items/recipes.ron lists everything a survivor can craft. In game, recipes show in the Make list at the foot of
the inventory panel; over MCP, recipes lists them and craft makes one.
(id: "cut_jeans", name: "Cut jeans into rags", secs: 6.0, inputs: [(item: "jeans")], tools: [Tag("cuts")], outputs: [(item: "rag", count: 4)]),Fields
Section titled “Fields”| Field | What it is |
|---|---|
id |
Lowercase letters, digits and _. Saves name queued crafts by it. |
name |
What players see. |
secs |
How long it takes, more than 0 and at most 600. The Handiwork skill makes it 10% faster a level, down to half. |
inputs |
[(item: "id", count: n)], used up. count defaults to 1. |
tools |
[Item("id")] or [Tag("tag")]: needed, but kept. A tag matches any item with that tag in items.ron. |
outputs |
[(item: "id", count: n)], made new. They go into pockets and bags while there’s room, the rest at your feet. |
- Inputs and tools must be carried or held, not worn. Take the jumper off before you rip it up.
- Only whole items count as inputs: a half-drunk bottle of water won’t do.
- An output can’t also be an input, and nothing can be listed twice.
- Every item and tool named must exist; every tag must be on at least one item. Errors name the recipe.
- Crafting doesn’t stop you walking, but being hit or swinging cancels it. Nothing is used up until it’s done.
- Each craft gives Handiwork experience.
- Tools by tag let several items do the job:
Tag("cuts")is scissors or a kitchen knife. - Washing rags shows an input that comes back changed: three rags and a bottle of water make three clean rags and an empty bottle.
- Improvised weapons: see the nail bat tutorial.