I've thought about the crafting system. Once you've made something, you're commited. There is no going back. Sometimes, an instant after you've crafted, say, two diamond swords you realize you had to have made one sword and one shovel. You aren't going to deplete two diamond swords quickly. But you're late, and you are stuck with a iron shovel. Which is why I present the dismantling table, and/or a different way of tools depleting.
The dismantling table is the reverse of a crafting table. You put one item in the input slot, and some of the ingredients used in crafting will be obtainable.
The UI might have one slot, and the output nine.
Some examples of dismantling:
Iron Pickaxe —> 2 , 1
Iron Shovel —> 2
Iron Axes —> 2:|:, 1
Compass —> 2 :Iron:, 1 Redstone Dust
Chest —> 3 Planks
And so on. The exact numbers may vary, but the thing to keep in mind here is that dismantling is a loss. You would not be able to craft&dismantle as you will.
I also think that tools shouldn't give back the working material(gold, iron, diamonds, etc) when under 20% durability.
Reason: Using three material for 1 serving of uses, vs. using 9 material for 3.2 servings of uses. The difference isn't enough to be exploitable. However, it does give a slight incentive to go through the hassle of dismantling it.
Broken Tools
Either along or seperate from dismantling things, I propose having tools break when they use up all of their durability. The break is the breaking of boats: exploding into items not equal to the resources you used crafting it.
However, this breaking only gives you sticks, except for the wooden tools. They give you one of the wood used in making it.
The number of sticks dropped should be random, from 0-2 sticks.
I think this is an unimportant, yet nice touch for MC. The little things help make MC what it is.
Meh, it's alright but there haven't been many times I've been "oops I accidentally arranged my materials in the specific formation of something when I wanted this other formation, then I proceeded to accidentally click the malformed item in the output box because I didn't look at the result closely"
In all my days that's never happened.
I'm not against it really, but not exactly for it until I see there's a decent chunk of people who actually have this concern.
Meh, it's alright but there haven't been many times I've been "oops I accidentally arranged my materials in the specific formation of something when I wanted this other formation, then I proceeded to accidentally click the malformed item in the output box because I didn't look at the result closely"
In all my days that's never happened.
I'm not against it really, but not exactly for it until I see there's a decent chunk of people who actually have this concern.
Well... Neither have I. What I wanted to say in the OP was that sometimes, we make more then we need. Though thats only happened to me once.
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The dismantling table is the reverse of a crafting table. You put one item in the input slot, and some of the ingredients used in crafting will be obtainable.
The UI might have one slot, and the output nine.
Some examples of dismantling:
Iron Pickaxe —> 2
Iron Shovel —> 2
Iron Axes —> 2:|:, 1
Compass —> 2 :Iron:, 1 Redstone Dust
Chest —> 3
And so on. The exact numbers may vary, but the thing to keep in mind here is that dismantling is a loss. You would not be able to craft&dismantle as you will.
I also think that tools shouldn't give back the working material(gold, iron, diamonds, etc) when under 20% durability.
Reason: Using three material for 1 serving of uses, vs. using 9 material for 3.2 servings of uses. The difference isn't enough to be exploitable. However, it does give a slight incentive to go through the hassle of dismantling it.
Broken Tools
Either along or seperate from dismantling things, I propose having tools break when they use up all of their durability. The break is the breaking of boats: exploding into items not equal to the resources you used crafting it.
However, this breaking only gives you sticks, except for the wooden tools. They give you one of the wood used in making it.
The number of sticks dropped should be random, from 0-2 sticks.
I think this is an unimportant, yet nice touch for MC. The little things help make MC what it is.
+
In all my days that's never happened.
I'm not against it really, but not exactly for it until I see there's a decent chunk of people who actually have this concern.
Wraiths: Boss-like mob for Hard!
Well... Neither have I. What I wanted to say in the OP was that sometimes, we make more then we need. Though thats only happened to me once.