Minecraft has a lot of blocks, but what if they had more? Why do we need them? Please don't just add lists of things!

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    DarkElfLX commented

    Perhaps not calling crafting would help make this more palatable. Combining is more what you're after. Iron to iron blocks, dried kelp to kelp blocks, wheat to wheat blocks.. etc...

    I wouldn't want it to craft items that required multiple different objects, but simple object grouping would indeed be very beneficial.

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    ClayGoddessSari commented

    Melon slices into melon blocks too.

    I agree that this item could be very useful even if its only use was to craft an item fed into it into its block form.  It would be very simple too, since you wouldn’t need to supply the recipe.  The recipe would be either a 2x2 or 3x3 crafting grid filled with the item fed into the system, and I suspect they could make the block smart enough to figure out which is appropriate.  Is there an item that has a filled 2x2 and a filled 3x3 crafting grid recipe?

    Although I suspect the OP is actually asking for a full crafting block, it’s just that one of their main examples was farm outputs that could be crafted into blocks.

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    LogicalGeekBoy commented

    After discussing this with a bunch of people in my Discord group, we came up with the following to try to balance the power of this block. We see it as a late game block and one that would be limited in the same way a beacon is limited. You could have many of these blocks if you are a power player but for the average player they may only have a few.

    To do this we thing the crafting recipe should include a Nether Star, specifically our suggestion would be:

    In addition, the fuel source could be Dragons Breath. This is an item that late game and not so easy to get but is renewable. Dragons Breath isn't used that much typically and giving players another reason to fight the dragon extends gameplay.

    That's our suggestion, but of course a new fuel item could be added if this balance isn't right.



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    ProudFanatic271 commented

    Not sure about the nether star...that seems a bit excessive. An eye of ender seems more appropriate for this(that being said, there could be another version of this that uses a nether star that doesn't require fuel). The mode of operation should be similar to a furnace - one item crafted per unit of runtime(i.e. if you're using charcoal lumps for fuel, it would craft 8 items). It should also take the same amount of time as a furnace to perform an operation.

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    ezzedine12 commented

    could be useful and should use a redstone signal , but dontu think it will be a little bit complicated

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    aaron melocik commented

    there is a lot of automatic creations already made. why not another one


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    WizardTester845 commented

    Great idea!

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    aaron melocik commented

    not only items to blocks but bows and arrows, wool, trunks to planks, gold and iron nuggets to ingest, cooked kelp to kelp blocks, because, bread, and more  everything craftable can be automated  

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    aaron melocik commented

    the simple version can look like this

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    aaron melocik commented

    maybe a rechargeable item. so the there can be a renewable resource. for example a nether star.

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    aaron melocik commented

    another thing I have somewhat designed is what the work area would look like.

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    Hyrum Dickson commented

    Maybe instead of a block, have a villager profession that will run a random crafting recipe upon being created if carrying the necessary ingredients and near the corresponding crafting table. This would allow for some more technical use for villagers such as is found in fully-automatic wheat farms.

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    TravelByTrain commented

    I was going to propose this but then I saw your post. I would have it so the player sets to the table to what it should craft, and crafts that when it receives the items. They could be put in and taken out manually or with a hopper. It has eight storage spaces for items it crafts. If there is excess overflow or the table receives an item which it cannot craft with, the item(s) will be ejected.

    Crafting recipe:


    C=Crating Table





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    Blast Burner commented

    At first I didn't see the point of this but now I'm starting to like it.

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    AquaTax02 commented

    This is an awesome idea! Maybe you could choose the recipe by having to click on each tile in the crafting grid and assigning a certain item/block to it, and the auto-crafting table will only accept the items you picked in the grid, meaning you will have to be smart about where you send all your items, as you don’t want your hopper to be clogged with nonessential things

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    SpawnLegacy000 commented

    Item Stacks determine Output instead of Crafting Grid

    If the crafting bench determines the output item by just counting the number and type of input items, you would not need a crafting grid. For example, you put in 4 planks and 2 sticks and it will know that you want a fence. You could replace the grid with a few item slots and the bench could determine the output automatically. It just outputs the item that uses all the item types and the largest number in those stacks. This would simplify crafting a lot and encourage experimenting over Google-ing the recipe.

    Redstone Problem Solving

    If the block determines its output automatically, it follows that it could be automatable. When triggered by redstone it could consume one lot of input items and spit out its determined output. Hoppers could fill the input slots and suck items from the output.

    When trying to create a redstone circuit to automate crafting, players will quickly realize the limitations of the comparator; they only update in intervals of n(maybe 23) items and cannot differentiate between different stacks of items. For example, ensuring the block crafts fences instead of gates would require a very different circuit to crafting trapdoors. They may end up using filter hoppers, redstone clocks, comparators, even binary counters. 


    • It simplifies manual crafting for beginners.
    • Provides a lot of redstone puzzles for experienced players.


    There are some problems however. This system is only applicable to items that are unique when its recipe is converted to shapeless stacks. For example, cobblestone stairs and fences, and a pickaxe and axe require the same number and types of items. The crafting bench cannot determine the output automatically. Therefore I recommend this system only be used for a subset of blocks that avoids duplicate shapeless recipes. It could also be used for purposes other than crafting like alloy smelting, chemistry, etc. For compressing stacks like redstone, coal or wheat into blocks it may only need 1 slot.

    Another problem is that crafting benches let the player preview the item in the output slot. In a furnace, hoppers would suck from the output slot automatically as soon as an item enters it. I suggest that the output slot have a ghostly preview of the item that becomes the normal image when it actually exists. Alternatively, the first item just consumes the input stacks but does not change the image in the output. 

    The Assembler

    The Assembler consumes items from two input slots and outputs an item when either the output slot is clicked by the player, or the block is triggered by redstone.

    This block is used to craft simple dynamic components. Here is a short list:

    chest, trapped chest, dropper, hopper, tnt, lever, pressure plate, button, redstone lamp, note block, rail, gates, trapdoors, redstone torch...

    Now, imagine you wanted to craft a chest. You put in 1 plank and it offers you a button. You need to wait for at least 8 planks before you can craft a chest, or you might get 7 buttons and no one wants that. You probably want a filter hopper because if the wrong item enters that second slot, you are crafting nothing. You could cascade 2 assemblers so you can automatically craft hoppers. For that you will need 5 iron ingots and 1 chest. You have to prevent your redstone clock from triggering before 5 ingots because otherwise you are getting iron pressure plates and, again, no one wants that. In this case a comparator doesn't help because its output is 1 at 1 item updates to 2 for 10 items. You will have to count your items in a different way.

    Each recipe introduces a different redstone puzzle. A different redstone circuit may be used to solve each of them. You can still use it manually. So it both simplifies recipes for new players and encourages problem solving for experienced players.

    I think it should be crafted with a Crafting Bench, 2 Pistons, 2 Comparators and a Stonecutter.

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    avari six commented

    It seems to me that one problem is determining the difference between the items used for the pattern, and the inventory of the crafting grid, from which it could craft items. We could split out the two separately. Create a "recipe" item, imprint the recipe you want on to it, and then provide that recipe item to the auto-crafter, similar to how the loom accepts a pattern. The auto-crafter would have one slot for the recipe, 9 for the inventory, one for the fuel, and one for the output. When a recipe is provided, the grid opens up the slots needed for the recipe, and only allows one of the designated item to fill that slot, and then behaves like a normal inventory which accepts hoppers. The items come in left to right, top to bottom, going into the first slot they're allowed.

    The recipes could also serve to add cost to auto-crafting.

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    happyhax0r commented

    This is an awesome idea. I've wanted something like this for a long time. It helps with autosorters so that you don't have the manual job of blocking up stuff after mining. 

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