I’ve read here and there that the devs are planning to change the crafting system. I think most of the modders would benefit from knowing what does that exactly mean so we can prepare our mods for future changes.
I have no idea if Community Feedback is the right category nor whom should I ask about it so I guess I should ask @sdee to tell us who’s the right person to tell us about planned changes (if there are any).
Sadly I cannot ask about it on Twitch because the Earth is not flat and we have to deal with time zones.
Also, can we get a simple button that works like “add all missing construction items to the crafting queue”? It has been a problem since I can remember. You build multiple buildings at the same time and builders “steal materials” from the stockpile that were queued for another building, while no new items appear in the production queue to compensate.
Another thing is adding a feature that adds all low level items to the queue if we don’t have enough for a higher level item. For an example: wooden signs.
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Is this occuring with the current “auto-queue items in constructions” turned on, too?
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Yeah. Just because there is that short time between something getting crafted and being used for construction. The game does a storage check, sees some windows or whatever in your inventory and does NOT queue extra windows, while in the bckground freddy the builder comes along, takes it, puts into a wall and suddeny we have missing items and no queued items.
Edit: There will be save-compatibility for existing recipes and modded recipes, so they should still work (but rebalancing might be required).
There will probably be some sort of compatibility for modded recipes, so they should still work.
I know that for effort based crafting there’s a default value for old recipes to keep them still craftable, but if something else changes or is added (I don’t know, something related to the workbenches, or the ingredients, or whatever) it’s not sure that they won’t break. We’re still in progress so until everything is implemented we can’t know if you’ll need to change something and what exactly you’ll need to change.
Frankly, I don’t mind save compatibility. I spent four evenings coding autoharvest for renewable resource nodes, I am prepared to revise my mods after every SH release.
I’m planning a mod involving kinda complex crafting chains and if there is any rebalancing or mechanics alteration coming I’d like to know in advance so I don’t end up planning something big for outdated crafting system.
based on what I’ve read here in the forums A23 is going to break a lot of mods and fix a lot of things in vanilla. I suspect a lot of players will continue playing A22.5 until a stable version of A23 is out anyway, unless maybe the new building editor is put in and has relatively few problems.