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One aspect with recipe grouping that gets a bit annoying to work around is the fact that there isn't really full support with regards to items that have durability or aren't consumed when used in a recipe. This includes things like a water bucket yielding the empty bucket after the recipe is made, or a hammer being used to make iron plates and losing durability per craft.
My suggestion would be as follows:
For nonconsumable items, if there is a need to "craft" one (if added to the group), the amount to craft is based on the # of nonconsumables required to actually do the individual recipe. For example, XP bucket crafting recipes. If a recipe requires 3 XP buckets then you would only need to make 3 empty buckets regardless of the quantity of that recipe is set in the recipe group)
For durability items, base the craft for that durability item on the durability lost per craft & the total durability of that item, where if the amount of "uses" required for the set craft exceeds the amount of "uses" for a single durability item, then you would have to make a second durability item for the grouping logic. This might get a little wonky with things like GT electric tools, but there's probably some internal metric to determine the "amount of uses available" per tool for a craft.
The text was updated successfully, but these errors were encountered:
One aspect with recipe grouping that gets a bit annoying to work around is the fact that there isn't really full support with regards to items that have durability or aren't consumed when used in a recipe. This includes things like a water bucket yielding the empty bucket after the recipe is made, or a hammer being used to make iron plates and losing durability per craft.
My suggestion would be as follows:
For nonconsumable items, if there is a need to "craft" one (if added to the group), the amount to craft is based on the # of nonconsumables required to actually do the individual recipe. For example, XP bucket crafting recipes. If a recipe requires 3 XP buckets then you would only need to make 3 empty buckets regardless of the quantity of that recipe is set in the recipe group)
For durability items, base the craft for that durability item on the durability lost per craft & the total durability of that item, where if the amount of "uses" required for the set craft exceeds the amount of "uses" for a single durability item, then you would have to make a second durability item for the grouping logic. This might get a little wonky with things like GT electric tools, but there's probably some internal metric to determine the "amount of uses available" per tool for a craft.
The text was updated successfully, but these errors were encountered: