New feature/mechanic for crafting #2

ALEXZANDER

Survivor
Suggest to add another feature for crafting!
For example:
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<recipe name="foodMeatStew" count="1" craft_area="campfire" craft_tool="toolCookingPot" createItem_start="drinkJarEmpty">
<ingredient name="foodGrilledMeat" count="1"/>
<ingredient name="foodCropPotato" count="2"/>
<ingredient name="foodCropCorn" count="2"/>
<ingredient name="resourceAnimalFat" count="1"/>
<ingredient name="drinkJarBoiledWater" count="1"/>
</recipe>
(createItem_start="drinkJarEmpty" would instantly create item in ur backpack after beginning of crafting)
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<recipe name="workbench" count="1" createItem_end="meleeToolRepairT1ClawHammer">
<ingredient name="resourceForgedIron" count="25"/>
<ingredient name="resourceMechanicalParts" count="20"/>
<ingredient name="resourceDuctTape" count="5"/>
<ingredient name="resourceNail" count="100"/>
<ingredient name="resourceWood" count="100"/>
<ingredient name="meleeToolRepairT1ClawHammer" count="1"/>
</recipe>
(createItem_end="meleeToolRepairT1ClawHammer" would create claw hammer in ur backpack after receiving the crafted stuff)
 
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Suggest to add another feature for crafting!
For example:
------------------------------------------------------------------------------------------------------------------------------------------------------------------
<recipe name="foodMeatStew" count="1" craft_area="campfire" craft_tool="toolCookingPot" createItem_start="drinkJarEmpty">
<ingredient name="foodGrilledMeat" count="1"/>
<ingredient name="foodCropPotato" count="2"/>
<ingredient name="foodCropCorn" count="2"/>
<ingredient name="resourceAnimalFat" count="1"/>
<ingredient name="drinkJarBoiledWater" count="1"/>
</recipe>
(createItem_start="drinkJarEmpty" would instantly create item in ur backpack after beginning of crafting)
------------------------------------------------------------------------------------------------------------------------------------------------------------------
<recipe name="workbench" count="1" createItem_end="meleeToolRepairT1ClawHammer">
<ingredient name="resourceForgedIron" count="25"/>
<ingredient name="resourceMechanicalParts" count="20"/>
<ingredient name="resourceDuctTape" count="5"/>
<ingredient name="resourceNail" count="100"/>
<ingredient name="resourceWood" count="100"/>
<ingredient name="meleeToolRepairT1ClawHammer" count="1"/>
</recipe>
(createItem_end="meleeToolRepairT1ClawHammer" would create claw hammer in ur backpack after receiving the crafted stuff)
Edit: Its actually NBT - (Named Binary Tags)! Its used in minecraft which allows to for example consume bucket of water and then recieve empty bucket after crafting/melting something! Something like this can be added to game
 
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I was hoping I could use what they have in items for my project.
<property name="Create_item" value="drinkJarEmpty"/>

but it didn't work still trying ideas. would be nice if it did and they add a chance to it. or put it as a triggered effect eg "onCraftEnd"

I would be careful about any use of creating something on craft start, as it could lead to cheesing with people starting to craft, get whatever effect, then cancel the crafting to get free item.
 
I would be careful about any use of creating something on craft start, as it could lead to cheesing with people starting to craft, get whatever effect, then cancel the crafting to get free item.
Could be avoided by disabling cancel on some specific crafts! For example if u start cooking - u will not able to cancel it like in real life and u will be forced finish its cooking and it will make u think twice before acting! onCraftStart/createItem_start could be applied only to food recipes
Post automatically merged:

I was hoping I could use what they have in items for my project.
<property name="Create_item" value="drinkJarEmpty"/>
it will not work because its "property name", its a part of compleately different thing (tried same before :D)
 
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Edit: Its actually NBT - (Named Binary Tags)! Its used in minecraft which allows to for example consume bucket of water and then recieve empty bucket after crafting/melting something! Something like this can be added to game
In Minecraft, a bucket of water is actually a tag (liquid) that actually refers to a bucket. It's not a specific item, and a tag without an item isn't possible. But if there was an option to absorb tags (or the quantitative value of a tag) instead of an item, that would be cool.
 
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