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This repository has been archived by the owner on Jan 10, 2024. It is now read-only.
STORY:
I make Beet Campfire Stew (requires Beet/Fruit/Greens) and it grabs pineapples instead of Pumpkins due to fruit tag. My next work order of Charred Pineapple can't proceed.
REVISED STORY:
I make Beet Campfire Stew. In the work order, I click Fruit tag and a window comes up. I disable pineapple, set a priority to pumpkins above other enabled fruit. I make my stews and continue to make more Charred Pineapples as the pineapples are easily there.
EXAMPLE MECHANIC FROM ANOTHER GAME:
Against the Storm is a game that uses material and recipe management with every recipe using categories that is very close to your tagged ingredients. Much of it's management is ensuring that the right ingredients go to the right work buildings, so the mechanic is very similar to running the workbenches in Eco. A good chunk of what they do would create a VERY elegant solution for a common frustration with Eco's current crafting system, if Eco does it it's own way.
HOW I FEEL IT SHOULD WORK:
In the above story example, if I click on fruit, some semblance of ui pop-up can come up. Or you can hold T to mouse over the potential items in the list and interact with them to do the following. "Enable/disable" and "change priority". By default, all fruit for that work order would be enabled and set to priority 0.
If a fruit is disabled, do not match
If 1+ fruit are priority 1, select fruit from that list with current logic (I think first first match in storage from top storage down?)
Repeat for priority 2
Repeat for priority 3
etc
Repeat for priority 0
FINAL THOUGHTS
There are a lot of times in every server where I know people have things consumed unintentionally because of recipes using tags as an ingredient. People have found a workaround by making an insane amount of chests and worktables to get around this. This is a frustration that I feel could not only be solvable, but really elegantly solved by this. This is very visible in cooking, but can work well for masonry/carpentry to avoid using materials you don't want to use (Instead of hiding them from the work order, etc)
I hope you'll consider this or something like this as it solves an issue that happens constantly and would improve QoL and even make an impact on how many have to over-solve a simple issue.
The text was updated successfully, but these errors were encountered:
Jacklifear
changed the title
Suggestion. Generic Tagged Work Ingredients can be prioritized and enabled/disabled
SUGGESTION: Allow prioritization/enabling/disabling of genericized ingredients Workbench recipes
Dec 3, 2023
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STORY:
I make Beet Campfire Stew (requires Beet/Fruit/Greens) and it grabs pineapples instead of Pumpkins due to fruit tag. My next work order of Charred Pineapple can't proceed.
REVISED STORY:
I make Beet Campfire Stew. In the work order, I click Fruit tag and a window comes up. I disable pineapple, set a priority to pumpkins above other enabled fruit. I make my stews and continue to make more Charred Pineapples as the pineapples are easily there.
EXAMPLE MECHANIC FROM ANOTHER GAME:
Against the Storm is a game that uses material and recipe management with every recipe using categories that is very close to your tagged ingredients. Much of it's management is ensuring that the right ingredients go to the right work buildings, so the mechanic is very similar to running the workbenches in Eco. A good chunk of what they do would create a VERY elegant solution for a common frustration with Eco's current crafting system, if Eco does it it's own way.
HOW I FEEL IT SHOULD WORK:
In the above story example, if I click on fruit, some semblance of ui pop-up can come up. Or you can hold T to mouse over the potential items in the list and interact with them to do the following. "Enable/disable" and "change priority". By default, all fruit for that work order would be enabled and set to priority 0.
FINAL THOUGHTS
There are a lot of times in every server where I know people have things consumed unintentionally because of recipes using tags as an ingredient. People have found a workaround by making an insane amount of chests and worktables to get around this. This is a frustration that I feel could not only be solvable, but really elegantly solved by this. This is very visible in cooking, but can work well for masonry/carpentry to avoid using materials you don't want to use (Instead of hiding them from the work order, etc)
I hope you'll consider this or something like this as it solves an issue that happens constantly and would improve QoL and even make an impact on how many have to over-solve a simple issue.
The text was updated successfully, but these errors were encountered: