Hello world!
I have spent the last few days trawling through the Ruby scripts for this game, looking to see what I can make sense of and tweak to enhance my experience with the game. As you can imagine, the nuts and bolts behind the scenes are not organized with the expectation of another human snooping around. The existence of a mod launcher is an absolute boon for modding, make no mistake. However for sake of example, navigate to the following directory and open the .rb to see what I mean:
LonaRPG\Data\Scripts\Editables\29_Functions_DarkPot.rb
As far as modding is concerned, the Dark Cauldron/Dark Pot is a nightmare to modify in any way. Changing even a single recipe input, output, or even attribute point requirement would require a complete override of swaths of recipes. Just want to remove the survival requirement for crafting Joy Water? Well, now you must copy over every other medicine recipe along with it. Best hope the end user does not want to use two separate mods that modify the same crafting family!
So who could be willing to step up and fix the code?
Well, nobody. The code is perfectly fine the way it is.
However, I want more use cases. So I set out to solve a problem nobody has.
This is the fruit of my recent efforts. On its own it barely changes the Dark Cauldron at all. This is more of a foundation for another mod project that I felt would be more useful as a standalone framework for other mod authors that wish to fiddle with this game's crafting system. Essentially, I have given each base-game crafting recipe an individualized "SkillCheck" function for other mods to manipulate with aliases/overwrites. You can add new conditions for specific recipes, remove conditions, or shut off the recipe from executing at all.
I have also added in three special functions intended for inserting completely new recipes at different points in the recipe priority order. There is a test mod included to demonstrate some of what can be done with that.