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Let's talk about the Crafter!

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  • 3
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    On locking slot/item/recipe

    • Having toggleable slots is already a big step towards accessibility so I'm ok with the crafter as-is.
    • Locking implementations (if any) should only be optional so more general crafting systems are still possible.
    • Locking also results in a very trivial up-to-9-item filter. I'm not sure if we want this consequence. We could prevent hoppers from taking out items in locked slots. This prevents the crafter from being used as an item filter while still allowing universal crafting systems (no locked slots; hoppers can still take out filler items).
    • If the tinkering theme is going to present us with even more blocks/automation, then I'd understand the locking mechanism to make crafting circuits very simple so there's not much significance in keeping the effort-to-craft ratio high anymore as we focus on bigger abstractions (like copper bulb replacing t flip flop circuits). Otherwise, I think it's going to trivialize crafting too much.

    On signal strength

    • 0-9 or scaled 0-15 are both fine :)
    • I like the general suggestion of utilizing 10+, but switching how the comparator counts after 10+ looks very ugly :(

    On QC

    • I see this as a question about game direction. Parity-wise, I agree with the decision so we don't create any more QC disparities. Personally, I don't like bug-turned features and would rather design around not having QC as it was originally intended instead even if it was convenient.
  • 0
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    I understand that the crafter ejecting items as entities into the world is marked as intended behavior, however, this could cause serious lag issues.  Many players will setup crafters that are constantly clocked or have constant input (ie farm input/output).  The craft result ejecting as an entity when the output inventory is full requires additional redstone logic to check that the output is not full and restart when the output has room available again.  I foresee a lot of the player base not knowing how to build those logic setups and the crafters will jsut constantly spit out item entities. This really should be intended to work like droppers and dispensers where the block output "fails" if the output will not accept what the block is attempting to output, especially since the crafter is being demoed as a beginner level redstone project.

    Also SS9 max means that you can't do comparison without either making it 3wide or 9 deep.  The signal strength doesn't change based on how full the stacks in the item slots are either, so there is no way to use comparator output to activate the crafter if your design has hopper speed input. it you lock the output, then it would jsut stay activated and not be able to start the crafting again without clocking it.  So the block needs to be clocked activation with a way to turn off the clock if the output is full.  This increases the amount of logic gates required.  This is not Beginner or Advanced friendly

  • 2
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    the crafter is cool, but like most redstone stuff, it's going to be too complicated for 99% of the casual player base.

    There should be a way to "lock" some slots for some specific items only. otherwise more complicated recipe will be a total nightmare for almost.

    We're not all Mumbojumbo and it would be cool to be able to use the feature without having to copy a youtube tutorial we don't even understand.

  • 2
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    I like the crafter and its current function, but I would like it even more if I could optionally choose one recipe from something like the recipe book to set the crafter to that recipe. So you can either use the crafter as it is now or lock it onto a specific recipe.

  • 0
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    I get the feeling this is an unpopular opinion but I really don't like the use of togglable slots. The fun of automating for me is creating a redstone system around the block and a lot of recipes lose that when the entire system can be a single hopper and button. I understand wanting this to be accessible to non-technical players but I feel like that's coming at the cost of technical players and it's not like it's a feature that's necessary to play the game - non-technical players can easily play without it or look up tutorials as they have done for similar features such as auto brewers and smelters.

  • 0
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    While crafters are lack of function of locking recipes for now, I would instead consider locking slots by the faces of the crafter. For example, set slot 1 to only accpet items input from left hand side, and so on. That way, one can abstract recipes to just patterns of occurances, and (potentially) make contractions more universial since one pattern only needs one kind of machine.

  • 1
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    I really like it as is, and really don't want a recipe lock. But I understand it may be frustrating or daunting for those less familiar with redstone mechanics.
    I propose a compromise: The crafter saves the recipe once it crafts something. Items for that recipe will enter into the slot it belongs in even if there are none in the crafter at the moment.
    (Example: A saved cake recipe is missing 3 milk buckets and an egg. An egg enters the crafter first and goes directly into the center slot. Then milk buckets enter the crafter from top left to top right.)
    However, if the crafter fails to craft something, or if an unrelated item enters the crafter, the saved recipe is lost.
    The redstone is a bit simpler if you want to craft exactly one thing, but you still need to be careful that the crafter receives a redstone signal only when the recipe is complete and no junk enters the crafter. But skilled redstoners can create setups that craft multiple things with one crafter, and they can easily solve the problem of giving an empty crafter a redstone pulse to reset the recipe.

  • 2
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    The UI I think is perfect without recipe book

    For the signal strenght I suggest to use the value from 10 to 15 based on how much items are in it.

    For example: signal strenght of 10 if all the slots have at least 2 item on it (based on a stack of 64 items), signal strenght of 15 if all the slots have a full stack, etc.

    This idea simplify a lot the control behind the block and it fit better in vanilla minecraft than a template.

  • 0
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    I think that the actual system with the toggleable slots is not very intuitive and if you want to craft something that requieres than 2 items it gets too complicated for the casual player. I like the recipe book idea, but I also thought about a "craft lo lock" sort of system. This way, in order to tell the crafter what item it should craft, the player should have to insert the materials in the correct form himself (like a regular crafting table) but instead of crafting the item, the crafter should display a "lock" button in the right part of the UI so the crafter "saves" that craft, showing what is the item that is currently locked fror crafting. This, aside from making it simpler and more intuitive, might make it a bit less OP, since in order to get the crafter working you would need the initial set of materials required for 1 craft.

  • 1
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    Crafter should be renamed to Autocrafter

  • 2
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    A few ideas:
    1. Add a recipe book to the crafter, so that it only crafts that recipe. For dyed items and other non-set recipes, you could add a second part to the ui for the specific amounts of each item. There, the player will put each item in as a "filter" for the inputs.
    2. Add a toggleable loop feature. The player would be able to toggle wether or not the crafter crafts constantly when powered, or only when pulsed.
    3. The texture could be improved. It looks a bit too moody for the vanilla game.
    Thank you for your time!

  • 3
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    Allow us the right click the current output to "lock" it in, so that only that item will be crafted... Example: If we want only paper from sugar canes, not sugar, or sticks from planks, not buttons, that way, it won't craft unless all the items in all the slots for our selected output are available

  • 3
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    For the crafter how about you can make a system based on a signal strength of redstone going into the sensor and based on the signal strength block out slots

  • 0
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    I would love a signal strength 10 for when the crafter has enough materials for crafting the output twice, acting as a kind of  "filter" mode.

  • 5
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    Please keep the crafter close to this functionality. Don't simplify it with a recipe book which goes against the basic redstone principle. Redstone is not supposed to be set up with a single click, it is meant to be engineered. The spark of new content in the past week alone shows how much people enjoy finding new ways to utilize it. Do not take all that away by introducing a one-click-crafting solution.

    The way you can lock item slots is enough to make it easy to work with.

  • 4
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    Even with the help of youtube tutorials and wikis, only a few people are able to build effective redstone machine, and even that it's just copying a design without really understanding it. For most people, almost everything redstone is too complicated. Let us, more casual player, enjoy redstone too :)

    Making the redstone simpler, will allow more people to enjoy and build redstone machine. But it will also allow advanced player to create even more awesome things.

    Crafter with a recipe book: YES!!

    hopper + copper grate = filtered hopper: yes please

    copper pipes to connect distant hoppers: yes

  • 6
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    After giving it some thought, I do not think the crafter should have additional comparator values when it is overfilled, such as either 10 or 15 when there are at least two items in each slot. This would be akin to providing a template which is a bad and unbalanced idea despite how many people seem to want it. Many users have shown with the snapshot that even complicated recipes such as dispensers can be crafted in large amounts with a machine that only requires a handful of blocks. So I think in its current state it is accessible to the non-technical players. As far as the recipe goes I think it's fairly balanced. Perhaps blocks of iron could be used if it seems too inexpensive.

  • 4
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    Earlier I proposed changes to the redstone behavior, but after playing around with it, and seeing what others have done. I've changed my opinion. 

    The only change I would make is make it triggered by QC.

    I realize many think QC is a bug, but in reality it is better described as an unexpected nuance of how redstone works in minecraft java, and a big part of why redstone feels generally unpredictable in bedrock. Rather than remove QC or in this case likely add special code make the crafter ignore certain redstone signals, bring java redstone to bedrock.

  • 2
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    Most of my thoughts are already here (same powering as dropper/dispenser e.g. QC, continuous powering for crafting continuously, ideally at hopper speed, recipe book to lock crafter inputs or alternatively give comparator output >9 for when every slot has at least 2 items in it), but one thing is missing:

    When a dropper targets a full container and is powered it fails and nothing happens. If a crafter faces the same situation it... spits the item out of the container and into the world?!? Just make it like the dropper or a lot of RS engineers will build the very same contraption in already crammed spaces just to prevent waste!

    Crafter into full container -> fails and takes no items out of the crafter!

  • 4
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    The texture seems to have changed in 23w43a. In my opinion this is worse, especially since it removes the cool bottom texture. I know it's not the point of the crafter, but I thought that would be really cool for a floor.

  • 1
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    With all the honest - it's USELESS !

    The way the Crafter is now you'll need to build a massive redstone-scheme to automate crafting. Why would anyone spend 2 hours fighting the horrendous redstone mechanics while building redstone-machine to autocraft 10 items if you can spend 5 minutes and craft them manually ?!

    We can expect like a 5 videos from a couple of youtubers about new Crafter. After that, everyone will forget about Crafter faster than we've forgot about Phantoms !

    If you want to add a useful block, let us simply choose a recipe for the Crafter without any other redstone additions like at all. (And even in this case, autocrafter is not that usefull... But at least it would be easy to use.)

  • 2
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    I love it, with exception of one things that can be resolved with one simple change and will help it to become accessible for non-technical players and convinient for technical ones (like me):

    - The comparator being used on a crafter shows how many slots are filled, which is great! but would be nice to have one extra power signal when there's more than one craft ready to be done. The reason is, filtering the slots is kinda hard and too finicky for more experienced redstone users (cause sometimes one late server tick just feed the wrong block in it time to time), and is a nightmare for players that doesn't use redstone that much (for sake of testing, i tried it with my wife, she loves the game, and is starting to learn about redstone, and she just got totally lost, she love that can just add a bunch of items and let them been crafted with a button or redstone clock, but she also pointed that would be nice to have the slots already set to just accept a certain items/filter by itself).

    I think having the 10th power signal as a way to let one recipe on the crafter as a filter would be the most efficient and friendly with the game possible, also it will keep the vanilla feeling of it (cause figuring the redstone power usage, how to filter with comparators and stuff still intermediary challenge for new redstone users)

    Recipe, design, toggleable slots is amazing how it is.

  • 3
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    The metal “mustache” on the front should look more like Mumbo Jumbo’s mustache. Mumbo is addicted to these after all.

  • 0
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    Yo pienso que debería ver un logro llamado , crafteador profesional

  • 2
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    Original texture with the grey portion on the bottom looks better than the new one lacking it. Looks kinda stretched out now

  • 2
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    The crafter is a spledid and revolutionary idea, i love the concept but it’s too difficult too use.
    I think it would be more user friendly and easier to understand if there was the possibility to lock a recipe manually or using the recipe book

  • 1
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    The autocrafter is very nice and makes some automation much easier.

    I think a good idea for the upcoming 1.21 is to add a Hopper with a filter slot, so the hopper can filter the inputed item.

    This make automatic storage easier ans safe a lot of space for item filtering.
    I've added my idea in this post:
    https://feedback.minecraft.net/hc/en-us/community/posts/20743159504781-Hopper-with-filter

  • 1
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    I think the crafter is overall a great addition to the game and most of the features are very well thought-out and balanced. I do, however, have a few suggestions that I think will improve the quality of this feature, mainly based on what I have heard from the general community, but also influenced by my own opinions, of course.

    1. In Java edition, the crafter should be able to be powered through Quasi-Connectivity, as it acts similarly to droppers and dispensers, and this would also add much more ways to power it, making it useful in technical contraptions. While some may argue this will just make it more confusing for newer players, I believe it would be more confusing to have the inconsistency than the feature.
    2. Revert the bottom texture to how it was previously, I heard a lot of complaints about this in the new snapshots.
    3. Make the comparator output go to 15. While I can see the advantages in intuitiveness of it going to 9, I feel like the benefits in ease of measurement for ss15 outweigh the benefits in intuitiveness for ss9.
  • 1
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    我认为工匠需要一本食谱书!我需要!如果不是食谱书,我就退出游戏,我的一些朋友也退出游戏。

  • 1
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    Here's my idea:
    I agree that it would be too OP if you could just lock the crafter. However, this makes it too hard for less technical players to use it.
    I think the crafter should have an empty slot for a recipe book to be placed in it. This recipe book is an extremely rare drop in trial chambers, and maybe also other structures such as the ancient cities?
    Hopefully this would solve the problem of whether the crafter should have a recipe book. If you are a technical player, it would be much easier to use the crafter as it is, but if you are not, you could go to structures such as the trial chambers. This also provides extrinsic motivation by there being unique valuable loot in the trial chambers. Maybe it could be a rare drop in the pots.

    If having a recipe book would be too clunky, a way to lock the slots would be ideal. Maybe there's a copper lock on trial chamber doors and once you unlock them, you can use it on the crafter to lock it.

    My point is, there needs to be a way to more simply auto-craft, which is difficult to achieve but doesn't require you to be a technical player. Rare loot seems to be the best option.