[Mod] Trucraft Lib [trucraft]

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[Mod] Trucraft Lib [trucraft]

by PolySaken » Post

What if I made a crafting system... Wait, wait, hear me out,
But without a crafting menu
No? ok.

Trucraft is a new crafting system aimed at making the early game stuff more realistic/immersive.
Features:
  • Smelt in-world anything that can be cooked in a furnace
  • Craft with up to 8 items in-world
  • Smash stuff on an anvil, in-world
  • All systems except the left-clicking stuff can be added to by mods
Download
Spoiler

Code: Select all

-- Boring basic crafting
truCraft.register_basic_craft({
	item1="mod:item",  -- items can be placed anywhere on grid
	item2="mod:item", 
	item3="mod:item", 
	item4="mod:item",
	result="mod:result_item"
})

--chopping block
truCraft.register_chop({
	item="mod:item",
	result="mod:result_item"
})

--anvil
truCraft.register_beat({
	item="mod:item",
	result="mod:result_item"
})

--big 3x3 metal grid
truCraft.register_advanced_craft({
	item1="mod:item", 
	item2="mod:item", 
	item3="mod:item", 
	item4="mod:item",
	item5="mod:item", 
	item6="mod:item", 
	item7="mod:item", 
	item8="mod:item",
	result="mod:result_item"
})
Spoiler
Getting started
  • Gather up a bunch of grass
  • Left click while holding the grass
  • Left click while holding 4 of the resulting fiber
  • Use the resultant string on a log to make a crafting bench
  • find a rock and smack some trees with it until you have 4 crafting pedestals
Now place them down like this:
Image
You can right-click on the pedestals to place items on them, and you can right-click on the center bench to craft using them.
(Use unified_inventory to find recipes)
you can use the pedestals to chop logs into wood by punching them with an item in the axe group while the logs are on the pedestal.
The crafting bench and pedestals can be upgraded by punching them with a steel ingot, then placing them like this:
Image
(you will need to make 4 more pedestals)

The campfire will cook items placed on it by right-clicking.
Re-fuel it but punching it with planks.
Be warned: it will destroy items that can't be cooked.

The smeltery structure works like this:
the fuel plate accepts coal as fuel in the same way as the campfire.
The hob accepts items in the same way as the campfire and pedestals.
The fuel plate will heat any hob within a certain radius regardless of position.
example:
Image
all of these hobs will cook items when the fuel plate is fueled:
Image
and that's about it. Have fun!
Depends: default, unified_inventory?
License: CC-BY-SA 4.0
Last edited by PolySaken on Fri Jan 08, 2021 00:24, edited 3 times in total.
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Extex
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Re: [Mod] Trucraft Lib [trucraft]

by Extex » Post

Cool I was actually thinking about making something like this
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Re: [Mod] Trucraft Lib [trucraft]

by Red_King_Cyclops » Post

Technically, a non-formspec crafting system has been done before, but not as a mod and not at this level of detail.
Currently working on new mods.

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Re: [Mod] Trucraft Lib [trucraft]

by FreeGamers » Post

I think @ ShadMOrdre would like this mod, as he's on a mission to crush any and all formspecs!
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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

I'll make a proper guide soon, as well as adding storage system
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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

added a guide to the main post
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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

The latest release (0.2) includes a storage Hamper, which can store a large number of one kind of item.
right click to add items to it
punch it to take one item
destroy it to have it drop all the items it's holding
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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Attached is an image depicting the storage hamper holding a large amount of cobblestone.
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Re: [Mod] Trucraft Lib [trucraft]

by Diamond knight » Post

Is there a way this could be made to work with other mods crafting recipies? Something like a setting to use default crafting recipies on the table, or something that converts the crafting recipies to this mod's format? I would love to use this in a realistic subgame but incompatability with most mods is my main issue.

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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Diamond knight wrote:Is there a way this could be made to work with other mods crafting recipies? Something like a setting to use default crafting recipies on the table, or something that converts the crafting recipies to this mod's format? I would love to use this in a realistic subgame but incompatability with most mods is my main issue.
The huge differences in recipe style would require a manual rewrite of all the recipes, since each one can use eight items at most.
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Re: [Mod] Trucraft Lib [trucraft]

by Diamond knight » Post

Will probably have to do that then, will be easier with the way my subgame deals with technological development (the base subgame starts out with no tools or manmade things, and it will have "tech mods" to enable teching up on a per world basis, which will need a rewrite of most mods anyway)

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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Diamond knight wrote:Will probably have to do that then, will be easier with the way my subgame deals with technological development (the base subgame starts out with no tools or manmade things, and it will have "tech mods" to enable teching up on a per world basis, which will need a rewrite of most mods anyway)
I've been planning to make an expansion of trucraft called trumech which is essentially technic with no formspecs, could that be helpful?
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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

what to do old world

I want a resource rock ...

you can do to spawn resources old world?

like a separate script to make them appear or it's impossible at all?

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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Imk wrote:what to do old world

I want a resource rock ...

you can do to spawn resources old world?

like a separate script to make them appear or it's impossible at all?
Either spawn them in through creative or go to an area you've never been before.
Other than that there's no way.
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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

Thank you for answering, it was a known decision.

decided otherwise trucraft:rock_stone drops from ghosts

people interested trucraft
come over and play with us viewtopic.php?f=23&t=21055
Server: Сrimea HiTech&Magic (RUS) 173.249.22.203:30008

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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

lack of language localization
how soon will it be?
or do it yourself

I see great potential thank you for your hard work!

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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

I have no idea how to do language stuff, since I only know english.
People are always welcome to contribute to my mods.
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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

PolySaken wrote:I have no idea how to do language stuff, since I only know english.
People are always welcome to contribute to my mods.
ок, make try

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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

Support languages and localization translation into Russian.
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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Imk wrote:Support languages and localization translation into Russian.
Added to the repo. In the future you should use github pull requests to make it easier to merge.
Here's the repo link: Trucraft on GitHub
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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

I'm not registered for GitHub
Usually doing for my server specifics stuff
For example:
will need textures 32 (nodes),64 (tools)
I'm not at liberty to ask them from the developer :)
or mod MT 4.7 and my server was MT 5.0
had to rule by myself
now it's a lot easier I can give a bug report (release 5.1,server 5.2 compatible )

Thank you for adding to the repo. Checked you haven't added up everything.
just replace it from the archive tools.lua,nodes.lua,items.lua,craft.lua
It won't work like that !

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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Imk wrote:I'm not registered for GitHub
Usually doing for my server specifics stuff
For example:
will need textures 32 (nodes),64 (tools)
I'm not at liberty to ask them from the developer :)
or mod MT 4.7 and my server was MT 5.0
had to rule by myself
now it's a lot easier I can give a bug report (release 5.1,server 5.2 compatible )

Thank you for adding to the repo. Checked you haven't added up everything.
just replace it from the archive tools.lua,nodes.lua,items.lua,craft.lua
It won't work like that !
Huh, maybe something went wrong in the merge. I'll see if I can fix it.
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Re: [Mod] Trucraft Lib [trucraft]

by PolySaken » Post

Fixed. It turns out my merge script was prioritizing my own files, so only your new ones (locale) got added.
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Re: [Mod] Trucraft Lib [trucraft]

by Imk » Post

tools.lua unaltered, enigma items.lua

had to learn how to work with Git )))

https://github.com/Imk-MT/trucraft

Pull requests. Застряло на этом понял должна должна кнопка зеленая загореться не хочит.
Пробовал ссылки пробовал на корень репозитория и на коммиты.


https://github.com/Imk-MT/trucraft/comp ... adcbeabe88

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Re: [Mod] Trucraft Lib [trucraft]

by Ghaydn » Post

Do you plan to add support for ethereal? Seems like rocks and sticks don't appear on it's biomes. And ethereal trees can be cut down with bare hands.

Also, do you plan to add support for basic_materials? Some items are duplicated there, for ex. plastic sheet.
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