Better Beginnings (HELP!)
- GamingAssociation39
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Better Beginnings (HELP!)
I need help to work on an advanced crafting table. I've got it partially done but the advanced part I'm having trouble with...
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Re: Better Beginnings (HELP!)
I guess people need to see what you've done first before they can help you. You should show them what you've got so far.
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- GamingAssociation39
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Re: Better Beginnings (HELP!)
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Jesus Is Lord and Savior!!!
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Re: Better Beginnings (HELP!)
What do you mean by advanced crafting table. To be able to help you I must know what you need help with
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- GamingAssociation39
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Re: Better Beginnings (HELP!)
Jesus Is Lord and Savior!!!
- StarNinjas
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Re: Better Beginnings (HELP!)
Don't go to bed tonight, without knowing what would happen if you died. https://thegospelfilm.org/
- Skamiz Kazzarch
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Re: Better Beginnings (HELP!)
It seems to me like a rather heavy handed aproach to to enriching gameplay. And while the restrictions feel too artificial for my own enjoyment, here are a few ways you might try to go about it:
1) Make your own custom crafting system from scratch. To the best of my knowledge there isn't a way to tie these aditional recipe requirements into the builtin crafting directly. This aproach will give you the most controll over what you are doing, but it might might clash with with the crafting of unaffected recipes depending on how you implement it.
2) Use the allow/on_metadata_inventory_take functions to determine what is beeing crafted, find out if the aditional slots contain the neccesary knicknacks and acoridingly allow/disallow to take the item out of the prewiev slot, decreasing the aditional items as necesarry.
This aproach definitively needs to display the aditional reqirements, othervise the player will be confused why he can't take the crafting output when it looks like he put in a valid recipe.
3)The same as 2, but instead allowing/disallowing the taking of the output, you use all of the 'on_metadata_inventory_*' functions to switch the craftpreview slot in and out with an empty dummy slot so the crafting result shows only when all of the neccesary ingedients are in place.
Hope this gives you a few ideas how to aproach it.
1) Make your own custom crafting system from scratch. To the best of my knowledge there isn't a way to tie these aditional recipe requirements into the builtin crafting directly. This aproach will give you the most controll over what you are doing, but it might might clash with with the crafting of unaffected recipes depending on how you implement it.
2) Use the allow/on_metadata_inventory_take functions to determine what is beeing crafted, find out if the aditional slots contain the neccesary knicknacks and acoridingly allow/disallow to take the item out of the prewiev slot, decreasing the aditional items as necesarry.
This aproach definitively needs to display the aditional reqirements, othervise the player will be confused why he can't take the crafting output when it looks like he put in a valid recipe.
3)The same as 2, but instead allowing/disallowing the taking of the output, you use all of the 'on_metadata_inventory_*' functions to switch the craftpreview slot in and out with an empty dummy slot so the crafting result shows only when all of the neccesary ingedients are in place.
Hope this gives you a few ideas how to aproach it.
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