Starbound
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Instant Crafting Enhanced
   
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18 OCT 2023 a las 1:21 p. m.
18 OCT 2023 a las 3:57 p. m.
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Instant Crafting Enhanced

En 1 colección creada por Emmaker
Odyssey to Cygnus X-1 [v2]
174 artículos
Descripción
Credit to v6 for the original idea and mod. All code in this mod was made from scratch by me and is therefore my work.

I have a Discord! Join it here here[discord.gg]!

This spiritual successor to the original Instant Crafting mod does exactly what is says; makes all supported crafting stations craft instantly, ignoring any timer. Unlike the original, Instant Crafting carefully tests and then patches the crafting interface, making any and all incompatibilities nearly impossible. Additionally, I will be updating this mod regularly with integral support for other mods, not just vanilla.

List of supported mods:
  • Elithian Races Mod
  • Starburst Rework
  • Maple32
  • Arcana
  • Neki
  • Crafting Menu NekiDebloat
  • Draconis Race(Humanoid Dragon Race)

Request more mods to be supported in the appropriate discussion thread!
Discusiones populares Ver todo (1)
26
30 MAY a las 6:49 p. m.
FIJO: Mod Support Request
Emmaker
19 comentarios
tigerfestival1988 30 MAY a las 6:41 p. m. 
Do you think you can add support for Aetherium Engine and Ancient Plus?
Noche 4 MAR a las 8:51 a. m. 
Also the Arcana support doesn't actually work.
Noche 4 MAR a las 8:50 a. m. 
You still planning on updating this mod? It's been out of date for quite some time now.
Hyperdino 4 ENE a las 10:39 p. m. 
Wait, so am I not supposed to have this and the original instant crafting mods on at the same time
Nephirus90 26 DIC 2023 a las 4:58 p. m. 
I can confirm json patching works as expected and doesn't throw warnings nor errors in this use case -single bool value overwrite-.
Maybe you have a mod that adds some kind of verbose logging showing "add" overwritings as errors?
Nephirus90 26 DIC 2023 a las 3:50 p. m. 
I know for sure that's how json patching works in normal computer programming but because I don't really know how starbound logs things I tested this a couple of days ago to be sure before posting and it didn't throw anything in my log.
Maybe you remeber errors when working with arrays? I'll test this again and sorry if my poor sb logging experience caused you nuisance.
Emmaker  [autor] 26 DIC 2023 a las 3:43 p. m. 
@Nephirus90 unfortunately I can't fully understand what you are trying to say, especially near the end, as you're not very clear but I believe I get the gist.

The add patch operation does cause a, albeit small and unremarkable, error when a pre-existing value exists which is why I added the test operand (especially since I know there will be idiots who see the error and believe it's the cause of a completely separate, unrelated problem.
Nephirus90 26 DIC 2023 a las 3:35 p. m. 
Hey there, looking at your mod it's clear you didn't try to copy and merge existing mods but I want to inform you, to save your time, that the "test" operator does not help with possible incompatibilities and in this case it's basically useless.
It's useful when you have arrays or when you want to replace a value not knowing if the object exist but the original mod and its patches use this [{"op":"add","path":"/disableTimer","value":true}].
As you can see it directly add the object with a single bool value and json patching works so that every subsequent add simply replace the value without creating duplicates.
Adding the test operand simply "slows" -by a negligible amount, but still- the patching process.
There is no possible incompatibility this mod and the test operand use can solve IN THIS CASE, so you are safe to use the original mod and the already existing patches.
As a side note you were right to use it not knowing this, better safe than sorry.
VVscrewVein 1 DIC 2023 a las 7:59 p. m. 
cool, its kinda annoying to have to do things one by one lol
BusyEXE 21 OCT 2023 a las 1:31 p. m. 
Seems good and all, but can it make a grilled cheese?

Additionally, Frackin' Universe support when /s