Class ChemistryStationRecipe
Wrapper for a Chemistry Station recipe (StationRecipe).
public sealed class ChemistryStationRecipe
- Inheritance
-
ChemistryStationRecipe
- Inherited Members
- Extension Methods
Properties
CookTimeMinutes
Cook time in minutes.
public int CookTimeMinutes { get; }
Property Value
FinalLiquidColor
UI liquid color for the final product.
public Color FinalLiquidColor { get; }
Property Value
- Color
Ingredients
Ingredient groups required by this recipe. Each group can have multiple acceptable item IDs (variants).
public IReadOnlyList<ChemistryStationRecipeIngredient> Ingredients { get; }
Property Value
IsDiscovered
Whether the recipe is currently discovered and visible to the player.
public bool IsDiscovered { get; }
Property Value
IsUnlocked
Whether the recipe is currently unlocked for use.
public bool IsUnlocked { get; }
Property Value
Product
The product produced by this recipe.
public ChemistryStationRecipeProduct Product { get; }
Property Value
QualityCalculationMethod
Calculation method used when determining resulting product's quality.
public QualityCalculationMethod QualityCalculationMethod { get; }
Property Value
RecipeID
Stable recipe identifier. This is the explicit namespaced ID supplied by the
builder, or the legacy "{quantity}x{productId}" value when omitted.
public string RecipeID { get; }
Property Value
S1ProductItem
Returns the native product item definition.
public ItemDefinition? S1ProductItem { get; }
Property Value
- ItemDefinition
Temperature
Temperatures required by the recipe.
public ChemistryStationRecipeTemperature Temperature { get; }
Property Value
Title
Display title shown in the Chemistry Station UI.
public string Title { get; }
Property Value
Methods
SetAvailability(bool, bool)
Changes the local recipe discovery and unlock state.
public void SetAvailability(bool isDiscovered, bool isUnlocked)
Parameters
isDiscoveredboolWhether the recipe is visible to the player.
isUnlockedboolWhether the recipe can be selected and started.
Remarks
Custom recipes are registered independently on every peer. Mods should apply progression-driven availability on each peer after its saved state has loaded.