Replies: 3 comments
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Hi! Sorry for taking so long to reply, and thank you a lot for the feedback! ❤️ I'll share my two cents below:
Though this could work, the problem here is that it's not just the knife which can be used as a tool. In cutting recipes, any item can be a tool if so specified by a recipe. Identifying if the item is a tool or not isn't trivial, due to how recipe checking works. Also, the Cutting Board's "status message hints" rely on items not being swapped around. I added them to let a player know, without needing JEI, that either their ingredient or their tool is invalid, and they should try something else. By allowing an item swap in invalid cases, this hint would never show up. :(
True, it would be better if both orientations worked. At the time of implementation, I ran into problems when allowing both-sided place/cut interactions, because the order in which the off-hand and the main-hand affect a block is unilateral; I had to workaround to even get the off-hand to go first. It also suffers from the problem of not being able to identify which items are "tools". In this case, I've been thinking a bunch about whether this off-hand-prioritizing mechanic could be exchanged by just letting the Cutting Board hold a full stack of items instead. This way, stackables could be placed once, while players hold the use button to cut them one by one. It would only hinder non-stackable ingredients (such as Leather Armor), but those could be good cases for hopper automation instead. I need to play around with this mechanic sometime.
Hmm... The Item Frame is an entity, so it's probably easier to do so on it; not sure if blocks have an easy way to remove on left-click. I can check later, and see if it doesn't end up causing too many accidental item removals. 👍 |
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Thank you for the comprehensive reply. It's funny how many of these choices are technical limitations. Status hints It may be fine (and perhaps desirable) to show the status message once if a player tried an invalid action, and otherwise do the swapping/retrieving behaviour if the player tries the same thing again. I still think this is better than having to clear a hotbar slot to remove items I don't intend on cutting/chopping/digging, because my hotbar is always full. Now that I think about it, left-click to remove will solve this problem without messing with the existing mechanics. Place/cut interactions I do believe this is possible. The Left-click to retrieve
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I'm converting this to a discussion so it's not lost amidst the issues, as it's a design discussion. 👍 |
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After several hours of playtime I have found interactions with the cutting board somewhat clunky right now (clicks do not do what you'd expect). This suggestion is meant to improve the interaction in the following way.
Placing items
Currently, a board that already contains an item will have it try to cut on right-click, even if the player isn't wearing a knife or when the item isn't cuttable. Trying to cut should only be done if the player is holding a knife and if the item is cuttable, otherwise the item is replaced by whatever the player is holding in his main hand. An exception to the latter is when the item may be added to whatever stack the player is holding. In that case the item is added to the player's hand and the board is cleared. Also if the main hand is empty and the player can't cut, the click retrieves the item and clears the board.
Cutting items
With a cuttable item in offhand and knife in main hand, this interaction works how you'd expect. The first right-click places the cuttable item down, the second right-click then cuts it with the knife. This behaviour should also be present for a knife in offhand and cuttable item in main hand; currently the cuttable item's right-click behaviour (e.g. eating) overrides this expected behavior.
Removing items
Copy this behavior from item frames. At any point, items may be removed with left-click.
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