[Idea] Crafting System

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Mito551
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[Idea] Crafting System

by Mito551 » Fri Mar 22, 2013 20:04

so, here's an idea: how about multiple-choice crafting?

this is something no game has and is not that different to existing way of crafting. to talk less and be more clear i'll use a scheme

crafting grid:
Image

i'm not proposing EXACTLY these recipies, but only the idea of different possibilities
Last edited by Mito551 on Sat Jun 08, 2013 19:04, edited 1 time in total.
 

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by 12Me21 » Fri Mar 22, 2013 20:10

That would be really cool, because that way, no one needs to look at all the other mods to see if they share a crafting recipie.
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by prestidigitator » Fri Mar 22, 2013 20:29

I was thinking of something like that a while ago. Another idea I had was to have specific objects that help construct things, and using the plain inventory craft area for few if any recipes. So like a furnace, but a lot more variety. Forges, anvils, hammers, distilleries, stoves, cauldrons, etc. Rather than a global list of recipies, each object would have its own intelligence and know what outputs to produce for a given set of inputs. Some methods wouldn't be to just use inventory spaces either, but to hit things or place things together in-world (e.g. like hoes in the farming mod).
 

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by GloopMaster » Sat Mar 23, 2013 02:01

Perhaps this would use buttons to cycle through the different crafting recipes? (same slot, buttons and number of recipes underneath)
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by 0gb.us » Sat Mar 23, 2013 02:18

GloopMaster wrote:Perhaps this would use buttons to cycle through the different crafting recipes? (same slot, buttons and number of recipes underneath)



By cycling like that, any number of crafts outputs could be defined. Which I think is the goal everyone wanting this?

If there is a different output slot for each output, you'd be limited by the number of output slots there are.
 

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by Mito551 » Sat Mar 23, 2013 04:31

GloopMaster wrote:Perhaps this would use buttons to cycle through the different crafting recipes? (same slot, buttons and number of recipes underneath)

+1
But number them. so that player sees when he comes cycling once again.
 

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by 4aiman » Sat Mar 23, 2013 07:29

If this would preserve existing recipes and just add a "short cut" to receive, say, sticks directly from wood (without any need to craft planks and then craft sticks out of planks), then maybe:
While this makes crafting a lot easier it also shorten the time of exploring the game.

So I have a suggestion: what about different difficulty levels with ingame switching? This multi-craft feature is perfect for easy/normal level. Hard will use current minecraft-like system and hardcore/super hard level can have parts of RealTest game with it's insane way to get sticks.
Choose your difficulty level and get what you want! ;)
Last edited by 4aiman on Sat Mar 23, 2013 07:30, edited 1 time in total.
 

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by kaeza » Sat Mar 23, 2013 09:13

Hmm... that single recipe -> alternate output idea is great. We have usually a hard time creatng crafting recipes because of possible conflicts with other mods, especially when using vanilla items.
4aiman wrote:what about different difficulty levels with ingame switching?

Multiple difficulty levels would be good. For example, make ores more common, mobs have less HP, etc. I disagree with changing it in the middle of a game though, but it's just my opinion.
Last edited by kaeza on Sat Mar 23, 2013 09:14, edited 1 time in total.
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by Nore » Sat Mar 23, 2013 09:19

Another thing which could be good would be a multiple-output crafts (for example, a recipe could give 8 wood and a steel ingot).
 

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by kotolegokot » Sat Mar 23, 2013 10:21

It's good idea. I support.
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by Mito551 » Sat Mar 23, 2013 10:52

4aiman wrote:If this would preserve existing recipes and just add a "short cut" to receive, say, sticks directly from wood (without any need to craft planks and then craft sticks out of planks), then maybe:
While this makes crafting a lot easier it also shorten the time of exploring the game.


you got it whole wrong. i too find the idea of getting sticks out of wood oversimplified. it was just kind of example.

kaeza wrote:Hmm... that single recipe -> alternate output idea is great. We have usually a hard time creatng crafting recipes because of possible conflicts with other mods, especially when using vanilla items.
4aiman wrote:what about different difficulty levels with ingame switching?

Multiple difficulty levels would be good. For example, make ores more common, mobs have less HP, etc. I disagree with changing it in the middle of a game though, but it's just my opinion.


+1
 

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by prestidigitator » Sat Mar 23, 2013 11:29

Nore wrote:Another thing which could be good would be a multiple-output crafts (for example, a recipe could give 8 wood and a steel ingot).

Definitely! We currently have merge, but not split. The closest you can get is to replace one of the inputs (e.g. bucket of water with empty bucket), and trying to use that for a stackable input will have devastating results in the current implementation; not an acceptable workaround. You could use smart objects (like I mentioned above) to do this sort of thing (centrifuge anyone? ;-), but for certain plain crafting recipes it would be great too.
Last edited by prestidigitator on Sat Mar 23, 2013 11:29, edited 1 time in total.
 

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by rarkenin » Sat Mar 23, 2013 11:29

Mito551 wrote:Multiple difficulty levels would be good. For example, make ores more common, mobs have less HP, etc. I disagree with changing it in the middle of a game though, but it's just my opinion.


A good first step is allowing Lua to do more with existing recipes, nodes, etc.
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by kotolegokot » Thu Apr 25, 2013 15:39

Up. This is very important feature.
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by Inocudom » Thu Apr 25, 2013 15:59

This is but a small feature, but it is one that Minetest would benefit greatly from. It is another step on the road to making Minetest a more convenient game to play. Yes, I very much wish to see this added to the default game.
 

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by kotolegokot » Thu Apr 25, 2013 16:05

Inocudom wrote:This is but a small feature, but it is one that Minetest would benefit greatly from. It is another step on the road to making Minetest a more convenient game to play. Yes, I very much wish to see this added to the default game.

+1
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by PilzAdam » Thu Apr 25, 2013 16:11

Why do people always want to change the basic principles of the game?
 

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by kotolegokot » Thu Apr 25, 2013 16:19

PilzAdam wrote:Why do people always want to change the basic principles of the game?

Personally, I want use it for Realtest.

In particular, for next recipe:
mold_with_molding_sand->[molding sand x2, mold];
or
metal_in_mold->[metal_ingot, mold].
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by rubenwardy » Thu Apr 25, 2013 16:29

You could do it with lua now. Just redefine the inventory menu to handle recipes different.
 

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by Mito551 » Thu Apr 25, 2013 18:58

PilzAdam wrote:Why do people always want to change the basic principles of the game?


BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.

rubenwardy wrote:You could do it with lua now. Just redefine the inventory menu to handle recipes different.


...and lose the inventory_plus etc comptabality?
Last edited by Mito551 on Thu Apr 25, 2013 18:58, edited 1 time in total.
 

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by Mito551 » Thu Apr 25, 2013 19:00

kotolegokot wrote:
PilzAdam wrote:Why do people always want to change the basic principles of the game?

Personally, I want use it for Realtest.

In particular, for next recipe:
mold_with_molding_sand->[molding sand x2, mold];
or
metal_in_mold->[metal_ingot, mold].


you can do that with that kind of code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_craft({
    output = 'farming:tea_cup',
    recipe = {
        {"farming:teapot_2"},
        {"farming:cup"},
    },
    replacements = {{"farming:teapot_2", "farming:teapot_1"}},
})


my idea was to provide "OR" principle, not "AND" one.
 

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by PilzAdam » Thu Apr 25, 2013 19:08

Mito551 wrote:
PilzAdam wrote:Why do people always want to change the basic principles of the game?


BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.

So the only reason why you want to change is it to differ from Minecraft?
Personally, I care more about actual gameplay instead of differing from Minecraft.

Do you also want to make the nodes round, because Minecraft has cubes?
 

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by Mito551 » Thu Apr 25, 2013 19:27

PilzAdam wrote:
Mito551 wrote:
PilzAdam wrote:Why do people always want to change the basic principles of the game?


BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.

So the only reason why you want to change is it to differ from Minecraft?
Personally, I care more about actual gameplay instead of differing from Minecraft.

Do you also want to make the nodes round, because Minecraft has cubes?


actually, i would rather have something deformed. noncubic. or noncubic done with cubes (nodeboxes are great at this part)

i care about gameplay as well. not less than you because i actually play minetest besides developing it.

and this one idea doesn't affect the game THAT much.
 

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by Idanwin » Thu Apr 25, 2013 21:54

I looooooooove this idea ;-) keep tinkering on it!
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by kotolegokot » Fri Apr 26, 2013 13:09

Mito551 wrote:
kotolegokot wrote:
PilzAdam wrote:Why do people always want to change the basic principles of the game?

Personally, I want use it for Realtest.

In particular, for next recipe:
mold_with_molding_sand->[molding sand x2, mold];
or
metal_in_mold->[metal_ingot, mold].


you can do that with that kind of code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_craft({
    output = 'farming:tea_cup',
    recipe = {
        {"farming:teapot_2"},
        {"farming:cup"},
    },
    replacements = {{"farming:teapot_2", "farming:teapot_1"}},
})


my idea was to provide "OR" principle, not "AND" one.


This works if the teapot_2 is one only.
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by kotolegokot » Fri Apr 26, 2013 13:11

Mito551 wrote:
PilzAdam wrote:Why do people always want to change the basic principles of the game?


BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.

rubenwardy wrote:You could do it with lua now. Just redefine the inventory menu to handle recipes different.


...and lose the inventory_plus etc comptabality?


inventory_plus isn't need for me.
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by Jonathan » Fri Apr 26, 2013 13:44

I think I would prefer minetest left the way it is, but it is a neat idea. Maybe have it only added to the minetest build game type?
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Re: [Idea] Crafting System

by Gael de Sailly » Mon Apr 13, 2015 20:54

Nore wrote:Another thing which could be good would be a multiple-output crafts (for example, a recipe could give 8 wood and a steel ingot).

I don't understand why, in the modding community, this question isn't more frequently asked. It's an interesting feature for the gameplay.

Mito551 wrote:my idea was to provide "OR" principle, not "AND" one.

If you can't make an agreement about AND or NOT, I think that both are possible at the same time, with coordination : some recipes give thing1 OR thing2, and some others result in thing1 AND thing2.
About the second case, I asked me several times about : "How could I split a composite thing into 2 elements ?" (for example splitting a tree into wood and bark). I came to the conclusion that it is not possible, except if I use the replacements feature that isn't handy. Annoying for modding.
I was thinking about a 4-slots output grid. Most of the recipes will use only one, but there could be 4 differents things in output. It would work as per furnaces which have 4 output slots.
And about furnaces : there could also be 4 fuel slots and 4 input slots. It would burn the first of the 4 fuel slots and cook the first of the 4 input slots. Feasible ?

PilzAdam wrote:Why do people always want to change the basic principles of the game?

Because it could be improved.
Every time we propose ideas, either someone write No, we shouldn't follow foolishly MC, either someone else says No. Don't be obssessed with being different from MC. So we shouldn't do anything, in fact ? Nothing should be changed ? Why are there modders and developers ?
I propose something without thinking of Minecraft, as many modders and even other people do.

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Re: [Idea] Crafting System

by Minetestforfun » Mon Apr 13, 2015 21:34

Wow.... ! Your concept IS innovative and refreshing, i really like it !

I hope your ideas will lead :)
 

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Re: [Idea] Crafting System

by BobbyBonsaimind » Tue Apr 14, 2015 19:43

I've been actually working on such a crafting system (as a mod) a few weeks ago, and now I've been brushing it up and made it actually working.

It lives on GitHub in the Artisanry repository. Right now it can be plugged into Minetest and do the same the default inventory and crafting grid can do.

There is quite a few stuff missing (like at the moment the input is not reduced and the output grid is not refreshed).

Here are two screenshots, with the first showing the default crafting recipes, and the last showing multiple outputs.

Image
Image
 

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