Crafting in your game: trade-up recipes
How ready-made iDos Games crafting works - recipes that turn several items of one rarity into a better one, a contract of owned items, auto-fill and a result rolled by the server - and how to set it up in the dashboard.
Crafting is a ready-made trade-up system: the player puts several items of one rarity or collection into a contract and gets a better one. The server checks the items and rolls the result, so a craft cannot be faked from the game.
What the player sees
- Recipes as cards, lowest rarity first: what goes in and what can come out.
- The contract: the fitting items the player owns, tap to add; worn gear does not count.
- "Auto" fills the contract from the most plentiful items.
- Price options and the result flying into the inventory; "not enough coins" offers the store.
How it works
- A recipe takes N items of a rarity or a collection plus a price.
- The result is rolled from the items with a weight above zero: only they are promised to the player.
- A badge counts recipes the player can run now.
Step 01Add the system to your project
Ask the AI coder: "Add crafting". It installs the ready system with two demo recipes: Common to Rare for coins and Rare to Legendary for gems.
Step 02Set it up in the dashboard
Open the dashboard, pick your project and go to Live Operations → v2 → Craft.
- Create a recipe: what goes in (rarity or collection, how many) and the price options.
- Mark which items can come out: weight above zero.
The AI button on the page opens an assistant: describe what you need, it proposes changes, and you review them and press Save.
Step 03Test and release
Check the system in the test version of your app. Settings go to the live app as a separate action - see publishing and links.
For developers
Crafting works through client.craft in @idosgames/core.
// Craft once from three owned item instances
const res = await client.craft.craft('common_to_rare', [itemA, itemB, itemC], 1)
if (!res.ok) return showError(res.error)
// The result is in the response and already in the inventory cache- Pass the item instances the player chose; the server re-checks every one.
- Do not count worn equipment as available: the server refuses it.
Every field is described in the craft-system skill, served by the SDK MCP server.
Frequently asked questions
Can crafting use items of a collection?
Yes. A recipe can take items of a rarity or of a collection.
Is the result random?
Yes, the server rolls it from the items you marked as possible results.
See also
- Inventory: items and currencies of the playerHow the ready-made iDos Games inventory works - items by category and rarity, counts and levels, item cards and hand-off to heroes and chests - and how to set up items and currencies in the dashboard.
- Loot boxes and chests in your gameHow ready-made iDos Games loot boxes work - chests opened for currency, a chest item or a key, ten at once, rolled by the server - and how to set them up in the dashboard.
- A player marketplace: trading and auctionsHow the ready-made iDos Games player marketplace works - listings and auctions of in-game items, bids, direct trades and a commission, with the server holding every deal - and how to set it up in the dashboard.
Make your own game
Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.