ALCMy 1: With Calloused Hands Development Update
Added 2023-04-08 03:47:20 +0000 UTCI've spent the last week hammering on a few concepts, and the mod is coming along well enough. Haven't had the time I want to devote to it, but I tinker with it t least a little everyday.
Today's update includes:
The workstations base functions are updated. This means they recognize recipes with multiple ingredients and single ingredients, and will only clear the contents of a single inventory spot when crafting is complete. They'll also, based on the recipes details, output the completed item to the table, rather than "spitting" them at you.
They've also been updated to accept an empty hand as a tool, and I made them compatible with other items as well. This means that anything you want to be a 'tool' can be theoretically made into one. The initial thought was using fat to apply to a hide stretched in a tanning rack, for instance.
However, I'm still rethinking how to approach that. It seems less than ideal to have to add this to every item you want to apply to a recipe in a workstation. However, for now the current paradigm makes it possible.
I've also got the basic groundwork laid for "In-Hand" recipes, which allow you to hold a tool in your offhand, and an ingredient in your active hotbar slot. Holding Ctrl+Z while holding an appropriate combination will process the recipe and turn out the proper result. An example would be holding flax fiber and a drop spindle to produce twine.
There's so much more to do, but I'm pretty excited about it.
Today's special add: Recipes now consume saturation based on the recipes specification. It defaults to zero saturation, but can be configured per recipe as you please.