[Idea] Crafting System
[Idea] Crafting System
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:
i'm not proposing EXACTLY these recipies, but only the idea of different possibilities
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:
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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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).
- GloopMaster
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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.
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!
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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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.
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.4aiman wrote:what about different difficulty levels with ingame switching?
Last edited by kaeza on Sat Mar 23, 2013 09:14, edited 1 time in total.
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- kotolegokot
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It's good idea. I support.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
you got it whole wrong. i too find the idea of getting sticks out of wood oversimplified. it was just kind of example.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.
+1kaeza 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.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.4aiman wrote:what about different difficulty levels with ingame switching?
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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.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).
Last edited by prestidigitator on Sat Mar 23, 2013 11:29, edited 1 time in total.
A good first step is allowing Lua to do more with existing recipes, nodes, etc.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.
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- kotolegokot
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Up. This is very important feature.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
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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- kotolegokot
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+1Inocudom 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.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
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Personally, I want use it for Realtest.PilzAdam wrote:Why do people always want to change the basic principles of the game?
In particular, for next recipe:
mold_with_molding_sand->[molding sand x2, mold];
or
metal_in_mold->[metal_ingot, mold].
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
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BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.PilzAdam wrote:Why do people always want to change the basic principles of the game?
...and lose the inventory_plus etc comptabality?rubenwardy wrote:You could do it with lua now. Just redefine the inventory menu to handle recipes different.
Last edited by Mito551 on Thu Apr 25, 2013 18:58, edited 1 time in total.
you can do that with that kind of code:kotolegokot wrote:Personally, I want use it for Realtest.PilzAdam wrote:Why do people always want to change the basic principles of the game?
In particular, for next recipe:
mold_with_molding_sand->[molding sand x2, mold];
or
metal_in_mold->[metal_ingot, mold].
Code: Select all
minetest.register_craft({
output = 'farming:tea_cup',
recipe = {
{"farming:teapot_2"},
{"farming:cup"},
},
replacements = {{"farming:teapot_2", "farming:teapot_1"}},
})
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So the only reason why you want to change is it to differ from Minecraft?Mito551 wrote:BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.PilzAdam wrote:Why do people always want to change the basic principles of the game?
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)PilzAdam wrote:So the only reason why you want to change is it to differ from Minecraft?Mito551 wrote:BECAUSE. THEY. ARE. FUCKING. THE. SAME. WITH. MINECRAP.PilzAdam wrote:Why do people always want to change the basic principles of the game?
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?
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.
- kotolegokot
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This works if the teapot_2 is one only.Mito551 wrote:you can do that with that kind of code:kotolegokot wrote:Personally, I want use it for Realtest.PilzAdam wrote:Why do people always want to change the basic principles of the game?
In particular, for next recipe:
mold_with_molding_sand->[molding sand x2, mold];
or
metal_in_mold->[metal_ingot, mold].my idea was to provide "OR" principle, not "AND" one.Code: Select all
minetest.register_craft({ output = 'farming:tea_cup', recipe = { {"farming:teapot_2"}, {"farming:cup"}, }, replacements = {{"farming:teapot_2", "farming:teapot_1"}}, })
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
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