You're in your house, crafting, I don't know, a redstone delayer(wink wink), or something, and you approach your crafting table. You've got all the ingredients you need, or so you think, when you realize you forgot sticks (or some other ingredient you need)! You exit the crafting table, but all the stuff you put in flies in front of you. Great, now you've got to make sure to pick that all up, and go to your storage and pick up some wood. Then you return to the crafting table and make want you wanted. Now to build that daylight--oh, great, you forgot to pick up some quartz.
The Solution
While this is unlikely to be a big problem for you, it's still annoying on the occasional time you forget something crucial. Depending on how far away you've put the resource you need, it could turn a 2-second crafting task into a 2-minute one. So, I suggest adding some new datatags to players to determine what they have in a crafting table. It'll keep objects there, without turning the crafting table into a tile entity. As a bonus, it could be used to make custom crafting recipes!
There will be four new datatags and an addition made to an already existed datatag for players:
(Integer)CraftingTablePos(X, Y, or Z): A number representing the position on the relevent axis of the last crafting table the player has opened. For example, if a player opens a crafting table at (41, 65, 84), then his CraftingTablePosY value will be 65. If the appropriate crafting table is destroyed (or never existed) or the player logs off, these tags are cleared. Because of this, tags are empty upon logging onto a world.
(List)CraftingSlots: A list of items the player has put into the crafting table at the positions set in the CraftingTablePos tags, including the slot tag. Crafting table slots are numbered 0-8, from top left to bottom right, and slot 9 is the output slot. Like now, players cannot put anything into slot 9. Slot 9 is updated whenever any of slots 0-8 are changed. If an item is taken from slot 9, slots 0-8 stack sizes are subtracted by one. If you shift-click an item from slot 9, it will put items into your inventory identical to this slot until either your inventory is full or one of the other slots run out. If any of the CraftingTablePos tags are changed or cleared, slots 0-8 will be emptied and the items contained will be dropped at the position of the previous crafting table. If /testfor is used, "*" can be used in the slot number to check if any slot contains the item.
(List)Inventory: This tag already exists. The five crafting slots in the inventory will be added to this and numbered 110-114. They work similarly to the CraftingSlots tag, but nothing can be stored in them for later; they will drop the items if the inventory is closed, like now. This tag is mainly for /testfor.
So, what's the point of this? Well, for starters, it means that you can put something on a crafting table and close the GUI without dropping the items on the floor. This is the only real difference you will see in vanilla SSP. However, there is something else you can do with this: custom recipes! Using /testfor, you can now tell what the player has in each of his crafting slots. So, you can make command block mods that allow you to craft a diamond sword with fire aspect by surrounding a diamond sword with blaze rods, for example. This would be accomplished for testing for what the player has in slots 0-8, and then putting something in slot 9 if the proper conditions are met. Of course, if your recipe doesn't take up the whole crafting table and isn't the same when reflected, then you would need multiple /testfor command blocks, one for every possible position and it's reflected varient in the crafting table. (Shapeless recipes could be done easily in the crafting table, but would require more work in the 2x2 crafting grid.) But all this would be possible (and mainly copying, pasting, and changing a few numbers) fairly easily, it would just be repetitive.
FAQ
Q: Wouldn't this allow the crafting table to be used as cheap storage?
A: Technically, yes, but it's not permanent and very inconvenient. If you spend twice the planks, you can make a chest that can permanently store stuff and has 3x the storage space. The crafting table will only be able to hold items until you open another crafting table or log off.
Q: Why would it delete the items when you log off?
A: It's mainly for multiplayer. Reducing the amount of information the server has to store per player is a good thing, especially on large servers. In singleplayer, however, it just discourages you from storing stuff on a crafting table for prolonged periods of time.
Q: Why can't these tags be on the crafting table?
A: Because then you'd run into the problem of only one person being able to use a particular crafting table at a time. You could get around it by having the crafting table store a separate inventory for each player, but then how would you test for custom recipes and only give that player the item? It would also require a massive amount of tags on larger servers.
Q: Why not just let us use resource packs to add custom recipes?
A: While I would support an easier way to add recipes, resource packs are not the way. According to the wiki, resource packs change the look and feel of Minecraft, not the functionality. We're going to have to wait for the Plugin API to get an easy and integrated way to add custom recipes more easily.
I honestly feel it should just be a sort of storage, like a dispenser. It might be a cheap storage but chests have way more slots and are made with the same materials. Besides, what will you do with 9 measly slots? In multiplayer it would be better for it not to have such a complicated player data.
I guess the only issue I can see is that this turns four planks into a tiny, stationary Enderchests for those raid servers where you can look through their chests but not break their blocks :/
Since they can't log out, though, it does seem rather limited... Hmm....
Well, I really really like the idea! It would be awesome if this could be implemented I love the idea of custom recipes.
Would it be so bad though, to limit a crafting table to one Player at a time though? I mean, it makes more sense than infinite Players being able to use a single crafting table.....
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So, just for clarification, opening another crafting table will cause the items to drop out of the first table?
If so, how does this work with servers and multiple people using a single crafting table?
It will work the same way, so be careful of leaving your stuff in a crafting table, or you might lose it.
Also, since this is saved on a per-player basis, rather than a per-crafting table basis, there's no problem when multiple people use a single crafting table. It will act the same way as now, just you will be able to hold stuff on the table for a while, and no one will be able to see your stuff that you've left there and take it.
I honestly feel it should just be a sort of storage, like a dispenser. It might be a cheap storage but chests have way more slots and are made with the same materials. Besides, what will you do with 9 measly slots? In multiplayer it would be better for it not to have such a complicated player data.
Half Support
Do you mean that you should be able to store stuff on multiple crafting tables, and it stay there when you log off? Well, doing this would require even more complicated data tags, and make the crafting table somewhat viable as a cheap storage option. I'm trying to make the crafting table more convenient without changing it too much.
I guess the only issue I can see is that this turns four planks into a tiny, stationary Enderchests for those raid servers where you can look through their chests but not break their blocks :/
Since they can't log out, though, it does seem rather limited... Hmm....
Well, I really really like the idea! It would be awesome if this could be implemented I love the idea of custom recipes.
Would it be so bad though, to limit a crafting table to one Player at a time though? I mean, it makes more sense than infinite Players being able to use a single crafting table.....
Well, I don't exactly see what the problem with the issue is. If you're on a grief-enabled server, then be careful of leaving your stuff on a crafting table, because breaking a crafting table that people have stored can become free loot.
As for only one player at a time using a crafting table, that only seems annoying, rather than adding anything to gameplay. Imagine a large server with a crafting area that has 10 tables spread out for people to use, and let's say this place usually has about 50 people in it during peak hours. If only one person could use a crafting table at a time, then the server would have to make an ugly wall of crafting tables to accommodate.
My understanding with this is that it acts kind of like a 9 slot Ender Chest, storing items in a temporary place until you get back to that crafting table. However, this seems overly complicated and not all that useful. For one, it requires you to go back to the same crafting table. Not always a huge deal but it can be. Also, if you were going to make an item, then you realise you didn't need it, going back to the crafting table later would pull it up again, unless you pull all the items off manually. Finally, this requires a bunch of limiting factors due to the fact crafting tables can be broken and SMP and whatnot.
I think a "Last Crafting Recipe" button would be way more useful. Basically you press the button and it will automatically attempt to pull the last items that were in the crafting grid back from your inventory, including the exact amounts if possible. If you don't have an item or have less, it pulls what it can, and distributes it evenly. So if you were making chests and had 64 wood (8 per slot of the recipe), but decide to store half the wood. Clicking the button would put 4 in each slot from the recipe because it evenly distributes it based on current amount.
The first reason I find it more useful is that it only requires the CraftingSlots tag, and only slots 0-8. It doesn't need the additional inventory slots or the output slot (9) because it copies from CraftingSlots into the crafting table. It also doesn't need the position tag because it can work independently of a specific crafting table and can be used in the 2x2 grid as well.
Second, this could be used for mass crafting. This button would work even if you craft something because all it does is store the last items in the grid and their amounts. So say you need to craft an entire inventory of Stone into Stone Bricks. You put 64 Stone in each slot of the 2x2, hold shift and click the output to craft all of them at once. Rather than take 5ish seconds to drag 4 more stacks to the grid, just hit the button. It pulls the CraftingSlots list, applies it to the crafting grid, and you shift click to craft again. And repeat as needed. Suddenly a 45 second task is done in 10 seconds.
It is more secure. Since it doesn't store actual items it has less of a chance for item dupe bugs. That also means you can't use it as cheap temp storage, closing an exploit. It also doesn't need special exceptions for if the table breaks or if you log out. It could be persistent, so if you are making a furnace on a server and get disconnected, you could jump right back in and hit the button.
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My understanding with this is that it acts kind of like a 9 slot Ender Chest, storing items in a temporary place until you get back to that crafting table. However, this seems overly complicated and not all that useful. For one, it requires you to go back to the same crafting table. Not always a huge deal but it can be. Also, if you were going to make an item, then you realise you didn't need it, going back to the crafting table later would pull it up again, unless you pull all the items off manually. Finally, this requires a bunch of limiting factors due to the fact crafting tables can be broken and SMP and whatnot.
I think a "Last Crafting Recipe" button would be way more useful. Basically you press the button and it will automatically attempt to pull the last items that were in the crafting grid back from your inventory, including the exact amounts if possible. If you don't have an item or have less, it pulls what it can, and distributes it evenly. So if you were making chests and had 64 wood (8 per slot of the recipe), but decide to store half the wood. Clicking the button would put 4 in each slot from the recipe because it evenly distributes it based on current amount.
The first reason I find it more useful is that it only requires the CraftingSlots tag, and only slots 0-8. It doesn't need the additional inventory slots or the output slot (9) because it copies from CraftingSlots into the crafting table. It also doesn't need the position tag because it can work independently of a specific crafting table and can be used in the 2x2 grid as well.
Second, this could be used for mass crafting. This button would work even if you craft something because all it does is store the last items in the grid and their amounts. So say you need to craft an entire inventory of Stone into Stone Bricks. You put 64 Stone in each slot of the 2x2, hold shift and click the output to craft all of them at once. Rather than take 5ish seconds to drag 4 more stacks to the grid, just hit the button. It pulls the CraftingSlots list, applies it to the crafting grid, and you shift click to craft again. And repeat as needed. Suddenly a 45 second task is done in 10 seconds.
It is more secure. Since it doesn't store actual items it has less of a chance for item dupe bugs. That also means you can't use it as cheap temp storage, closing an exploit. It also doesn't need special exceptions for if the table breaks or if you log out. It could be persistent, so if you are making a furnace on a server and get disconnected, you could jump right back in and hit the button.
While I like your idea, this suggestion allows for /testfor and making custom recipes, as well as holding items on the crafting table for a while. I'm not one for stealing ideas, so why don't you make your own thread for that?
As for the SMP issue, on multiplayer, if you saw a public chest somewhere, you wouldn't store anything inside it. However, in singleplayer, then, sure, if you came across a chest, then you might put some less valuable stuff in there to save space. By the same token, you'd have to treat crafting tables differently in multiplayer and avoid leaving stuff on them (unless they couldn't be broken). I don't see a problem with that.
I like this! But, to solve any other problems others said, couldn't you have the data tag belong to the crafting table instead of the player? Seems more logical to me. Unless I'm missing something.
Problem: A player has placed 48 diamonds in a crafting table and are about to craft 6 diamond chestplates for their teammates on a PVP server when they get disconnected due to a poor connection/server hiccup/isp maintenance/etc. They log back on moments later to discover that all of their diamonds are gone and they are justifyably enraged.
I like this! But, to solve any other problems others said, couldn't you have the data tag belong to the crafting table instead of the player? Seems more logical to me. Unless I'm missing something.
Support
The reason I have it on the player is so that multiple people can use the same crafting table, like they can now. If the crafting table stored the information, it would display what was on it for all players, so only one player could use a particular table at a time, and someone could steal your items.
Problem: A player has placed 48 diamonds in a crafting table and are about to craft 6 diamond chestplates for their teammates on a PVP server when they get disconnected due to a poor connection/server hiccup/isp maintenance/etc. They log back on moments later to discover that all of their diamonds are gone and they are justifyably enraged.
How would your system prevent this happening?
It wouldn't. I mean, I guess a server could toggle to save player crafting data to prevent that, but currently, wouldn't your items be dropped anyway? I don't really play on servers, so I'm not sure what happens currently.
Anyway, I have discovered another problem to this suggestion: one of the points, creating recipes, is impossible as we cannot edit player NBT in-game currently. That has to be changed before the full functionality of this suggestion can be implemented, but in the mean time, it's still useful for storing items on the table.
The reason I have it on the player is so that multiple people can use the same crafting table, like they can now. If the crafting table stored the information, it would display what was on it for all players, so only one player could use a particular table at a time, and someone could steal your items.
It wouldn't. I mean, I guess a server could toggle to save player crafting data to prevent that, but currently, wouldn't your items be dropped anyway? I don't really play on servers, so I'm not sure what happens currently.
That's just it, currently their items would be dropped on the ground giving them a chance to reclaim them if they log back in fast enough. By default items despawn if left alone for five minutes so maybe just allow servers to save this temporary crafting table inventory for five minutes after a user logs out to allow them to log back in to retrieve those items if they wish.
I think that being able to leave items in the crafting table is a good idea. Although it's not a huge issue to have to take out the items every time you forget something, it would be nice not to have that issue. First of all I get really annoyed when I'm trying to craft something and I forget an item needed, I then forget to take the items out of the crafting table. It falls on the floor and either, someone else picks it up, it gets despawned by server, or I just have to waste several seconds waiting for the items to be picked up. I don't think that crafting tables would be very useful as storage since it doesn't carry nearly as much items as a chest does, but if you have no more space and desperately need to put something away and don't have the eight wood blocks then I suppose the table would help! I think that limiting the amount of players using a crafting table to one is awesome, since it's more realistic and would cause players to have more than one crafting table in their house.
However, one of the negatives I see is that it could turn into a complicated system with this on a massive server. This I don't know because I don't do servers, but if it would cause problems then I would rather have it be the normal annoyance of dropping items then have Minecraft end itself. In the change of convenience to realism you get - ANGRY PLAYERS. Of course with every change you get these people, and while I do agree some people will not. +1 from me!
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This seems overly complicated. May I suggest that you use the crafting table from the Tinker's Construct mod as the basis instead?
It stores the items per crafting table only so you can even show people a crafting recipe ingame. Also, it stores the items in the crafting table till you come back but anyone can take them out!
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The Problem
You're in your house, crafting, I don't know, a redstone delayer(wink wink), or something, and you approach your crafting table. You've got all the ingredients you need, or so you think, when you realize you forgot sticks (or some other ingredient you need)! You exit the crafting table, but all the stuff you put in flies in front of you. Great, now you've got to make sure to pick that all up, and go to your storage and pick up some wood. Then you return to the crafting table and make want you wanted. Now to build that daylight--oh, great, you forgot to pick up some quartz.
The Solution
While this is unlikely to be a big problem for you, it's still annoying on the occasional time you forget something crucial. Depending on how far away you've put the resource you need, it could turn a 2-second crafting task into a 2-minute one. So, I suggest adding some new datatags to players to determine what they have in a crafting table. It'll keep objects there, without turning the crafting table into a tile entity. As a bonus, it could be used to make custom crafting recipes!
There will be four new datatags and an addition made to an already existed datatag for players:
(Integer)CraftingTablePos(X, Y, or Z): A number representing the position on the relevent axis of the last crafting table the player has opened. For example, if a player opens a crafting table at (41, 65, 84), then his CraftingTablePosY value will be 65. If the appropriate crafting table is destroyed (or never existed) or the player logs off, these tags are cleared. Because of this, tags are empty upon logging onto a world.
(List)CraftingSlots: A list of items the player has put into the crafting table at the positions set in the CraftingTablePos tags, including the slot tag. Crafting table slots are numbered 0-8, from top left to bottom right, and slot 9 is the output slot. Like now, players cannot put anything into slot 9. Slot 9 is updated whenever any of slots 0-8 are changed. If an item is taken from slot 9, slots 0-8 stack sizes are subtracted by one. If you shift-click an item from slot 9, it will put items into your inventory identical to this slot until either your inventory is full or one of the other slots run out. If any of the CraftingTablePos tags are changed or cleared, slots 0-8 will be emptied and the items contained will be dropped at the position of the previous crafting table. If /testfor is used, "*" can be used in the slot number to check if any slot contains the item.
(List)Inventory: This tag already exists. The five crafting slots in the inventory will be added to this and numbered 110-114. They work similarly to the CraftingSlots tag, but nothing can be stored in them for later; they will drop the items if the inventory is closed, like now. This tag is mainly for /testfor.
So, what's the point of this? Well, for starters, it means that you can put something on a crafting table and close the GUI without dropping the items on the floor. This is the only real difference you will see in vanilla SSP. However, there is something else you can do with this: custom recipes! Using /testfor, you can now tell what the player has in each of his crafting slots. So, you can make command block mods that allow you to craft a diamond sword with fire aspect by surrounding a diamond sword with blaze rods, for example. This would be accomplished for testing for what the player has in slots 0-8, and then putting something in slot 9 if the proper conditions are met. Of course, if your recipe doesn't take up the whole crafting table and isn't the same when reflected, then you would need multiple /testfor command blocks, one for every possible position and it's reflected varient in the crafting table. (Shapeless recipes could be done easily in the crafting table, but would require more work in the 2x2 crafting grid.) But all this would be possible (and mainly copying, pasting, and changing a few numbers) fairly easily, it would just be repetitive.
FAQ
Q: Wouldn't this allow the crafting table to be used as cheap storage?
A: Technically, yes, but it's not permanent and very inconvenient. If you spend twice the planks, you can make a chest that can permanently store stuff and has 3x the storage space. The crafting table will only be able to hold items until you open another crafting table or log off.
Q: Why would it delete the items when you log off?
A: It's mainly for multiplayer. Reducing the amount of information the server has to store per player is a good thing, especially on large servers. In singleplayer, however, it just discourages you from storing stuff on a crafting table for prolonged periods of time.
Q: Why can't these tags be on the crafting table?
A: Because then you'd run into the problem of only one person being able to use a particular crafting table at a time. You could get around it by having the crafting table store a separate inventory for each player, but then how would you test for custom recipes and only give that player the item? It would also require a massive amount of tags on larger servers.
Q: Why not just let us use resource packs to add custom recipes?
A: While I would support an easier way to add recipes, resource packs are not the way. According to the wiki, resource packs change the look and feel of Minecraft, not the functionality. We're going to have to wait for the Plugin API to get an easy and integrated way to add custom recipes more easily.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
So, just for clarification, opening another crafting table will cause the items to drop out of the first table?
If so, how does this work with servers and multiple people using a single crafting table?
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For those who complain about post-Beta generation, you might want to see this.
I honestly feel it should just be a sort of storage, like a dispenser. It might be a cheap storage but chests have way more slots and are made with the same materials. Besides, what will you do with 9 measly slots? In multiplayer it would be better for it not to have such a complicated player data.
Half Support
I guess the only issue I can see is that this turns four planks into a tiny, stationary Enderchests for those raid servers where you can look through their chests but not break their blocks :/
Since they can't log out, though, it does seem rather limited... Hmm....
Well, I really really like the idea! It would be awesome if this could be implemented I love the idea of custom recipes.
Would it be so bad though, to limit a crafting table to one Player at a time though? I mean, it makes more sense than infinite Players being able to use a single crafting table.....
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It will work the same way, so be careful of leaving your stuff in a crafting table, or you might lose it.
Also, since this is saved on a per-player basis, rather than a per-crafting table basis, there's no problem when multiple people use a single crafting table. It will act the same way as now, just you will be able to hold stuff on the table for a while, and no one will be able to see your stuff that you've left there and take it.
Do you mean that you should be able to store stuff on multiple crafting tables, and it stay there when you log off? Well, doing this would require even more complicated data tags, and make the crafting table somewhat viable as a cheap storage option. I'm trying to make the crafting table more convenient without changing it too much.
Well, I don't exactly see what the problem with the issue is. If you're on a grief-enabled server, then be careful of leaving your stuff on a crafting table, because breaking a crafting table that people have stored can become free loot.
As for only one player at a time using a crafting table, that only seems annoying, rather than adding anything to gameplay. Imagine a large server with a crafting area that has 10 tables spread out for people to use, and let's say this place usually has about 50 people in it during peak hours. If only one person could use a crafting table at a time, then the server would have to make an ugly wall of crafting tables to accommodate.
But, anyway, thanks for the support!
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
My understanding with this is that it acts kind of like a 9 slot Ender Chest, storing items in a temporary place until you get back to that crafting table. However, this seems overly complicated and not all that useful. For one, it requires you to go back to the same crafting table. Not always a huge deal but it can be. Also, if you were going to make an item, then you realise you didn't need it, going back to the crafting table later would pull it up again, unless you pull all the items off manually. Finally, this requires a bunch of limiting factors due to the fact crafting tables can be broken and SMP and whatnot.
I think a "Last Crafting Recipe" button would be way more useful. Basically you press the button and it will automatically attempt to pull the last items that were in the crafting grid back from your inventory, including the exact amounts if possible. If you don't have an item or have less, it pulls what it can, and distributes it evenly. So if you were making chests and had 64 wood (8 per slot of the recipe), but decide to store half the wood. Clicking the button would put 4 in each slot from the recipe because it evenly distributes it based on current amount.
The first reason I find it more useful is that it only requires the CraftingSlots tag, and only slots 0-8. It doesn't need the additional inventory slots or the output slot (9) because it copies from CraftingSlots into the crafting table. It also doesn't need the position tag because it can work independently of a specific crafting table and can be used in the 2x2 grid as well.
Second, this could be used for mass crafting. This button would work even if you craft something because all it does is store the last items in the grid and their amounts. So say you need to craft an entire inventory of Stone into Stone Bricks. You put 64 Stone in each slot of the 2x2, hold shift and click the output to craft all of them at once. Rather than take 5ish seconds to drag 4 more stacks to the grid, just hit the button. It pulls the CraftingSlots list, applies it to the crafting grid, and you shift click to craft again. And repeat as needed. Suddenly a 45 second task is done in 10 seconds.
It is more secure. Since it doesn't store actual items it has less of a chance for item dupe bugs. That also means you can't use it as cheap temp storage, closing an exploit. It also doesn't need special exceptions for if the table breaks or if you log out. It could be persistent, so if you are making a furnace on a server and get disconnected, you could jump right back in and hit the button.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
While I like your idea, this suggestion allows for /testfor and making custom recipes, as well as holding items on the crafting table for a while. I'm not one for stealing ideas, so why don't you make your own thread for that?
As for the SMP issue, on multiplayer, if you saw a public chest somewhere, you wouldn't store anything inside it. However, in singleplayer, then, sure, if you came across a chest, then you might put some less valuable stuff in there to save space. By the same token, you'd have to treat crafting tables differently in multiplayer and avoid leaving stuff on them (unless they couldn't be broken). I don't see a problem with that.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
I like this! But, to solve any other problems others said, couldn't you have the data tag belong to the crafting table instead of the player? Seems more logical to me. Unless I'm missing something.
Support
Problem: A player has placed 48 diamonds in a crafting table and are about to craft 6 diamond chestplates for their teammates on a PVP server when they get disconnected due to a poor connection/server hiccup/isp maintenance/etc. They log back on moments later to discover that all of their diamonds are gone and they are justifyably enraged.
How would your system prevent this happening?
The reason I have it on the player is so that multiple people can use the same crafting table, like they can now. If the crafting table stored the information, it would display what was on it for all players, so only one player could use a particular table at a time, and someone could steal your items.
It wouldn't. I mean, I guess a server could toggle to save player crafting data to prevent that, but currently, wouldn't your items be dropped anyway? I don't really play on servers, so I'm not sure what happens currently.
Anyway, I have discovered another problem to this suggestion: one of the points, creating recipes, is impossible as we cannot edit player NBT in-game currently. That has to be changed before the full functionality of this suggestion can be implemented, but in the mean time, it's still useful for storing items on the table.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Ah. okay. Makes sense.
That's just it, currently their items would be dropped on the ground giving them a chance to reclaim them if they log back in fast enough. By default items despawn if left alone for five minutes so maybe just allow servers to save this temporary crafting table inventory for five minutes after a user logs out to allow them to log back in to retrieve those items if they wish.
I think that being able to leave items in the crafting table is a good idea. Although it's not a huge issue to have to take out the items every time you forget something, it would be nice not to have that issue. First of all I get really annoyed when I'm trying to craft something and I forget an item needed, I then forget to take the items out of the crafting table. It falls on the floor and either, someone else picks it up, it gets despawned by server, or I just have to waste several seconds waiting for the items to be picked up. I don't think that crafting tables would be very useful as storage since it doesn't carry nearly as much items as a chest does, but if you have no more space and desperately need to put something away and don't have the eight wood blocks then I suppose the table would help! I think that limiting the amount of players using a crafting table to one is awesome, since it's more realistic and would cause players to have more than one crafting table in their house.
However, one of the negatives I see is that it could turn into a complicated system with this on a massive server. This I don't know because I don't do servers, but if it would cause problems then I would rather have it be the normal annoyance of dropping items then have Minecraft end itself. In the change of convenience to realism you get - ANGRY PLAYERS. Of course with every change you get these people, and while I do agree some people will not. +1 from me!
- Dark
Hi There
This seems overly complicated. May I suggest that you use the crafting table from the Tinker's Construct mod as the basis instead?
It stores the items per crafting table only so you can even show people a crafting recipe ingame. Also, it stores the items in the crafting table till you come back but anyone can take them out!
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