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- Custom Craft 3 (Purple Edition) (Nautilus) mod

Custom Craft 3 (Purple Edition) (Nautilus) mod
About This Mod
Create and modify Subnatica artifacts as you wish. You can even create new items. No encoding is required.
Inherited from PrimeSonic with full permission.
Nautilus is required.
The popular CustomCraft2 for SMLHelper has been updated/converted to Nautilus for better compatibility with future mods.
Current supported features
Check the autogenerated README file for details on the available features.
Changes in existing labor recipes
Add craft recipes for items that are not normally produced.
Create unique special items or alternative ways to make existing items.
Special subjects can also replicate the basic in-game functionality of existing subjects.
Configure how added or modified recipes will be unlocked in the game.
Edit new recipes in the PDA drawing menu.
Adjust the energy values for the bioreactor items.
Move, delete, or copy production nodes in the same factory or between factories.
Create your own fabricators.
Create custom names.
Instructions and sample files to learn how to create custom crafts.
Original recipes are generated on first download for all items available in the game.
Merge CC2 plugins with multiple files; just drop them into the WorkingFiles folder.
Compatible with all mods created with Nautilus.
Plugin Installation
All txt files should be placed in the WorkingFiles folder (you can put subfolders here to organize your files).
All PNG image files must be in the Assets folder.
Starting a custom craft
If you are downloading this mod for the first time or have downloaded a new version, you will need to install the game once to create the necessary text files.
You don't even have to run the game. You just need to upload it to the title screen.
Once you have the file, look at the example file provided in the archive and read the README_HowToUseThisMod.txt file.
This file is created the first time the game is started and every time the CC3 is updated.
After reading this file, you can start creating custom crafts right away.
Checking the original recipe file will allow you to start playing earlier.
Known incompatibilities and limitations.
1. it is impossible to add the same recipe in two modes.
If you are using a mod (or CC2 plugin) that adds a new recipe to an existing game item, you cannot use that mod to create a new recipe for the same item.
Example: If another mod has already added a recipe for a food block, you cannot use AddedRecipes to create another recipe.
You must either disable this recipe or remove it from your AddedRecipes.
If you want to create the same item in multiple recipes, you must use Aliased Recipes.
2. two modes cannot have the same craft knot.
If you are using a mod (or CC3 plugin) that moves or copies an existing craft node to another creator, you cannot use that mod to move or copy the same node.
For example, if another mod has already moved or copied craft nodes from one fabricator to another, you will not be able to use MovedRecipes to create a copy of those craft nodes in a third fabricator.
Editing objects in other modes using a custom craft
Fashion items created with API Nautilus can be modified with CustomCraft3.
Do not ask the fashion author to upgrade it to "CC3 compatible". You, the creator of a custom craft plugin, decide what you need to start a custom craft.
View the source code for the mod or check the ItemID you're looking for in the NautilusTechTypeCache cache in BepInExconfig.
Current projects.
The features listed are powerful, but there is much more to be done with this mod.
If you would like to see a feature added to CustomCraft3, please write about it.
We'll add it if we can.
About EasyMarkup.
To convert a text file to real code that interacts with SMLHelper, the text file needs a special format.
PrimeSonic calls this format EasyMarkup. It is a complete special syntax created to serialize and deserialize recursive data objects.
EasyMarkup is easy to read, understand, and built from scratch to minimize the complexity of formulas.
The same could be done with JSON or XML, but we wanted the player to use something cleaner.
Work on EasyMarkup is ongoing, so it has not been released as a completely separate library, but if you're interested in using EasyMarkup on your own, check out the source code and see if EasyMarkup is the next fashion for you.
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