Rune Factory 5 BepInEx plugin for loading custom recipes.
- Install RF5Fix mod (BepInEx included there).
- Download this mod here.
- Extract RF5.RecipeMod.zip file to
<GameDirectory>\BepInEx\plugins
. - (Recommended) Make folder for each plugins so it will be easier to manage plugins.
Load custom recipes data (in JSON format) from Custom Recipes
folder.
This mod has 2 custom recipes files included
ClipAndMag.json
contains recipes for clipper and magnifying glassLargeCrystals.json
contains recipes for all large crystals
You can create your own custom recipes by creating new JSON file inside Custom Recipes
folder (e.g. MyCustomRecipes.json
).
JSON.Net is lenient in JSON file specs, you can have comments and trailing commas in the file.
JSON file with some explanations:
[
{
//Start of recipe block
//craft category (where you can craft them)
"CraftCategoryID": "Drug", //or you can write it as 8 (number)
//result item id
"ResultItemID": 2156, //also can be written as "Item_Kin" (enum, with double quotes)
//ingredient for the recipe, you can put maximum 6 item here
//this field also can be written in 1 line to "IngredientItemIDs": [2155, 2155]
"IngredientItemIDs": [
"Item_Gin",
"Item_Gin",
],
//when the recipe released (unlocked)
//this field is optional, if not written, the recipe always unlocked
"RecipeReleaseID": "Recipe_Drag_1_L",
//skill level needed to craft without RP penalties
//optional field, default to 5 if not writeen
//usually the RP needed will be SkillLevel * 2
"SkillLevel": 25,
//skill needed aside from craft/smith/mix/cook skills
//currently unused
//you can also not write this, default to "SKILL_FARM"
//as it only needed for farm tool crafting
"SkillUnlockID": "SKILL_MIX",
},
{
//another recipe block
},
{
//also another recipe block and so on
},
]
Basically, your file contain an array of CustomRecipe
objects.
CustomRecipe
contain these properties:
Key | Requirement | Value | Example | Definition | Default Value |
---|---|---|---|---|---|
"CraftCategoryID" |
Required | CraftCategoryId or int |
"Drug" or 8 |
Recipe's category | None |
"ResultItemID" |
Required | ItemID or int |
"Item_Kin" or 2156 |
Result item | None |
"IngredientItemIDs" |
Required | Array of ItemID or int |
["Item_Gin", "Item_Gin"] or [2155, 2155] |
Item used for recipe, max 6 items | None |
"RecipeReleaseID" |
Optional | RecipeRelease or int |
"Recipe_Drag_1_L" or 149 |
Condition for recipe unlocks, recipe always unlocked if not defined | Internally set |
"SkillLevel" |
Optional | int |
25 |
Used for RP usage | 5 |
"SkillUnlockID" |
Optional | SkillID or int |
"SKILL_MIX" or 20 |
(Currently Unused) | SKILL_FARM |
The properties doesn't need to be in order, but Required properties must always exist.
List of CraftCategoryId values
List of ItemID values
List of RecipeRelease values
[
{
"CraftCategoryID": "Drug",
"ResultItemID": "Item_Kin",
"IngredientItemIDs": [
"Item_Gin",
"Item_Gin"
],
"RecipeReleaseID": "Recipe_Drag_1_L",
"SkillLevel": 25,
"SkillUnlockID": "SKILL_MIX"
},
{
"CraftCategoryID": 8,
"ResultItemID": 2157,
"SkillLevel": 25,
"IngredientItemIDs": [
2156,
2156
]
},
{
"CraftCategoryID": 8,
"ResultItemID": 2154,
"IngredientItemIDs": [
2152,
2152
]
}
]
First recipe is recipe to create Gold using 2 Silvers, most values are enum string.
Second recipe is recipe to create Platinum using 2 Golds, all values are int.
Third recipe is recipe to create Bronze using 2 Irons, created with only the required parameters.