Re-order crafting queue

Umbrella

New member
Hi, I don't know if there is a way to do this, but it would be a great feature !

Quite often I am crafting some time-taking recipe, for instance multi-parts recipes such as 1000 cobblestone in my inventory, 30 aloe cream, or 100 water bottle in a campfire. Then, I want to craft a quicker item (a few blocks, some bandage, some meat, whatever). What I end up doing is

- Craft the bandages, it goes in queue.

- Cancel the cobblestone, so that bandages may be crafted first

- Re-craft the remaining cobblestone.

I find this tedious : track how many more cobblestone were left, find the recipe again, increment ... and do so anytime I need to craft a quick item.

What would be great is once the bandage goes in the queue, I could drag and drop the cobblestone to the left of the bandage (or the converse), and this would change the order of the queue.

This is mostly for multiple items production. For single item, there are 2 options : reordering it resets the timer, or it does not. I guess resetting might make more sense. But for multiple items, only the current one would get reset, and the remaining ones would resume normally after bandages are done.

Thank you !

 
I dont see the point in this. If you know youre going to be spending some time crafting something big, just make sure you have anything smaller already done. Simple as that, otherwise having to cancel something big and then start it again really isnt that tedious. Is that extra 5 seconds going to take that much away from your game play?

 
"craft 2 + cancel 1 + re-craft 1" is already doable in a few seconds - so I am not asking for actions that cannot be done currently. However, I feel this available solution requires too much click and inputs, which are tedious and immersion-breaking: Click, switch from mouse to keyboard to search the recipe, then click "amount", then re-switch to keyboard to input the amount. Why wouldn't you give users mouse-only command to do that, which feels way more natural ?

Also in some cases, you cannot plan the small items before:

- When inventory is full, cancelling would drop resources on ground.

- If the small item requires the numerous ones (like flagstone block requiring cobblestone), you cannot craft them before. But it's great to start putting blocks while more cobblestone is produced. When building base, it is many times 5sec (each time you want to start a new layer with different block types). So it really adds up, and is very repetitive.

- If you need face emergency situations.

I agree that building large requires planning - it already does with resources. The game only punishes "unplanned crafting" by requiring you to do more clicks ... That's just menu micro management, as opposed to micro management of gameplay elements.

 
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