UnReal World forums
UnReal World => Modding => Topic started by: Felis_Citrus on September 10, 2025, 03:18:33 AM
-
Is there a way to create 2 separate items from a single recipe? I currently have a custom recipe like this
.Njerpez Skull. "Stone" [effort:2] [phys:hands,one-armed] *HIDEWORKING* %100% |1| /20/
{*dead Njerpez*} [ground] [remove] '+(Njerpezit corpse)'
{Knife} <Broad knife>
[TYPE:tool]
[WEIGHT:3]
[PRICE:0]
[TILEGFX:human-skull]
But i want to keep the carcass so it can be reused for additional items like red cloth, blood etc. Is there a way to do this, as in have two outputs (skull and beheaded corpse)? or do i have to bite the bullet and change the recipe so it uses a certain amount of weight from the carcass to produce the skull, allowing for the discrepency for multiple skulls from a single carcass?
-
Modding doesn’t allow for that, only hardcoded recipes (cutting a log of trunk and so on) have multiple outputs.
For your Njerpez skull recipe, you could do same as most carcass handling ones do: don’t remove the carcass/remains. Don’t run the recipe more than once per remains.
-
I found a workaround in case anyone is interested:
.Beheaded Njerpez. "Stone" [effort:1] [phys:hands,one-armed] *HIDEWORKING* %100% |1| /20/
{*dead* Njerpez*} [ground] '+(Njerpezit corpse)'
{Axe or carving knife}
[TYPE:tool]
[WEIGHT:120]
[PRICE:0]
[TILEGFX:beheaded-corpse]
.Njerpez Skull. "Stone" [effort:2] [phys:hands,one-armed] *HIDEWORKING* %100% |1| /20/
{Beheaded Njerpez} [ground] [remove] '+(Beheaded Njerpez corpse)'
{Knife} <Broad knife>
[TYPE:tool]
[WEIGHT:3]
[PRICE:0]
[TILEGFX:human-skull]
-
If you mess w/ memory hacking at all you can program the behaviors yourself. For example, I've made a working prototype for item containers, recipes you can 'learn' and recipes that are only available to use when a certain NPC is within range.
heres a video of the container prototype:
https://www.youtube.com/watch?v=rQQu_Ndc1kc
from my original thread:
(https://gyazo.com/940f96949de82019784cccd816516428.png)