Reason: We have machines for all types of crafting except standard crafting. Also, if we ever in the distant future decide to change the player's crafting grid from 3x3 to 2x2, this would become a necessity.
The castle modpack has one, for instance -- and we already have a workbench node.
* Issue Type: Wishlist
* Reason: We have machines for all types of crafting except standard crafting. Also, if we ever in the distant future decide to change the player's crafting grid from 3x3 to 2x2, this would become a necessity.
The castle modpack has one, for instance -- and we already have a workbench node.
1) Should use the workbench node for this.
2) Should store recipe in the node and do the craft action whenever player punches it with a tool (hammer? saw?)
3) Workbench should get craft materials from an internal inventory.
So, basically like an autocrafter, but without the "auto" part -- requires player interaction to actually craft stuff.
The advantage to using the workbench would be that you could set a workbench up with a recipe you commonly use but which is annoying to set up, and then craft stuff by punching. The recipe would stay set on the workbench, and if you want to craft again you just load new materials into the inventory and punch it again.
Some thoughts:
1) Should use the workbench node for this.
2) Should store recipe in the node and do the craft action whenever player punches it with a tool (hammer? saw?)
3) Workbench should get craft materials from an internal inventory.
So, basically like an autocrafter, but without the "auto" part -- requires player interaction to actually craft stuff.
The advantage to using the workbench would be that you could set a workbench up with a recipe you commonly use but which is annoying to set up, and then craft stuff by punching. The recipe would stay set on the workbench, and if you want to craft again you just load new materials into the inventory and punch it again.
Issue Type: Wishlist
Reason: We have machines for all types of crafting except standard crafting. Also, if we ever in the distant future decide to change the player's crafting grid from 3x3 to 2x2, this would become a necessity.
The castle modpack has one, for instance -- and we already have a workbench node.
Some thoughts:
1) Should use the workbench node for this. 2) Should store recipe in the node and do the craft action whenever player punches it with a tool (hammer? saw?) 3) Workbench should get craft materials from an internal inventory.
So, basically like an autocrafter, but without the "auto" part -- requires player interaction to actually craft stuff.
The advantage to using the workbench would be that you could set a workbench up with a recipe you commonly use but which is annoying to set up, and then craft stuff by punching. The recipe would stay set on the workbench, and if you want to craft again you just load new materials into the inventory and punch it again.