Demorticus Posted October 14, 2012 Share Posted October 14, 2012 I've just recently started using the CK and can't seem to figure out how to make a crafting recipe which has multiple item requirements where only one of them is needed to make the item. For instance, I've made crafting recipes where the created item was a silver ingot and the required item was a candlestick, then another recipe for silver ingot where a silver platter was required, but I need to know how to combine these so the recipe would make the silver ingot if either of the requirements are met. To elaborate, the original Art of War Magic mod introduced the ability to create pigments to then dye cloth with and eventually craft the mod's clothing. Well, the black pigment could be made two ways, either with coal and bonemeal, or the other coal and something else (can't really remember). The point is, within the cooking pot, which was used for pigment creation at the time, there was only one entry for black pigment but two ways to make it. If the coal and bonemeal was in inventory, that possibility was lit up and those items would be consumed. Likewise, if the other condition was met. If both item couples were in inventory, two pigments could be created. I'm creating a mod very similar to Vals Crafting Meltdown, but I really hate the immense clutter of thirty recipes each for iron, steel, dwarven ingots and would rather consolidate any recipes which yield the same number of ingots to one entry with multiple solutions. So my Smelter list would have for example, Iron Ingot (x1) : 2 Iron Daggers, 1 Iron Helmet, 1 Iron Boots.... You wouldn't need all of those items to make 1 ingot, just one group. I know it's possible since AOM did it before, but the newest update does not have the same structure, and I can't use it to guess-timate the process. That's the important part of the topic, the rest is just explanation as to why I'm doing this. As part of a realism mod for personal taste, I changed all the weights of ingots to be based off of the approximate volume of the ingot multiplied by a unit weight of some metal I thought was similar to the fantasy element, or in cases of real materials like steel, iron, silver, gold..etc their respective average unit weight. This (in Imperial units) was divided by two arbitrarily to represent its in-game weight since who knows what unit of measurement they're in. For ores, the ingot weight was divided by two and then rounded up a little since when smelting ore, you lose mass, not perfectly convert it due to impurities. I also modified all animal furs to be near their respective animals' actual fur/pelt weight and changed leather to be lighter than furs or pelts. Once again, instead of magically gaining mass from tanning 2 unit weights of sabre cat pelt into 4 unit weights of leather, you actually lose mass. This was all to make it so crafting armor overall didn't gain mass. I've certainly never cut lumber and made furniture heavier than the tree ever was, consequently it never made sense to forge Steel Armor 45 units heavy with 15 units of stuff. Link to comment Share on other sites More sharing options...
AnkhAscendant Posted October 14, 2012 Share Posted October 14, 2012 (edited) It kind of sounds like you're reinventing the wheel and remaking SkyRealism: Mass and Materials :P (I actually had that open in another tab when I clicked on this. Spooky.) Edit: ---Never mind what I answered, I'm probably stupid. Nothing to see here.-- Edited October 14, 2012 by AnkhAscendant Link to comment Share on other sites More sharing options...
Demorticus Posted October 14, 2012 Author Share Posted October 14, 2012 It kind of sounds like you're reinventing the wheel and remaking SkyRealism: Mass and Materials :P (I actually had that open in another tab when I clicked on this. Spooky.) Edit: ---Never mind what I answered, I'm probably stupid. Nothing to see here.-- True, from that mod, mine does bare a lot of similarities. However, SkyRe modifies recipes that I've already modified myself, as well as overwriting what Complete Crafting Overhaul does, which I'm not happy about. I'd rather just learn how to do all these things myself so I can eventually phase all of them out into one realism mod I like completely. If I put all of those different required items into the recipe, all are needed to make the ingot or whatever. I'm wondering if there is an and/or statement I can place in the matched settings to make it work the way I described? Like for crafting Glass armor, you have your hasperk and getlevel statements to make sure you can craft/temper it, is there a statement which asks if you have "this item" can do it, or "this item" or "this item" and so on. Thanks. Link to comment Share on other sites More sharing options...
Avastgard Posted March 19, 2015 Share Posted March 19, 2015 I'm resurrecting this thread, but is what the OP mentions possible? Is there a way to make one recipe entry have alternative conditions to allow crafting? Link to comment Share on other sites More sharing options...
wargarurumon Posted September 26, 2017 Share Posted September 26, 2017 it would definitely clean up clutter in crafting menus, instead of having multiple separate leather recipes for wolf and elk and sabre pelts, we could have one single reciple or the same for smelting old armor and weapons back into ingots Link to comment Share on other sites More sharing options...
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