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support for crafting #670
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I agree, it would be silly not to support crafting. I don't think attaching the recipes to the inventory entities themselves is a good idea. There should be a crafting registry that can be used to easily lookup the inputs to see if they match a recipe. Take a moment to list out all the requirements before we discuss implementation. We'll end up with a much better first draft. To get us started:
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I also agree that it would be nice! One thing that should be considered too is that it might be useful to have client dependant crafting recipes, (I can think of cases where teams etc get different results for the same items for example), Maybe it makes sense that its a component on the Client with the available recipes for that client? I'm not sure about the best design is here, but it would be awesome if the implementation allowed for such flexibility. Also I think its wise to define the scope of this implementation and if it considers implementing any recipe book related stuff too or not. (I'm guessing its out of scope with the recipe book sync) |
i fully agree with that. I think crafting should be implemented so that its flexible enough to allow for something like this: not sure if there is any use for something like that, but i do think you should be able to do something like that. And i also think crafting should be possible in non-crafting inventories, like chests for example. |
As crafting is a core part of the game, i believe valenece should in some way include support for handling crafting.
Ideally this would be implemented in a way that makes it possible to craft items in any menu (not just the vanilla menus).
Maybe a
CraftingRecipe
struct could look like this:and for furnaces some extra logic (maybe a seperate struct) would be required.
those recipes would be attached to
OpenInventories
as a component (maybe like aRecipes
Component)Any thoughts on that?
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