• Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.

    The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.

Combining solarCells to get higher quality solarCells.

usHallgrim

Refugee
I am working on a solar power mod. I have harvesting solar panels working how I want. Now I am trying to create a recipe that turns count="4" quality=1 solarCell into count="1" quality=2 solarCell. So 4Q1 > 1Q2, then 4Q2 > 1Q3 and so on.

But this:

XML:
<recipe name="solarCell" count="1" craft_area="workbench">
    <ingredient name="solarCell" count="4" quality="1"/>
    <crafting_quality value="2"/>
</recipe>

Crafts 1 Quality 1 solarCell. I want to bypass the progression.xml if possible. Not sure if this is possible any help would be much appreciated!
 
I came up with a way to do this. Extend questRewardBundleMaster and the item count in Action0, i.e.
<property name="Create_item" value="solarCell"/>
<property name="Create_item_count" value="4"/>
creates a solarCell of that quality, not 4 solarCells as you might expect.

Learning that. All I had to do was make a new item to scrap cntCollapsedSolarBank to -- I named it solarSalvage -- then to craft the extended/renamed quest reward bundle, I just needed a recipe. No progression system needed. Just lots and lots of scrapping to afford those high quality solarCells. I'm testing the recipe now and once satisfied I'll be uploading to a mod site.
 
<property name="Create_item_count" value="4"/>
creates a solarCell of that quality, not 4 solarCells as you might expect.

Yes, that's how it works. Any item that has a quality level you'll get 1 of that quality. Anything else it's quantity. If you wanted more than one of a tiered item you can just add another to the lists, both Create_item and Create_item_count.
 
I finally got my mod up on nexusmods, I had some others I wanted to get up first. Search for "solar harvest" if interested in seeing exactly what I did.
 
Back
Top