abriflame should have a recipe in the inventory #2461
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#2461
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
"use flame starter on colored glass".
players currently think they're creative only.
Sounds like a topic for the advanced tutorial, where all crazy mechanics should go. Jonez, alphabet, abriflame, ...
my latest PR to jonez (already accepted) adds recipes for those nodes https://github.com/runsy/jonez/pull/6
alphabet probably should also show up in unified_inventory, i think that's just the matter of removing the
not_in_creative_inventory
group. is there any reason for that currently?There's a reason for alphabet not being in the inv, as well as some others: To not clog up the inv with easily guessable blocks.
If there's an A, there must be a B. Same could be said for others though, especially the non-sawable 16 colour glass/wood/stone/... or the non-craftables like beacons or rainbow water.
Since The inventory requires a really giant string which causes lag during login I'd like to have as many things out of the inventory as possible.
Unfortunately people with creative do not have a "different" view: https://github.com/minetest-mods/unified_inventory/issues/178
i'm talking about these:
whose recipes are only visible if you look at the source code: https://gitea.your-land.de/your-land/alphabet/src/branch/master/init.lua
and are recipes like
how is that easily guessable?
reasonable, though i feel like this needs to be fixed by refactoring the unified_inventory GUI so as to not require so much processing, at least when a player first logs in.
The recipes are not at all easily guessable, to be honest, even if I knew five or ten of those recipes, I'd certainly not think "oh, sure, braille" immediately and be able to guess the others. Unless one knows they exist and where to look. That's what we need to hint at, among the others.
We could now either
if it was braille w/ just 1 crafting material, that'd be one thing. but it's also got the 2nd material in the 3rd column.
i think right now, we should just make them visible in the inventory. sometime soon, we can add a letter press (i suggest taking the node model/textures from the letter press in https://github.com/minetest-mods/letters). eventually i want to work on fixing unified inventory (or perhaps creating an entirely new inventory manager), but that's not gonna happen anytime soon.
abriflame "recipes" are now in unified_inventory w/
c5a2e638fa
live