Docs · Roadmap
Crafting
docs/roadmap/scopes/later/crafting.mdEdit on GitHub
Phase: After release
Extends: Processing
Player loop
A player stands at a bench and turns carried materials into a product, using a recipe list. Fixed world machines (apple press, ore processing) stay as they are.
In scope
- A bench prefab with a config recipe list: inputs in inventory, outputs in inventory.
- The same all-or-nothing checks the process action already uses.
- One example recipe made of items the resource chains already produce.
Out of scope
- A new recipe for contraband. Hideout processing stays on contraband.
- Custom crafted meshes. Outputs are existing prefabs.
Assets
Bench prop: LNGC Prefabs/Compositions/Misc/SubCompositions/CraftingBench.et, or ItemProcessor_Base if that composition pulls extra UI. Recipe fields to copy from LNGC_CraftingRecipeDef: input ids, counts, seconds, license, hidden, bulk. Store them as prefab resources the way EL_ProcessAction does on Furnace.et (iron nugget → iron bar is the example). Do not store LNGC virtual item ids. See sources.
First slice
One bench, one recipe, refused when inputs are missing, no partial consume.
Depends on
- Resources
EL_ProcessActionrules
Proof
- Logic: malformed recipe and missing inputs refuse before inventory changes.
- World: one successful craft on DebugWorld.