jakj Posted September 23, 2013 Share Posted September 23, 2013 I'm still working on this, but I'm pretty close to the initial beta release which I'm aiming for soon, and I need to go into town for a bit, so here's a preview. It's...hmm, 85%-90% functional, compared to what the 0.0.0.0 release will have. (This thread will be converted into the release thread at that time, so all discussion can go here.) QUICK FAQ Yes, it will be ported to 1.5. Yes, it will support other types of recipes (such as furnaces and SOME mod systems). Yes, the interface and such will be improved over time. Yes, tooltips will be added. Yes, there eventually will be better feedback for adding/removing overrides as well as viewing existing ones. Yes, you will be able to control who can use the command. Yes, it will be under the same license as RIM (i.e., do WTF you want). No, I have not tested this on a dedicated server yet. The name is an homage to http://en.wikipedia.org/wiki/Cookin'_Cheap http://cookincheap.net/ which was made near my hometown as a child. No, I haven't tested the forgedictionary/nodamagetool matching modes yet, but in theory they should work. Overrides are saved in the WORLD file, which means each savefile has its own, and if you open/close different worlds, it will use whatever overrides are set for that world. If you connect to a remote server, your recipes will not change on your local machine, but they will on the server, so the mod will still work but there will be slight delays as the wrong/right outputs for recipes sync each time you change the crafting grid. What works now: Type the command "/craftincheap" (or whatever you have your slash rebound to). There are no parameters. Right now, anyone can use it. That is the only GUI in the mod. The red button in the top-right selects which types of recipes to edit. Right now, the only mode is crafting recipes. The bottom slots are your inventory. Click a slot (mouse or touchscreen, doesn't matter) to make it the active slot. If the slot has a big red X over it, that means the item in that slot has an NBT compound and can't be used in the mod (yet). The nine slots in the top-left are your crafting grid. Click one of the slots, and it will take the item that's in the active inventory slot. The right big slot is the crafting output (useful when adding recipes). The blue X clears the slot. A slot that has a pair of blue buttons, one of which has an anvil on it, means that item is in the forge ore dictionary. Select the button with the anvil to make the recipe a forge-ore recipe instead of an exact-match recipe. A slot that has a pair of blue buttons, one of which has a shovel on it, means that item is a tool (stack size of 1 and can take damage). Select the button with the shovel to make the recipe use the tool no matter its damage level, or select the plain blue button to make it match exactly that damage level. The up and down arrows next to the output slot control the quantity of that slot, +/- 1 and +/- 10. The green buttons mean shapeless (plain) or shaped (dots on it). The button with the plus means "add override": To add a new recipe, fill in the pattern and the output; To blank out a vanilla recipe so it can't be crafted, fill in the pattern but leave the output blank. The button with the minus means "remove override": Fill in the pattern the same way as you filled it out to add the override (result slot is ignored), then click the minus, and it will remove the override that matches the pattern. What doesn't work now: Needs tooltips, mainly, and more bugtesting as well as testing on a dedicated server. https://www.dropbox.com/s/cy1kdirvwdn8qn6/CraftinCheapAlpha.zip Link to comment Share on other sites More sharing options...
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