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Getting Started with the Crafting System

  • Migration of the Crafting System
  • Integration of the Crafting System

Fundamentals of the Crafting System

  • Architecture of the Crafting System
  • Core Principles of the Crafting System

Common Use Cases for the Crafting System

  • Adding a new crafting recipe

Misc docs for the Crafting System

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  • Core Principles of the Crafting System

Core Principles of the Crafting System

< 1 min read

Crafting System #

The crafting system includes a crafting component, allowing players to craft items both with and without workstations.

Personal Crafting #

Open your personal inventory (Tab or I) to see the crafting options available to the player. Crafting is recipe-based, so the player needs to know the recipe to craft the item.

Crafting Stations #

Crafting stations can have on/off requirements and may require fuel. Accepted fuels can be set as a priority and manually defined (e.g., sticks, logs, coal).

Crafting Queues #

Crafting queues can be canceled per stack or for all. The crafting UI has a queue for items ready to craft, starting from the left and crafting items one by one. If the inventory is full, it stops crafting or uses dynamic slot creation.

Data Table Driven #

All crafting is defined in the data table, with options to change various settings for each recipe.

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Table of Contents
  • Crafting System
  • Personal Crafting
  • Crafting Stations
  • Crafting Queues
  • Data Table Driven
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