Recipes, exact and keyed ingredients, and the items that satisfy a key.
Crafting Recipes
A recipe turns ingredients into an item at a crafting station. Each ingredient is either an exact item ("3 Iron Ore") or any item carrying a key ("any 2 different red herbs, 1 of each") — so a potion can accept whichever herbs the player happens to hold.
Where to Author It
| What | Where |
|---|---|
| Recipes | Recipes in the database menu, or Items → Recipes — both open the same editor |
| The keys an item satisfies | Items → (an item) → Ingredient Keys |
| The stations recipes run at | See Crafting Stations on the Tuning Constants page |
Setting Up a Recipe
1. Open Recipes and press + New. 2. Pick the Station it's made at and the Required Skill and level. 3. Add each ingredient with + Add Input, choosing Exact item or Any with key for each row. 4. Set the Output Item and how many it makes. 5. Save.
Recipe Fields
| Field | What it does |
|---|---|
| Station | Which kind of crafting station the recipe appears at |
| Required Skill / Level | The crafting skill and level needed to make it. A player who has never trained the skill counts as level 1, so level-1 recipes are open to everyone and are how a profession starts |
| Inputs | The ingredients — see below |
| Output Item / Quantity | What the craft makes, and how many |
| Duration | How long the craft takes, in ticks (20 = one second) |
| XP Reward | Skill XP granted to the Required Skill when the craft completes. Leave it at 0 to use the world's craft XP (Combat → Skill & XP), or 15 if none is set |
> Gating a profession: give higher-tier recipes a higher Required Level — for example ingots at Smelting 1 / 10 / 25 by ore, and swords at Weaponsmithing 1 / 10 / 25 by metal. The crafting window greys out a recipe the player's level is too low for and shows the level it needs; the server refuses it too.
Exact and Keyed Ingredients
Every input row starts with a choice:
| Kind | Fields | Takes |
|---|---|---|
| Exact item | Item, Quantity | That many of that one item |
| Any with key | Key, Different items, Quantity of each | That many different items carrying the key, the quantity of each |
So a Lesser Health Potion set to Any with key → RH, 2 different, 1 of each takes any two different red herbs — one Pinkerton and one Wild Rye, say. Two Pinkertons don't count: the rule is two kinds.
When a player crafts, the game picks which of their items to use:
- It uses the stacks they hold most of first, so common herbs go before rare ones.
- An item that could fill two inputs of the same recipe is counted for both — it has to cover both amounts.
- The crafting window lists the exact items it will use under Will use, before the player commits.
Giving Items Their Keys
Open an item and fill in Ingredient Keys — a comma-separated list, like RH, Herb. Every item that lists a key can be used wherever a recipe asks for that key.
- Case and spacing are ignored.
RH,rhandRhare the same key. - An item can carry several keys — a Fire Berry can be both
RHandBerry. - Keys are just names you choose. The recipe editor offers every key that at least one item carries.
Gotchas
- A key no item carries can never be crafted. The crafting window shows it unmet, and the recipe editor keeps the key so you can fix the items rather than lose the recipe.
- "Different items" means different kinds. Asking for 2 different items when only one item carries the key makes the recipe impossible.
- Keyed crafting needs an up-to-date game server. Managed servers pick up the new version automatically the next time they restart while empty.