
Date uploaded | a day ago |
Version | 1.0.0 |
Download link | Lunoid-REPO_Alchemy-1.0.0.zip |
Downloads | 58682 |
Dependency string | Lunoid-REPO_Alchemy-1.0.0 |
This mod requires the following mods to function

Kistras-CustomDiscoverStateLib
Library for your mod that allows for custom-colored discoveries (similar to the thing you see when a valuable is encountered for the first time)
Preferred version: 1.0.0
README
This mod adds a crafting system to REPO! Add some ingredients to the pot, shake it up, and create some thing new and useful!
!!REQUIRES OTHER MODS TO ADD RECIPES AND INGREDIENTS!! (check out Unique Potions)
Easy for other modders to add new content too! (instructions below)
The P.O.T.
This handy device, the Portable Oscillation Transmutator, can take something... and turn it into something else! To use it simply throw in the ingredients you find in the level, look for the shake indicator on the display to make sure the recipe is valid, grab the handle, and shake the P.O.T. until your product is ready. Make sure it's cooked thoroughly.
You can store ingredients inside the P.O.T. by depositing them into the funnel on the left side. The ingredients are accessable on the right. Be careful when you leave though, as you can only bring 2 of each ingredient (configurable) to the next level.
If you have more than 4 different types of ingredients in the P.O.T. at one time, press your use key while holding it to cycle through them.
The indicator lights behind the ingredients show you:
- Orange: multiple of this ingredient are stored
- Red: too many of this ingredient are stored (they will be lost next level)
- Magenta: this ingredient is unlimited
The Ingredients
By default, this mod does not add any ingredients or recipes. I recommend getting my other mod, Unique Potions, for various craftable potions! A configurable amount of ingredients can be found in each level (default 1-4). These ingredients do not spawn like other valuables, so they don't reduce your total haul in any way.
How to add your own content
If you want to add recipes to this mod, you'll first need to register your ingredients (or use somebody elses).
If your ingredient has a ValuableObject
component, I recommend setting the sell price to something low like $100. Load your ingredient like you would any other object and add an Ingredient
component. Make sure to set the ingredientID
of the Ingredient
component. This will be used in recipes. Then call:
Tools.RegisterIngredient(yourIngredient);
Optionally, you can set the second parameter to false if you don't want your ingredient to spawn naturally:
Tools.RegisterIngredient(yourIngredient, false);
To add a recipe, load a prefab, and add an AlchemyItem
component to it. Set its color
and icon
. The color
controls the color of the particle effects of the P.O.T., while the icon shows when the item is ready to be crafted. To register a recipe, call:
Tools.RegisterRecipe(new List<string>(){yourIngredientIDs}, yourAlchemyItem);
If you have any questions or comments, ping me in my forum on the modding discord. (I will add a link next update)
CHANGELOG
1.0.2
- scanned ingredients now highlight purple to differentiate from regular valuables
- ingredients no longer show up on the map until scanned
- fixed map markers appearing near the truck when the pot is equipped with ingredients stored
1.0.1
- improved performance
1.0.0
- released!
- add crafting
- crafting
- yippy