
Mods / Salty´s Radial Crafting
Authors: SaltyWater, DanaCraluminum
Side: Both
Created: Jun 14th at 5:44 PM
Last modified: Jun 30th at 9:14 PM
Downloads: 710
Follow Unfollow 94
Recommended download (for Vintage Story 1.20.12):
RadialCrafting_0.2.2.zip
1-click install
Pet the floppa to buy me a coffee!
This mod adds a radial menu for crafting!
It does NOT remove the crafting grid. (yet)
Crafting
Press CAPS LOCK (Key by default) to switch between item collect mode from auto to sneak. (optional)
Drop the necessary ingredients for a crafting recipe.
Hold B ( Radial Menu key by default).
Choose the recipe.
Press CAPS LOCK (by default) to switch between item collect mode from auto to sneak. So you can work with dropped items without auto collecting.
Or if you don't feel like doing it all the time you can set the dropped item scan radius inside the config json to set the max distance (in blocks) between you and the dropped items.
For recipes that requires tools, said tools needs to be in either the player hands or hotbar (backpack inventory does not count).
The tool takes damage as normal. If you have more than one, the one on the left takes damage.
For recipes that requires liquid countainers, said containers need to be on the player hands or toolbar too. (backpack inventory does not count).
Multi-Crafting & Cooldowns
Both the Bulk crafting and cooldown system works togheter:
To Multi-Craft:
Hold ctrl and left click to add +1 itemstack for the final craft.
Hold ctrl and right click to remove -1 itemstack from the final craft.
Hold shift and left click to add the maximum items you can craft with the available resources.
Hold shift and right click to go back to 1 itemstack.
watch the center tooltip
Then to confirm just left click the recipe:
Please read this carefully:
This will start the crafting and cooldown system.
Inside the cooldown you can't walk, open the radial menu or toggle collect mode. So watch out!
If the the crafting requires a tool and you're holding it in your main hand, a unique animation plays out!
Be careful, make sure every resource is available until it finishes crafting, or else you will be penalized with no recipe result, wasting resources.
Every recipe will take 1 second or more to craft.
Cooldown is calculated by ingredient quantity and 3 types of items:
[normal items] - 0.1 sec
[tools] - 0.3 sec
[liquid containers] - 0.5 sec
(All those values are configurable in the mod configs, but the default 1 second recipe cooldown is hardcoded and can't be changed.)
Example: You have a recipe that requires no tools or liquid containers but the amount of resources required is 12,
then it will take 1,2 seconds ([normal items] - 0.1 secs x 12) to craft every single batch of that recipe.
Example 2: If the recipe requires 8 resources instead it would take 0.8 seconds, but the cooldown defaults it to 1 second.
Example 3: But if a recipe requires a hammer, an axe and a chisel, and 6 more resources then its 0.9 sec + 0.6 secs, 1.5 seconds for each batch produced.
(You can disable the cooldown system in the mod configs setting the variable instant to true)
If you're feeling lost check the help tooltip:
Info
Do you need a table to use the radial menu?
No it was only for showing off.
Do you need the handbook open?
No, it’s only to demonstrate the mod implications. It feels more natural to look up the resources required for a recipe and simply drop them in the world, rather than arranging them in the grid.
Will This work with modded/edited recipes?
Yes, the mod reads directly the json recipes.
For example, if using Tools Require Rope the radial menu will only prompt you with a tool recipe if theres ropes dropped with the other ingredients.
But please let me know if you find any recipe modded or vanilla that doesn't work.
Will This work with liquid containers and liquid % recipes?
Yes, the mod reads directly the json recipes.
For example creating dough needs one liter water from a liquid container. The mod will translate that one liter accordingly to the container after the crafting process.
But the soaked bandage only uses 0.2 liters of Aqua Vitae, wich is also correctly translated to the container after the crafting process.
Can I translate this?
Yes!! There is a lang file for every text entry of the mod.
Roadmap
(and notes to self)
- Add liquid/tools recipes compatibility.
- Faint circle low opacity for the radial menu to better contrast with certain backgrounds. (I decided to go with low gamma)
- Stop time opening the radial menu. (discarded)
- Make it toggable.
- Menu animation.
- Add multi crafting sytem, using a combination of holding keys.
- Add tooltip for resources.
- Add multiplayer compatibility.
- Add cooldowns
- Add animations
- Add particle effects
- Add Sounds: (For last, I want specific sounds for specific material types and specific tools used in a recipe)
check out my other mods here:
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
0.2.2 | 264 | Jun 30th at 9:14 PM | RadialCrafting_0.2.2.zip | 1-click install | ||
Added Animations for tools: If a recipe has a tool in the ingredients and the player is holding it: Hammer Knife Shears Saw Axe
Additions: Player now can't move while in cooldown. Player can't open radial menu while in cooldown. Player can't toggle sneak/auto item collect while on cooldown. If resources are collected mid crafting the player gets penalized with no final item. Warnings fetched from lang file for the above.
Fix: Clothes not being 100% when crafting. | ||||||
0.2.1 | 69 | Jun 28th at 7:14 PM | RadialCrafting_0.2.1.zip | 1-click install | ||
This is not a complete cooldown system implementation, but I needed to push this update for the two fixes below.
Added cooldown system >Cooldown is calculated by ingredient quantity and item type: [normal items] - 0.1 sec [tools] - 0.2 sec [liquid containers] - 0.3 sec >It does a final calculation multiplying by bash quantity (if multi-crafting). >Items are consumed one by one inside the cooldown >A minimum cooldown value is hardcoded (1 second). So every single recipe will take a second or more to craft. >You can disable the cooldown system in the configs, setting the variable "Instant" to true.
Added particle system: >Triggered when a item is consumed inside the cooldown. >Takes the color of the item texture.
Added configs for cooldown System. Added animations for the cooldown system.
Fixed: Radial Craft Menu Key is now rebindable. Fixed: Chunks not yelding the correct amount of nuggets, if crafted in the radial menu.
Still to do: So far there's only 2 animations implemented. 1 for every crafting recipe 1 for recipes that requires a hammer AND the hammer is in the main hand. This one will trigger instead of the 'every crafting recipe' above. (which is just the player hammering instead of the first animation which is the player moving his hands to simulate working on the crafting.) So I will be implementing at least one for every tool.
Make the multi-crafting keys rebindable. Make the player unable to move while inside crafting cooldown. Make the player unable to craft/open radial menu while inside crafting. Make the crafting stops if resources aren't found anymore. (mid crafting another player picks up the items) | ||||||
0.2.0 | 105 | Jun 25th at 11:57 AM | RadialCrafting_0.2.0.zip | 1-click install | ||
Added required ingredients to recipe prompt, for better resource managment. Added Multi Crafting: Added help button: Added Lang file for the Help Button Fixed bug in liquid recipes that: prompts you and let you craft a recipe even if the liquid is not the required for the recipe. remove the liquid from the first container in the inventory by orther, even if it's not the required from the recipe. Added multiplayer compatibility Compatibility with Vanilla Variants | ||||||
0.1.2 | 47 | Jun 24th at 1:45 PM | RadialCrafting_0.1.2.zip | 1-click install | ||
added config options: Added new key, toggle collect mode | ||||||
0.1.1 | 50 | Jun 23rd at 11:06 AM | RadialCrafting_0.1.1.zip | 1-click install | ||
Now opening the radial menu lowers gamma to give better contrast with environment. Now there's a little smooth animation opening and closing the menu. Also for selecting recipes from the radial menu. Now theres a radius limit of 3 blocks from dropped items to count as resources and be prompted with recipes. Fixed and tweaked water container recipes. | ||||||
0.1.0 | 173 | Jun 14th at 5:48 PM | RadialCrafting_0.1.0.zip | 1-click install | ||
first release. please refer to the road map to see planned features. |
If i can suggest something when the radial menu open unlock automatic the mouse so we just have to click and then when release the button they come back normal ^^ but awesome mod by the way great work ^^
HappyHamster27
Yes, the mod needs to be both on the client and on the server.
do others need to have the mod for it to work, or does it work client-sided?
Afroman726
Thanks! ^^
Your mods are AMAZING! :D
QuetzaCoco
Well I do have some ideas but definitely not like the forest! I don't think it's feasible but it would be cool af!
once again fantastic mod, I love the vision you are going for, cant wait for the removal of the crafting grid lol.
Quick question when you have the chance, and im not sure if this has been asked before, but how feasible would it be to replace/change the item storage to an immersive counterpart? Something similar to how The Forest handles or like Tarkov, needing to remove your backpacks and "look inside" them. Might be alot but I was curious as the rest of your mods make the game so much more involved. Thanks in advance!.
Kwehlani
Good catch! I'll fix that!
mavman88
You can set it to toggable in the json configs!!
MystiVaid
Yeah sure! I can look into it!
SaltyWater
Hey! When crafting clothing I noticed that it randomizes the repair level rather than producing a 100% condition piece of clothing.
its it just my game or could you make it so that when holding b the mouse become unlocked cause its not pleasant to hold b and alt at the same time
Regarding Multi-Crafting, could support for the mouse wheel be added? Using scrolling to adjust the crafting quantity.
SaltyWater I get what you are going for. And I use a lot of your mods because the added world interaction adds so much to the game. The emersion of your mods adds so much. Just saying for me, I add mods to improve drop behavior so totally not willing to give it up, so I'm looking for some middle ground that would let me use this one as well.
Looked at the config before, didn't twig it was for that.lol Thank you
Calminaion
Yeah! togglable is already possible! Check the configs! ^^
Brilliant idea :)
Always good to have them rebindable. Everyone is different with the keys they like to use.
Would it also be possible to make the radial menu toggleable so you can have it stay up if you want instead of holding the key? Might be good for people who have trouble with key combinations.
Calminaion
Thank you for the feedback! ^^
Hell yeah the item list was a really great idea right? I was getting confused with multiple prompts of the same recipe too!
Also, thanks for the heads up on the key bind It will be fixed in the next update! Maybe I can register keys for the Multi-Crafting system too, instead of the hardcoded ctrl and shift!
Really like the new update and thank you for making this mod, I kinda had enough of grid crafting.lol
Having a list of what the recipe will use is really good and so is having a smaller radius. Before I would try to make a toolsmith tool, which showed 3 of them, and I couldn't tell from just the pic if it would use a binding or not and sometimes would use a stick instead of a handle but now works great.
I usually use ctrl for moving the cursor so had to change that, but that's fine, unfortunately I can't rebind the Radial Craft Menu Key. Tried but will only work if it is set to B. Keep up the great work and I can't wait to see what other mods you'll come out with.
Mendall
I actually explained that somewhere in reddit! 🤔
Requiring items to be dropped but not tools or liquid containers is a deliberate design choice! It´s both so the crafting system feels more connected to the VS world and so players still need some decision making in the crafting process. Something instant like everything being read from the tool bar or even back pack inventory was never intended! as playing with item collect mode on auto! It's simply not what I aim for. The option is there so players who don't like the sneak option can still give the mod a shot! But there's so much customization you can do before it stops being a Salty's mod! ^^
Ok, love this concept but, the hole having to change dropped item behavior to make it work is a tuff sell. It would be a tun better if it worked with ground stored items instead. That said, I guess a lot more things would need to be ground storable. Or make it work with everything being in the hot bar for those not wanting to alter their dropped item behavior.
ZippyWonderdust
Thank you Zippy, comments like this fill me with determination! <3
Also, I'm deeply grateful for your donation! It means a lot to me! <3
This looks so amazing! I'm definitely going to try it out.
I have to say that I think you are one of the most innovative mod authors here. Your work is both excellent and inspiring!
JoLaChevre
Niiice!
Thanks for the feedback! Let me know if anything goes wrong! ^^
It works perfectly on server now ! Thank you for your amazing work !
RemedyHearts
Try 0.2.0
doesnt seem to be working on a lan server, i as the host can see it and use it just fine but the client player seems to not be able to use it, keybind does nothing even when changed.
Thanks!
MystiVaid
I wouldn't say it's compatible. I would say my mod does the same thing but in another menu.
Since my mod reads all
GridRecipe
incapi.World.GridRecipes
then filters and try to match with the dropped resources. If a modded or edited json recipe has the same resource input from any other recipe, both will be prompted to you in the radial menu.So yes, in both mods a single recipe can have multiple outcomes!
I also checked the source code from recipeselector. Seems like it's only patching the gui dialog, not any json code, so they'll probably work just fine togheter too.
Is this mod compatible with https://mods.vintagestory.at/recipeselector? Can a single recipe have multiple outcomes?
Maybe you could add second, third etc circle arround if its not too complicated? Still kinda breakable bot not that much.
Michaloid
Nope, The icons are 64 pixels by default and are hardcoded to shrink until they hit 32 px.
Not gonna lie you can break the radial menu right now by simply dropping every item possible for it to prompt a gazillion recipes and they'll appear all one inside another.
I'll probably add a hardcode limit to the recipes that can prompt in the radial menu so users don't exploit that!
That's what i was talking about. What if it has more and more recipes than that? Will it shrink till it's hardly visible? Granted, i don't think there is more recipes than that in vanilla, but what if?
Anyway. I really love the idea, haven't had time to experiment yet, but it looks very fun!
JoLaChevre
Oh, i'll take a look! thanks for the feedback!
Reddest
Michaloid
Oh about the recipes fitting, it's alright. the mod starts shrinking the recipe prompts as soon as it hits more than 6
here take a look:
I saw this on reddit! Excited to see it released!
Hi ! I noticed an issue with the mod installed on a multiplayer server. On the server the radial menu does not show up. I tested it on a solo map with the exact same config an everything works without any problems. Do you have any guess on what could be happening ?
Thank you for your amazing work !
Wow ✍
Amazing mod concept!! I love it. I will wait untill a more stable release to test it tho.
Keep it up!!
I can't wait to see further progress on this mod.
Seeing everything you can craft at once feels alot better than trying to remember the order of everything in the crafting grid (stupid mechanical parts lol)
I am concerned about what Michaloid pointed out though - fitting so many recipes into one screen
Endurance
Perfectly understandable!
CKitt
Thanks! I hoppe you have fun! ^^
Michaloid
Actually, Stranded Deep!
I had no clue Lay of the Land was a thing! 😂
That is exactly the direction I hope Vintage Story eventually goes! Great mod, as usual.
Hmm, Lay of the Land inspired huh? It is pretty cool, but there are some items that have so many recipes that i'm not sure it can fit on the screen :D
This looks really cool. But I won't be using it in singleplayer for now. As much as I love this, I don't know if I have the time for even more mods that are immersive but time consuming... for now