You know what would be an amusing addition to your mod? Make all recipes secrets until the player makes the item once, then it gets registered in the guide. Just sayan
All the recipes for stuff are on the web anyway, so what does that accomplish except adding frustration and a sense of pointlessness for installing an empty crafting book and then having to go to the mod threads and game wikis for recipes anyway?
What might be neat, if it could even be tracked, is to have counters for each recipe showing how many times they've been crafted. Also pretty pointless, but if you're looking to separate what you've done versus what you haven't done, that's a better way imo.
All the recipes for stuff are on the web anyway, so what does that accomplish except adding frustration and a sense of pointlessness for installing an empty crafting book and then having to go to the mod threads and game wikis for recipes anyway?
What might be neat, if it could even be tracked, is to have counters for each recipe showing how many times they've been crafted. Also pretty pointless, but if you're looking to separate what you've done versus what you haven't done, that's a better way imo.
Some people like to complete stuff as a sort of achievement, and the fact that the recipes are online doesnt mean everyone and their mothers will see those recipes when they dont want to. But meh it was just a amusing suggestion not a "MUST HAVE TO DO" thing
a filter by mod would be nice, but i think you said before that theres no easy way to do "BY MOD"
He could just put an API out there, and those who want to use it can. This would be the easiest way to filter by mod - provide a way to do it, and slowly but surely it will be supported.
So, an advanced filter tab, where you get a full list of items, click on any selects them, clicking a selected one deselects it, any recipe containing any of them is shown? Plus a second, nearly identical one, where any recipe containing a selected item is completely hidden? Neither of which prevent the regular filter from working, so the regular filter will filter the results after the two advanced ones?
+1 on this.
Also a suggestion: make it so when you left click an item you get the included list, and when you rightclick you get the excluded list
A search box! - type in the name of a resulting item, and it will try to find the recipes that result in that item
Also make sure that when you type something in, forexample "axe" you could find for example axe, you get all types of axes,
It's either wait for MCP, or hand-obfuscate to get a version out slightly earlier. Thing is, until MCP is out, there won't be many mods adding many new recipes, so the regular old recipe book should be good enough for most people, anyway.
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CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
It's either wait for MCP, or hand-obfuscate to get a version out slightly earlier. Thing is, until MCP is out, there won't be many mods adding many new recipes, so the regular old recipe book should be good enough for most people, anyway.
Eh.. take your time brother, work on an update for the 1.8 model if you have time to spare, then update it with a slew of new features when mcp comes out - its what most modders do.
Eh, the fact that that discussion comes up often is a good sign that it would be a very desired feature. At the same time, though, I wonder if people wil keep asking for it once I finally stop being lazy and get the next version(s) done...
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CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Sorting by mod is a tough feature, requiring either a massive amount of manual work, or providing an API that few mods will ever bother to use. Either solution is insufficient, as they could never support every mod, or most new mods/updates. (Unless Minecraft of ModLoader eventually provide a way to track what mod added each recipe, of course)
However, providing user-defined recipe groups and more powerful filtering systems could make per-mod lists generally unnecessary, so I plan on delaying the really hard feature until I know whether it is still needed later on, or until ModLoader or Minecraft provide an easy way to do it.
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CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Update: There is now a download for Minecraft 1.0.0! Surprisingly useful, as there are numerous new recipes in unmodded Minecraft alone, so having CraftGuide can help transition from Beta 1.8.1, learning some of the new features.
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CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Yeah, would be better... Why don't you make this Mod accessible with keypress? Like E+C (Inventory+Crafting ;D)
Actually, that's already there, but you have to scroll a bit further down to the Extras section. It has an additional download, "QuickGuide" that simply adds a keybind to open CraftGuide, that works in SMP. Of course, at some point I really must put some time into making a proper multiplayer version of the crafting recipe...
Rollback Post to RevisionRollBack
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Actually, that's already there, but you have to scroll a bit further down to the Extras section. It has an additional download, "QuickGuide" that simply adds a keybind to open CraftGuide, that works in SMP. Of course, at some point I really must put some time into making a proper multiplayer version of the crafting recipe...
Which even fewer would use..
Remember. Im still in favor of search a text filter where you can search any item just by name alone.
*grabs the cattle prod*
Sorting by mod is a tough feature, requiring either a massive amount of manual work, or providing an API that few mods will ever bother to use. Either solution is insufficient, as they could never support every mod, or most new mods/updates. (Unless Minecraft of ModLoader eventually provide a way to track what mod added each recipe, of course)
However, providing user-defined recipe groups and more powerful filtering systems could make per-mod lists generally unnecessary, so I plan on delaying the really hard feature until I know whether it is still needed later on, or until ModLoader or Minecraft provide an easy way to do it.
Hey, this might be an interesting hook to add to forge - i am going to go bug Eloraam, if nothing else i want to see what happens, i like watching fireworks.
EDIT: posted on redpower thread, forge thread is dead to me.
I think it'd be great if you could add some sort of labeling system so people can manually sort things by mod, if coding it into the mod itself would be too tedious. The great thing about labels is that you can give the same recipe more than one label :biggrin.gif: (something like gmail..) And if settings get saved to a config file somewhere, people could sorta just append stuff to the end of it to make it easier to label stuff by mod.. maybe set up a wiki somewhere and have a page for each mod..
Oh right, and is there any way to make it possible to pull this up while you're using a crafting table?
Adding this to the Forge would be a brilliant tactic, especially if all the forge modders use it and tag their mods, as it would then give everybody else another stick to beat all other modders with .. as if the almost infinite block (terrain sprite) ids were not reason enough
Well Eloraam got back at me, and replied with this:
Actually, thanks to some technical issues and some poor scalability in the recipe code, I'm considering directly hooking the crafting slot/recipe manager so that mods can control recipe generation directly. It would have the effect of removing all the cutting recipes from the normal recipe list, which would not only clean up recipe books, but would remove the crafting lag that's starting to happen.
It's low on my priority list for the moment, though.
So its likely that there will eventually be a way to sort by mods in forge :smile.gif: - and thats good enough for me, considering that now most of the mods i use are forge mods :smile.gif:
This is a really awesome mod! Too bad once I updated to 1.0.0 using QuickGuide, my game crashes :sad.gif:. Here's the Modloader.txt:
Nov 25, 2011 7:31:30 PM ModLoader init
FINE: ModLoader 1.0.0 Initializing...
Nov 25, 2011 7:31:30 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\bin\minecraft.jar
Nov 25, 2011 7:31:30 PM ModLoader readFromClassPath
FINER: Zip found.
Nov 25, 2011 7:31:30 PM ModLoader addMod
FINE: Mod Initialized: "mod_SpawnerGUI 1.0.0" from mod_SpawnerGUI.class
Nov 25, 2011 7:31:30 PM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.0.0 2011-11-19" from mod_TooManyItems.class
Nov 25, 2011 7:31:30 PM ModLoader addMod
FINE: Mod Initialized: "mod_WorldEditCUI v1.0 for mc1.0" from mod_WorldEditCUI.class
Nov 25, 2011 7:31:30 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\InvTweaks-1.33-1.0.0.zip
Nov 25, 2011 7:31:30 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 25, 2011 7:31:30 PM ModLoader addMod
FINE: Mod Initialized: "mod_InvTweaks 1.33 (1.0.0)" from mod_InvTweaks.class
Nov 25, 2011 7:31:30 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\macros
Nov 25, 2011 7:31:30 PM ModLoader readFromModFolder
FINER: Directory found.
Nov 25, 2011 7:31:30 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\mod_macros_0.7.1_for_1.0.0.zip
Nov 25, 2011 7:31:30 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 25, 2011 7:31:31 PM ModLoader addMod
FINE: Mod Initialized: "mod_Macros 0.7.1" from mod_Macros.class
Nov 25, 2011 7:31:31 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\QuickGuide.zip
Nov 25, 2011 7:31:31 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 25, 2011 7:31:31 PM ModLoader addMod
FINE: Failed to load mod from "mod_QuickGuide.class"
Nov 25, 2011 7:31:31 PM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: CraftGuide/GuiCraftGuide
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.privateGetPublicFields(Unknown Source)
at java.lang.Class.getFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1697)
at ModLoader.addMod(ModLoader.java:274)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: CraftGuide.GuiCraftGuide
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 15 more
Nov 25, 2011 7:31:41 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\rei_minimap
Nov 25, 2011 7:31:41 PM ModLoader readFromModFolder
FINER: Directory found.
Nov 25, 2011 7:31:41 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\sppcommands
Nov 25, 2011 7:31:41 PM ModLoader readFromModFolder
FINER: Directory found.
Nov 25, 2011 7:31:41 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Min\AppData\Roaming\.minecraft\mods\zombe
Nov 25, 2011 7:31:41 PM ModLoader readFromModFolder
FINER: Directory found.
Nov 25, 2011 7:31:41 PM ModLoader init
FINE: Mod Loaded: "mod_SpawnerGUI 1.0.0"
Nov 25, 2011 7:31:41 PM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.0.0 2011-11-19"
Nov 25, 2011 7:31:41 PM ModLoader init
FINE: Mod Loaded: "mod_WorldEditCUI v1.0 for mc1.0"
Nov 25, 2011 7:31:41 PM ModLoader init
FINE: Mod Loaded: "mod_InvTweaks 1.33 (1.0.0)"
Nov 25, 2011 7:31:41 PM ModLoader init
FINE: Mod Loaded: "mod_Macros 0.7.1"
Nov 25, 2011 7:31:41 PM ModLoader AddAllRenderers
FINE: Initialized
...And if you only want to see what I think is the error...
java.lang.NoClassDefFoundError: CraftGuide/GuiCraftGuide
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.privateGetPublicFields(Unknown Source)
at java.lang.Class.getFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1697)
at ModLoader.addMod(ModLoader.java:274)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: CraftGuide.GuiCraftGuide
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 15 more
Do you think you can help me? It would be greatly appreciated if you could. Thanks!
Ah. QuickGuide isn't a replacement for CraftGuide, you need both, and the error it is giving is that it can't find CraftGuide itself. Kind of like how BuildCraft and RedPower are both split into parts, there is the core, and then a number of optional extra parts. Here, CraftGuide is the core, and QuickGuide is an optional extra component.
Eventually, I plan to have a few more optional parts. Mainly, anything that alters it in a way that some people might not want, that wouldn't work as cleanly if it was just added as a setting in a configuration file
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CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Ah. QuickGuide isn't a replacement for CraftGuide, you need both, and the error it is giving is that it can't find CraftGuide itself. Kind of like how BuildCraft and RedPower are both split into parts, there is the core, and then a number of optional extra parts. Here, CraftGuide is the core, and QuickGuide is an optional extra component.
Eventually, I plan to have a few more optional parts. Mainly, anything that alters it in a way that some people might not want, that wouldn't work as cleanly if it was just added as a setting in a configuration file
All the recipes for stuff are on the web anyway, so what does that accomplish except adding frustration and a sense of pointlessness for installing an empty crafting book and then having to go to the mod threads and game wikis for recipes anyway?
What might be neat, if it could even be tracked, is to have counters for each recipe showing how many times they've been crafted. Also pretty pointless, but if you're looking to separate what you've done versus what you haven't done, that's a better way imo.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Some people like to complete stuff as a sort of achievement, and the fact that the recipes are online doesnt mean everyone and their mothers will see those recipes when they dont want to. But meh it was just a amusing suggestion not a "MUST HAVE TO DO" thing
He could just put an API out there, and those who want to use it can. This would be the easiest way to filter by mod - provide a way to do it, and slowly but surely it will be supported.
Also..
+1 on this.
Also a suggestion: make it so when you left click an item you get the included list, and when you rightclick you get the excluded list
A search box! - type in the name of a resulting item, and it will try to find the recipes that result in that item
Also make sure that when you type something in, forexample "axe" you could find for example axe, you get all types of axes,
I still see people using recipe book O.o
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Eh.. take your time brother, work on an update for the 1.8 model if you have time to spare, then update it with a slew of new features when mcp comes out - its what most modders do.
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
However, providing user-defined recipe groups and more powerful filtering systems could make per-mod lists generally unnecessary, so I plan on delaying the really hard feature until I know whether it is still needed later on, or until ModLoader or Minecraft provide an easy way to do it.
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
*Downloads*
Actually, that's already there, but you have to scroll a bit further down to the Extras section. It has an additional download, "QuickGuide" that simply adds a keybind to open CraftGuide, that works in SMP. Of course, at some point I really must put some time into making a proper multiplayer version of the crafting recipe...
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Which even fewer would use..
Remember. Im still in favor of search a text filter where you can search any item just by name alone.
*grabs the cattle prod*
Hey, this might be an interesting hook to add to forge - i am going to go bug Eloraam, if nothing else i want to see what happens, i like watching fireworks.
EDIT: posted on redpower thread, forge thread is dead to me.
Oh right, and is there any way to make it possible to pull this up while you're using a crafting table?
Thanks a ton
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Well Eloraam got back at me, and replied with this:
So its likely that there will eventually be a way to sort by mods in forge :smile.gif: - and thats good enough for me, considering that now most of the mods i use are forge mods :smile.gif:
Eventually, I plan to have a few more optional parts. Mainly, anything that alters it in a way that some people might not want, that wouldn't work as cleanly if it was just added as a setting in a configuration file
CraftGuide, recipe viewer with a scrollbar! (Resizable window, too, if you prefer playing with a smaller GUI scale and are tired of GUIs only occupying a tiny square in the centre)
Ohh... :dry.gif:. Thanks!