This block, when you right click, there is one slot where you put in an Item/Block. Once your put a block into the one slot, on the rights, there is 3x3 amount of slots, and once you put the item in there, it gives you the crafting recipe for the block/item and lets you put its crafting recipe into your Inventory. For example, I have Arachnaphilia, (The love for spiders) and I don't want to kill Spiders for string. I could shear some Sheep and get their Wool, and then put the Wool into the slot on the left and on the 3x3 slots on the right, it'll give me four String, and I can use the string for Crafting.
Decrafting has been suggested several times. The main problem with decrafting is if I took a diamond sword that was about to break and decrafted into 2 diamonds, I can make a fresh diamond sword. Infinite diamond swords, free repair forever. Unless you have a proposal to fix this problem and make your idea less vague; this is going to locked/disliked.
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Decrafting has been suggested several times. The main problem with decrafting is if I took a diamond sword that was about to break and decrafted into 2 diamonds, I can make a fresh diamond sword. Infinite diamond swords, free repair forever. Unless you have a proposal to fix this problem and make your idea less vague; this is going to locked/disliked.
Actually, this is not a problem at all. Recipes are extremely specific, and attempting to match a damaged item to a recipe will fail. Example:
The recipe for Diamond Sword is 1 stick, 2 diamonds, yielding a brand new Diamond Sword of damage value 0 (not damaged). Trying to match a recipe for a damaged Diamond Sword will not work because there is no matching recipe yield for a Diamond Sword with a damage value other than 0.
This is credible information because I have made an Uncrafting Table in my Plunder Rummage mod that is not affected by this, and I had to do no extra work since no problem was creating. Similarly, there is no matching recipe for an enchanted Diamond Sword, so that also can not be un-crafted.
TL;DR: It's not a problem unless someone makes it one.
Actually, this is not a problem at all. Recipes are extremely specific, and attempting to match a damaged item to a recipe will fail. Example:
The recipe for Diamond Sword is 1 stick, 2 diamonds, yielding a brand new Diamond Sword of damage value 0 (not damaged). Trying to match a recipe for a damaged Diamond Sword will not work because there is no matching recipe yield for a Diamond Sword with a damage value other than 0.
This is credible information because I have made an Uncrafting Table in my Plunder Rummage mod that is not affected by this, and I had to do no extra work since no problem was creating. Similarly, there is no matching recipe for an enchanted Diamond Sword, so that also can not be un-crafted.
TL;DR: It's not a problem unless someone makes it one.
This is a good solution to the problem. I was just saying that the OP didn't balance it and was pointing out how OP's idea could be abused in my post, plus the vague nature of the idea itself.
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Let me know if my posts are helpful or if you like them. That's what I'm here for.
I am currently lurking more than I am posting. I haven't gone anywhere.
This is a good solution to the problem. I was just saying that the OP didn't balance it and was pointing out how OP's idea could be abused in my post, plus the vague nature of the idea itself.
There is no problem, so there is nothing to abuse. The only way uncrafting damaged items would become a problem is if it were explicitly made into a problem. Someone would literally have to put into the code "He if this is damaged, try matching a not damaged version" which is extra work just to add an exploit and, by extension, a problem.
There is no problem, so there is nothing to abuse. The only way uncrafting damaged items would become a problem is if it were explicitly made into a problem. Someone would literally have to put into the code "He if this is damaged, try matching a not damaged version" which is extra work just to add an exploit and, by extension, a problem.
Hmm...well said. The post doesn't mention how to decraft, what items cannot be decrafted or how tools will be decrafted. "Decrafting diamond swords" was something that wasn't thought out in all of the previous decrafting threads I've seen and this one didn't mention how damaged tools would be handled either so I felt the need to mention it in my post if OP planned to fix his or her post in the future.
Rollback Post to RevisionRollBack
Let me know if my posts are helpful or if you like them. That's what I'm here for.
I am currently lurking more than I am posting. I haven't gone anywhere.
I don't agree with the decrafting idea in general, even if it works "like it should" (i.e. no match unless the EXACT item recipe exist - so yeah no uncrafting of damaged items, enchanted stuff, potions, or smelted items).
I think it just removes having to use your brain a bit in order to make wise decisions and "correctly" planning your builds - it almost turns your inventory into a creative menu. You want item frames to identify your chests ? Why bother counting how many chests you have, just make a whole whopping lot of item frames then just uncraft what you didn't use. Or not: why use a stack of wood + a stack of wool when you can store a stack of paintings thus using only a single inventory slot instead of two ? Or even better: now storing cobble is suddenly 8 times easier: just store furnaces instead ! Or you want to fence off a courtyard ? Again no need to estimate how big your courtyard is, just make a ton of fences then uncraft back to sticks then planks then wood, whatever you didn't use, saves lots of chest space !
It just ends up feeling too simplistic and way too lazy and abusive, IMHO. It kills off the value of almost all planning and opens the doors to several storage exploits. Players would end up mining or extracting resources a LOT less if they could just destroy say an old yellow hardened clay house, uncraft the clay, get back all dyes, and re-dye the clay to red to make that mage tower they now want. As we currently have things, we tend to leave old builds well enough alone, and just go get more raw materials for new builds.
Having to store lots of different items and making mistakes often mean you start to think "Hey, I have those X stacks of Y here, that I made too much of... So.... what new build (or improvements to my current builds) could I make with these now ?"
Having "end" finished blocks that you can't "Get back the raw materials from" feels much more interesting to me than having most stuff able to be turned back into their raw materials. It would feel like most blocks would become some form of "currency".
Undamaged diamond items is still a problem, since diamond items can be bought from villagers. You'd have infinite diamonds from buying chestplates and uncrafting them.
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What if I de-crafted a damaged pickaxe?,and if I de-crafted an enchanted sword?, if I put 4 planks in the de-crafting slot, would it give me a log?
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Actually, this is not a problem at all. Recipes are extremely specific, and attempting to match a damaged item to a recipe will fail. Example:
The recipe for Diamond Sword is 1 stick, 2 diamonds, yielding a brand new Diamond Sword of damage value 0 (not damaged). Trying to match a recipe for a damaged Diamond Sword will not work because there is no matching recipe yield for a Diamond Sword with a damage value other than 0.
This is credible information because I have made an Uncrafting Table in my Plunder Rummage mod that is not affected by this, and I had to do no extra work since no problem was creating. Similarly, there is no matching recipe for an enchanted Diamond Sword, so that also can not be un-crafted.
TL;DR: It's not a problem unless someone makes it one.
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This is a good solution to the problem. I was just saying that the OP didn't balance it and was pointing out how OP's idea could be abused in my post, plus the vague nature of the idea itself.
There is no problem, so there is nothing to abuse. The only way uncrafting damaged items would become a problem is if it were explicitly made into a problem. Someone would literally have to put into the code "He if this is damaged, try matching a not damaged version" which is extra work just to add an exploit and, by extension, a problem.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Hmm...well said. The post doesn't mention how to decraft, what items cannot be decrafted or how tools will be decrafted. "Decrafting diamond swords" was something that wasn't thought out in all of the previous decrafting threads I've seen and this one didn't mention how damaged tools would be handled either so I felt the need to mention it in my post if OP planned to fix his or her post in the future.
I think it just removes having to use your brain a bit in order to make wise decisions and "correctly" planning your builds - it almost turns your inventory into a creative menu. You want item frames to identify your chests ? Why bother counting how many chests you have, just make a whole whopping lot of item frames then just uncraft what you didn't use. Or not: why use a stack of wood + a stack of wool when you can store a stack of paintings thus using only a single inventory slot instead of two ? Or even better: now storing cobble is suddenly 8 times easier: just store furnaces instead ! Or you want to fence off a courtyard ? Again no need to estimate how big your courtyard is, just make a ton of fences then uncraft back to sticks then planks then wood, whatever you didn't use, saves lots of chest space !
It just ends up feeling too simplistic and way too lazy and abusive, IMHO. It kills off the value of almost all planning and opens the doors to several storage exploits. Players would end up mining or extracting resources a LOT less if they could just destroy say an old yellow hardened clay house, uncraft the clay, get back all dyes, and re-dye the clay to red to make that mage tower they now want. As we currently have things, we tend to leave old builds well enough alone, and just go get more raw materials for new builds.
Having to store lots of different items and making mistakes often mean you start to think "Hey, I have those X stacks of Y here, that I made too much of... So.... what new build (or improvements to my current builds) could I make with these now ?"
Having "end" finished blocks that you can't "Get back the raw materials from" feels much more interesting to me than having most stuff able to be turned back into their raw materials. It would feel like most blocks would become some form of "currency".