How exactly to set up a crafting station? #222
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I know this will probably be in the docs soon, but I'm trying to wrap my head around how the crafting system works. I'm a bit confused even with the demo provided, nothing wrong with it, I'm just not able to fully comprehend it. So. basically to have a crafting station in the scene, I have to:
Did I miss something? What exactly does the recipes and ingredients UI do? They are just for showing the recipes and needed ingredients? As I saw, the UI nodes are optional, I could make/use my own, or am I mistaken? It's probably easier to use the ones built-in, right? I had little to no success using the basic ones to create a custom solution. |
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Replies: 3 comments 3 replies
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Did you add the recipe to the inventory editor?
It displays the available kraftstation recipes from
Yes, the idea is for everything to work without a UI if necessary, see the example of the bonfire, there is no crafting UI and yet it is possible to "craft" the meat, which is a craft_station with the auto_craft option activated.
The best thing is to create your own version; you just need to understand how the main nodes are. You can start with something basic that I will show below and evolve. Using the ready-made version can make you rigid depending on the type of game you are looking for. That's why the UI is part of a demo.
No, this interaction is just to make it closer to a final game, but this can vary depending on the genre of game you are going to implement. A 2D game may not have anything similar to what exists in the demo in relation to the demo. Yes, it's a good idea to have a basic tutorial on how it's done with inventory, I'll put together a previous version of the tutorial here: |
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@luiscesjr I Update docs with craftstation Manual Tutorials I would appreciate if you could give feedback on them. |
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Basic craft_station tutorial
Add the nodes to your scene so that it looks like this:
Configure database for two inventory system nodes:
For CraftStation configure the input and output inventory to Inventory Node added previously:
Too add craft station type id (Same of configured on inventory editor), in this casa add "campfire" for 'valid_recipes' receives only campfire configured recipes (like steak in demo)
Check too auto_craft for simple craft recipes without need call craft() function:
Create script and add references of nodes:
Add process function…