Open nlblunt opened 4 days ago
the crafting process initself can not be changed from within the bsa-x implementation. bsa-x can change what checks are available and translate some functionality crafting is using to the system it is running in.
Also this what you want can not be programmed into beavers-crafting as it contains system dependend implementation thus i can not add this.
However producing Objects from your recipe can be done by creating exact this object before hand and put it into the recipe. -> be carefull when you use recipes from none compendiums your recipes relay on this item to exists in your world. When you want to produce Objects based on some input properties you can also do this by adding a macro to the recipe (advanced tab) This macro is executed after successfull crafting, so it can detect which ingredients had actually been used.
The current actor sheet has a location to list quantities of common, uncommon, and rare materials that are almost always used in crafting. It is a numerical input. Is there a way for the recipe to check the actor sheet for these values instead of an *item that is created? It is possible to create an item object named, Common, Uncommon, Rare, but a lot of the built in functionality of the system uses those fields.
The values are stored at actor.system.materials