... and how about if you would not need a crafting chip but just put as template an already crafted item into the crafter?
The crafter would still need the raw materials to craft the item so this would not be an overpowered duplication system.
Then this wouldn't be what I intended. It would remove the portability of the recipes, and would render useless the new features that will come to play on the next version.
However, I'm not fully committed to the idea of having an encoder machine. I might do something about that in the future.
Hm.... I see no advantage in carrying the recipes with me, as long as i cannot stack them somehow. I like the idea of having a crafting table with multiple input slots. To encode an item, I do the same as if I crafted the item. Then I have a template.
To take the item itself as a template would greatly improve the usability.
Perhaps you allow both: The recipe AND the item. There will be situations, when you're happy to have the recipe, because pistons are "out". Otherwise, you would just take a piston instead of walking back to the base or build a normal workbench. If you have no recipe, the normal workbench is better. The crafter cannot be used without a recipe.
The stacking mechanism could be some sort of book with a page for each recipe.
As you said, there is more than one way to make, for example, a chest. Simple recipe at first look turns out to have possibly birch wood, jungle wood and oak wood mixed at 100 different places. So you need a 100 recipes to be able to craft a chest with all possible positions and sorts of wood?
Here it would be good to have some sort of "marker" item. You place "oak wood" but you mean "wood in general".
Or the recipe generalizes all "oak wood" or "* wood" to "wood" and accepts any wood at this place, even the new woods which come from tech mods like "rubber wood".
PS: 100 is certainly wrong. Its possibly 8^3 = 512. Statistic rules. Tell me if I'm wrong.
That will be done through the Ore Dictionary. Yes, it was already planned.
But even with that, I need the player to put the ingredients on a grid, so I can check which IRecipe object handles that one.
For the "stacking" I will add a chip holder/carrier.
Interesting. Seems I'll have to test compatibility with mods that modify the shift-clicking mechanisms.
Of this kind, I only know of Inventory Tweaks and Convenient Inventory. Do anyone else know any other?
I will consider your suggestion for the chip's recipe.
As for the encoder: I removed it because I didn't like having a machine just for that, so I did this:
which is the GUI for a portable tool that, among other things, is able to encode the chips.
I've also added a Chip Case, which will store up to 30 different recipes.
I'll be releasing an update probably this weekend, or as soon as I'm done bug fixing.
I welcome the disappearing encoder. A chip case is great, since the different chips were not stackable.
Working with the XACT workbench just must become easier and more fun than working with the vanilla workbench.
The encothingo can do other things, too? What else is it? A portable Workbench???
I welcome the disappearing encoder. A chip case is great, since the different chips were not stackable.
Working with the XACT workbench just must become easier and more fun than working with the vanilla workbench.
The encothingo can do other things, too? What else is it? A portable Workbench???
I think I found a bug. I am using a 1.4.5 server contain this mod and If you shift click the recipes with the crafter, you will get kicked from the server with the "Internal Server Error" bug. Anyone having this issue?
This also happens if you click on a recipe that doesnt have the sufficient materials in it's inventory
I think I found a bug. I am using a 1.4.5 server contain this mod and If you shift click the recipes with the crafter, you will get kicked from the server with the "Internal Server Error" bug. Anyone having this issue?
This also happens if you click on a recipe that doesnt have the sufficient materials in it's inventory
What version of my mod are you using?
Can you provide the crash log?
If I recall correctly, I haven't released any 1.4.5 version to the public.
The crafter would still need the raw materials to craft the item so this would not be an overpowered duplication system.
And so much easier!
However, I'm not fully committed to the idea of having an encoder machine. I might do something about that in the future.
To take the item itself as a template would greatly improve the usability.
Perhaps you allow both: The recipe AND the item. There will be situations, when you're happy to have the recipe, because pistons are "out". Otherwise, you would just take a piston instead of walking back to the base or build a normal workbench. If you have no recipe, the normal workbench is better. The crafter cannot be used without a recipe.
I might add a way to stack the recipes, or add some sort of bag to carry multiple chips.
Using the recipe's output to find the recipe might not be a good choice, as usually there are different recipes to craft the same item.
As you said, there is more than one way to make, for example, a chest. Simple recipe at first look turns out to have possibly birch wood, jungle wood and oak wood mixed at 100 different places. So you need a 100 recipes to be able to craft a chest with all possible positions and sorts of wood?
Here it would be good to have some sort of "marker" item. You place "oak wood" but you mean "wood in general".
Or the recipe generalizes all "oak wood" or "* wood" to "wood" and accepts any wood at this place, even the new woods which come from tech mods like "rubber wood".
PS: 100 is certainly wrong. Its possibly 8^3 = 512. Statistic rules. Tell me if I'm wrong.
But even with that, I need the player to put the ingredients on a grid, so I can check which IRecipe object handles that one.
For the "stacking" I will add a chip holder/carrier.
Lead coder of Atum and Aquaculuture.
I might release a port to the latest forge (for 1.4.4) soon, as the official release brought some API changes.
evilanvil77 ha hecho un video sobre este Mod. Aqui se los dejo:
As far as I know, all planks and all wood types have been added to the ore dictionary. So i don't need to mess around with their metadata value.
and well, I don't need help (thanks, tho), i just need time.
Of this kind, I only know of Inventory Tweaks and Convenient Inventory. Do anyone else know any other?
As for the encoder: I removed it because I didn't like having a machine just for that, so I did this:
which is the GUI for a portable tool that, among other things, is able to encode the chips.
I've also added a Chip Case, which will store up to 30 different recipes.
I'll be releasing an update probably this weekend, or as soon as I'm done bug fixing.
Working with the XACT workbench just must become easier and more fun than working with the vanilla workbench.
The encothingo can do other things, too? What else is it? A portable Workbench???
Suitable names submissions: Enc-O-Mat, Encothingo, Encoda, Encoder, Enc-O-Da
I second Encothingo.
The pre-release is available for beta testers.
This also happens if you click on a recipe that doesnt have the sufficient materials in it's inventory
What version of my mod are you using?
Can you provide the crash log?
If I recall correctly, I haven't released any 1.4.5 version to the public.