If your bug is about not being able to craft, make sure you've actually tried crafting the last time you opened your game, before you upload your log. If there aren't any failed attempts logged, there's nothing for me to go on.
If you do NOT include your log, your report may be closed and ignored. Even if you personally don't see an error message, there can still be useful information!
Did you open the crafting menu via the kitchen, a workbench, or the game menu?
Include any other information about what you were doing that you think might help.
Screenshots of visual problems are appreciated, but not required
sorry if this has been asked before! i really love the mod categories from this mod. is it possible to only have the categories enabled without the other features, like "search"?
Same problem here, I need this mod to work with Craft and build from containers but it doesn't. Fixed my problem. To make this use any chest anywhere, open Better Crafting's config.json file and set the NearbyRadius option to -2.
Hi, Theres no NearbyRadius? I did however, find this
"setting.nearby": "Extended Workbench","setting.nearby.tip": "This feature allows Workbenches and your kitchen to connect to more chests at once, improving on the game's default range of one block. You can create chains of connected chests, or use allowed connectors to bridge gaps.",
"setting.nearby.nearby": "Use Nearby Chests", "setting.nearby.nearby.tip": "If this is set to more than zero, you will always be able to use items in chests up to this many tiles away. In \"World\" mode, this lets you use all chests everywhere so long as the location is being loaded. For multiplayer clients, that means your current location and the farm.",
For people having trouble finding it, you can go to Better Crafting's settings in Generic Mod Config Menu and set Use Nearby Chests to World to get the same effect as Craft and Build From Containers.
Thanks for this. Very, very nice mod, indeed a great example of how to do something Better. Improves both actual gameplay and UI/cosmetics in multiple ways.
I have some feature suggestions, most importantly, is there any plan to adjust or overhaul how "fuzzy ingredient" crafting and cooking work? I'm surprised this part wasn't really changed from vanilla, and the ingredient used up is still almost unpredictable and an unreasonably large hassle to control (BTW, it seems that the rule of BC is to choose the first matching ingredient, in reverse to vanilla's "choose last" rule).
It would be a helpful and appreciated feature to fix this, in particular regarding the "any fish" recipes (3 in vanilla) situation, which is naturally very messy. For making those, the game will arbitrarily use up "random" fish based on inventory positioning, despite that a bunch of specific fish have their own unique recipes only they can fulfill, and many other fish are otherwise more "precious" or useful than others, for example in a Fish Pond or as a gift or in a Bundle, and/or are simply far more valuable in price. Then, even though there are a bunch of cheap/common fish that their best use (or only use other than selling) actually is for the "any fish" recipes, since the only "prioritization" is arbitrary, the game can and will happily consume a Lava Eel or a Legend for Sashimi or for Quality Fertilizer, rather than an available Cockle/Oyster/Anchovy/Herring/Red Snapper/Smallmouth Bass/Chub/... A mess, indeed.
An obvious solution to this is to just let the player manually choose or change the fuzzy item to be consumed, which should really be in vanilla. This can also allow the player to choose a specific item quality when there are multiple available (which I guess would only be useful in not auto-prioritizing the lowest if another, BC-compatible mod is present that adds upsides to using higher item qualities in cooking/crafting?). This obvious solution alone might not be the best for quality of life (reducing clicks and preventing accidents) or for bulk crafting/cooking, though. Since the decision-making for the optimal ingredient to use (particularly in the case of 'any fish') seems [very nearly[?]] completely solved, straightforward and programmable, there could be configuration options for both allowing manual choosing and for the automatic choosing to work based on customizable or premade (ideally potentially both) rules. Three simple selection rules of "prioritize items with the lowest sell value first", "deprioritize or disallow items which are uniquely used by any recipe in the game" and "disallow items/fish with a sell value above X" seem to already go most of the way in covering everything. If feasible, 3 extra rules concerning Fish Ponds non-Roe item production, use in unfilled Bundles and status as anyone's Loved gift seem like they'd completely cover the rest of the way. There could also be configureable (and populated by default?) whitelist and blacklist, which also potentially account for modded or personal concerns. It seems that in any case, prioritizing first at least the 7 fish I listed above (when they are no longer potential donations to a Bundle, or the player possesses at least one more in quantity than is donateable to Bundles) is actually always optimal, so I would always choose or configure that.
Other, simple suggestions:
Quite similar to the existing "hold keybind to not override the crafting/cooking interface when opening menu": add a keybind to use to temporarily reverse the current categories on/off state when opening the menu. In some cases it can be preferable only in the moment to view everything at once, and the categoryless BC UI is still better than the vanilla one, or it's possible for the existing keybind to cause another modded UI to be opened instead of the vanilla one anyway, as can be the case with Advanced Cooking installed.
Add a setting for the UI to note when a recipe is specifically profitable (and another setting to display by how much gold), and the ability to filter only profitable recipes in the list. It could be possible for other mods to determine when this feature is activated (unless explicitly always disabled by the player in BC settings), that way it would be possible to implement it as an unlockable perk of any sort.
Better Crafting will most likely never be compatible with Android. Android's UI is significantly different, so I would need to rewrite a large part of the mod to support it. SMAPI for Android also lacks any good development environment.
Sorry if this sounds a bit dumb. I remember a few months ago, clicking a box for more resource cost if using automate. But I can't remember if it was better crafting or if it was Farming suite I clicked on. Neither have the option now so I'm very confused. Did this mod used to have that? If not sorry!
Asking as a user, I'm not sure how I'd go about changing the textures myself as I don't know about coding, but having the option in-game would be nice, specially since unchecking the "Use Per-Save Data" option doesn't seem to include the chosen icons.
I'm not sure if this is a bug or if I'm doing something wrong, but the crafting from nearby chests (under the "quality" part) says disabled, yet it still lets me craft with things from my chest (from the game menu) even when I'm far away. I even tried setting it to 4 tiles, and it still did the same... Sorry if I didn't explain well or missed something.
Disable the option to use low quality items first. I could potentially add a setting to use items in your personal inventory first, but if I'm introducing priorities that might get confusing when there are other mods like Item Bags / Resource Storage involved and it's a UI problem I'm not in a hurry to tackle. Right now I'm focused on some other mods. For the next update to Better Crafting I want to rework the existing settings in general since it has become too cluttered and confusing.
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Reporting a bug? Please use the Bugs tab and:
Unofficial update: https://github.com/mouahrara/aedenthorn#CraftAndBuildFromContainers
Is there any way to make it compatible? I found out after installation that the resources in chests are not accessible.
Alternatively, is there a way to make this mod pull resources from chests it's not directly connected to?
Fixed my problem.
To make this use any chest anywhere, open Better Crafting's config.json file and set the NearbyRadius option to -2.
I did however, find this
"setting.nearby": "Extended Workbench","setting.nearby.tip": "This feature allows Workbenches and your kitchen to connect to more chests at once, improving on the game's default range of one block. You can create chains of connected chests, or use allowed connectors to bridge gaps.",
"setting.nearby.enable": "Enable Extended Workbench",
"setting.nearby.nearby": "Use Nearby Chests",
"setting.nearby.nearby.tip": "If this is set to more than zero, you will always be able to use items in chests up to this many tiles away. In \"World\" mode, this lets you use all chests everywhere so long as the location is being loaded. For multiplayer clients, that means your current location and the farm.",
"setting.nearby.nearby.active": "World",
"setting.nearby.nearby.map": "Full Map",
"setting.nearby.nearby.off": "Disabled",
"setting.nearby.nearby.tiles": "{{tiles}} Tiles",
I have some feature suggestions, most importantly, is there any plan to adjust or overhaul how "fuzzy ingredient" crafting and cooking work? I'm surprised this part wasn't really changed from vanilla, and the ingredient used up is still almost unpredictable and an unreasonably large hassle to control (BTW, it seems that the rule of BC is to choose the first matching ingredient, in reverse to vanilla's "choose last" rule).
It would be a helpful and appreciated feature to fix this, in particular regarding the "any fish" recipes (3 in vanilla) situation, which is naturally very messy. For making those, the game will arbitrarily use up "random" fish based on inventory positioning, despite that a bunch of specific fish have their own unique recipes only they can fulfill, and many other fish are otherwise more "precious" or useful than others, for example in a Fish Pond or as a gift or in a Bundle, and/or are simply far more valuable in price. Then, even though there are a bunch of cheap/common fish that their best use (or only use other than selling) actually is for the "any fish" recipes, since the only "prioritization" is arbitrary, the game can and will happily consume a Lava Eel or a Legend for Sashimi or for Quality Fertilizer, rather than an available Cockle/Oyster/Anchovy/Herring/Red Snapper/Smallmouth Bass/Chub/... A mess, indeed.
An obvious solution to this is to just let the player manually choose or change the fuzzy item to be consumed, which should really be in vanilla. This can also allow the player to choose a specific item quality when there are multiple available (which I guess would only be useful in not auto-prioritizing the lowest if another, BC-compatible mod is present that adds upsides to using higher item qualities in cooking/crafting?). This obvious solution alone might not be the best for quality of life (reducing clicks and preventing accidents) or for bulk crafting/cooking, though.
Since the decision-making for the optimal ingredient to use (particularly in the case of 'any fish') seems [very nearly[?]] completely solved, straightforward and programmable, there could be configuration options for both allowing manual choosing and for the automatic choosing to work based on customizable or premade (ideally potentially both) rules. Three simple selection rules of "prioritize items with the lowest sell value first", "deprioritize or disallow items which are uniquely used by any recipe in the game" and "disallow items/fish with a sell value above X" seem to already go most of the way in covering everything. If feasible, 3 extra rules concerning Fish Ponds non-Roe item production, use in unfilled Bundles and status as anyone's Loved gift seem like they'd completely cover the rest of the way.
There could also be configureable (and populated by default?) whitelist and blacklist, which also potentially account for modded or personal concerns. It seems that in any case, prioritizing first at least the 7 fish I listed above (when they are no longer potential donations to a Bundle, or the player possesses at least one more in quantity than is donateable to Bundles) is actually always optimal, so I would always choose or configure that.
Other, simple suggestions: