tModLoader

tModLoader

Quite Enough Recipes
153 Comments
Corrupted Slime 28 Jul @ 1:53pm 
I have never liked Recipe Browser's design. Fortunately, we finally have an alternative thanks to this mod. Thank you.

Feature idea: To avoid spoiling the game, do not show post-Hardmode and post-Plantera enemies until those stages are reached.
Yoraiz0r 24 Jul @ 6:38pm 
Sometimes while using the search bar it just gliched out. For example, when using the mod 'JojoStands' and type in 'Stand' in the search bar, the left-tab of this mod + the search bar just disappeared. Also, the right-tab of this mod just freezes and unable to interact. Had to disconnect and rejoin world though.
雨夜Rainsy 30 Jun @ 1:01am 
There is a phenomenon: it is impossible to reverse-search for the synthesis formula of the shell phone. It might be that only ID5437 has the synthesis formula while IDs5358 to 5361 do not. Perhaps some classification work needs to be done. At the same time, the synthesis formula for the items with micro-light conversion is missing. The same is true for Recipe Browser.

存在一个现象:无法通过贝壳电话逆向查找其合成配方。可能是仅有ID5437有合成配方而ID5358–5361没有,也许该进行一点归类工作。同时缺少微光转化物品的配方,这一点上合成表(Recipe Browser)也一样。
divqii  [author] 28 Jun @ 8:49am 
I could probably try to make it so that the search happens in the background as you type instead of blocking.
MrTadano 28 Jun @ 7:03am 
Could you add option to not refresh until finish typing search, cuz when using the # to search by tooltips, it really lag when has lot of mods. But if i write it outside and copy whole words, it not that laggy
Valkyrienyanko 22 Jun @ 8:34pm 
Underrated mod.
Nicol 20 Jun @ 11:09pm 
Love this mod, much better than recipe browser. 2 Suggestions though.
Fishing Loot Tables: Whenever you check the recipe of a fish it shows the lootable and chances of everything you can catch from the biome it is from like a lootbag
Prioritized Keybinds: When you press R for example to check a recipe it won't recall with R
gangezhu 9 Jun @ 7:41am 
在高清晰度的情况下,这个模组的界面里面的字太小了,希望可以自己调整字的大小,或者固定某个大小之类的?
In high-definition, the text in this mod's interface is too small. I hope i can adjust the font size myself, or set it to a fixed size or something similar?Thx u.
unilock 2 Jun @ 4:35am 
> I've done some investigation, and it turns out that escape *does [not]* work correctly... on MacOS (this even happens in vanilla Terraria).

OF COURSE it's a macOS issue!!! well, thank you for doing the investigation for me anyways, i appreciate at least knowing the root cause :)
Infinite Aurora 25 May @ 8:08pm 
great mod, design is very human
divqii  [author] 23 May @ 1:48am 
Yes. Changing the language in the middle of the game would cause this kind of issue. this issue [github.com] on the tModLoader GitHub isn't exactly the same as your problem, but it's relevant, and the solution given in the most recent comment might work for you. Otherwise, you either need to choose keybinds that don't get affected by changing the language, or you need to avoid changing the language while the game is running.
Sagittarius A 23 May @ 12:57am 
I tested and gave the tilde key to another mod, the result is the same, so the problem is probably beyond your mod. But it is still strange that these 3 keys (tilde and brackets) are broken, which are default for your mod. In the logs I see the following lines:
[12:43:15.891] [Main Thread/WARN] [FNA]: KEY/SCANCODE MISSING FROM SDL2->XNA DICTIONARY: 1105 SDL_SCANCODE_GRAVE
[12:43:47.906] [Main Thread/WARN] [FNA]: KEY/SCANCODE MISSING FROM SDL2->XNA DICTIONARY: 1098 SDL_SCANCODE_RIGHTBRACKET
[12:43:48.042] [Main Thread/WARN] [FNA]: KEY/SCANCODE MISSING FROM SDL2->XNA DICTIONARY: 1098 SDL_SCANCODE_LEFTBRACKET
Is this some kind of feature of changing the windows language in the middle of the game? I found only one topic on the Internet with such an error, but it is dedicated to Linux. I don't know what to do with this, but, in any case, the question is for Tmodloader himself. Thanks :)
Sagittarius A 22 May @ 12:05pm 
Only for this mod, use default(tilda,breaks). Yes, all works as normal. Yes, checked.

Thank you, will try to catch a bug
divqii  [author] 22 May @ 11:36am 
Do other keybinds break, or is it exclusively the ones in this mod? Can you still open and close the interface? Are the keybinds for this mod still correctly set in the controls whenever this bug happens?

Look at this page [github.com] for an explanation on how to find the log file, which should show any exceptions that may have been thrown.
Sagittarius A 22 May @ 3:15am 
Hi. For some reason the mod stops working at random moments. It manifests itself in the fact that it does not react to any of the bound keys. Re-entering the world does not help, only re-entering the game. Yes, I use other mods, but it seems that none of them perform the same functionality as your mod (i.e. do not cause conflicts). What can be checked, are there any logs?
divqii  [author] 15 May @ 4:52pm 
I've done some investigation, and it turns out that escape does work correctly in search bars on Windows, but not on MacOS (this even happens in vanilla Terraria). I haven't tested Linux yet, but I wouldn't be surprised if it had issues too. So if you're not using Windows, then that would explain the behavior. It's a bug in Terraria.
divqii  [author] 15 May @ 3:36pm 
The search bar works the same as the vanilla search bars used in the bestiary and the journey mode duplication menu, both of which don't do anything when you press escape. I agree that I would expect escape to work when the search bar is focused, but I haven't taken the time to look into how to make that happen.
unilock 15 May @ 2:53pm 
> There should be a config option to disable auto-focusing the search bar. I was pretty sure it was disabled by default, but maybe I accidentally changed that?

oh, oops, yeah i totally missed that. i guess i thought otherwise because the recipe viewer window wouldn't close (with ESC) until clicking on the window outside of the text field
divqii  [author] 15 May @ 1:06pm 
It's obviously subjective, but here are some of the main problems I have with recipe browser that I address with this mod:

• Recipe Browser doesn't have history, so if you click on a recipe and want to go back to looking at the previous one, you have to search for it again.

• I personally feel like Recipe Browser's UI is kind of inconsistent and confusing. For example, in Recipe Browser, if I want to know what items I can get from a loot bag, then I have to go to the items tab and click on the loot bag item, and the drops will appear on the right side. This is not very obvious to me. In Quite Enough Recipes, all of the information (recipes, drops, et cetera) associated with a particular item are displayed in one place.

• Recipe Browser doesn't let me easily look through items and recipes at the same time without constantly switching back and forth between tabs.

• Recipe Browser does not support NPC shops nor shimmer.
fobble 15 May @ 11:13am 
what makes this different/better than recipebrowser?
divqii  [author] 11 May @ 4:55pm 
There should be a config option to disable auto-focusing the search bar. I was pretty sure it was disabled by default, but maybe I accidentally changed that?
unilock 11 May @ 3:47pm 
as a ritualistic modded minecraft player this is very comforting, thank you <3

an issue i've noticed is that ESC to close the recipe viewer doesn't work after opening it at first; i have to click on the background on one of the "windows" for it to start working. also, it would be nice if i could disable having the text fields selected immediately upon opening the recipe viewer - instead allowing me to select them manually after opening it
divqii  [author] 4 May @ 10:13am 
It turned out to be a bug with dancing with the dragon throwing an exception when trying to get the global loot drop conditions. This particular exception is definitely a bug with dancing with the dragon, but I think I could handle it by just catching the error and logging it or something.

I was thinking that it would be best to add that kind of handling to every possible place where I might be interfacing with buggy code from other mods, but dancing with the dragon seems to be the only instance of this happening so far, so I'll probably just go ahead and add a fix for this specific bug for now in the next update.
VladSteelWolf 4 May @ 5:45am 
Hey it's been a while and i just wanted to ask if you've figured out a way to fix what was causing dancing with the dragon to freeze the game!
divqii  [author] 28 Apr @ 5:27pm 
You can search in item descriptions by using a # in the search bar. If you hover over the question mark on the top right of the item panel, then it will explain the search syntax.
Aposentado do INSS 28 Apr @ 5:14pm 
a filter for searching a item description (ex: X% health boost; permanent stat increase etc) would be great too
divqii  [author] 27 Apr @ 9:25pm 
I can probably add a filter for researched items. I will consider adding a filter for obtained items, but I'll have to think about it.
Tigerzzz 26 Apr @ 4:23am 
can you add filter for researched / not researched items? and items that haven't get? thanks a lot
divqii  [author] 17 Apr @ 8:31pm 
That should be possible once there's a floating window mode.
Aposentado do INSS 17 Apr @ 8:02pm 
can you add a button for magic storage so you can see both at the same time? it would help a lot when crafting items
divqii  [author] 11 Apr @ 9:45am 
I'm thinking the best way to solve that would be to just not open the interface when you inspect an item with no results.
uaBArt 11 Apr @ 8:56am 
There is also a bug when you're trying to open uses or recipes with a hotkey and item doesn't have it, it shows previous ones that you've opened, which is confusing
divqii  [author] 6 Apr @ 2:25pm 
Hell yeah. In that case, QER will definitely have fishing drops in 1.4.5.
The Golden Knight 6 Apr @ 2:06pm 
It looks like fishing drops will be possible in 1.4.5. source [github.com]
divqii  [author] 6 Apr @ 1:23pm 
Unfortunately, it's almost impossible for me to add fishing drops in a general way because the fishing drop data isn't stored anywhere that I can access it. It's technically possible for me to hard-code all of the vanilla fishing drops, but then it wouldn't work correctly with mods, which I think is unacceptable.
uaBArt 6 Apr @ 11:07am 
Great mod, please add fishing drop to the list of sources. :ss13ok:
ℭעթσҡ 27 Mar @ 11:21pm 
Great mod! I've been dreaming about this for a long time!:heart1331:
The Roaring Knight 27 Mar @ 4:34pm 
thanks
divqii  [author] 26 Mar @ 5:10pm 
If you hover the output item in a recipe, the mod that added the recipe should be at the bottom of the tooltip.
The Roaring Knight 26 Mar @ 3:09pm 
will there be a way to know which mod added a certain crafting recipe?
divqii  [author] 25 Mar @ 6:16pm 
That's odd. I think I know why that's happening, but I'll have to look into how to best fix it.
Webtube 25 Mar @ 12:42am 
For update > 1.2.0, with autopause on, I can't view recipes for my items directly from my inventory anymore
divqii  [author] 24 Mar @ 6:49pm 
I guess when I said that the input issues had been fixed, I mostly meant that the really urgent stuff, like the chat thing, had been fixed. Terraria's input system is kind of complicated, so I'm not even 100% sure why it does work correctly when hovering over items in the UI. I'll add your thing as a config option once I have a better grasp of what's going on.
PlayfulPiano 24 Mar @ 5:03pm 
Update fixed the issue when it comes to chat messages, and I think also when you mouse over a specific UI element of the mod (like an item). But outside of those regions while still on the mod UI screen, the keybind still can do a duplicate behavior. Unsure if this is intentional or not.

E.g. with grapple & show recipe set to F, hitting F when mousing over an item in the search query will not cause the grapple to come out. But if I press F on the blue UI region that doesn't overlap with an item (even something like the scroll bar), then the grapple does come out.
Omega Battle 24 Mar @ 11:13am 
Can you pin recipes?
Arcano_re'lar 23 Mar @ 7:38pm 
It keeps getting better and better, thanks for this mod my dear (づ ̄ 3 ̄)づ
divqii  [author] 23 Mar @ 9:34am 
You can search by mod by searching "@modname" where "modname" is the name of the mod. But the update I'm working on has dedicated mod filters, too.
rokickidamian51 23 Mar @ 5:43am 
MODS FILTER??
PlayfulPiano 20 Mar @ 4:31pm 
gotcha, ty
divqii  [author] 19 Mar @ 5:49pm 
I spent some time trying to recreate the problem, but as it turns out, I accidentally fixed it a while ago. So the keybind issues should be fixed in the next update. I've had other work taking up my time, so I haven't had much of a chance to finish up the update, but I have a bit of free time soon, so I think I can probably have the update released in the next week or so.