###1x Rock Metaphoric Base Requires: 1x Rock Metaphoric Stone
###1x Rock Metaphoric Brick Requires: 4x Rock Metaphoric Base
###4x Wood Twisted Timber Requires: 1x Wood Twisted Trunk
###4x Wood Ancient Timber Requires: 1x Wood Ancient Trunk
###4x Stick Requires: 1x Wood Ancient Trunk or 1x Wood Twisted Trunk
###1x Light Torch Base Requires: 4x Stick
###1x Door Solid Base Requires: 2x Wood Twisted Timber or 2x Wood Ancient Timber
###1x Door Solid Trap Requires: 2x wood Twisted Timber or 2x Wood Ancient Timber
###2x Stone Slap Requires: 1x Rock Metaphoric Brick
###3x Stone Step Requires: 1x Rock Metaphoric Brick
###2x Stone Wall Requires: 1x Rock Metaphoric Brick
###2x Twisted Timber Slap Requires: 1x Wood Twisted Timber
###3x Twisted Timber Step Requires: 1x Wood Twisted Timber
###2x Twisted Timber Wall Requires: 1x Wood Twisted Timber
###2x Ancient Timber Slap Requires: 1x Wood Ancient Timber
###3x Ancient Timber Step Requires: 1x Wood Ancient Timber
###2x Ancient Timber Wall Requires: 1x Wood Ancient Timber
###1x Control Beacon Base Requires: 32x Rock Metaphoric Base + 8x Glas Default Base
###1x Beacon Plotter Requires: 4x Rock Metaphoric Base + 1x Glas Default Base
###1x Lantern Default Base Requires: 4x Glas Default Base + 4x Wood Ancient Timber or 4x Wood Twisted Timber + 1x Light Tourch Base
###1x Player Token Requires: 4x Rock Metaphoric Base + 1x Glas Default Base
###1x Healing Stone Requires: 4x Gleam + 4x Wood Ancient Timber or 4x Wood Twisted Timber + 4x Rock Metaphoric Brick
###1x Ember Stone Requires: 4x Gleam + 4x Wood Ancient Timber or 4x Wood Twisted Timber + 4x Rock Metaphoric Brick
###1x Prop Functional Bouncepad Requires: 8x Wood Ancient Timber or 8x Wood Twisted Timber
###1x Wood Shovel / Hammer / Axe Requires: 4x Stick + 1x Wood Ancient Timber or 1x Wood Twisted Timber
###1x Copper Grappling Hook Requires: 4x Stick + 1x Wood Ancient Timber or 1x Wood Twisted Timber
###1x Cooper Slingbow Requires: 4x Stick + 1x Wood Ancient Timber or 1x Wood Twisted Timber
###8x Arrow Requires: 4x Stick + 1x Rock Metaphoric Base
###1x Stone Shovel / Hammer / Axe Requires: 4x Stick + 1x Rock Metaphoric Base
###1x Cooper Chisel Requires: 4x Stick + 1x Rock Metaphoric Base
#Blocks i found, but can`t craft anything with it or so far not found a recipe
Soil Silty Base
Wood Lush Leaves
Wood Spiky Leaves
Rock Igneous Brick
Mantle Default Base (cant harvest it, position xxx, 2, xxx, so i think this the ground of the world XD)
No worries - since of the launch of the C++ version, I had the feeling that I would need to do this. I’d already started planning database and code changes today on my local development server, so that we can have both sets of recipes running in parallel. People will then be able to switch between the alpha and beta recipes as needed.
At the same time, I will look to add in another tweak suggested by @Saint_X where you can filter out any item not currently in-game (or vice-versa so you can see some of the cool things that are coming!).
i edited the first post to often and make same copy&paste mistake ^^
thx for finding the mistake i have correct it now
@ChickenBranches i will test all this recipes and will add them later to the top post
No Problem, the idea i get during we build our 2 houses on testeu2 near the portal. i searched for the healing block old recipes, but need to long to search because i see to much blocks who not ingame ^^ and yes i know there is a searchbar, but i want search over the icon ^^
i have added all from this, which i have tested by myself
Actually, thinking about it - I may as well just turn off anything that never made it into the pre-alpha build as it’ll be discontinued anyway. All the new stuff will go into the C++ build (which I may not show upcoming stuff on anyway, or at least until I know what is coming and the naming conventions used!).
I’ve already done the coding for the ability to switch between the pre-alpha and cplusplus versions of craftables (although it’s not fully live on the site yet - just populating content first!).
The logic behind deactivating the items that weren’t actually in game in the pre-alpha version, was that it will no longer be actively developed beyond this point. All focus will be on the C++ version. It just makes the pre-alpha lookup a bit cleaner
Until all items and build paths are finalized, there will likely be many placeholder recipies like this. Y’all wanted as many updates as possible even if it was buggy or incomplete for the community to test new features, so here you go! Of course the alternative is longer time between updates while they release completed, more fleshed out versions of the game for testing… which do you prefer?
At the moment both possibilities (placeholder or not) are equally likely. Now EA is exactly the right time to talk about such inconsistencies because it’s much harder to change in the final game or a later state of development (nearly impossible because economy and you need to search an other material sink).
The word “placeholder” is not an universal solution for everything. If we want to be involved in development we need to show interest in the development. We can help refine the game and polish it by looking on details the devs don’t have time for.
Maybe you’re reading in another forum but can you tell me who wants as many updates as possible ? I can’t rememer that someone demands more updates of the client (I’m not saying that I would not like it … even with 1000th of bugs or inconsistencies [as described above, we can help polish this game by looking at such things]).
As you answer specifically in relation to me and since i’m tired to say the same things again and again let my quote you a “best-of” collection of my concerns from the last months.
Feel free to read my last topic and maybe you understand my concerns or not. I won’t discuss this with you again because we always reach a dead point.
I don’t buy that; at least for crafting as it stands now.
Once the game releases, yes, recipes will become dangerous to change. But what we have in game now is probably not worth spending very much effort on.
We have a good amount of time (6 months?) before the game gets to a point where it is dangerous for the devs to make drastic changes.
Crafting is going to be one of the most frequently used systems in the game. There will be a lot of feedback generated from its use.
We’re (presumably) seeing a very small slice of the recipes available. We are probably not making the best assumptions due to limited information.
Now, if, for example, we could convince @olliepurkiss to post a big chunk of the currently planned crafting recipes - that would be a worthy discussion. Or if we were to wait for some more to make their way into the game, that would also be fantastic.
Remember: even if the devs aren’t as responsive as we would like, they are reading everything. They also have a limited amount of time and effort they can spend both developing the game, and interacting with the community. It’s a small dev team.
We owe it to them to try to focus their limited attention on things they can address (in plan, or in game) at the time.
As many of you have said the crafting in the game is a complete placeholder, and doesn’t relate at all to the design as it will be.
Right this second Simon, and our new guy Marc are discussing the approach for implementing the crafting system for the final game, so things are moving forward. Here is a snapshot of the beginning of the crafting tree. Still WIP, but should give you an idea.
How many nodes (items) will the crafting-tree contain ? This seems only like the beginning stages and i’m eager to hear how complex this will become. Is everything build on each other or are there “side-ways” where new path (without an ancestor in the prior tech-level) join into the tree ?
Bear in mind that this represents the vanilla crafting, but where the real complex comes is in the Forge where you take a vanilla object, and then by using various ingredients you add stats, effects and conditions to create something custom.