I made a fourth text file to extend this to the missing fish and resources (combine this with a mod that lets you craft Crystaline Sulfur from cave sulfur + some other stuff to also have that be renewable as well)
?AliasRecipes: ( ItemID: GarryFishCrashPowder; DisplayName: "Cave Sulfur"; Tooltip: "Cave Sulfur extracted from the organs of a garryfish"; FunctionalID: Titanium; SpriteItemID: CrashPowder; UnlockedBy: CrashPowder; AmountCrafted: 0; LinkedItemIDs: CrashPowder; ForceUnlockAtStart: NO; Ingredients: ( ItemID: garryfish; Required: 3; ); Path: Fabricator/Resources/MetalFishTab/; ), ( ItemID: HoleFishRuby; DisplayName: "Ruby"; Tooltip: "Ruby extracted from the organs of a holefish"; FunctionalID: Titanium; SpriteItemID: AluminumOxide; UnlockedBy: AluminumOxide; AmountCrafted: 0; LinkedItemIDs: AluminumOxide; ForceUnlockAtStart: NO; Ingredients: ( ItemID: HoleFish; Required: 4; ); Path: Fabricator/Resources/MetalFishTab/; ), ( ItemID: SpineFishUraninite; DisplayName: "Uraninite"; Tooltip: "Uraninite extracted from the organs of a spinefish"; FunctionalID: Titanium; SpriteItemID: UraniniteCrystal; UnlockedBy: UraniniteCrystal; AmountCrafted: 0; LinkedItemIDs: UraniniteCrystal; ForceUnlockAtStart: NO; Ingredients: ( ItemID: SpineFish; Required: 4; ); Path: Fabricator/Resources/MetalFishTab/; ), ( ItemID: MagmarangNickel; DisplayName: "Nickel"; Tooltip: "Nickel extracted from the organs of a magmarang"; FunctionalID: Titanium; SpriteItemID: Nickel; UnlockedBy: Nickel; AmountCrafted: 0; LinkedItemIDs: Nickel; ForceUnlockAtStart: NO; Ingredients: ( ItemID: LavaBoomerang; Required: 4; ); Path: Fabricator/Resources/MetalFishTab/; ), ( ItemID: RedEyeEyeKyanite; DisplayName: "Kyanite"; Tooltip: "Kyanite extracted from the organs of a red eyeye"; FunctionalID: Titanium; SpriteItemID: Kyanite; UnlockedBy: Kyanite; AmountCrafted: 0; LinkedItemIDs: Kyanite; ForceUnlockAtStart: NO; Ingredients: ( ItemID: LavaEyeEye; Required: 4; ); Path: Fabricator/Resources/MetalFishTab/; );
OK after an hour of trying I got the mod to work. So I initally installed QMod Manager, QMod SAM, SML Helper, and CustomCraft 2 and then this mod. It didn't work so I played around with the files by moving the mod files out of working files into sample files, this also did not work. I moved them back to working files, this did not work, I deleted working files and let CC2 create the folder and then installed this mod into the Working Files folder CC2 created this also did not work, I AGAIN recreated the Working Files folder and this also did not work. Finally I threw my hands up and said "F&^(* it" and got ready to close all windows but I tried it one more time by AGAIN reinstalling the mod. This worked. I'm gonna go eat lunch now and watch hentai.
Also for those of you who don't want to hunt down resource nodes to unlock recipes just modify the mod files and change ForceUnlockAtStart from NO to YES.
Personally i wanted to make them more in bulk so I figured out how to make the items you get per craft increase: ( ItemID: PeeperTitanium; DisplayName: "Titanium"; Tooltip: "Titanium extracted from the organs of a peeper"; FunctionalID: Titanium; SpriteItemID: Titanium; UnlockedBy: Titanium; AmountCrafted: 0; LinkedItemIDs: Titanium, Titanium, Titanium; ForceUnlockAtStart: NO; Ingredients: ( ItemID: Peeper; Required: 6; ); Path: Fabricator/Resources/MetalFishTab/; ),
Under the LinkedItemIDs, add more of whatever it makes and it will give you more of that item The amount crafted thing adds in a weird item that does virtually nothing, so for those of you wanting to edit the amount you get here it is
Nope, AmountCrafted does nothing in this case because the "main" item in the recipe is a bogus non-existent item called PeeperTitanium. So increasing the value in AmountCrafted would only affect the bogus item, and potentially cause issues by having you receive an undefined item.
It is done this way because Subnautica can't have more than one recipe for the same item; in order to bypass this limitation, mods that add recipes for already existing items usually use a bogus item you receive zero of, and have what you actually receive defined in the LinkedItemIDs field.
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(combine this with a mod that lets you craft Crystaline Sulfur from cave sulfur + some other stuff to also have that be renewable as well)
?AliasRecipes:
(
ItemID: GarryFishCrashPowder;
DisplayName: "Cave Sulfur";
Tooltip: "Cave Sulfur extracted from the organs of a garryfish";
FunctionalID: Titanium;
SpriteItemID: CrashPowder;
UnlockedBy: CrashPowder;
AmountCrafted: 0;
LinkedItemIDs: CrashPowder;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: garryfish;
Required: 3;
);
Path: Fabricator/Resources/MetalFishTab/;
),
(
ItemID: HoleFishRuby;
DisplayName: "Ruby";
Tooltip: "Ruby extracted from the organs of a holefish";
FunctionalID: Titanium;
SpriteItemID: AluminumOxide;
UnlockedBy: AluminumOxide;
AmountCrafted: 0;
LinkedItemIDs: AluminumOxide;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: HoleFish;
Required: 4;
);
Path: Fabricator/Resources/MetalFishTab/;
),
(
ItemID: SpineFishUraninite;
DisplayName: "Uraninite";
Tooltip: "Uraninite extracted from the organs of a spinefish";
FunctionalID: Titanium;
SpriteItemID: UraniniteCrystal;
UnlockedBy: UraniniteCrystal;
AmountCrafted: 0;
LinkedItemIDs: UraniniteCrystal;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: SpineFish;
Required: 4;
);
Path: Fabricator/Resources/MetalFishTab/;
),
(
ItemID: MagmarangNickel;
DisplayName: "Nickel";
Tooltip: "Nickel extracted from the organs of a magmarang";
FunctionalID: Titanium;
SpriteItemID: Nickel;
UnlockedBy: Nickel;
AmountCrafted: 0;
LinkedItemIDs: Nickel;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: LavaBoomerang;
Required: 4;
);
Path: Fabricator/Resources/MetalFishTab/;
),
(
ItemID: RedEyeEyeKyanite;
DisplayName: "Kyanite";
Tooltip: "Kyanite extracted from the organs of a red eyeye";
FunctionalID: Titanium;
SpriteItemID: Kyanite;
UnlockedBy: Kyanite;
AmountCrafted: 0;
LinkedItemIDs: Kyanite;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: LavaEyeEye;
Required: 4;
);
Path: Fabricator/Resources/MetalFishTab/;
);
Also for those of you who don't want to hunt down resource nodes to unlock recipes just modify the mod files and change ForceUnlockAtStart from NO to YES.
(
ItemID: PeeperTitanium;
DisplayName: "Titanium";
Tooltip: "Titanium extracted from the organs of a peeper";
FunctionalID: Titanium;
SpriteItemID: Titanium;
UnlockedBy: Titanium;
AmountCrafted: 0;
LinkedItemIDs: Titanium, Titanium, Titanium;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: Peeper;
Required: 6;
);
Path: Fabricator/Resources/MetalFishTab/;
),
Under the LinkedItemIDs, add more of whatever it makes and it will give you more of that item
The amount crafted thing adds in a weird item that does virtually nothing, so for those of you wanting to edit the amount you get here it is
"AmountCrafted: 0;"
Change it to "AmountCrafted: 3;" and you'll get three without having to put "Titanium" three times
It is done this way because Subnautica can't have more than one recipe for the same item; in order to bypass this limitation, mods that add recipes for already existing items usually use a bogus item you receive zero of, and have what you actually receive defined in the LinkedItemIDs field.
DisplayName: "Cave Sulfur";
Tooltip: "Cave Sulfur extracted from the organs of a garryfish";
FunctionalID: Titanium;
SpriteItemID: CrashPowder;
UnlockedBy: CrashPowder;
AmountCrafted: 0;
LinkedItemIDs: CrashPowder;
ForceUnlockAtStart: NO;
Ingredients:
(
ItemID: garryfish;
Required: 3;
?I set "AmountCrafted=0" to 3. It gives 3 cave sulfur, but the craft only uses one, the other two are useless?