.

 

Another example for you. Crafting Vegetable starch requires water.

Well, there's three different kinds of water in the game; dirty water,

purified water, and institute bottled water. Realistically it SHOULD

be possible to make starch with any of these, but you can't.

You would need 3 different recipes to do that.

 

All I'm going for here, is to add the realism of offering all three recipes,

but doing so in a way that doesn't crap up the workbench with

multiple recipes.

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I mean, you could use conditions like you mentioned to hide the ones you can't make, but this concept probably isn't doable in the way you want.

At least in the CK I can't get any formlist at all to go in the Required Items, idk how you did that. FO4edit?

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The idea sounds reasonable, "Craft a Molotov Cocktail with either 1 whiskey bottle or 1 wine bottle, etc. instead of 1 glass".

 

The problem is that the game code has no implementation for disjunctive crafting requirements so "natively" it's not possible.

 

One workaround is to write a script that: 1) scans the player's inventory for empty bottles when they start using the Chemistry Workbench, 2) determines which ones are available, 3) then hides all the others with global variables.

Edited by LarannKiar
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I tried to do someting like that by generating a proxy object in realtime, say [crafting bottles] to the number of actual variable bottles in the player and directly connected workshop inventory then remove any unused on exiting the workbench.

 

The problem with that is when the OnPlayerUseWorkBench/CookingMenu/ExamineMenu/EnterAnimation event fires its then too late to populate the player inventory for the new items to register. The player has to be kicked out (bu disabling) and then re-enter the workbench which is rather nasty UX.

 

That may also affect switching recipe states.

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Wait, you can use level lists in constructible objects? Cool. Of course I had to test this :smile: . This can be used to craft molotov with whatever bottle you have at hand(which is added to the LL). You have to enable the flag "Calculate for all items in count" . It's not very practical, even less if you have a lot of items in the LL. For example, you may have 10 empty beer bottles, but it will use only one and then check for the next item in the list. If you are missing a lot of bottle types, this means you'll have to back out to previous menu multiple times, until it gets to a bottle from the list that you have available.

 

Edit: I actually didn't check the "either use glass or bottle" thing. But I know how it's going to work. Use a LL inside a LL, both with flag "Calculate for all items in count". One level list will contain glass component + other LL. The other LL will contain all empty bottles. It will be all the same though, not practical to use, for the reasons I mentioned above. Yeah, it will be tedious at one point, going back to previous menu and then back to Grenades, not to mention this time it will be checking between glass and bottle LL first.

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How would you offer different recipes without offering them? Imagine for a second that you could do anything by just describing it, what would it look like, how would it work?

I ask because if the player meets the requirements for more than one way to craft an item -- in ways that might make a difference to them, say using 100 fusion cells or 1 fusion core -- you'd have to list the different recipes anyway. Either it's a long flat list, or a lot of submenus (i.e. a dedicated category for each item, with all the recipes for it), or not actually having the choices.

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Personally I think you could just recontexturalize the situation.

Sure mechanically it's breaking down a serviceable bottle for the glass, we as outside players of the game know this.

 

But(assuming you aren't breaking down the objects prior) from the player character's perspective it could easily be that you're utilizing the available glass however you come across it and simply aren't differentiating raw from bottle.

 

The end result is just a generic representation of what you made.

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