[Idea] Crafting System

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

Re: [Idea] Crafting System

by philipbenr » Wed Apr 15, 2015 13:56

That looks really impressive BobbyBonsaimind. I will give that thing a test as soon as I get back home...
 

Gerald
Member
 
Posts: 47
Joined: Sun Dec 28, 2014 10:35
In-game: gerald7

Re: [Idea] Crafting System

by Gerald » Wed Apr 15, 2015 20:29

This could be the solution to the problem of incomplete crafts. If you want to craft a stair and only have 5 stones. This is not a serious problem but sometimes annoying.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: [Idea] Crafting System

by ABJ » Fri Apr 17, 2015 19:05

A BIG thumbs up I must say!!!
I did also think of this kind of thing sometime, but without much interest.
But now that someone actually POSTED about it, I'm really interested.
Yes I think this is a must!
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Idea] Crafting System

by Minetestforfun » Fri Apr 17, 2015 23:23

Your work is pretty good !
At the finality of the concept/mod, please, can you make it compatible with unified_inventory and/or inventory+ ?
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Idea] Crafting System

by BobbyBonsaimind » Sun Apr 26, 2015 08:40

I've been brushing it up in the last time and now it is quite usable. Though, there is still a lot todo, for example there can be stuff place in the output inventory which will be lost. But for that I first need to read up how detached inventories work exactly.

@Minetestforfun: By the way how it works, unified_inventory would need to be compatible with Artisanry, the other way round is not possible as receipts are registered at Artisanry and not Minetest.
 

Dragonop
Member
 
Posts: 1178
Joined: Tue Oct 23, 2012 12:59
GitHub: Dragonop
IRC: Dragonop
In-game: Dragonop

Re: [Idea] Crafting System

by Dragonop » Sat Jul 04, 2015 16:17

+1
 

User avatar
Samson1
Member
 
Posts: 92
Joined: Wed Apr 01, 2015 19:41
IRC: Samson1
In-game: Samson1

Re: [Idea] Crafting System

by Samson1 » Sun Jul 05, 2015 20:36

Really good idea!
MT name: Samson1

MC name: MoJo4000
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Idea] Crafting System

by Wuzzy » Tue Jul 07, 2015 12:32

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

In this case, because the crafting system sucks. The current crafting system is just horrible:

  • Crafting is inefficient: You have to click many many times and waste a lot of time using it. If you forgot the recipe, you have to look it up, wasting even more time
  • It does not fucking scale: Crafting recipes can't use more items than slots in the crafting grid—making really expensive crafting recipes impossible. Want a recipe using >100 items? (for instance, 100 pebbles to craft a stone) Forget it, you would need 100 slots. You can also forget really large crafting grids, because the larger the crafting grids, the more inefficient they become to use (remember you have to click at least 2 times to put each item).
  • Crafting recipes which use the “replace” functionality (i.e. lava bucket becoming empty bucket) are unable to be mass-crafted; you have to move the items after each single craft.
  • The whole “shape”-based approach is flawed and requires god-like memory to use. You either know all those recipes, or you don't. It is impossible to play Minetest Game without consulting the wiki first or installing a new mod. The fact that we even *need* crafting guides should show how stupid the “shape”-based approach really is.
  • It is not general enough. Crafting recipes need to be aware of the size of the payer's crafting grid. This is only half-true for shapeless recipes, but they also stop working if such a recipe uses more items than crafting slots. In practice, most crafting recipes just assume a size of 3×3.
  • Collisions: There is always the small chance of recipe collision between mods. Those collisions are only possible in the first place because of the shape-based approach.
  • Not debuggable: There are no warnings at all about: Recipe collisions, crafting recipes using non-existant items

The proposed crafting system is not much better IMO. .-(
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: [Idea] Crafting System

by rubenwardy » Tue Jul 07, 2015 13:06

I like terraria's system of simply listing the things you can make from the items in your inventory, and any near by nodes (Eg: furnace).
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Idea] Crafting System

by Wuzzy » Tue Jul 07, 2015 13:30

Terraria's system indeed is a very good source of inspiration. It solves all of the problems listed above, except for the debugging problem.
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: [Idea] Crafting System

by rubenwardy » Tue Jul 07, 2015 18:43

Wuzzy wrote:Terraria's system indeed is a very good source of inspiration. It solves all of the problems listed above, except for the debugging problem.


This could help: viewtopic.php?id=5831

It doesn't check for collisions, but then again there would be no collisions in a terraria-like system.
 

User avatar
firefox
Member
 
Posts: 1185
Joined: Wed Jan 14, 2015 07:34
In-game: Red_Fox

Re: [Idea] Crafting System

by firefox » Wed Jul 08, 2015 05:29

i remember that the circular saw from the moreblocks mod had something like this.
you put an item in the input slot and then take any form you want from the various output slots.
no reciepes needed, no changing if you need multiple different forms. just take what you want.

making more blocks like the table saw (anvil, workbench, kitchen stove, whatever) would add the feature you want without changing the basic crafting.
and if you think that would make it too easy, use complex recipes for those blocks.
for example the workbench from the castle mod (actually it is an auto-crafter) uses a full crafting grid with 2 trunks, 2 planks and 4 iron ingots.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: [Idea] Crafting System

by Sokomine » Thu Jul 09, 2015 19:20

It really depends a lot. On a desktop, common receipes that are used frequently can be faster to craft with the craft grid than looking them up even with unified_inventory. The more complex receipes get, the more you wish for something better. Homedecor has many items by now and got the problem that creating new craft receipes for them is tricky. As far as Homedecor goes, a trader selling the items might be the most practical solution. Or a special machine. Technic is another matter. It does have quite complex and partly expensive crafting receipes.
A list of my mods can be found here.
 

mahfoud x
New member
 
Posts: 4
Joined: Fri Jul 10, 2015 14:19
GitHub: mahfoud13
IRC: mahfpud
In-game: mahfoud

Re: [Idea] Crafting System

by mahfoud x » Fri Jul 10, 2015 14:23

wow :-p
 

User avatar
Ferk
Member
 
Posts: 330
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: [Idea] Crafting System

by Ferk » Tue Aug 18, 2015 21:00

I hear constantly that Minetest is first and foremost an engine and the whole point is creating a framework for mods.

Well, this is one feature that actually would be very helpful for mods if it was included in vanilla. So I'd assume that things like this should be welcome.

The UI could adapt seamlessly so that if there's only 1 recipe the UI would be the same as we have now. As soon as there are 2 or more recipes that match the materials only then the arrows would be displayed to let you cycle through the recipes.

Maybe the UI could morph as well to allow more than 1 produced item when the selected recipe requires it.

This way vanilla Minetest would remain exactly as it is, unaffected, but it would allow modpacks to have less conflicts and more freedom.

I've played a modpack where reeds produced sugar (as in sugar cane), but vanilla uses them for paper (as in paper reeds). This might result in incompatibilities and confusions as long as there isn't something like this implemented.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Idea] Crafting System

by BobbyBonsaimind » Tue Aug 18, 2015 21:21

I'd like to chime in and note that Artisanry is coming along nicely and has been working now for months. There are still quite a few features that I want to get into it, but for the "basic" stuff it is already working great.

If you want to see it in action, you can check out the Australopithecus tech demo, which uses Artisanry to allow you yo choose between the outputs. Just dig up some dirt and place it in the crafting grid.
 

Previous

Return to Minetest Features

Who is online

Users browsing this forum: No registered users and 15 guests

cron