(New Version) -do not use the archived version with cc3 & nautilus
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credit to Iw23J for making the original CustomCraft Credit to PrimeSonic for the creation of CustomCraft2
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.0.0.4
adds OxygenValue, HealthValue and HeatValue (for BZ) and also adds eat and drink sounds to BZ that for some reason were missing
also increased Max and Min values for food, drink and these values to -199 to 200 (note: water is still capped at a max of 100 in-game)
fix mistakenly making linkeditems unique only in 1.0.0.1
Version 1.0.0.2
Add Multi MoveRecipe ability allowing multiple files to move/copy recipes to different places.
Fix "Bug" when some crazy guy sets AliasRecipes to be linked to itself?? Why.... 1change1.... why??
Setup the more forgiving loading system for the CFabs too
Version 1.0.0.1
Now loads all files before trying to process any of them.
Added a secondary validation step that retries failed recipes to check if their ingredients were created in the first pass.
Once the above are installed, you can extract the zip file into your Bepinex folder. You should see a new folder named CustomCraft3 inside the Bepinex/plugins folder. Note: if you extract this into the plugins folder it will end up in Bepinex/plugins/plugins/CustomCraft3 and will not work!
Installing Plug-ins
All txt files should go inside the WorkingFiles folder. (you can include sub-folders here to organize your files)
All png image files should go into the Assets folder.
Getting Started with your own Custom Crafts If this is the first time you're downloading this mod, or if you've just downloaded a new version, you will need to load the game once so all the required text files can be generated. You don't even need to start the game. Just loading into the title screen is enough.
Once you have your files, take a look at the sample files provided in the archive and read through the README_HowToUseThisMod.txt file. This file will generate the first time you launch the game and after every update of CC3. You'll find all the instructions you need to start making your own custom crafts in no time. Check out the generated original recipe files to get yourself up and running even quicker.
Known Incompatibilities & Limitations
1. Two mods cannot add the same recipe. If you are running a mod (or CC2 plugin) that adds a new recipe for an existing in-game item, you won't also be able to create a new recipe for that same item using this mod.
Example: if another mod has already added a crafting recipe for the Nutrient Block, then you cannot use AddedRecipes to make another recipe for it. You either have to disable that recipe or remove it from your own Added Recipes. If you really do want to have multiple recipes that all create the same item, you'll need to use the new Alias Recipes instead.
2. Two mods cannot move the same crafting nodes. If you are running a mod (or CC3 plugin) that removes or copies an existing crafting node to another fabricator, you won't be able to move or copy those same nodes using this mod.
Example: If another mod is already moving or cloning crafting nodes from one fabricator to another, you cannot use MovedRecipes to make your own copies of those craft nodes on a third fabricator.
Editing items from other mods using your custom crafts Any items created by mods built with Nautilus APIs can be modified using CustomCraft3. DO NOT ask mod authors to update their mods to be "compatible with CC3". It is up to YOU, the person making a custom craft plugin, to figure out what you need get your custom crafts working. Either check out the mod's the source code or check in BepInEx\config\Nautilus\TechTypeCache for the ItemIDs you're looking for.
An ongoing project While the features listed are powerful, there's more this mod could do. That's where you come in. If there's a feature you think could be added into CustomCraft3, please post it. If it's possible, it will be added.
About EasyMarkup Special formatting is required by the text files so they can be converted from simple text into the actual code that talks to SMLHelper. PrimeSonic called this format EasyMarkup. It is a fully custom syntax made for serialization and deserialization of recursive data objects. It was built from the ground up with the goal of being easy to read, simple to understand, and with the minimum amount of boilerplate mess. While JSON or XML would have served this just as well, I wanted the players to have something just that little bit cleaner. Work is continually being done on EasyMarkup, so it isn't being released as a fully independent library, but if you are a modder interested in using it yourself, check the source code and ask him if EasyMarkup is right for your next mod.