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Recipe labeling #20

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antrobot1234 opened this issue Feb 25, 2019 · 5 comments
Open

Recipe labeling #20

antrobot1234 opened this issue Feb 25, 2019 · 5 comments
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@antrobot1234
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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)

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

@antrobot1234
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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.

@rubensworks
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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?

@rubensworks rubensworks changed the title label recipe type Recipe labeling Feb 25, 2019
@antrobot1234
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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.

@rubensworks
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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.

@rubensworks rubensworks moved this to Options in Features Jun 24, 2024
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