Crafting Recipes

Introduction

To make your modded components craftable in the game, you need to create a config.yaml file at the root of your mod folder. This file defines:

  • Items: The maximum stack size for each item
  • Recipes: How to craft (Crafter), recycle (Crusher), or chemically process (Chemical Furnace) your items
  • Creative Inventory: Items that appear in the player's inventory when resetting in Creative mode

Mod Folder Structure

A mod is a folder containing all your custom components. Here's the expected structure:

Archean/Archean-data/mods/
└── MYVENDORNAME_mymod/
    ├── config.yaml              <- Crafting recipes (this page)
    ├── components/
    │   ├── MyComponent1/
    │   │   ├── MyComponent1 (.bin, .gltf, etc.)  <- 3D model
    │   │   ├── main.xc (optional)                <- XenonCode script
    │   │   └── MyComponent1.png                  <- Thumbnail
    │   └── MyComponent2/
    │       ├── MyComponent2 (.bin, .gltf, etc.)
    │       ├── main.xc (optional)
    │       └── MyComponent2.png

Important: The config.yaml file must be placed at the root of your mod folder, not inside the components subfolder.

File Structure

The config.yaml file has the following sections:

items:
  # Define max stack sizes for your items

recipes:
  # Define crafting, recycling, and chemistry recipes

inventory_creative_backpack:
  # Items added to backpack when resetting in Creative mode

Items Section

The items section defines the maximum stack size for each of your modded items. The item name must follow the format ModName.ComponentName.

items:
  MYVENDORNAME_mymod.MyComponent1:
    max_stack: 64
  MYVENDORNAME_mymod.MyComponent2:
    max_stack: 256

Common max_stack Values

ValueTypical Mass RangeExamples
1Unique itemsTools (RockRake, OreScanner), UraniumRod
8400-1000 kgCrusher, SteamTurbine, FissionReactor, MiningDrill
6450-200 kgCrafter, Container, Gyroscope, RTG, PilotSeat
2561-50 kgBattery, Sensors, Junctions, FluidPort
1024< 1 kgParts (Screw, Wire, Diode, Circuit)
10000000GramsRaw materials (Iron, Copper, etc.)

As a general rule, the total mass of recipe inputs should approximately match the component's mass. For example, a 100 kg component should require roughly 100 kg of materials to craft.


Recipes Section

The recipes section is a list of recipe entries. There are three types:

  • Crafter recipes: For crafting new items in the Crafter
  • Crusher recipes: For recycling items back into raw materials
  • Chemistry recipes: For chemical reactions in the Chemical Furnace

Crafter Recipes

A crafter recipe defines how to craft an item. These recipes work both in the Crafter machine and in the avatar's built-in crafting menu.

recipes:
  - label: MyComponent
    context: crafter
    time: 10
    input:
      ARCHEAN_parts.Casing: 50
      ARCHEAN_parts.Circuit: 1
      ARCHEAN_parts.Connector: 4
    output:
      MYVENDORNAME_mymod.MyComponent: 1
FieldDescription
labelDisplay name in the Crafter UI
contextMust be crafter
timeCrafting time in seconds
inputRequired materials (item: quantity)
outputProduced items (item: quantity)

Crusher Recipes

A crusher recipe defines what raw materials are returned when an item is put in the Crusher.

recipes:
  - context: crusher
    input: MYVENDORNAME_mymod.MyComponent
    output:
      ARCHEAN_celestial.Iron: 5000
      ARCHEAN_celestial.Silicon: 1000
FieldDescription
contextMust be crusher
inputSingle item name to recycle
outputRecovered materials (item: quantity)
  • Crusher recipes are optional. By default, the Crusher automatically decomposes items into 100% of their raw crafting materials. Only add a crusher recipe if you want to override this default behavior.
  • The input is a single item name (not a mapping).

Chemistry Recipes

Chemistry recipes define reactions that occur in the Chemical Furnace when specific temperature conditions are met.

recipes:
  - context: chemistry
    temperature_min: 750
    temperature_max: 950
    input:
      O2: 0.128
      H2: 0.004
    output:
      H2O: 0.036
      MYVENDORNAME_mymod.MyCompound:
        stack: 100
FieldDescription
contextMust be chemistry
temperature_minMinimum temperature (Kelvin) for the reaction
temperature_maxMaximum temperature (Kelvin) for the reaction
exothermic_energy(Optional) Energy released by the reaction (J/mol)
inputRequired fluids/materials
outputProduced fluids/materials

Complete Example

items:
  MYVENDORNAME_mymod.MyComponent:
    max_stack: 64

recipes:
  - label: MyComponent
    context: crafter
    time: 10
    input:
      ARCHEAN_parts.Casing: 10
      ARCHEAN_parts.Circuit: 1
    output:
      MYVENDORNAME_mymod.MyComponent: 1

inventory_creative_backpack:
  - MYVENDORNAME_mymod.MyComponent

Available Base Game Items

Raw Materials (ARCHEAN_celestial)

These can be used as recipe inputs:

  • ARCHEAN_celestial.Aluminium
  • ARCHEAN_celestial.Carbon
  • ARCHEAN_celestial.Chrome
  • ARCHEAN_celestial.Copper
  • ARCHEAN_celestial.Gold
  • ARCHEAN_celestial.Iron
  • ARCHEAN_celestial.Lead
  • ARCHEAN_celestial.Nickel
  • ARCHEAN_celestial.Silicon
  • ARCHEAN_celestial.Silver
  • ARCHEAN_celestial.Sulfur
  • ARCHEAN_celestial.Tin
  • ARCHEAN_celestial.Titanium
  • ARCHEAN_celestial.Tungsten
  • ARCHEAN_celestial.Uranium
  • ARCHEAN_celestial.Fluorite

Parts (ARCHEAN_parts)

These are intermediate items commonly used in recipes:

  • ARCHEAN_parts.Screw
  • ARCHEAN_parts.Plastic
  • ARCHEAN_parts.Wire
  • ARCHEAN_parts.Connector
  • ARCHEAN_parts.Magnet
  • ARCHEAN_parts.Diode
  • ARCHEAN_parts.Capacitor
  • ARCHEAN_parts.Panel
  • ARCHEAN_parts.Disk
  • ARCHEAN_parts.Casing
  • ARCHEAN_parts.Circuit
  • ARCHEAN_parts.GoldPlatedCircuit
  • ARCHEAN_parts.Motor
  • ARCHEAN_parts.LED

Fluids

The chemistry system supports chemical formulas. Here are the commonly used fluids in the game:

FormulaNameUsed In
O2OxygenElectrolyser, Thrusters, Crafting
H2HydrogenElectrolyser, Thrusters, Crafting
H2OWaterElectrolyser, Chemistry
CH4MethaneThrusters (fuel), Sabatier Reactor
CO2Carbon DioxideSabatier Reactor
HFHydrogen FluorideUranium processing
F2FluorineUranium processing

You can define custom molecules using standard chemical formulas (e.g., NH3, C2H6). Molecular mass is calculated correctly from atomic masses, but liquid density for custom molecules is approximated.


Creative Inventory

You can make your modded items appear in the player's inventory when they reset in Creative mode. This is useful for testing or for items that don't need crafting recipes.

Backpack Items

Add items to the player's backpack on reset:

inventory_creative_backpack:
  - MYVENDORNAME_mymod.MyComponent