Integrated Crafting

Integrated Crafting

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Recipe labeling

antrobot1234 opened this issue · 5 comments

commented

Issue type:

  • ➕ Feature request

Short description:

it would be cool if you could, instead of assigning a recipe to a specific item, you assign it to an arbitrary string label and arbitrary Boolean end condition, which would allow for much more versatile auto crafting (for example, you could make a recipe that creates all the items in a multiblock, assembles it, and passes a Boolean once it's done for build requesting)

commented

Could you give some more information on how this would work exactly? I don't see the link between strings, booleans and multiblocks.

commented

basically, you have a recipe with a list of inputs as normal, but instead of the recipe being categorized by it's outputs, it's labeled with a string. so, when you craft the label recipe, instead of requesting an item, you request a string instead. also, instead of the system checking to see if it's received the outputs, it'll check to see if a Boolean condition has been met, and will mark the recipe as complete once it has done so.

commented

Ok, I get it. You basically want to label recipes, and start crafting jobs by recipe label.
Should be possible to implement.

lso, instead of the system checking to see if it's received the outputs, it'll check to see if a Boolean condition has been met, and will mark the recipe as complete once it has done so.

I don't get what this has to do with the recipe labeling though. Can you describe a concrete use case where this would be useful?

commented

take, for example, a machine that produces a redstone signal when an item is ready to be inputted (inputting items as soon as the recipe is complete causes the machine to work less efficiently.) you could set up a boolean that checks for the redstone signal, and marks the recipe as complete only once it gets it, allowing another recipe to put in for max efficiency.

commented

Does such a machine even exist?

In any case, this is an unrelated issue. Could you open a separate feature request for this?

I think it would make more sense to lift this behaviour to the crafting interface, in which can be specified when crafting jobs are allowed to be started.