Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Optional 2x2 crafting field #1242

Closed
MarkuBu opened this issue Aug 8, 2016 · 19 comments
Closed

Optional 2x2 crafting field #1242

MarkuBu opened this issue Aug 8, 2016 · 19 comments

Comments

@MarkuBu
Copy link
Contributor

MarkuBu commented Aug 8, 2016

Minetest should have the option to enable a 2x2 crafting field and an optional workbench

It is difficult for mods to add this and if a new version makes changes to the ui the mod doesn't work like blockmans inventory mod

@C1ffisme
Copy link

C1ffisme commented Aug 8, 2016

Making a feature like this optional is not a really good idea. A workbench is meant to add some (tiny) level of progression to the game, and giving a player the ability to select whether or not they want to play with a piece of game balance means that developers have to develop a game that is balanced for two difficulties. And it's hard enough developing good enough balance for one.

@MarkuBu
Copy link
Contributor Author

MarkuBu commented Aug 8, 2016

Why has a developer has to develop for two? A workbench doesn't really add difficulty? The player needs four wooden planks and has to carry around a workbench.

But you can make games you can't make with only one option

Just making it a tini tiny bit more difficult, if any, for game developer is no reason to make it impossible or at least much more difficult to develop games they need a 2x2 crafting grid.

@paramat
Copy link
Contributor

paramat commented Aug 8, 2016

2x2 is not very useful, even 3x3 starts to run out of possible combinations.

@MarkuBu
Copy link
Contributor Author

MarkuBu commented Aug 8, 2016

It is just an option, not default. If you like to add a 4x4 you can add also a 2x2

@rubenwardy
Copy link
Member

👍 It should be possible for mods to change the craft grid size without having to use set_inventory_formspec, as that will break support for mods such as sfinv and UI. It shouldn't be a user setting though.

Smaller starting grid + workbenches add a little progression. Although I wouldn't want to see it in the default game. From a game dev point of view, and not necessarily for MTG, I'd like to have work benches that are good for certain purposes like smithing, wielding and circuit board making

@tobyplowy
Copy link

@rubenwardy I know this is terribly off-topic but I just have to say it! i would love to see a Mod about, circuit board making

@C1ffisme
Copy link

C1ffisme commented Aug 9, 2016

@rubenwardy I'm okay with this being an API feature, but as a feature in MTG, no.

@MarkuBu

Why has a developer has to develop for two? A workbench doesn't really add difficulty?

Well, for a start, most recipes have to be 2x2 so that people who don't have the wood to build a workbench can make those things.

@MarkuBu
Copy link
Contributor Author

MarkuBu commented Aug 9, 2016

@C1ffisme as long as it is possible to build a workbench (i.e. getting wooden planks somehow) you are fine. If you can't get wood to make planks you also can't make sticks, so you can't make any tools, doesn't matter if you have 2x2 or 3x3 crafting grid.

If I design a game I will design it for 2x2 or 3x3 crafting grid, not for both. I don't see any problem for game developers.

But I want to make a game where I need a 2x2 crafting grid because the player shouldn't be able to craft everything everywhere. Workbenches are placed around the map and he may have lost the game if he stuck somewhere without a tool to dig him out

I don't care about the implementation, but I think it is the only way that it is implemented in Minetest somewhere and not leave this to a mod. So maybe Minetest Game is the wrong place for this issue. I can close this and open a new one in Minetest, if that makes more sense

@rubenwardy
Copy link
Member

@rubenwardy I'm okay with this being an API feature, but as a feature in MTG, no.

I never said that 2x2 inventory craft grid should be a MTG feature

@C1ffisme
Copy link

C1ffisme commented Aug 9, 2016

@MarkuBu I may have misunderstood you the first time, thinking you wanted this as a config setting. I would be fine if this was an API thing.

@rubenwardy Oops. The other half of that sentence was for @MarkuBu .

@Ferk
Copy link
Contributor

Ferk commented Aug 14, 2016

Can't sfinv be used to overwrite the crafting tab from the mod?
If other mods that add functions to the inventory do it properly (ie. using a separate sfinv tab for armor, etc), there would be no problem, wouldn't it?

@rubenwardy
Copy link
Member

Can't sfinv be used to overwrite the crafting tab from the mod?

Yes, you can override tabs - but if more than one mod tries to override the tab, you may end up with overlapping elements

@Ferk
Copy link
Contributor

Ferk commented Aug 14, 2016

@rubenwardy shouldn't each tab be specific to one usage?
If two mods are sidestepping in the same tab, either one of them is misbehaving by going over its scope or they might not be totally compatible. In that case either they shouldn't go together or one should override the other.

If one tab is really meant to be extensible, then the mod implementing that tab should probably offer a way for other mods to register new elements without overriding it (isn't that part of the reason for sfinv as well?). But imho, the biggest benefit of having tabs in sfinv is being able to avoid these situations.

@rubenwardy
Copy link
Member

rubenwardy commented Aug 14, 2016

True, an armour tab would be a better way to do it

@Ferk
Copy link
Contributor

Ferk commented Aug 14, 2016

It would also be more friendly towards phone screens, keeping it simple instead of putting everything together in an oversized dialog. It'll also allow for the armor/equipment tab to have more space to add information or whatever.
And if one subgame doesn't want to have crafting table inventory at all, the tab can be disabled without disabling armor.

Imho, this could be closed once #1179 gets merged.

@MarkuBu
Copy link
Contributor Author

MarkuBu commented Aug 14, 2016

Sounds OK for me

@Doloment
Copy link

Doloment commented Oct 19, 2016

To be honest, I think it is better to do in the 2x2 inventory, and "to sculpt" benches with several levels. It is desirable then to add an anvil, and completely change the layout of crafting weapons and smelting system.
PS I'm from Russia, and was to blame Google translator --
Для тех кто русский:
Если честно, я считаю, что лучше сделать в инвентаре 2x2, и "слепить" верстаки с несколькими уровнями. Желательно тогда добавить наковальню, и полностью изменить схему крафта оружия и систему выплавки.
П.С. Я из России, и во всем виноват переводчик Гугл -
-

@rubenwardy
Copy link
Member

Sfinv allows mods to override the crafting tab without breaking support for creative

@paramat
Copy link
Contributor

paramat commented Jan 4, 2017

I feel 2x2 is not remotely needed enough to be an option in MTG code, it should be done by an optional mod, and looks like it can.
👎 this should be closed.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

8 participants