Alright BFAV-ers...give this updated one a shot
I didn't test yours specifically, but as I just found out with some of my own conversions, while I did get the animals to drop their items, putting the items into vanilla machines requires additional code for CP as PFM will not pick it up.
After inputting the code for the items, I added the below underneath it:
EDIT: Updated with something I found through more testing:
{
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [ "(BC)24", "OutputRules" ], //(BC)24 is the ID for the machine. In this case, it's the mayo machine as an example.
"Entries": {
"(You can name this whatever you want)": {
"Id": "(Unique ID_(ItemOutputName))",
"Triggers":
[
{
"RequiredItemId": "(Unique ID_(ItemInputName))"
},
{
"RequiredItemId": "(Unique ID_(ItemInputName))" //If more than one item converts into the same thing
}
],
"OutputItem":
[
{
"CopyQuality": false, //If you want it to copy the quality of what was put in
"ItemId": "(Unique ID_(ItemOutputName))"
"MaxStack": #, //However many max it would spit out
"MinStack": # //The base amount it would produce
}
],
"MinutesUntilReady": (However long the item is suppose to cook for)
}
If more than one item uses the same machine, but you want to add different values, you can also add multiple entries:
"Entries": {
"(1st item)": {
"Id": "(Unique ID_(ItemOutputName))",
"Triggers":
[
{
"RequiredItemId": "(Unique ID_(ItemInputName))"
}
],
"OutputItem":
[
{
"ItemId": "(Unique ID_(ItemOutputName))"
"MaxStack": #, //However many max it would spit out
"MinStack": # //The base amount it would produce
}
],
"MinutesUntilReady": (However long the item is suppose to cook for)
},
"(2nd item)": {
"Id": "(Unique ID_(ItemOutputName))",
"Triggers":
[
{
"RequiredItemId": "(Unique ID_(ItemInputName))"
}
],
"OutputItem":
[
{
"ItemId": "(Unique ID_(ItemOutputName))"
"MaxStack": #, //However many max it would spit out
"MinStack": # //The base amount it would produce
}
],
"MinutesUntilReady": (However long the item is suppose to cook for)
}
}
}
]
}