A block that can de craft your items that you acidentally craft. I change my mind, it should be 1 crafting table and 1 flint randomly place(Damaged items can not de craft)
I actually would like an ”undo” button in the crafting table, but it would be moot as usually I realize I crafted the wrong thing (usually buttons instead of sticks) far too late...
I like this idea, just make it a feature inside the normal crafting table. It doesn't really need to be its own workstation. You put the item in the grid, hit "Undo" or "De-Craft" or something like that, and the recipie appears in the table again and you can take the items out.
I support this, however it should only effect items that have been crafted or are above 95% durability, for example you can't get a diamond sword down to just a few durability left and then decraft it, and you can't decraft a diamond chestplate with Thorns and Blast Protection that you found in an end city.
I support this, however it should only effect items that have been crafted or are above 95% durability, for example you can't get a diamond sword down to just a few durability left and then decraft it, and you can't decraft a diamond chestplate with Thorns and Blast Protection that you found in an end city.
That's why I speaked about an “undo” button instead of an uncrafting system.
Since there are farmable diamond tools (Armorer, Toolsmith, Weaponsmith), players can render a limited resource (diamonds) a farmable one. This in my opinion breaks the game.
On the other hand, you could put a “player crafted” tag on anything crafted by a player and allow “uncrafting” of all items with the tag and maximum uses.
That's why I speaked about an “undo” button instead of an uncrafting system.
Since there are farmable diamond tools (Armorer, Toolsmith, Weaponsmith), players can render a limited resource (diamonds) a farmable one. This in my opinion breaks the game.
On the other hand, you could put a “player crafted” tag on anything crafted by a player and allow “uncrafting” of all items with the tag and maximum uses.
A "player crafted" tag would appear almost everywhere and ultimately be pointless. I'd remedy this by only giving back one unit regardless of durability, similar to how smelting iron and gold tools works.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
A "player crafted" tag would appear almost everywhere and ultimately be pointless. I'd remedy this by only giving back one unit regardless of durability, similar to how smelting iron and gold tools works.
It wouldn't appear on traded tools, which is the primary concern for uncrafting, as you could set up an emerald farm and then buy diamond tools from a toolsmith, allowing diamond farming.
It wouldn't appear on traded tools, which is the primary concern for uncrafting, as you could set up an emerald farm and then buy diamond tools from a toolsmith, allowing diamond farming.
Yup and with zombie curing and hero of the village you don't even need that much emeralds.
It wouldn't appear on traded tools, which is the primary concern for uncrafting, as you could set up an emerald farm and then buy diamond tools from a toolsmith, allowing diamond farming.
By that, I was under the presumption that an "undo craft" button would apply to everything, not just tools, weapons and armor. So crafting tables would have this tag. Repeaters. Stone bricks. Quartz blocks. Buckets. Bread. Fishing rods. Even sticks and torches.
I know all of these can be found naturally (yes, quartz blocks too), but my point is, with as much as a typical player will craft, this tag would need to be applied a lot. And if the primary reason for uncrafting is receiving resources for worthless tools, why not just make it one unit? Nobody's worried about iron tool trading being overpowered even though iron is much more useful. Diamonds have next to no purpose besides tools and armor, and, as you already stated, diamond tools and armor can be acquired via trading.
A better way to make it farming-proof would most likely be to use the smithing table for uncrafting tools and armor. You can place any tool, weapon or armor piece in the first slot, but it would not appear in the last one. By placing a corresponding block/gem/ingot (or a block of that gem/ingot) in the second slot, thereby proving you already have several of it, the decrafting material in slot 2 would appear in slot 3. It would also list a number of "material fragments" that would be stored in the smithing table based on how much durability the tool has left. To address farming, it would probably end up with each eighth durability giving one fragment. That way, a player would need a minimum of two diamond tools to receive one diamond, but nearly depleted ones can still give some form of return.
There would be a separate tab for a list of fragments and how many the smithing table contains. If you click on one and it contains nine or more fragments, you can withdraw a complete ingot or gem. Otherwise, you can withdraw metal nuggets but not gem fragments.
Here's an example GUI that can hopefully explain it better than text:
The smithing table would store the number of fragments left using some kind of NBT data similar to how Beehives and Bee Nests now how many bees are in them. This way, the fragments don't disappear if the table is accidentally broken or is relocated manually.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I think that the last proposal is complicating things a lot for the casual player who wants to simply uncraft what it has just crafted.
You have to keep in mind that if you want to craft a diamond pickaxe, but instead for an error you craft a diamond hoe (a stapler error!), you need to go to a smithing table (and you have to already know where it is, or craft one yourself if you don't have it) and use the extra diamond to uncraft the hoe and craft the pickaxe.
I don't think that's what the thread opener proposal wants.
On the other hand, you can reverse the tag player_crafted which I proposed, and apply a not_player_crafted to all the uncraftable items traded (from villagers and piglins), this way the tag numbers would be very small and still any item with the tag could not be uncrafted this way. So you can still uncraft stuff from the loot chests, structures like blocks of quartz, and so on which are of course unrenewable.
By that, I was under the presumption that an "undo craft" button would apply to everything, not just tools, weapons and armor. So crafting tables would have this tag. Repeaters. Stone bricks. Quartz blocks. Buckets. Bread. Fishing rods. Even sticks and torches.
I know all of these can be found naturally (yes, quartz blocks too), but my point is, with as much as a typical player will craft, this tag would need to be applied a lot. And if the primary reason for uncrafting is receiving resources for worthless tools, why not just make it one unit? Nobody's worried about iron tool trading being overpowered even though iron is much more useful. Diamonds have next to no purpose besides tools and armor, and, as you already stated, diamond tools and armor can be acquired via trading.
A better way to make it farming-proof would most likely be to use the smithing table for uncrafting tools and armor. You can place any tool, weapon or armor piece in the first slot, but it would not appear in the last one. By placing a corresponding block/gem/ingot (or a block of that gem/ingot) in the second slot, thereby proving you already have several of it, the decrafting material in slot 2 would appear in slot 3. It would also list a number of "material fragments" that would be stored in the smithing table based on how much durability the tool has left. To address farming, it would probably end up with each eighth durability giving one fragment. That way, a player would need a minimum of two diamond tools to receive one diamond, but nearly depleted ones can still give some form of return.
There would be a separate tab for a list of fragments and how many the smithing table contains. If you click on one and it contains nine or more fragments, you can withdraw a complete ingot or gem. Otherwise, you can withdraw metal nuggets but not gem fragments.
Here's an example GUI that can hopefully explain it better than text:
The smithing table would store the number of fragments left using some kind of NBT data similar to how Beehives and Bee Nests now how many bees are in them. This way, the fragments don't disappear if the table is accidentally broken or is relocated manually.
there is actually a mod, but in vanilla minecraft this should be a thing.
also you should be able to put [anything enchantable/a book] in another slot and get the enchantments on that thing.
jalin above is correct however.
sorry: palin. the editor doesn't work so i'm telling you that it was a typo
A block that can de craft your items that you acidentally craft. I change my mind, it should be 1 crafting table and 1 flint randomly place(Damaged items can not de craft)
I actually would like an ”undo” button in the crafting table, but it would be moot as usually I realize I crafted the wrong thing (usually buttons instead of sticks) far too late...
I can see why this would be useful, but I think crafting 8 of the same workstation when a player might only need one is a bit much.
Totally support this, it's also useful for minimizing storage. But the crafting recipe is a bit odd.
I like this idea, just make it a feature inside the normal crafting table. It doesn't really need to be its own workstation. You put the item in the grid, hit "Undo" or "De-Craft" or something like that, and the recipie appears in the table again and you can take the items out.
I support this, however it should only effect items that have been crafted or are above 95% durability, for example you can't get a diamond sword down to just a few durability left and then decraft it, and you can't decraft a diamond chestplate with Thorns and Blast Protection that you found in an end city.
That's why I speaked about an “undo” button instead of an uncrafting system.
Since there are farmable diamond tools (Armorer, Toolsmith, Weaponsmith), players can render a limited resource (diamonds) a farmable one. This in my opinion breaks the game.
On the other hand, you could put a “player crafted” tag on anything crafted by a player and allow “uncrafting” of all items with the tag and maximum uses.
A "player crafted" tag would appear almost everywhere and ultimately be pointless. I'd remedy this by only giving back one unit regardless of durability, similar to how smelting iron and gold tools works.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
It wouldn't appear on traded tools, which is the primary concern for uncrafting, as you could set up an emerald farm and then buy diamond tools from a toolsmith, allowing diamond farming.
Yup and with zombie curing and hero of the village you don't even need that much emeralds.
By that, I was under the presumption that an "undo craft" button would apply to everything, not just tools, weapons and armor. So crafting tables would have this tag. Repeaters. Stone bricks. Quartz blocks. Buckets. Bread. Fishing rods. Even sticks and torches.
I know all of these can be found naturally (yes, quartz blocks too), but my point is, with as much as a typical player will craft, this tag would need to be applied a lot. And if the primary reason for uncrafting is receiving resources for worthless tools, why not just make it one unit? Nobody's worried about iron tool trading being overpowered even though iron is much more useful. Diamonds have next to no purpose besides tools and armor, and, as you already stated, diamond tools and armor can be acquired via trading.
A better way to make it farming-proof would most likely be to use the smithing table for uncrafting tools and armor. You can place any tool, weapon or armor piece in the first slot, but it would not appear in the last one. By placing a corresponding block/gem/ingot (or a block of that gem/ingot) in the second slot, thereby proving you already have several of it, the decrafting material in slot 2 would appear in slot 3. It would also list a number of "material fragments" that would be stored in the smithing table based on how much durability the tool has left. To address farming, it would probably end up with each eighth durability giving one fragment. That way, a player would need a minimum of two diamond tools to receive one diamond, but nearly depleted ones can still give some form of return.
There would be a separate tab for a list of fragments and how many the smithing table contains. If you click on one and it contains nine or more fragments, you can withdraw a complete ingot or gem. Otherwise, you can withdraw metal nuggets but not gem fragments.
Here's an example GUI that can hopefully explain it better than text:
The smithing table would store the number of fragments left using some kind of NBT data similar to how Beehives and Bee Nests now how many bees are in them. This way, the fragments don't disappear if the table is accidentally broken or is relocated manually.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I think that the last proposal is complicating things a lot for the casual player who wants to simply uncraft what it has just crafted.
You have to keep in mind that if you want to craft a diamond pickaxe, but instead for an error you craft a diamond hoe (a stapler error!), you need to go to a smithing table (and you have to already know where it is, or craft one yourself if you don't have it) and use the extra diamond to uncraft the hoe and craft the pickaxe.
I don't think that's what the thread opener proposal wants.
On the other hand, you can reverse the tag player_crafted which I proposed, and apply a not_player_crafted to all the uncraftable items traded (from villagers and piglins), this way the tag numbers would be very small and still any item with the tag could not be uncrafted this way. So you can still uncraft stuff from the loot chests, structures like blocks of quartz, and so on which are of course unrenewable.
there is actually a mod, but in vanilla minecraft this should be a thing.
also you should be able to put [anything enchantable/a book] in another slot and get the enchantments on that thing.
jalin above is correct however.
sorry: palin. the editor doesn't work so i'm telling you that it was a typo
wait what
the editor works, it just cant delete stuff
Who's that behind you?
I just want to be able to fix when I accidentally turn planks to sticks.
Weapons and tools, you mostly know what you're going in for.
With raw materials, it's easier to make silly mistakes.