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Let's talk about the Crafter!

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  • 2
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    Powering the crafter locks hoppers feeding into it. I don’t know if this was intentional or not, but it makes it much more complicated to auto craft.

  • 2
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    I'd like a toggle for all or nothing redstone mode, or maybe a toggle to not count disabled cells in the redstone signal. The current works, but makes builds bigger.

  • 1
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    > replying to https://feedback.minecraft.net/hc/en-us/community/posts/20459106029709/comments/20499739618573

    Would it work if you could switch the recipe books with a dropper system?

  • 4
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    I love the crafter, however there definitely should be a recipe book in it or something that allows you to pick a specific recipe you want to make without having to remember it. And maybe make it so you have to unlock these recipes throughout gameplay so that it's not too easy.

  • 5
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    Here are my suggestions:
    1. Add a recipe book integration, and the ability to lock recipes, even if there are no items in the crafter. So that the items appear greyed out until they are placed in the crafter.
    2. Make it harder to obtain. Due to how useful this is, I feel that it needs a more difficult recipe. I was thinking 4 wooden planks in the corner, 4 netherite scrap or ingots in the outside centers, and a red stone dust or dropper/dispenser in the middle.
    3. Make it continuous instead of requiring a redstone signal to reduce lag, or implement the need for fuel to run.

  • 4
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    Minecraft would benefit greatly from a lock button in the recipe book that sets the crafter to a specific recipe. This feature would revolutionize crafting in the game. Additionally, it could be an advanced version made out of gold or other materials. This would be a great addition to the game. Players could choose whether to use the standard crafter made of copper/iron, or to use the advanced crafter made of gold, or even diamond/diamond blocks. This would enhance the crafting experience and give players more control over their crafting process.

  • 0
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    I think it should be more complicated, since I with this method it is really simple to craft any item. I think there should not be a dedicated block for auto crafting, but rather it should use the standart crafting table. If you put items into the crafting table, the item should go into the first slot that it can fit in, like in a chest. And if you put a hopper below, it should always pull items out of the output of the crafting table. That would make crafting way more complex, but i think it needs to be since auto crafting is extremly OP. It would require a big redstone contraption to craft even simpler items.

  • 9
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    If you place Hopper under a Crafter, he should also process the slots according to stack size. So he should always deduct one from the slot with the most items. Otherwise it will be inconsistent with filling and pulling out.

  • 1
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    I feel that steps toward automation steer Minecraft towards being more of a simulation, which contradicts the spirit of the survival, mine, and craft experience.

  • 4
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    I think the crafter's slots should instead be configurable to only input a specific item type because I can imagine them clogging up a Redstone machine or crafting something completely different if it ran out of a specific item type

  • 2
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    The only thing that worries me is the crafting of the crafter; It is too accessible for all players, both technical and non-technical, I consider that it must be more "end game" than "early game", I would think that the crafting must be more "complicated", perhaps using a nether item ( perhaps a quartz or an ancient debris) or from the end (Perhaps a special item that would only appear in the chests of the ships of the end cities, as well as the smithing template but for the improvement of the crafting table). It's the only thing I don't think about this block, it's very easy to obtain, no one is going to use the normal crafting table anymore if everything is going to be automated, it's better for the crafter to be "end game"

  • 6
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    I've edited it to be better because it was long and convoluted:
    Instead of an output of +1 for every slot that's full, it should be +1 for every 9 slots that are full. I was incorrect when I said some things in the original, I don't think you should get an output of +1 for every item it could make, that was a poor wording of my thoughts. if anyone at Mojang sees this, keep up the great work!, and please consider this because I think it's the best way the comparator output could be designed(Maybe not from a balance stand point as this makes automation quite easy, but I think Minecraft has always been about fun instead of difficulty)

    Original:
    I think it would be nice if instead of giving an output for every slot filled up, it instead gave a Redstone output equal to how many items it can craft, so instead of having an output of 9 when it has the potentiality of making 1 item it has an output of x when it has x potential item(s).
    This means we 1. When checking for an item output instead of using 9 Redstone dust or subtracting 8 from the comparator we simply have the comparator facing into what we want to power 2. Means we can check for multiple items, so if we want something to craft one specific thing, we can have it power if it has an output over 1 meaning it will never lose the initial crafting recipe we put in it.

  • 9
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    I think the crafter should have Quasi Connectivity in Java Edition.  It already behaves so much like a dropper it seems to just make sense.

  • 2
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    Blocking recipes either with a book or so that there is only 1 item left in the crafter would not be bad at all, I vote for this idea as many others suggest

  • 6
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    I think that the crafter would be better if the crafting recipe used copper, probably instead of iron. I feel that this is the perfect oportunity to give copper another good use, considering that the new trial chambers and ore generation gives us players a lot of raw copper that ends up unused most of the time.

  • 6
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    I like the comparator output, but i would add onto it.  Keep up to output of 9 as-is, but have an output of 10 if there are at least 2 of all items in there.  And then scale 11 thru 15 to be 3 of all items up to 64 of all items. 

    This would allow you to keep a certain pattern in the crafter, by allowing you to pulse to craft when there are enough items to craft one while still keeping at least one item in each slot.

  • 4
    Registered User commented
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    Can you make it work with the doLimitedCrafting gamerule ?

    For example by letting only the recipes from the one who placed the crafter or, better, by letting it access all the recipes from all players that accessed it (eventually with a "sign in" method)

  • 3
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    I've just made a post about it but I think the main issue is definently its accessibility, lack of a recipie book, and the slots setup.

    The biggest issue is that due to how you choose what you want to craft the Crafter is unable to understand automated farms (like sugarcane farms). This could be fixed with the slots setup being replaced with the ability to simply pick which item you want the Crafter to make when the necessary items are placed in it. Otherwise at the moment once the Crafter burns through the initial sugarcane I give it -regardless of enabled/disabled slots- it will just make sugar (rather then the paper I attempted to configure it for).

  • 3
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    New should add a knowledge book to the crafter so we know how to craft stuff more easily and quickly like the crafting table.

  • 0
    Registered User commented
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    I think it would be cool if hoppers underneath the crafter would be able to not only take out items from the crafting slots but also have access to the output
    Also there is an issue where triggering the output by powering an adjacent block with a 2gt pulse like for example an observer doesnt update the comparator readout (see image below)

  • 4
    Registered User commented
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    Couple of feature suggestions for datapacks / map author usage.

    • /gamerule limitCrafterRecipes true|false 
    • A tag for a recipe to be whitelisted for the above rule.
    • A tag to prevent a recipe being "manually" crafted.

    These would allow datapack and map authors to introduce new mechanics around using crafters for recipes.

  • 2
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    Now that an auto crafter has been added to Minecraft, I think it's best that a closed-off pipe also be included for easier item travelling. Maybe even a simplistic filter/hub block/item for multiple pipes to converge onto and allow for simple rudimentary sorting.

    Nothing fancy to remove the effort from setting up a cool item machine the ol' vanilla way. Moreso just an item that can connect a crafter to another block (chest, dropper, etc) without the risk of dropping items into the system accidentally like the hoppers currently enable. Creating machines like what the new crafter could allow, could mean a LOT of hoppers being used as pipes, meaning a lot of opportunity for rogue items to filter in. 

    On top of that, i think it would be a fun new use for copper to make 'Copper Pipes' or maybe 'Copper Redstone Pipes'. It would give copper yet another great use which I think is needed, and the addition of redstone and possibly even some gold (used as a conductor for story purposes) could make the crafting a little more late game for the convenienvce. Below is my suggestion for a recipe:

    CI | GI | CI
    RS| RS | RS
    CI | GI | CI
    (CI - copper ingot, GI - gold ingot, RS - redstone)

  • 1
    Registered User commented
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    I think the idea of locking one recipe per crafter will be good thing.
    Or maybe putting at least one item in slot and then lock items, or a ghost effect - you put items inside, click button "lock"/"save" or something else and crafter will remember in which slots should items be inserted :)
    Of course actual crafter function should stay as well for using one crafter per multiple recipes. Just a choice, craft one or many recipes inside one crafter.

  • 2
    Registered User commented
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    maybe you should add a block placer to be a partner with the crafter, so players can use these block placers to upgrade their farms.

  • 10
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    I think that it was absolutely the correct decision to not allow crafting templates to be input into the crafter. While this would make the block easier to use overall. The ability to lock slots to specific items would make it essentially trivial to automate any recipe and significantly less rewarding for technical players. It's unlikely that non-technical players would have the need to automate complex recipes as it would almost definitely be faster to do manually. This puts the current design of the block in an ideal middle ground were it is both usable for non-technical players for basic tasks (compressing iron from a farm into blocks) and a rewarding challenge for technical players with the ability to design redstone machines for complicated automation.

  • 1
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    I think changing it so a continuous restore signal makes it constantly craft would be a huge improvement. I am worried that requiring a clock to automate continuous crafting will just add more lag while allowing a constant signal to continuously craft will simplify things and help reduce potential lag.

  • 1
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    I would love to see adding the ability to lock an item slot to a specific item. Or lock the crafter to a specific recipe. This will simplify automation for non technical players and I think it’s an intuitive mechanic.

  • 5
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    This is one of the few blocks where I wouldn't change anything from the first snapshot. It behaves perfectly fine the way it is.

    Comparator readouts should stay the way they are. It's really nice to finally have a block where the signal strength matches the number of items inside the block. With a barrel there are 27 slots being squished into 15 signal strength, which causes weird rounding of numbers, and it's annoying to guess what signal strength you're actually getting.

    Disabled slots should also stay the way they are. It's nice to have a signal strength block where you don't need to put items inside it, you just click the number of boxes you need, and there you have the signal strength you want.

    Everything about it works nicely, and I hope it's kept that way

  • 2
    Registered User commented
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    First of all, thanks for adding this block to the game, this is such a good addition!

    On the topic of changes that would be appreciated, i think making the max signal strength from the craft at 15 (0, 1, 3, 5, 7, 8, 9, 11, 13 and 15 for example, the Signal Strength 1 is also important imo).

    Being able to craft every gametick is the best we could ever ask for in terms of speed, but sadly being in a block game where we can realistically only input 5 items every 4gt (leaving one face for output), it is not very practical. Putting it on a 2gt (or 1 redstone tick) craft/drop time might help with timings without hurting the overall speed of it too much.

  • 7
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    I think the idea for the autocrafter is very nice and thought out. I like that it isnt a one block does everything by just selecting a recipe solution and that you actually need to put some effort into it to make it work correctly.

    The comparator readout is good but i think the signalstrenghts could be optimised. i think its odd that disabled slots add signalstrenght. If you have slots disabled and no items in the crafter you wouldnt expect to get a readout but thats just personal preference and i would also be fine with it stays how it is.

    Maybe if you get multiple set of items that make up the recipe you could get another signal strenght increase to detect that. So for example if you have enough items to craft one piston you have signal strenght 9 if you have enough to make 2 have signalstrenght 10, then 11 etc up to 15

    Going with the tinkering theme as others already stated i would also like to get block placers, maybe more dispenser interactions and movable block entites as i think it would fit nicely

    All in all great job on this snapshot keep up the good work and listening to the community :D