Yeah, it's a nicer approach than the default one. I can feel the pain SegFault22 feels. SegFault22 has quite nicely summarized what is wrong with the current crafting system. Also interesting to hear that Minecraft mods basically just work around this crappy system by adding tons and tons of intermediate recipes which is, as you have noted correctly, is only fake difficulty. (To those who missed it, I ranted very harshly about the existing crafting mess here:
viewtopic.php?f=5&t=15353).
About the mod itself:
In terms of usage what is already very good is that it is WAY more intuitively to use, the user is completely freed of having to memorize various shapes and crafting is much faster and involves less clicks.
The implementation still seems a bit experimental to me.
Groups are not properly supported yet. Try to make a Minetest Game sandstone from 3 sand and 1 desert sand. In the normal crafting grid it works but not with your crafting table.
Repairing recipes don't work as well but I think these may make more sense with a different block.
It seems a bit silly that you first need to craft the crafting table using the … bad crafting grid it is supposed to replace. But as a proof-of-concept this is probably enough.
What makes this mod pretty annoying to use is that I am apparently forced to craft as many items as possible in one go. There is no easy or obvious way to just perform one or 10 crafts explicitly, instead of all at once and consuming almost all items in the input in the process.
I think the furnace is out of place. There is nothing wrong with the smelting recipes in Minetest, those work just fine. So I would just remove the furnace, subgames do a much better job in adding furnaces.
The mod is quite greedy in screen space. Which means that it will probably be hard to integrate it into the which should IMO the final goal. I don't think it is really needed to show such an excessive amount of output slots.
Overall, I like the general direction of trying to get away from Minetest's legacy crafting system. I am not really happy with your particular implementation and I think maybe more experimentation with different HUD concepts should be tried.
But I see the potential that some well implemented clever approach can make Minetest's crafting system look, like, really retarded (because it is). Which hopefully will convince the devs to replace the current system.
But maybe you should increase the input slots, because it is possible to have 25 different items in one crafting recipes. (with this mod)
I think this is a bit overkill. I agree this is another bottleneck but it is unlikely to be hit. I mean, what mod would add such an extreme recipe? For comparison: The default player inventory only has 32 slots. So your use case sounds pretty contrived. I think we don't even have a recipe with 16 DIFFERENT items. But I'm pretty sure the mod can be easily adjusted in case such an extreme recipe should actually come along.
EDIT:
I've found another error in the implementation: Replacements are not handled correctly. Replacements are are core feature, rarely used but they are useful for a couple of recipes.
Try it out with my wateringcan mod to get an example for a mod which uses replacements.
This mod adds this recipe:
Water Bucket + Empty Watering can → Full watering can.
Replacements: Water Bucket → Empty Water bucket.
To be precise, this is how the craft works:
BEFORE:
Water Bucket, Empty Watering can
AFTER:
Empty Bucket, Full Watering can (the empty bucket will replace the water bucket in the input grid)
In your mod, however, the water bucket is consumed completely. What should happen instead is that after a craft, after the water bucket was consumed, an empty bucket must be inserted into the input grid.
EDIT:
The shortame “crafting” is already taken:
viewtopic.php?t=5641Please pick another one (if you can).