# Recipes

{% hint style="success" %}
Adding More **`CATEGORIES`** and **`RECIPES`**
{% endhint %}

* Adding more **`Recipes`** and **`Categories`** is very simple via the **`config.lua`** file
* To add more **`CATEGORIES`** to the crafting menu that a bar can use you but you must first pass the **`barName`** as the **`FIRST`** key for the initial crafting main menu
* You can then define the **`CATEGORIES`** for that specific bar as the **`SECOND`** key (for example taps for drinks like beers, spirits for drinks like a glass of vodka and cocktails for drinks like a mojito)
* Finally you can define the **`ITEM NAMES`** you wish to be craftable as the **`THIRD`** key for example beer and then customize the values to suit your needs (these must be in your items.lua)

***

```lua
Config.Recipes = {
    ['Example Bar'] = {--this key name must be the same as the bar it relates to for the crafting event and cctv menu and the barName must match above if in doubt keep everything named the same (bahama, vanilla, tequila etc)!
        ['Example Category 1'] = { -- this is the category name and this contains the list of craftable items
            ['exampleitem1'] = { -- this is the item name
                recipe = { -- this is a table of items required to make the item name above
                    { name = 'pintglass', label = 'Pint Glass', amount = 1, },
                },
                progress = {
                    duration = 5000, -- this is multiplied by the amount the player chooses to process
                    label = 'Pouring lager..', -- label for progressCircle
                },
                skillCheck = { -- skillCheck settings once progressCircle is complete to determine if the player was successful pouring the drink
                    --{'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'hard'}, {'w', 'a', 's', 'd'}, -- this is abit more difficult than the default one if you wish to use this instead
                    {'easy', 'easy', 'easy'}, {'e'},
                },
                anim = {
                    dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used
                    anim = 'idle', -- name of anim used
                    flag = 41,  -- flag number
                    props = { -- prop settings
                        {
                            model = nil,  -- name of prop model used
                            bone = nil, -- bone index used
                            pos = nil, -- vec3 value for prop position
                            rot = nil, -- vec3 value for prop rotation
                        },
                    },
                },
            },
        },
        ['Example Category 2'] = {-- these are spirits available to make at the spirit bottles
            ['exampleitem2'] = { -- this is the item name
                recipe = { -- this is a table of items required to make the item name above
                    { name = 'tumblerglass', label = 'Tumbler Glass', amount = 1, },
                    { name = 'bottle_vodka', label = 'Bottle of Vodka', amount = 1, },
                },
                progress = {
                    duration = 5000, -- this is multiplied by the amount the player chooses to process
                    label = 'Pouring vodka..', -- label for progressCircle
                },
                skillCheck = { -- skillCheck settings once progressCircle is complete to determine if the player was successful pouring the drink
                    --{'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'hard'}, {'w', 'a', 's', 'd'}, -- this is abit more difficult than the default one if you wish to use this instead
                    {'easy', 'easy', 'easy'}, {'e'},
                },
                anim = {
                    dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used
                    anim = 'idle', -- name of anim used
                    flag = 41,  -- flag number
                    props = { -- prop settings
                        {
                            model = nil,  -- name of prop model used
                            bone = nil, -- bone index used
                            pos = nil, -- vec3 value for prop position
                            rot = nil, -- vec3 value for prop rotation
                        },
                    },
                },
            },
        },
        ['Example Category 3'] = {
            ['exampleitem3'] = { -- this is the item name
                recipe = { -- this is a table of items required to make the item name above
                    { name = 'tumblerglass', label = 'Tumbler Glass', amount = 1, },
                    { name = 'bottle_gin', label = 'Bottle of Gin', amount = 1, },
                    { name = 'tonicwater', label = 'Tonic Water', amount = 1, },
                },
                progress = {
                    duration = 5000, -- this is multiplied by the amount the player chooses to process
                    label = 'Pouring Gin & Tonic', -- label for progressCircle
                },
                skillCheck = { -- skillCheck settings once progressCircle is complete to determine if the player was successful pouring the drink
                    --{'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'hard'}, {'w', 'a', 's', 'd'}, -- this is abit more difficult than the default one if you wish to use this instead
                    {'easy', 'easy', 'easy'}, {'e'},
                },
                anim = {
                    dict = 'amb@prop_human_parking_meter@female@base', -- name of anim dict used
                    anim = 'idle', -- name of anim used
                    flag = 41,  -- flag number
                    props = { -- prop settings
                        {
                            model = nil,  -- name of prop model used
                            bone = nil, -- bone index used
                            pos = nil, -- vec3 value for prop position
                            rot = nil, -- vec3 value for prop rotation
                        },
                    },
                },
            },
        },
    },
}
```


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