why would it be? millenaire (spelling?) and ic2's recipes show up... unless you mean how RP2 uses meta-data for almost every item, in which case it would probably still be possible, although with more work
On the off note, RP2 (and other mods are moving to this as well) *does* use meta-data for almost every item, including smeltables.
Also, when you do add SMP support then would it be possible to add a configurable lifespan for the book, so it can only be opened so many times before it vanishes and they have to remake it?
can you add a by mod tab? - it would go by mods, and sort common mods together by names (id redpower means all of redpower)
regardless, thanks for saving me tons of pages :smile.gif:
I like this idea!
Thanks for the great mod, can't wait for future updates!
Also, how about an option to remove certain recipes from the book, for example, in redpower, the recipes containing the various handsaws and tiny pieces of blocks?
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
Thanks for the great mod, can't wait for future updates!
Also, how about an option to remove certain recipes from the book, for example, in redpower, the recipes containing the various handsaws and tiny pieces of blocks?
The problem with either of these features is that both Minecraft and ModLoader do NOT provide a way to identify what mod added what recipe, or even what item.
The most versatile solution to splitting by mod, as well as removing excess recipes, is to provide a way for other mods to declare that they added specific recipes (or at least certain items) and what recipes, if any, they wish to exclude.
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)
First off: high-five to fellow Bay12-er!
Second: I can't stress how awesome you've made this :tongue.gif:
Third: You can generate a CraftBook.cfg file (like the Modloader one) and possibly let players change things from there, kinda like Risugami's one)
Fourth: A TMI-like add-on to crafting, which would look at the items you put in the crafting area and filtered, would be awesome as well :biggrin.gif:
Rollback Post to RevisionRollBack
TolyK of Bay12, Nowan of Hammersong.Want mods for your Bukkit server?
The problem with either of these features is that both Minecraft and ModLoader do NOT provide a way to identify what mod added what recipe, or even what item.
The most versatile solution to splitting by mod, as well as removing excess recipes, is to provide a way for other mods to declare that they added specific recipes (or at least certain items) and what recipes, if any, they wish to exclude.
One alternative is for you to make a way for we, the 'fanbase' of your mod, to organize and share the tabbing configurations. If you were to make: an in-game organizer, a way for it to export config files for the setup and make it that for each tab you have a different file, then you could merge organizations for different mods made by different players and share this pack of configs. This way, even the modders could make such config file for their mods and share it in their topic. And by using the item names instead of IDs you would have more compatibility between mods and ModPacks. Of course, the community could maintain the updating of mods itself :smile.gif:
Thank you for this awesome mod and I hope to see it shine even brighter! xD
If you were having problems with some recipes not appearing when using filtering, that is fixed. The filter item properly appears, too.
A very early alpha of an API is out, would like feedback from anyone who tries to use it. In theory, it lets you omit recipes, and add recipes from your own nonstandard crafting systems. In practice, most of it is entirely untested. After a brief conversation in the comments of Eloraam's blog, a secondary API is available that can be accessed relatively easily purely through reflection.
(Note: extent of testing: Reflection one, though it's been renamed since it was last tested. The regular one is "tested", as it is currently used by the mod itself, but hasn't been tested externally, so could easily be broken and I haven't noticed)
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)
Several Blocks (like wool) use just one block ID for multiple variations (different colors in case of wool). Those are called damage values in minecraft. And the recipes accepting all damage values will produce the same result for every block with the same id, even when the damage value differs. For example a bed... it can be made from every color of wool, no matter what color.
Many current mods use very few block IDs and implement all their block as such subtypes, because there are only 256 block IDs in minecraft.
Mind if I quote that in the FAQ?
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)
I don't think cobblestone has damage values. Or wooden planks.
Is this intentional? I'm not sure if cobble or wooden planks have damage values. If it's a bug, it would be nicer squashed. Other than that, I really love this mod. Thanks!
If you were having problems with some recipes not appearing when using filtering, that is fixed. The filter item properly appears, too.
A very early alpha of an API is out, would like feedback from anyone who tries to use it. In theory, it lets you omit recipes, and add recipes from your own nonstandard crafting systems. In practice, most of it is entirely untested. After a brief conversation in the comments of Eloraam's blog, a secondary API is available that can be accessed relatively easily purely through reflection.
(Note: extent of testing: Reflection one, though it's been renamed since it was last tested. The regular one is "tested", as it is currently used by the mod itself, but hasn't been tested externally, so could easily be broken and I haven't noticed)
Can you provide an api that would allow mod authors to declare there recipes - thus if declaration is detected, a mods tab or "filter by mods" option would be made?
I see your already doing this sort of - I will go ask Eloraam to support it for pr4 You have the little star for meta-data, can you add a star for "almost every block" - I am sure this will be helpful to some people like Eloraam :smile.gif:
Is this intentional? I'm not sure if cobble or wooden planks have damage values. If it's a bug, it would be nicer squashed. Other than that, I really love this mod. Thanks!
It is, unfortunately, a side effect of how Minecraft works. In technical terms, an ItemStack of a Block uses -1 unless otherwise specified. -1 is, therefore, used both intentionally and unintentionally, and I have no way to distinguish the two possibilities.
Though, I just realized, if a block ALWAYS uses -1, and there is no recipe that uses it with anything else, I can probably assume that it doesn't matter.
Also, for the ongoing skinnable vs. resizable considerations, seeing this post really makes me think that keeping complete reskinning possible might be a good idea. At the same time, I recently realized that it could be an option, so that it supports both, but defaults to the easily resized one, as the function of being able to see more at a time would be more immediately useful to the average user, and it wouldn't be too hard for people to include "change a line in the configuration file" as one of the steps in installing a non-resizable skin.
(Edit: The built-in link to this post feature doesn't seem to work, so I put together a link that works, at least for me)
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)
Sure, go ahead. Maybe replace "For example a bed... it can be made from every color of wool, no matter what color." with "For example a bed... it can be made from every kind of wool, no matter what color."
Uhm, sorry, I think you have the wrong link there... could you please check again?
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)
Add a search for recipe that brings up all recipe's needed to create something based on tooltip. So if you have IndustrialCraft, and search Macerator, it will first show you the recipe to actually make the Macerator, then the recipe's for each of it's parts, then the recipe's for the parts of the parts, etc.
Basically, it adds a keybinding to open CraftGuide without needing an item. This means that it works in SMP. A proper SMP version of CraftGuide that actually adds the item to servers is still planned, though.
(Note: In SMP, the server doesn't need any mods, and it shows the recipes for all of the mods you have installed, rather than just what the server has)
Edit: I missed it, but it has a bug: It responds to the key even if you have another window open... Currently working on that, will update it soon.
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)
Future plans:
At the moment, this mod is getting fairly complete, but there is still plenty that can be done. Some possible features include a way to categorize items by originating mod, though that would a bit difficult, as it would require mods to be able to provide information on what items they added. It is already possibly to show arbitrary crafting systems, but the public API is very much unfinished and liable to change at any time, even the names, so it would be nice to finalize it so that other mods could add their own crafting systems to the Crafting Guide automatically. A favourites/bookmarks list is almost certainly going to be added.
Would you consider 'groups'? Maybe instead of 'favorites' because a user could always create a 'group' called 'Favorites'.
I'm thinking of a way to recall a 'category' of recipes, which could be all items used for 'logic' circuits in a group called 'Logic', or all recipes from the Portal Gun Mod in a group I would name 'PG', or all recipes that relate to Buildcraft piping, which are more than a few due to all the add-on mods that create additional piping recipes, and mods that create pipes that can be used alongside BC. So then, even if mod makers don't use your API, the same or even better organization can be achieved with a few minutes of setup by the user.
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
Basically, it adds a keybinding to open CraftGuide without needing an item. This means that it works in SMP. A proper SMP version of CraftGuide that actually adds the item to servers is still planned, though.
(Note: In SMP, the server doesn't need any mods, and it shows the recipes for all of the mods you have installed, rather than just what the server has)
Edit: I missed it, but it has a bug: It responds to the key even if you have another window open... Currently working on that, will update it soon.
Edit: Fixed. Same download link(s).
Niiiiiiccceeeeeeee
You rock hard >:biggrin.gif:
Glad its now in SMP xD
*hands over his diamond block collection*
Seriously though I love this mod.
And it just got 20% cooler. Times 200x or so.
On the off note, RP2 (and other mods are moving to this as well) *does* use meta-data for almost every item, including smeltables.
Also, when you do add SMP support then would it be possible to add a configurable lifespan for the book, so it can only be opened so many times before it vanishes and they have to remake it?
regardless, thanks for saving me tons of pages :smile.gif:
I like this idea!
Thanks for the great mod, can't wait for future updates!
Also, how about an option to remove certain recipes from the book, for example, in redpower, the recipes containing the various handsaws and tiny pieces of blocks?
thanks for the earlier reply, Uristqwerty
Keep up the great work.
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)The problem with either of these features is that both Minecraft and ModLoader do NOT provide a way to identify what mod added what recipe, or even what item.
The most versatile solution to splitting by mod, as well as removing excess recipes, is to provide a way for other mods to declare that they added specific recipes (or at least certain items) and what recipes, if any, they wish to exclude.
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)
Second: I can't stress how awesome you've made this :tongue.gif:
Third: You can generate a CraftBook.cfg file (like the Modloader one) and possibly let players change things from there, kinda like Risugami's one)
Fourth: A TMI-like add-on to crafting, which would look at the items you put in the crafting area and filtered, would be awesome as well :biggrin.gif:
One alternative is for you to make a way for we, the 'fanbase' of your mod, to organize and share the tabbing configurations. If you were to make: an in-game organizer, a way for it to export config files for the setup and make it that for each tab you have a different file, then you could merge organizations for different mods made by different players and share this pack of configs. This way, even the modders could make such config file for their mods and share it in their topic. And by using the item names instead of IDs you would have more compatibility between mods and ModPacks. Of course, the community could maintain the updating of mods itself :smile.gif:
Thank you for this awesome mod and I hope to see it shine even brighter! xD
If you were having problems with some recipes not appearing when using filtering, that is fixed. The filter item properly appears, too.
A very early alpha of an API is out, would like feedback from anyone who tries to use it. In theory, it lets you omit recipes, and add recipes from your own nonstandard crafting systems. In practice, most of it is entirely untested. After a brief conversation in the comments of Eloraam's blog, a secondary API is available that can be accessed relatively easily purely through reflection.
(Note: extent of testing: Reflection one, though it's been renamed since it was last tested. The regular one is "tested", as it is currently used by the mod itself, but hasn't been tested externally, so could easily be broken and I haven't noticed)
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)
What does that mean, damage value?
Mind if I quote that in the FAQ?
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)
Is this intentional? I'm not sure if cobble or wooden planks have damage values. If it's a bug, it would be nicer squashed. Other than that, I really love this mod. Thanks!
Can you provide an api that would allow mod authors to declare there recipes - thus if declaration is detected, a mods tab or "filter by mods" option would be made?I see your already doing this sort of - I will go ask Eloraam to support it for pr4
You have the little star for meta-data, can you add a star for "almost every block" - I am sure this will be helpful to some people like Eloraam :smile.gif:
It is, unfortunately, a side effect of how Minecraft works. In technical terms, an ItemStack of a Block uses -1 unless otherwise specified. -1 is, therefore, used both intentionally and unintentionally, and I have no way to distinguish the two possibilities.
Though, I just realized, if a block ALWAYS uses -1, and there is no recipe that uses it with anything else, I can probably assume that it doesn't matter.
Also, for the ongoing skinnable vs. resizable considerations, seeing this post really makes me think that keeping complete reskinning possible might be a good idea. At the same time, I recently realized that it could be an option, so that it supports both, but defaults to the easily resized one, as the function of being able to see more at a time would be more immediately useful to the average user, and it wouldn't be too hard for people to include "change a line in the configuration file" as one of the steps in installing a non-resizable skin.
(Edit: The built-in link to this post feature doesn't seem to work, so I put together a link that works, at least for me)
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)
Agh, stupid forum. The "link to this post" feature seems to be broken, at least for that post. Manually taking the page URL and an anchor point on that post gives http://www.minecraftforum.net/topic/364525-181-equivalent-exchange-v416/page__st__8460#entry9860031, though, so that might work.
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)
QuickGuide (AdFly, AdCraft)
Basically, it adds a keybinding to open CraftGuide without needing an item. This means that it works in SMP. A proper SMP version of CraftGuide that actually adds the item to servers is still planned, though.
(Note: In SMP, the server doesn't need any mods, and it shows the recipes for all of the mods you have installed, rather than just what the server has)
Edit: I missed it, but it has a bug: It responds to the key even if you have another window open... Currently working on that, will update it soon.
Edit: Fixed. Same download link(s).
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)
Would you consider 'groups'? Maybe instead of 'favorites' because a user could always create a 'group' called 'Favorites'.
I'm thinking of a way to recall a 'category' of recipes, which could be all items used for 'logic' circuits in a group called 'Logic', or all recipes from the Portal Gun Mod in a group I would name 'PG', or all recipes that relate to Buildcraft piping, which are more than a few due to all the add-on mods that create additional piping recipes, and mods that create pipes that can be used alongside BC. So then, even if mod makers don't use your API, the same or even better organization can be achieved with a few minutes of setup by the user.
Really good job!
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)Niiiiiiccceeeeeeee
You rock hard >:biggrin.gif:
Glad its now in SMP xD
*hands over his diamond block collection*
Seriously though I love this mod.
And it just got 20% cooler. Times 200x or so.