Recipe API
Table of contents
The recipe API enables you to create, modify and delete recipes. It is exposed by the Fabricate API at game.fabricate.api.recipes
(the FabricateAPI#recipes
property). The recipe API implements the RecipeAPI
interface, described below.
Interface definition
RecipeAPI Interface
/**
* An API for managing recipes.
*/
interface RecipeAPI {
/**
* Creates a new recipe with the given options.
*
* @async
* @param {RecipeOptions} recipeOptions - The options for the recipe.
* @returns {Promise<Recipe>} - A promise that resolves with the newly created recipe. As document data is loaded
* during validation, the created recipe is returned with item data loaded.
* @throws {Error} - If there is an error creating the recipe.
*/
create(recipeOptions: RecipeOptions): Promise<Recipe>;
/**
* Returns all recipes.
*
* @async
* @returns {Promise<Map<string, Recipe>>} A promise that resolves to a Map of Recipe instances, where the keys are
* the recipe IDs, or rejects with an Error if the settings cannot be read.
*/
getAll(): Promise<Map<string, Recipe>>;
/**
* Retrieves the recipe with the specified ID.
*
* @async
* @param {string} recipeId - The ID of the recipe to retrieve.
* @returns {Promise<Recipe | undefined>} A Promise that resolves with the recipe, or undefined if it does not
* exist.
*/
getById(recipeId: string): Promise<Recipe | undefined>;
/**
* Retrieves all recipes with the specified IDs.
*
* @async
* @param {string[]} recipeIds - An array of recipe IDs to retrieve.
* @returns {Promise<Recipe | undefined>} A Promise that resolves to a Map of `Recipe` instances, where the keys are
* the recipe IDs. Values are undefined if the recipe with the corresponding ID does not exist
*/
getAllById(recipeIds: string[]): Promise<Map<string, Recipe | undefined>>;
/**
* Returns all recipes for a given crafting system ID.
*
* @async
* @param {string} craftingSystemId - The ID of the crafting system.
* @returns {Promise<Map<string, Recipe>>} A Promise that resolves to a Map of Recipe instances for the given
* crafting system, where the keys are the recipe IDs, or rejects with an Error if the settings cannot be read.
*/
getAllByCraftingSystemId(craftingSystemId: string): Promise<Map<string, Recipe>>;
/**
* Returns all recipes in a map keyed on recipe ID, for a given item UUID.
*
* @async
* @param {string} itemUuid - The UUID of the item.
* @returns {Promise<Map<string, Recipe>>} A Promise that resolves to a Map of recipe instances, where the keys
* are the recipe IDs, or rejects with an Error if the settings cannot be read.
*/
getAllByItemUuid(itemUuid: string): Promise<Map<string, Recipe>>;
/**
* Saves a recipe.
*
* @async
* @param {Recipe} recipe - The recipe to save.
* @returns {Promise<Recipe>} A Promise that resolves with the saved recipe, or rejects with an error if the recipe
* is not valid, or cannot be saved. As document data is loaded during validation, the created recipe is returned
* with item data loaded.
*/
save(recipe: Recipe): Promise<Recipe>;
/**
* Deletes a recipe by ID.
*
* @async
* @param {string} recipeId - The ID of the recipe to delete.
* @returns {Promise<Recipe | undefined>} A Promise that resolves to the deleted recipe or undefined if the recipe
* with the given ID does not exist.
*/
deleteById(recipeId: string): Promise<Recipe | undefined>;
/**
* Deletes all recipes associated with a given item UUID.
*
* @async
* @param {string} recipeId - The UUID of the item to delete recipes for.
* @returns {Promise<Recipe | undefined>} A Promise that resolves to the deleted recipe(s) or an empty array if no
* recipes were associated with the given item UUID. Rejects with an Error if the recipes could not be deleted.
*/
deleteByItemUuid(recipeId: string): Promise<Recipe[]>;
/**
* Deletes all recipes associated with a given crafting system.
*
* @async
* @param {string} craftingSystemId - The ID of the crafting system to delete recipes for.
* @returns {Promise<Recipe | undefined>} A Promise that resolves to the deleted recipe(s) or an empty array if no
* recipes were associated with the given crafting system. Rejects with an Error if the recipes could not be
* deleted.
*/
deleteByCraftingSystemId(craftingSystemId: string): Promise<Recipe[]>;
/**
*
* Removes all references to the specified crafting component from all recipes within the specified crafting system.
* @async
* @param {string} craftingComponentId - The ID of the crafting component to remove references to.
* @param {string} craftingSystemId - The ID of the crafting system containing the recipes to modify.
* @returns {Promise<Recipe[]>} A Promise that resolves with an array of all modified recipes that contain
* references to the removed crafting component, or an empty array if no modifications were made. If the specified
* crafting system has no recipes, the Promise will reject with an Error.
*/
removeComponentReferences(craftingComponentId: string, craftingSystemId: string): Promise<Recipe[]>;
/**
*
* Removes all references to the specified essence from all recipes within the specified crafting system.
* @async
* @param {string} essenceId - The ID of the essence to remove references to.
* @param {string} craftingSystemId - The ID of the crafting system containing the recipes to modify.
* @returns {Promise<Recipe[]>} A Promise that resolves with an array of all modified recipes that contain
* references to the removed essence, or an empty array if no modifications were made. If the specified
* crafting system has no recipes, the Promise will reject with an Error.
*/
removeEssenceReferences(essenceId: string, craftingSystemId: string): Promise<Recipe[]>;
/**
* Clones a recipe by ID.
*
* @async
* @param {string} recipeId - The ID of the recipe to clone.
* @returns {Promise<Recipe>} A Promise that resolves with the newly cloned recipe, or rejects with an Error if the
* recipe is not valid or cannot be cloned.
*/
cloneById(recipeId: string): Promise<Recipe>;
/**
* The Notification service used by this API. If `notifications.isSuppressed` is true, all notification messages
* will print only to the console. If false, notification messages will be displayed in both the console and the UI.
* */
notifications: NotificationService;
/**
* Creates or overwrites a recipe with the given details. This operation is intended to be used when importing a
* crafting system and its recipes from a JSON file. Most users should use `create` or `save` recipes instead.
*
* @async
* @param recipeData - The recipe data to insert
* @returns {Promise<Recipe>} A Promise that resolves with the saved recipe, or rejects with an error if
* the recipe is not valid, or cannot be saved.
*/
insert(recipeData: RecipeExportModel): Promise<Recipe>;
/**
* Creates or overwrites multiple recipes with the given details. This operation is intended to be used when
* importing a crafting system and its recipes from a JSON file. Most users should use `create` or `save`
* recipes instead.
*
* @async
* @param recipeData - The recipe data to insert
* @returns {Promise<Recipe[]>} A Promise that resolves with the saved recipes, or rejects with an error
* if any of the recipes are not valid, or cannot be saved.
*/
insertMany(recipeData: RecipeExportModel[]): Promise<Recipe[]>;
/**
* Clones all recipes in the given array, optionally substituting the IDs of essences and crafting components with
* new IDs. Recipes are cloned by value and the copies will be assigned new IDs. The cloned Recipes will be
* assigned to the Crafting System with the given target Crafting System ID. This operation is not idempotent and
* will produce duplicate Recipes with distinct IDs if called multiple times with the same source Recipes and
* target Crafting System ID. As only one Recipe can be associated with a given game item within a single Crafting
* system, Recipes cloned into the same Crafting system will have their associated items removed.
*
* @param recipes - The Recipes to clone
* @param targetCraftingSystemId - The ID of the Crafting System to clone the Recipes to. Defaults to the source
* Recipe's Crafting System ID.
* @param substituteEssenceIds - An optional Map of Essence IDs to substitute with new IDs. If a Recipe references
* an Essence in this Map , the Recipe will be cloned with the new Essence ID in place of the original ID.
* @param substituteComponentIds - An optional Map of Crafting Component IDs to substitute with new IDs. If a Recipe
* references a Crafting Component in this Map , the Recipe will be cloned with the new Crafting Component ID in
* place of the original ID.
*/
cloneAll(recipes: Recipe[], targetCraftingSystemId?: string, substituteEssenceIds?: Map<string, string>, substituteComponentIds?: Map<string, string>): Promise<{ recipes: Recipe[], idLinks: Map<string, string> }>;
}
RecipeOptions Interface
/**
* Options for creating a new recipe.
*/
interface RecipeOptions {
/**
* The UUID of the item associated with the recipe.
*/
itemUuid: string;
/**
* The ID of the crafting system that the recipe belongs to.
* */
craftingSystemId: string;
/**
* Whether the recipe is disabled. Defaults to false.
*/
disabled?: boolean;
/**
* Optional array of requirement options for the recipe.
*/
requirementOptions?: RequirementOptionValue[];
/**
* Optional array of result options for the recipe.
* */
resultOptions?: ResultOptionValue[];
}
ResultOptionValue Interface
/**
* A value object representing a Result option
*/
interface ResultOptionValue {
/**
* The name of the result option.
*/
name: string;
/**
* The results of this result option. The object is a dictionary keyed on the component ID with the values
* representing the created quantities.
*/
results: Record<string, number>;
}
RequirementOptionValue Interface
/**
* A value object representing a Requirement option
*/
interface RequirementOptionValue {
/**
* The name of the requirement option.
*/
name: string;
/**
* The catalysts necessary for this requirement option. The object is a dictionary keyed on the component ID with
* the values representing the required quantities.
*/
catalysts: Record<string, number>;
/**
* The ingredients necessary for this requirement option. The object is a dictionary keyed on the component ID with
* the values representing the required quantities.
*/
ingredients: Record<string, number>;
/**
* The essences necessary for this requirement option. The object is a dictionary keyed on the essence ID with the
* values representing the required quantities.
*/
essences: Record<string, number>;
}
The recipe object
Recipes implement the Recipe
interface, described below:
Recipe Interface
interface Recipe extends Identifiable, Serializable<RecipeJson> {
/**
* The unique ID of the recipe
*/
readonly id: string;
/**
* The unique ID of the item this recipe is associated with
*/
readonly itemUuid: string;
/**
* The unique ID of the crafting system this recipe belongs to
*/
readonly craftingSystemId: string;
/**
* Whether this recipe is embedded with Fabricate
*/
readonly embedded: boolean;
/**
* Whether this recipe is disabled
*/
isDisabled: boolean;
/**
* The name of the item this recipe is associated with
*/
readonly name: string;
/**
* The URL of the image of the item this recipe is associated with
*/
readonly imageUrl: string;
/**
* The data of the item this recipe is associated with
*/
itemData: FabricateItemData;
/**
* The options for the requirements of this recipe
*/
readonly requirementOptions: SerializableOptions<RequirementJson, Requirement>;
/**
* The options for the results of this recipe
*/
readonly resultOptions: SerializableOptions<ResultJson, Result>;
/**
* Whether this recipe has any requirement options. This is a convenience function for checking if the requirement
* options are empty.
*/
readonly hasRequirements: boolean;
/**
* Whether this recipe has any result options. This is a convenience function for checking if the result options
* are empty.
*/
readonly hasResults: boolean;
/**
* Whether this recipe requires any choices to be made by the user. This is a convenience function for checking if
* either the requirement options or the result options require choices.
*/
readonly hasChoices: boolean;
/**
* Whether this recipe requires any choices to be made by the user for the requirements. This is a convenience
* function for checking if there are multiple requirement options.
*/
readonly hasRequirementChoices: boolean;
/**
* Whether this recipe requires any choices to be made by the user for the results. This is a convenience function
* for checking if there are multiple result options.
*/
readonly hasResultChoices: boolean;
/**
* Whether this recipe has any errors in its item data. This is a convenience function for checking if the item data
* has any errors.
*/
readonly hasErrors: boolean;
/**
* Indicates whether this recipe's item data has been loaded. This is a convenience function for checking if the
* item data has been loaded.
*/
readonly loaded: boolean;
/**
* Sets the result option for this recipe. If the result option has an ID, it will be used to attempt to overwrite
* an existing result option. Otherwise, a new result option will be created with a new ID.
*
* @param {SerializableOption<ResultJson, Result> | Option<Result>} resultOption - The result option to set. Accepts a
* SerializableOption instance or a ResultOptionConfig object. ResultOptionConfig is deprecated and will be removed
* in a future version.
*/
setResultOption(resultOption: SerializableOption<ResultJson, Result> | ResultOptionConfig): void;
/**
* Sets the requirement option for this recipe. If the requirement option has an ID, it will be used to attempt to
* overwrite an existing requirement option. Otherwise, a new requirement option will be created with a new ID.
*
* @param {SerializableOption<RequirementJson, Requirement> | RequirementOptionConfig} requirementOption - The requirement option
* to set. Accepts a SerializableOption instance or a RequirementOptionConfig object. RequirementOptionConfig is deprecated
* and will be removed in a future version.
*/
setRequirementOption(requirementOption: SerializableOption<RequirementJson, Requirement> | RequirementOptionConfig): void;
/**
* Deletes the result option with the given ID from this recipe
*
* @param id - The ID of the result option to delete
*/
deleteResultOptionById(id: string): void;
/**
* Deletes the requirement option with the given ID from this recipe
*
* @param id - The ID of the requirement option to delete
*/
deleteRequirementOptionById(id: string): void;
/**
* Clones this recipe, optionally with a new ID, crafting system ID, and/or substitute essence and component IDs
*
* @param id - The ID for the cloned recipe. Must not be the ID of this recipe.
* @param embedded - Whether the cloned recipe should be embedded with Fabricate. Defaults to false.
* @param craftingSystemId - The ID of the crafting system for the cloned recipe. Defaults to the ID of this
* recipe's crafting system.
* @param substituteEssenceIds - A map of essence IDs to substitute with new IDs. Defaults to an empty map. This is
* used when cloning a recipe into a new crafting system, to ensure that the cloned recipe's essences are
* unique to the new crafting system.
* @param substituteComponentIds - A map of component IDs to substitute with new IDs. Defaults to an empty map.
* This is used when cloning a recipe into a new crafting system, to ensure that the cloned recipe's components
* are unique to the new crafting system.
*/
clone({
id,
craftingSystemId,
substituteEssenceIds,
substituteComponentIds,
}: {
id: string;
craftingSystemId?: string;
substituteEssenceIds?: Map<string, string>;
substituteComponentIds?: Map<string, string>;
}): Recipe;
/**
* Lists all the components referenced by this recipe. May be an empty array.
*
* @returns {ComponentReference[]} - An array of all the components referenced by this recipe
*/
getUniqueReferencedComponents(): ComponentReference[];
/**
* Lists all the essences referenced by this recipe. May be an empty array.
*
* @returns {EssenceReference[]} - An array of all the essences referenced by this recipe
*/
getUniqueReferencedEssences(): EssenceReference[];
/**
* Loads the item data for this recipe
*
* @param forceReload - Whether to reload the item data. Defaults to false.
* @returns {Promise<Component>} - A promise that resolves to this recipe, once the item data has been loaded
*/
load(forceReload?: boolean): Promise<Recipe>;
/**
* Performs an equality check between this recipe and another recipe. If excludeDisabled is true, the disabled
* status of the recipes will be ignored. Works regardless of whether the recipes are loaded.
*
* @param other - The other recipe to compare to
* @param excludeDisabled - Whether to ignore the disabled status of the recipes. Defaults to false.
*/
equals(other: Recipe, excludeDisabled?: boolean): boolean;
/**
* Indicates whether this recipe has a requirement option that requires essences
*/
hasEssenceRequirementOption(): boolean;
/**
* Indicates whether this recipe has a component with the given ID in any of its requirement or result options
*
* @param componentId - The ID of the component to check for
*/
hasComponent(componentId: string): boolean;
/**
* Removes the component with the given ID from any of the requirement or result options
*
* @param componentId - The ID of the component to remove
*/
removeComponent(componentId: string): void;
/**
* Indicates whether this recipe has an essence with the given ID in any of its requirement options
*
* @param essenceIdToRemove - The ID of the essence to check for
*/
removeEssence(essenceIdToRemove: string): void;
/**
* Indicates whether this recipe has an essence with the given ID in any of its requirement options
*
* @param essenceId - The ID of the essence to check for
*/
hasEssence(essenceId: string): any;
}
RequirementOptionConfig interface
/**
* The RequirementOptionConfig interface. This interface is used to define the structure of the JSON object used to
* define a requirement option without instantiating one directly.
*/
interface RequirementOptionConfig {
/**
* The ID of the requirement option. If not provided, a new ID will be generated.
*/
id?: string,
/**
* The display name of the requirement option
*/
name: string,
/**
* The type and number of catalyst components required by this requirement option, keyed on the component ID
*/
catalysts?: Record<string, number>;
/**
* The type and number of ingredient components required by this requirement option, keyed on the component ID
*/
ingredients?: Record<string, number>;
/**
* The type and number of essences required by this requirement option, keyed on the essence ID
*/
essences?: Record<string, number>;
}
ResultOptionConfig interface
/**
* The ResultOptionConfig interface. This interface is used to define the structure of the JSON object used to define
* a result option without instantiating one directly.
*/
interface ResultOptionConfig {
/**
* The ID of the result option. If not provided, a new ID will be generated.
*/
id?: string;
/**
* The display name of the result option
*/
name: string;
/**
* The type and number of components produced by this result option, keyed on the component ID
*/
results: Record<string, number>;
}
Examples
The examples below illustrate how to use the recipe API to create, modify and delete recipes.
Creating a recipe
Once you’ve created a crafting system, you can create a recipe for that crafting system by calling game.fabricate.api.recipes.create()
, passing in the recipe details. To create a recipe, you must provide the ID of the crafting system the recipe belongs to, and the UUID of the item the recipe is associated with. If you’ve created components and optionally created essences for the crafting system, you can also provide options for requirements and results for the recipe. If not, don’t worry - you can always add requirements and add results later.
Example #1: A bare-bones recipe, with no requirements or results
const myRecipeData = {
itemUuid: 'my-item-uuid', // <-- Replace with the UUID of the item you want to associate the recipe with
craftingSystemId: 'my-crafting-system-id', // <-- Replace with the ID of the crafting system you want to add the recipe to
};
const recipe = await game.fabricate.api.recipes.create(myRecipeData);
Example #2: A simple recipe with one requirement option and one result option
const myRecipeData = {
itemUuid: 'my-item-uuid', // <-- Replace with the UUID of the item you want to associate the recipe with
craftingSystemId: 'my-crafting-system-id', // <-- Replace with the ID of the crafting system you want to add the recipe to
// A requirement option can have catalysts, ingredients and essences, or just a subset of these. This example has catalysts and ingredients.
requirementOptions: [ // <-- Replace with the requirement options you want to create for the recipe
{
name: 'My Requirement Option', // <-- Replace with the name of the requirement option
catalysts: { // <-- Replace the keys with the IDs of the components you want to add as catalysts, and the values with the quantities required
'my-catalyst-component-id': 1,
},
ingredients: { // <-- Replace the keys with the IDs of the components you want to add as ingredients, and the values with the quantities required
'my-ingredient-component-id': 1,
}
},
],
// Results produce components when the recipe is crafted
resultOptions: [
{
name: 'My Result Option', // <-- Replace with the name of the result option
results: { // <-- Replace the keys with the IDs of the components you want to add as results, and the values with the quantities created
'my-result-component-id': 1,
},
},
],
};
const recipe = await game.fabricate.api.recipes.create(myRecipeData);
Example #3: A recipe with multiple requirement options and multiple result options
const myRecipeData = {
itemUuid: 'my-item-uuid', // <-- Replace with the UUID of the item you want to associate the recipe with
craftingSystemId: 'my-crafting-system-id', // <-- Replace with the ID of the crafting system you want to add the recipe to
// A requirement option can have catalysts, ingredients and essences, or just a subset of these. This example has only essences.
requirementOptions: [ // <-- Replace with the requirement options you want to create for the recipe
{
name: 'My Requirement Option 1', // <-- Replace with the name of the requirement option
essences: { // <-- Replace the keys with the IDs of the essences you want to add, and the values with the quantities required
'my-essence-id-1': 2,
}
},
// Add as many requirement options as you like, but remember to change the names and IDs!
{
name: 'My Requirement Option 2',
essences: {
'my-essence-id-1': 1,
'my-essence-id-2': 1,
}
},
],
// Results produce components when the recipe is crafted
resultOptions: [
{
name: 'My Result Option 1', // <-- Replace with the name of the result option
results: { // <-- Replace the keys with the IDs of the components you want to add as results, and the values with the quantities created
'my-result-component-id-1': 1,
},
},
// Add as many result options as you like, but remember to change the names and IDs!
{
name: 'My Result Option 2',
results: {
'my-result-component-id-2': 3,
},
},
],
};
const recipe = await game.fabricate.api.recipes.create(myRecipeData);
Getting a recipe by ID
You can get a recipe by its ID by calling game.fabricate.api.recipes.getById()
, passing in the ID of the recipe you want to retrieve.
Example
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to retrieve
const recipe = await game.fabricate.api.recipes.getById(recipeId);
Getting all recipes
You can retrieve all recipes in all crafting systems by calling game.fabricate.api.recipes.getAll()
.
Example
const recipes = await game.fabricate.api.recipes.getAll();
Getting all recipes in a crafting system
You can retrieve all recipes in a crafting system by calling game.fabricate.api.recipes.getAllByCraftingSystemId()
, passing in the ID of the crafting system you want to retrieve recipes for.
Example
const craftingSystemId = 'my-crafting-system-id'; // <-- Replace with the ID of the crafting system you want to retrieve recipes for
const recipes = await game.fabricate.api.recipes.getAllByCraftingSystemId(craftingSystemId);
Getting all recipes for an item
You can retrieve all recipes for an item by calling game.fabricate.api.recipes.getAllByItemUuid()
, passing in the UUID of the item you want to retrieve recipes for.
Example
const itemUuid = 'my-item-uuid'; // <-- Replace with the UUID of the item you want to retrieve recipes for
const recipes = await game.fabricate.api.recipes.getAllByItemUuid(itemUuid);
Deleting a recipe
You can delete a recipe by calling game.fabricate.api.recipes.deleteById()
, passing in the ID of the recipe you want to delete.
Example
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to delete
const deletedRecipe = await game.fabricate.api.recipes.deleteById(recipeId);
Modifying the requirement options for a recipe
You can modify the requirement options for a recipe by fetching it, modifying the requirement option (or options), then calling game.fabricate.api.recipes.save()
, passing in the modified recipe.
Example #1: Adding a requirement option with ingredients and catalysts
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
const myRequirementOptionData = {
name: 'My Requirement Option', // <-- Replace with the name of the requirement option
catalysts: { // <-- Replace the keys with the IDs of the components you want to add as catalysts, and the values with the quantities required
'my-catalyst-component-id': 1,
},
ingredients: { // <-- Replace the keys with the IDs of the components you want to add as ingredients, and the values with the quantities required
'my-ingredient-component-1-id': 3,
'my-ingredient-component-2-id': 1,
}
};
recipe.setRequirementOption(myRequirementOptionData);
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Example #2: Adding a requirement option with essences and ingredients
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
const myRequirementOptionData = {
name: 'My Requirement Option', // <-- Replace with the name of the requirement option
ingredients: {
'my-ingredient-component-id': 1,
},
essences: { // <-- Replace the keys with the IDs of the essences you want to add, and the values with the quantities required
'my-essence-id': 2,
}
};
recipe.setRequirementOption(myRequirementOptionData);
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Example #3: Overwriting an existing requirement option
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
const myRequirementOptionData = {
id: 'my-requirement-option-id', // <-- Replace with the ID of the requirement option you want to overwrite
name: 'My Requirement Option', // <-- Replace with the name of the requirement option
ingredients: {
'my-ingredient-component-id': 1,
},
essences: { // <-- Replace the keys with the IDs of the essences you want to add, and the values with the quantities required
'my-essence-id': 2,
}
};
recipe.setRequirementOption(myRequirementOptionData);
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Example #4: Deleting a requirement option
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
recipe.deleteRequirementOptionById('my-requirement-option-id'); // <-- Replace with the ID of the requirement option you want to delete
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Modifying the result options for a recipe
You can modify the result options for a recipe by fetching it, modifying the result option (or options), then calling game.fabricate.api.recipes.save()
, passing in the modified recipe.
Example #1: Adding a result option
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
const myResultOptionData = {
name: 'My Result Option', // <-- Replace with the name of the result option
results: { // <-- Replace the keys with the IDs of the components you want to add as results, and the values with the quantities created
'my-result-component-id': 1,
}
};
recipe.setResultOption(myResultOptionData);
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Example #2: Overwriting an existing result option
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
const myResultOptionData = {
id: 'my-result-option-id', // <-- Replace with the ID of the result option you want to overwrite
name: 'My Result Option', // <-- Replace with the name of the result option
results: { // <-- Replace the keys with the IDs of the components you want to add as results, and the values with the quantities created
'my-result-component-id': 1,
}
};
recipe.setResultOption(myResultOptionData);
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Example #3: Deleting a result option
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
recipe.deleteResultOptionById('my-result-option-id'); // <-- Replace with the ID of the result option you want to delete
// Save the recipe
await game.fabricate.api.recipes.save(recipe);
Changing the item associated with a recipe
You can change the item associated with a recipe (with a bit of a workaround) by first loading the item data using the document manager. Just like with other modifications, you will need to save the modified recipe after changing the source item data by calling game.fabricate.api.recipes.save()
. In a later release of Fabricate, this will be simplified to allow you to simply assign the item UUID to a the itemUuid
property on the recipe.
Example
const recipeId = 'my-recipe-id'; // <-- Replace with the ID of the recipe you want to modify
const recipe = await game.fabricate.api.recipes.getById(recipeId);
// Change the item data:
// Currently, Fabricate requires that you load the item using its document manager before assigning it to the recipe.
// This is likely to change in a future release to simplify things for API users.
const itemUuid = "myNewItemUuid"; // <-- Replace with the UUID of the new source item
recope.itemData = await game.fabricate.api.documentManager.loadItemDataByDocumentUuid(itemUuid);
// Save the recipe
await game.fabricate.api.recipes.save(recipe);