Correct, you could take a recipe without physical steps, and add a sequence of physical steps that would be required to craft the item. But that's like saying you can make an ice cream cake by putting ice cream on a cake.eleazzaar said:But it is not going to be any harder to add steps and animations to the minion's process if those steps aren't used as part of the recipe.
Actually, I would like to see player crafting take as much (game) time as minion crafting. When a player is crafting, it should take a second or two, but a significant amount of game time should elapse (minutes, hours, or even weeks for master craftsmanship). This would be similar to sleeping, where you speed up the game world, and 8 hours of sleep takes just a second or two.eleazzaar said:With MC you could make 64 or more items instantly (once you set up the recipe). If you can do a similar thing in TS, then the value of minion-crafting labor is much decreased. Presumably they work slowly enough to keep them busy, and can't turn a full chest/stockpile of raw materials into a completed product in seconds. So if it works as you describe, it will always be quicker (usually much, much quicker) for you to make stuff in quantity.
This could vary based on the type of mod. For a multiplayer world, this might not make much sense, so player crafting times might be reduced from 1 to 60 seconds of realtime, or it might be that only minions can craft, and the player would never bother himself.
The crafting system I envisioned consisted of materials and transformations to produce a final output. A recipe would be used every time something was made, and require the same materials and transformation each time, but I'd like to eliminate the clicks required to do so for subsequent manufactures. The crafting area would display the recipe automatically, instead of the player needing to set it up manually.eleazzaar said:why go through the trouble of designing a complicated crafting/recipe system, if the player will probably use it only once per item