Recipe Editor =========== The Recipe Editor allows you to create and configure crafting recipes in your dataset. Accessing the Editor -------------------- 1. Open the Dataset Editor 2. Go to the **Recipes** tab Click the **Add Recipe** button to create a new recipe, or click the *...* button and copy an existing recipe from any dataset. The editor opens with multiple pages of configuration: **Basics** - **Name (Required)**: The name of the recipe as it appears in the UI. - **Profession**: The profession that the recipe belongs to (e.g., Blacksmithing, Alchemy, etc.). - **Category**: The category of the recipe within the profession (e.g., Weapons, Potions, etc.). This ditcates the folder structure in the profession trainer UI. - **Skill Req**: The minimum profession skill level required to learn the recipe. - **Quality**: The quality of the recipe (e.g., Common, Uncommon, Rare, Epic, Legendary). **Output** - **Output Item Id** - The item ID of the item that is created when the recipe is crafted. This can be found by right-clicking an item in the Item Editor and selecting 'Copy Item ID'. - **Output Quantity** - The number of items created when the recipe is crafted. **Reagents** This section defines the reagents required to craft the recipe. Each reagent has two fields: an item ID and a quantity. The item ID can be found by right-clicking an item in the Item Editor and selecting 'Copy Item ID'. **Optional Reagents** - *This will be removed in a future update.* **Tools** - Not yet implemented. **Costs** This section defines any additional costs required to LEARN the recipe, such as gold or special currencies. It takes either a built-in currency ID (``copper``, ``justice``, ``honor``, ``conquest`` or ``valor``) or the item ID of an item that is of the ``CURRENCY`` type. Recipe costs can be bypassed using the ``no_recipe_cost`` rule in the active ruleset.