Cervator edit 2015: Moved to Suggestions as inactive. We have multiple crafting systems, either at the idea stage, working, or even used to work, so the threads are getting a bit messy
Cervator edit: Moved to Incubator, added header, renamed thread - old name was specific to the over/under system proposed here by ironchefpython
Skaldarnar edit: Updated header: Changed curator to Adeon as main contact person. Changed phase to "Implemenation/Maintenance". Added some information to the summary field.
Name: Crafting System
Summary: A module that provides a crafting feature to create (new) things in-game. The creation process is based on recipes.
Scope: Core Content / Module
Current Goal: Maintenance and bug fixing.
Phase: Implementation/Maintenance
Curator: Adeon (started by ironchefpython)
Related: TerraFirmaCraft as a good example of where we might want to go more than vanilla MC, Wiki Page
==> Crafting System Video and explanations by Adeon
So I've been spending some time thinking about how to create a unique crafting system, one that isn't completely derivative of the system used in Minecraft, yet still retained some of the feel of creating items by manipulating very basic raw materials.
It should also be easy to describe the "recipes" for this crafting system, to make it easy for people to modify and communicate recipes.
So, without further ado, here is my idea, which I am nicknaming "over-under"
Let's say you wanted to make a high quality "pickaxe". It is made from metal (for the head), wood (for the handle) and leather (to wrap the handle). To make a handle you need cut leather into strips, and then you need to cut wood into the proper shape, and wrap the handle with the leather strips. To make the head, you need to take metal ingots, heat them on the forge, hammer them into shape. Then you assemble the handle and head together, and voila!, you have a pickaxe.
The crafting area would be in the shape of a plus sign, with a cubbyhole in the center that starts active, and up to 4 other cubbies (above, below, and to the left and right) that may appear when an item or resource is placed in the center. When an item is placed in any of the cubbies, the empty cubbies disappear the two cubbies with items will combine, and up to 4 new cubbies will appear around the combination. There will be an output cubbyhole where the results of the crafting can be pulled out of. All of the blocks within interaction distance would also be visible on the crating screen, such as a forge, anvil, water, etc.
The way you make leather strips is to put leather in the central cubbyhole in the crafting area. Then you place a tool that can cut fabric (a knife or shears or scissors) in the cubbyhole above the leather. At that point, you would be able to extract leather strips from the "output". Thus the recipe for leather strips is "leather under cut".
The way you make a wooden handle is to take a block of wood, and place it in the crafting area. You then place an item that can shear wood (an axe or saw) above the wood. When the shear item and the wood combine (making wood slabs), you then place the shear item above the combined creating items to create wood planes. You then put the shear item below the combined items to create planks, and then again you place the shear item below the combined items to create rods. You then take one rod from the crafting output and place it to the left of the current combined items, and you have a handle. Thus the recipe for wooden handle handle is "wood under shear under shear over shear over shear as rod by rod".
The way you make a pickaxe head, is "ingot over forge under hammer under hammer as spike by ingot by spike"
Thus the final recipe for a pickaxe would be written as: "leather under cut with wood under shear under shear over shear over shear as rod by rod with ingot over forge under hammer under hammer as spike by ingot by spike".
Here are a sequence of UI wireframes as each item is added to the crafting UI, and the final view
Cervator edit: Moved to Incubator, added header, renamed thread - old name was specific to the over/under system proposed here by ironchefpython
Skaldarnar edit: Updated header: Changed curator to Adeon as main contact person. Changed phase to "Implemenation/Maintenance". Added some information to the summary field.
Name: Crafting System
Summary: A module that provides a crafting feature to create (new) things in-game. The creation process is based on recipes.
Scope: Core Content / Module
Current Goal: Maintenance and bug fixing.
Phase: Implementation/Maintenance
Curator: Adeon (started by ironchefpython)
Related: TerraFirmaCraft as a good example of where we might want to go more than vanilla MC, Wiki Page
==> Crafting System Video and explanations by Adeon
So I've been spending some time thinking about how to create a unique crafting system, one that isn't completely derivative of the system used in Minecraft, yet still retained some of the feel of creating items by manipulating very basic raw materials.
It should also be easy to describe the "recipes" for this crafting system, to make it easy for people to modify and communicate recipes.
So, without further ado, here is my idea, which I am nicknaming "over-under"
Let's say you wanted to make a high quality "pickaxe". It is made from metal (for the head), wood (for the handle) and leather (to wrap the handle). To make a handle you need cut leather into strips, and then you need to cut wood into the proper shape, and wrap the handle with the leather strips. To make the head, you need to take metal ingots, heat them on the forge, hammer them into shape. Then you assemble the handle and head together, and voila!, you have a pickaxe.
The crafting area would be in the shape of a plus sign, with a cubbyhole in the center that starts active, and up to 4 other cubbies (above, below, and to the left and right) that may appear when an item or resource is placed in the center. When an item is placed in any of the cubbies, the empty cubbies disappear the two cubbies with items will combine, and up to 4 new cubbies will appear around the combination. There will be an output cubbyhole where the results of the crafting can be pulled out of. All of the blocks within interaction distance would also be visible on the crating screen, such as a forge, anvil, water, etc.
The way you make leather strips is to put leather in the central cubbyhole in the crafting area. Then you place a tool that can cut fabric (a knife or shears or scissors) in the cubbyhole above the leather. At that point, you would be able to extract leather strips from the "output". Thus the recipe for leather strips is "leather under cut".
The way you make a wooden handle is to take a block of wood, and place it in the crafting area. You then place an item that can shear wood (an axe or saw) above the wood. When the shear item and the wood combine (making wood slabs), you then place the shear item above the combined creating items to create wood planes. You then put the shear item below the combined items to create planks, and then again you place the shear item below the combined items to create rods. You then take one rod from the crafting output and place it to the left of the current combined items, and you have a handle. Thus the recipe for wooden handle handle is "wood under shear under shear over shear over shear as rod by rod".
The way you make a pickaxe head, is "ingot over forge under hammer under hammer as spike by ingot by spike"
Thus the final recipe for a pickaxe would be written as: "leather under cut with wood under shear under shear over shear over shear as rod by rod with ingot over forge under hammer under hammer as spike by ingot by spike".
Here are a sequence of UI wireframes as each item is added to the crafting UI, and the final view
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