Hi all, I was wondering how I would go about setting up a system where no crafting recipes are included in the menu unless the player actually tries to combine them. I want to leave crafting open to player experimentation, so if they find a gem and a rock and a stick, they can try and mash them together and see what happens. Might be a useful tool, might be an explosion, might be nothing at all. I'm currently using YR Item Crafting, which is great, but currently only allows you to craft from established recipes in the crafting menu. So the player must have unlocked the recipe, and already knows which items are required for this. The idea is that I will have an invisible log of the recipes for every possible combination of items in my game (a lot of work I know, but it's an ideal way of doing things with my particular narrative). The player could then choose up to 3 items to use to try and craft, with varying levels of success. Once they complete that particular craft attempt, the recipe/result would be recorded in the Crafting Book in the menu. I'm basically trying to figure out whether there's a way to craft by selecting items rather than recipes. Maybe I've explained enough ha! *Edit* Have been mulling this over and wondering if I could possibly do this by combing YR Item Crafting with some eventing. Does anyone know if you can use events to call on items from the item menu, and how you might do that?