Originally Posted by PatrickSJ
Apparently there are recipes to create super belts for regular rabbit paws, but not lucky rabbit paws.

Would you add
Destroy2Transform1 LOOT_Rabbit_Paw_SuperAmulet_A_Lucky + LOOT_Rope_A = LOOT_Rabbit_Paw_SuperBelt_A_Lucky, Crafting 3


Looks like this one is another casualty of item name refactoring. D:

There's no such thing as LOOT_Rabbit_Paw_SuperAmulet_A_Lucky. The two versions are just named LOOT_Rabbit_Paw_MagicAmulet_A and LOOT_Rabbit_Paw_SuperAmulet_A. The base items are LOOT_Paw_A_Rabbit_A and LOOT_Paw_A_Rabbit_A_Magic. (I bet the confusing taxonomy is at least partly to blame for the refactoring that broke these recipes.)

These are the recipes that do exist right now:

Code
use object LOOT_Rabbit_Paw_MagicAmulet_A on object LOOT_String_Bow_A with transform code Destroy2Transform1 parameters LOOT_Rabbit_Paw_SuperAmulet_A,0,0,0,0,0,1,1 requires Crafting 3 autolevel 1

use object LOOT_Rabbit_Paw_MagicAmulet_A_Lucky on object LOOT_String_Bow_A with transform code Destroy2Transform1 parameters LOOT_Rabbit_Paw_SuperAmulet_A_Lucky,0,0,0,0,0,1,1 requires Crafting 3 autolevel 1


So I just have to fix the second one.