Actually, I'm trying to avoid that.
I´ve designed this for lazier yet smarter crafting: I let the user craft as much as they want, without having to craft as much as they possibly can.
I will have to w8 until I get to try the mod!(and that is after 1.4.4 or whatever version they decide to finally release has come out and all the mods I want have updated)
Aight, this is what I will do: I'll change the shift clicking behavior on the crafter,
So that when you shift-left-click, it will craft as much as possible up to a stack of the recipe's output.
And when you shift-right-click, it will craft just one set.
In both scenarios, the crafted items will be added to the resources and then to the player's inventory.
This is the best I can do without damaging the feel I intended for this mod.
On another note: I will enable the crafter to be smart when crafting recipes with missing items: so that if the ingredient missing can be crafted on the same table because it's ingredients are available.
For example, if you have the recipe for
Wood Log -> 4 Planks, and
8 Planks -> Chest
You will be able to craft the chest by supplying: 8 planks; OR 4 planks and 1 log; OR 2 logs.
But that's a few weeks far from now. I'm about to start finals.
I like it as it is in a way but came here to suggest what I see has been suggested... However if possible rather than automatically crafting missing ingredients eg Logs -> Planks for the chest. Only auto craft missing steps if the recipe is in a slot already.
That's what I meant. I don't want this to end up just like Crafting Table III.
I mean, there's nothing wrong with that one, but it's not the feel I want for this mod.
I do have a bug report/feature request though. Unsure if it's a bug though. Basically there appears to be no support for the Ore Dictionary, in that if you make a recipe for lets say a tin gear (Forestry & Thermal Exchange), if you use tin ingots from IC2 in the recipe but supply Tin ingots from forestry (different item ID) they're listed as missing even though either item will actually make the item.
I'll github it when I remember my login details (or make new account).
To be honest, I haven't tested it with mod recipes yet. I will check that out tonight.
I might add an auxiliary way to check if ingredients are replaceable and if that also crafts the same output.
New test version (won't add to the main post until it has been properly tested): beta-0.1.5 #4
Fixes the stupid issue that miscounted the ingredients for the recipe (therefore not letting you craft the items).
Also, changed the shift-clicking functionality:
-> shift-left click will craft as much as possible (the only limit atm is the available resources).
-> shift-right click will only craft one set.
Changes: mostly bug fixes.
It won't eat your resources when crafting multiple times.
New features:
Shift-left clicking will craft as much items as possible (until you run out of resources, so take care).
Shift-left clicking will craft only one set.
Both scenarios will happen when you shift click on the crafter's result slots. The crafted items will be placed on the resources inventory (if there is room), or the player's inventory.
@Xhamolk: In my video, I pointed out that the overlapping recipes do NOT work. However, you may have a build in which that is fixed. I was using 0.1.6, and the item I used was Sticks. In the video example, I made a recipe chip out of Oak planks, but the recipe chip did not work with Spruce planks.
Otherwise, this is a great mod. I had more fun making the video then I thought I would.
Well, that's because those recipes are not yet supported on that version.
I've made some changes that aren't public yet, because it's not fully functional.
I won't be updating this week so much, since I won't have the time.
But I promise the next update will be big, as it will include support for Forge's Ore Dictionary, and will craft missing ingredients (if their recipe has been set up on the crafter!).
Why would RC's item loader/unloader have anything to do with my mod?
The resources inventory is enabled for automation, but that depends on RC to do it.
I might do a backport for 1.3.2, considering it's something very easy. Might do so this afternoon.
Just to place this out there, but my video seems to have disappeared. I want people to see this mod in action, and I want people to see most of the features, best accomplished by a video. It just seems to have disappeared somehow, so if you can fix that, that would be great.
Anyways, keep up the good work. I think this will be a great mod when it's done.
I´ve designed this for lazier yet smarter crafting: I let the user craft as much as they want, without having to craft as much as they possibly can.
Have fun, everyone. I'll be adding more features in the near future.
I will have to w8 until I get to try the mod!(and that is after 1.4.4 or whatever version they decide to finally release has come out and all the mods I want have updated)
He is talking about the Crafting Table(search google for Crafting Table II and III)
And my question is basically the same as General_Rich's!
I will look at that on the weekend.
So that when you shift-left-click, it will craft as much as possible up to a stack of the recipe's output.
And when you shift-right-click, it will craft just one set.
In both scenarios, the crafted items will be added to the resources and then to the player's inventory.
This is the best I can do without damaging the feel I intended for this mod.
On another note: I will enable the crafter to be smart when crafting recipes with missing items: so that if the ingredient missing can be crafted on the same table because it's ingredients are available.
For example, if you have the recipe for
Wood Log -> 4 Planks, and
8 Planks -> Chest
You will be able to craft the chest by supplying: 8 planks; OR 4 planks and 1 log; OR 2 logs.
But that's a few weeks far from now. I'm about to start finals.
That's what I meant. I don't want this to end up just like Crafting Table III.
I mean, there's nothing wrong with that one, but it's not the feel I want for this mod.
To be honest, I haven't tested it with mod recipes yet. I will check that out tonight.
I might add an auxiliary way to check if ingredients are replaceable and if that also crafts the same output.
I'll do the GitHub Issue, don't worry.
Fixes the stupid issue that miscounted the ingredients for the recipe (therefore not letting you craft the items).
Also, changed the shift-clicking functionality:
-> shift-left click will craft as much as possible (the only limit atm is the available resources).
-> shift-right click will only craft one set.
The normal clicking still works as it should.
Changes: mostly bug fixes.
It won't eat your resources when crafting multiple times.
New features:
Shift-left clicking will craft as much items as possible (until you run out of resources, so take care).
Shift-left clicking will craft only one set.
Both scenarios will happen when you shift click on the crafter's result slots. The crafted items will be placed on the resources inventory (if there is room), or the player's inventory.
Otherwise, this is a great mod. I had more fun making the video then I thought I would.
I've made some changes that aren't public yet, because it's not fully functional.
I won't be updating this week so much, since I won't have the time.
But I promise the next update will be big, as it will include support for Forge's Ore Dictionary, and will craft missing ingredients (if their recipe has been set up on the crafter!).
The resources inventory is enabled for automation, but that depends on RC to do it.
I might do a backport for 1.3.2, considering it's something very easy. Might do so this afternoon.
Beta 0.1.6 - MC 1.4.4 - Forge #364
Anyways, keep up the good work. I think this will be a great mod when it's done.
Instead, the other mods should upgrade (as it's a pretty simple update, not so tragic as 1.2.5-1.3.2).