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.yamlfile must be placed at the root of your mod folder, not inside thecomponentssubfolder.
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
| Value | Typical Mass Range | Examples |
|---|---|---|
| 1 | Unique items | Tools (RockRake, OreScanner), UraniumRod |
| 8 | 400-1000 kg | Crusher, SteamTurbine, FissionReactor, MiningDrill |
| 64 | 50-200 kg | Crafter, Container, Gyroscope, RTG, PilotSeat |
| 256 | 1-50 kg | Battery, Sensors, Junctions, FluidPort |
| 1024 | < 1 kg | Parts (Screw, Wire, Diode, Circuit) |
| 10000000 | Grams | Raw 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
| Field | Description |
|---|---|
label | Display name in the Crafter UI |
context | Must be crafter |
time | Crafting time in seconds |
input | Required materials (item: quantity) |
output | Produced 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
| Field | Description |
|---|---|
context | Must be crusher |
input | Single item name to recycle |
output | Recovered 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
inputis 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
| Field | Description |
|---|---|
context | Must be chemistry |
temperature_min | Minimum temperature (Kelvin) for the reaction |
temperature_max | Maximum temperature (Kelvin) for the reaction |
exothermic_energy | (Optional) Energy released by the reaction (J/mol) |
input | Required fluids/materials |
output | Produced 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.AluminiumARCHEAN_celestial.CarbonARCHEAN_celestial.ChromeARCHEAN_celestial.CopperARCHEAN_celestial.GoldARCHEAN_celestial.IronARCHEAN_celestial.LeadARCHEAN_celestial.NickelARCHEAN_celestial.SiliconARCHEAN_celestial.SilverARCHEAN_celestial.SulfurARCHEAN_celestial.TinARCHEAN_celestial.TitaniumARCHEAN_celestial.TungstenARCHEAN_celestial.UraniumARCHEAN_celestial.Fluorite
Parts (ARCHEAN_parts)
These are intermediate items commonly used in recipes:
ARCHEAN_parts.ScrewARCHEAN_parts.PlasticARCHEAN_parts.WireARCHEAN_parts.ConnectorARCHEAN_parts.MagnetARCHEAN_parts.DiodeARCHEAN_parts.CapacitorARCHEAN_parts.PanelARCHEAN_parts.DiskARCHEAN_parts.CasingARCHEAN_parts.CircuitARCHEAN_parts.GoldPlatedCircuitARCHEAN_parts.MotorARCHEAN_parts.LED
Fluids
The chemistry system supports chemical formulas. Here are the commonly used fluids in the game:
| Formula | Name | Used In |
|---|---|---|
O2 | Oxygen | Electrolyser, Thrusters, Crafting |
H2 | Hydrogen | Electrolyser, Thrusters, Crafting |
H2O | Water | Electrolyser, Chemistry |
CH4 | Methane | Thrusters (fuel), Sabatier Reactor |
CO2 | Carbon Dioxide | Sabatier Reactor |
HF | Hydrogen Fluoride | Uranium processing |
F2 | Fluorine | Uranium 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