Warsaken Posted September 14, 2014 Share Posted September 14, 2014 My apologies if this has been mentioned before, but after digging into the game files for a long-period of time: updating the crafting categories can be a serious chore after an official update from TFP. Here is my hope for a future change: Create a dominant crafting category property for the item itself (Models_2 for blocks and Models_5 for items) in the recipes.xml. This dominant property would overwrite whatever category is set in the Models_x file. Example: [COLOR="#00FF00"][/COLOR] [COLOR="#00FF00"][/COLOR] [B][COLOR="#CC6633"][/COLOR][/B] =========================================== The reasoning for this change is two fold: 1) With official updates from TFP, the files take a tremendous amount of time to reconfigure after every update no matter how large or small in task. With over 1000 ID numbers (give or take a few), that is a large time sink despite TFP having set a lot of them. I think I have an OCD for structure and order in chaos... heh. 2) Giving dominance to the crafting category property line in the recipes.xml makes sense since all the recipes are sorted for the crafting menu in the first place. Having a single file to configure ALL the crafting categories (both block and item) just makes editing that much more simple and easier for the end-user. Plus, this means the change would be supported by an already established editing program: [URL="http://7daystodie.com/forums/showthread.php?7910-BloodSlinger-s-Advanced-Recipe-Editor"]BloodSlinger's Recipe Editor[/URL]. =========================================== I hope this is a plausible change, because I heavily edit/mod my game and enjoy doing so, but I tire of trying to clean up the crafting menu. This change would bring more of a ease to simplifying the crafting menu or complicating it depending on the user configuration. Thank you for your time reading this! Link to comment Share on other sites More sharing options...
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