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Camp crafting uses the normal crafting GUI #77715
Camp crafting uses the normal crafting GUI #77715
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Looks like a very intriguing idea, and I really hope it's successful. It would be a major improvement to base camp crafting. And now comes the downer section with issues that will have to be dealt with at the tail end (view this as a reminder, rather than mistrust of the OP's abilities):
Edit: |
My overall plan at this time was to move basecamp-specific recipes to their own crafting category, since otherwise they'll be very difficult to find. I don't see a need to make (e.g.) drop hammer recipes generally available, they can still be provided by the basecamp expansions. If anything I wanted to expand on that - the expansions being able to provide access to recipes is a good thing. One thing currently missing is the calorie cost display for crafting, I don't know how to deal with that. Maybe as a final query before you the mission starts. |
I disagree with you regarding expansion specific recipes, as my preference is to make bases and expansions optional, but I don't disagree violently with it. If you've got trouble with calories you've probably also go problems with time, as the time given for normal crafting is work time, while the base camp craft time is given in calendar time, and if you've figured out how to intervene in the display of things to show one you've probably done most of the work for the other, as calendar time is derived from work time and calories from calendar time and exercise level. |
This is mostly working now, Translations I think will be dealt with by simply removing them. Not aware of any other huge issues, but there may be problems found once it gets some general testing. |
-Popups to inform about kcal costs/query to exit if you balked at the cost -Remove some now-unused arguments -Cleanup comments -Clang BE SILENCED -Fix batch crafting
Ehhh translations look like it won't be so simple because we want to keep translations for the expansions, but discard them only for recipes. Both are loaded as I guess I can kick that can down the road (to maybe someone else) and mark this ready for review, huh? Let's see if it blows up. |
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Finally! |
Summary
Interface "Camp crafting uses the normal crafting GUI"
Purpose of change
Camp crafting is problematic in many ways. Accessing the recipes, manipulating them, seeing if they're available, etc.
We have a perfectly good crafting GUI already, why not use it?
Describe the solution
Use the existing crafting GUI.
We shove all the recipes and proficiencies from our camp's NPCs into a dummy, give them access to the camp inventory, and put them into the crafting window. We wait for the return value and instead of doing a normal crafting activity we craft like camps always used to, by off-mapping a chosen NPC.
Essentially we are borrowing the crafting GUI, with a few little changes to make it work for us.
Describe alternatives you've considered
Making the mission window searchable/filterable :^)
Testing
DRAFT
2024-11-09.19-46-39.mp4
The draft as posted does not work
(inventory is not properly tallied, somehow) andit does not do anything with the recipe selected in the crafting window.Additional context
Known issues:
The flow of recipe selection --> crafter selection is maybe not ideal
Can't see kcal display until after you select a recipe
Descriptions for camp-provided recipes are still loaded and sent for translation, but we don't use them