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Needs review: This page has not yet been re-verified against Palworld 1.0. Steps, paths and tool versions may need adjusting. Palworld 1.0 vs early access.

Creating & Editing Recipes

Crafting recipes in Palworld are data, not code - which means you can change what an item costs to craft, or add entirely new recipes, by editing the recipe DataTable. This builds directly on DataTable modding without Unreal.

This page orients you; the full written walkthrough (with screenshots) is Doctor Duck’s guide linked in Credits.

  1. Finding the recipe files - locating the DataTable(s) that hold Palworld’s recipes among the extracted game data.
  2. Editing an existing recipe - changing ingredients, counts, or the produced item.
  3. Adding a new recipe - cloning a recipe row and adjusting its fields so the game treats it as a new, valid entry.
  4. Testing in game - packaging the change and confirming the recipe appears and works.
  • Clone an existing recipe row rather than authoring one from scratch, so every field and type is present - then change only the ingredients, amounts and output. Missing fields are the usual reason a new recipe fails to appear.
  • Reference items by their correct IDs. Ingredients and outputs point at item identifiers; get these from the item data rather than guessing display names.
  • Package as a _P mod and keep paired .uasset/.uexp files together - see Packaging & Pak Pipeline.
  • For a lower-conflict, JSON-based alternative to editing the cooked table, see PalSchema.
  • Guide created and shared by Doctor Duck - a full walkthrough of finding, editing, adding and testing Palworld recipes, written after being asked repeatedly how it’s done.

    Source: Doctor Duck - original message

  • The guide document itself is linked from that message (hosted on Google Docs).