Project Zomboid

Project Zomboid

[B42] Intuitive Crafting
 This topic has been pinned, so it's probably important
Duncan E.  [developer] 23 May @ 5:34am
Suggestions
Have an idea for a new feature, a tweak to an existing one, or a way to make Intuitive Crafting even better? Share your thoughts here! :desklamp2024:

I appreciate all suggestions and will consider them for future updates. Please keep in mind that while all ideas are welcome, implementation isn't guaranteed.
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These ideas aren't my own, since they're based off a video made by MrAtomicDuck with input from Rocco, and I have no idea if they're at all feasible, but would it be possible to separate the "Required Items" panel into "Tools" and "Materials", to make it more clear which components of the recipe will not be used up during the crafting process?

Another suggestion they had was opening the crafting menu to the place you had it closed.
Duncan E.  [developer] 27 May @ 6:46pm 
@elgerifico Yes, I think that's doable. Thanks for the suggestion!
This mod really looks fire, would it be possible to provide retro compatibility for 42.6.0? Tried to force it but no joy
Duncan E.  [developer] 30 May @ 3:43am 
@gamberomadness I can lower the compatibility requirement to 42.0.0, but that will only be in the next update.
Referencing the video I mentioned previously, I had a few more suggestions:
1. Reorganizing a few items into more appropriate categories
2. Adding additional subcategories (i.e. subcategories for carpentry: weapon, tool, material repair)
3. If a material in the crafting is not fully consumed during the crafting process (say, a bottle with liquid or battery), display how much of the crafting material will be used when crafting
Thanks Duncan
what I mean is that I forced it to run on 42.6 but the craft menu does not pops up
Duncan E.  [developer] 1 Jun @ 4:17am 
@gamberomadness In that case it won't work, because I only plan to support the latest version of the game, excluding backward compatibility and/or support for Build 41. I'm first and foremost a player who creates mods I personally need and use, rather than a modder focused on popularizing their mods and supporting as many builds as possible.
Beornvig 12 Jul @ 7:11am 
If you're doing this primarily for yourself, you may consider looking at Neat Crafting from Rocco, as folks here will keep asking you to support it. The big thing his mod is missing is the crafting XP, which is crucial. He asks for someone to make an add-on for his mod to address this. If you liked Rocco's mod, you might consider taking your XP code and seeing if you can apply it to his UI, and then you can let him maintain everything else (filters, UI, etc) and you can game along and just maintain your add-on as long as wanted.
Duncan E.  [developer] 13 Jul @ 1:20am 
Originally posted by Beornvig:
If you're doing this primarily for yourself, you may consider looking at Neat Crafting from Rocco, as folks here will keep asking you to support it. The big thing his mod is missing is the crafting XP, which is crucial. He asks for someone to make an add-on for his mod to address this. If you liked Rocco's mod, you might consider taking your XP code and seeing if you can apply it to his UI, and then you can let him maintain everything else (filters, UI, etc) and you can game along and just maintain your add-on as long as wanted.

Thanks, but as you correctly noted, I develop mods primarily for myself and merely share them with everyone. That's why compatibility is only added for the mods I personally use. And while it was initially planned that my mod would just be a kind of compromise and/or alternative while waiting for Rocco's mod to be released, ultimately, I chose to stick with my own mod. I personally liked his initial concept, but unfortunately, I was left dissatisfied with its final outcome. That's why I simply have no desire to delve into the code of another mod if I'm not doing it for myself. But in any case, I believe someone will soon come along who will create a plugin to implement this for his add-on.
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