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sfcraftguide's Introduction

luacheck

sfcraftguide

An augmented mtg_craftguide. Supports a progressive reveal system that follows the documentation mod item help.

Based on mtg_craftguide, which itself is based on craftguide.

Dependencies

Adds a "Recipes" tab to the sfinv inventory. Click an item to see it's recipes. Click again to show usages.

Recipes reveal will be synchronized with the doc items discovered (doc/help)

Authors of media

paramat (CC BY-SA 3.0):

  • craftguide_clear_icon.png
  • craftguide_next_icon.png
  • craftguide_prev_icon.png
  • craftguide_search_icon.png

Neuromancer (CC BY-SA 3.0):

  • craftguide_furnace.png

Wuzzy (CC BY-SA 3.0):

  • craftguide_shapeless.png

sfcraftguide's People

Contributors

dacmot avatar lazerbeak12345 avatar

Stargazers

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Watchers

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Forkers

lazerbeak12345

sfcraftguide's Issues

doc and doc_items should be optional dependency

Not all users like the reveal mechanism or use doc and doc_items mods.
Both mods should be optional. If not present, the "reveal.lua" is not loaded and all recipes are always visible.

By the way, why sfinv is optional? Is there a way to use sfcraftguide without sfinv?

If sfinv is optional: Since sfinv is in MTG, it is possible the sfinv is loaded but disabled. Please do the next check:

if minetest.global_exists("sfinv") and sfinv.enabled then

[Feature request]: Show the user what they haven't crafted yet.

After play-testing this for some time, I found that I have a hard time keeping track of what I have yet to craft.

I've got two ideas that can fix this:

  • A button to show only available-to-craft items that you haven't crafted yet
  • A checkmark, or some other indicator to say that you have crafted something.

Awards idea(s)

Since we're talking about awards+craftguide integration recently I've been thinking about what awards would and wouldn't work.

There are a few categories, with sub-categories here:

  • Static awards for
    • crafting a specific item (EX: "Stabby McStabby Face" for crafting a wooden sword the first time)
    • crafting a set of specific items (EX: "Cactus Monarch" for crafting all cactus gear available)
    • revealing for all of the above (EX: "A craving for Strawberry Cheesecake" for revealing the "pie:scsk_0" from pies)
  • Dynamically generated awards for
    • crafting n or n% of all available things
    • crafting n or n% of all recipes (multiple ways to make each thing)
    • crafting all items from a specific mod (EX: "Technic Master" for crafting all craftable things registered as from "technic")
    • crafting n or n% of larger mods (EX: "Technic Beginner" for the first 10%)
    • crafting "expensive" items, where the price is calculated via recipe steps (EX: "Washing my Dishes" for crafting Homedecor's notoriously overcomplicated dishwasher recipe, though the name would be very likely to be less fun if it were dynamic).
    • revealing for all of the above (EX: "Knowledge of all kinds of swords" for revealing all sword recipes, or "Omniscient" for 100% revealed, or "Understanding of choppy things" for revealing all craftable choppy things or "Knowledge of the Dishwasher" for revealing the dishwasher crafting recipe from Homedecor)

There are also a few things where perhaps crafting isn't the best detection mechanism for these things. Should my "Cactus Monarch" example from above apply when all parts are crafted, or when all parts are worn? I have this issue with the biome-related recipes right now: the "Grasslands Discoverer" award isn't awarded when you enter the grasslands, but when you punch grass. Most people don't even punch grass. I just shovel the dirt underneath.

The dynamically generated awards are what I personally like more - since there are more results with less work. Naming and textures, however, do prove to be issues. Getting a user-readable mod name isn't easy, nor is determining which mod something is from. Farming or Farming Redo? Mobs Redo or Mobs Animal? What about mods that would make sense to have a localized name? How do we know what they would prefer? In the context of Award images, where do we even start? For simple things the item's preferred inventory display would work, but what about dynamic Mob awards? Cows aren't an inventory thing, and I'm not sure if they're linked to their spawn egg at runtime in a way that would be useful.

See also #3, a suggestion where some of the reward loop is part of the craft guide itself, and could replace some categories, and pair well with others.

I suspect that most of the statically generated awards should be owned either by the mods they are specific to or by a mod dedicated to adding awards for that specific mod.

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