Page 1 of 1
Adding new recipe types [Expensive, Normal, Simple?]
Posted: Tue Aug 22, 2017 9:11 am
by abregado
0.15 added the option to select between Expensive and Normal recipe costs. I was hoping to make a simple Recipe set for new players in which every recipe takes single unit stacks and every recipe takes 1 second to complete.
Is it possible to add a new recipe type?
How do we cause it to appear in the Map Settings menu?
Just adding a new type to the recipes does not seem to work (unless I am doing something wrong here).
Re: Adding new recipe types [Expensive, Normal, Simple?]
Posted: Tue Aug 22, 2017 10:35 am
by darkfrei
It's impossible in 0.15.
Without of your mod in normally difficult, with it you get cheap recipes.
viewtopic.php?f=135&t=45107#p259991
Re: Adding new recipe types [Expensive, Normal, Simple?]
Posted: Tue Aug 22, 2017 10:52 pm
by Rseding91
We specifically didn't include a simple category because we didn't want people to play an "easy mode" game. We've crafted the standard game to be exactly what we want everyone to experience or if they want something harder they can try the hard versions.
Re: Adding new recipe types [Expensive, Normal, Simple?]
Posted: Wed Aug 23, 2017 12:48 am
by BenSeidel
Rseding91 wrote:We specifically didn't include a simple category because we didn't want people to play an "easy mode" game. We've crafted the standard game to be exactly what we want everyone to experience or if they want something harder they can try the hard versions.
I was going to ask "why not allow mods to add their own difficulty categories", but then you end up with the issue about what do you do when the mod is removed. With just two hard coded there is always an answer.
Re: Adding new recipe types [Expensive, Normal, Simple?]
Posted: Wed Aug 23, 2017 12:01 pm
by abregado
Ok, so the answer is to modify all of the normal recipes using the mod. No problems.
I guess I could also use the Expensive Mode, modify those ones and then change the localizations of the "Expensive" selector, but I think most people would enable/disable the mod based on savegame anyway.
Thanks everyone.