Wayward

Wayward

Precision Crafting
85 Comments
Sly-Scale 4 Apr @ 8:51pm 
Workaround: arrange the crafting materials in your inventory first.
Captain Tofu 1 Dec, 2023 @ 11:21pm 
Seems to not work with SP Beacons Call 5 v2.13.5 - it's greyed out
Mushuukyou 9 Jan, 2022 @ 5:26pm 
Not working for 2.11.2
Dumpgrah 21 Sep, 2020 @ 7:57am 
My apologizes :steamhappy:
Epsilon 21 Sep, 2020 @ 5:15am 
@Dumpgrah: Mod's broken in the current version, sadly. Lots of discussion about that in the previous comments, if you read through.

@Yenwood: Oops. :D
Dumpgrah 14 Sep, 2020 @ 8:12pm 
Hmm cant seem to make this allow me to turn it on, however weird. probly im doing something wrong
Kingfield Enthusiast  [author] 2 Sep, 2020 @ 7:00pm 
@Epsilon - I get pinged every time someone makes a comment. I woke up to like 20 notifications
XCompWiz 2 Sep, 2020 @ 7:39am 
XCompWiz 2 Sep, 2020 @ 7:32am 
My two cents of the recent +20 comments:
The rules the game uses to decide what material the player wants to use when crafting cannot possibly always match player intent without asking on a case-by-case basis or allowing those rules to be selected/adjusted on the fly from the crafting UI.
Being able to see what it is going to use in the inventory helps for player intervention. However, going back and forth between manually sorting and checking the craft takes a long time.
Informing the player of their options and making that information stay available would be valuable.

Proposed Options:
* Add options to the crafting and better control over automatic inventory sorting
* An optional UI with the items that would be used automatically so the player can swap them; ideally providing a filtered set of the allowable items for the craft.
* An interaction on a craft option to sort the valid materials to the top of the player inventory.

Thanks!
heromedel 30 Aug, 2020 @ 4:53am 
This mod sounds good to me, because I just find it difficult to keep track of what items are being used form where in various bags and chests. For example I accidently used some roots as cordage when I should have saved them for medicinal. Of course I could have protected them but thats exactly the difficulty. Protecting every item except the ones I want to use.

Keep in mind that as a new player i don't know what all the recipies are or which recipes to save things for. So I never know which items to mark as protected or which to always keep on me.

If you don't care what is being used the current system is great but when I am looking at multiple items that can be used for the same recipie and if I forget what was in a different bag.

It would just be nice to have the option to manual pick sometimes.

I keep thinking of examples and then thinking my examples sound dumb even if true.
Epsilon 29 Aug, 2020 @ 2:16pm 
@Yenwood - heh, I wasn't going to ping you because I figured you'd given up on modding Wayward. You do have a couple of broken mods hanging around out there though, for what it's worth.
Kingfield Enthusiast  [author] 29 Aug, 2020 @ 12:50pm 
:(
Epsilon 28 Aug, 2020 @ 4:55am 
For the record, I created a discussion post under the "Suggestions" forum for this.
Cronebear 27 Aug, 2020 @ 2:35pm 
What Epsilon said. If I'm out and about and end up crafting a campfire to rest at, want to use all the normal rocks. I specifically don't want to use the best. If I'm making flooring, I don't care what quality the materials are -- I want to save the good mats for something where it matters.
Epsilon 27 Aug, 2020 @ 9:37am 
Most of this could probably be sorted by sticking stuff in a chest, but often I'm not thinking of that when I need something "now now now."

At this point, I feel like we should move this to discussions since we're no longer talking strictly about this mod anymore. :P
Epsilon 27 Aug, 2020 @ 9:35am 
@Drathy - thanks for the responses.

The problem in this case is that once you've got a page or three of items in your inventory, you lose the ability to see everything at once. My tongs are at the top and my ores are at the bottom, for example.

How does the game decide what's "best" for a craft? I can certainly imagine a situation where I've got 2 remarkable items, 1 exceptional, 1 legendary, and 4 regular ones, and the craft takes 4 items. I might want to do R/E/N/N for one, and L/N/N/N for the other, so I end up with two reasonably good chances of high quality rather than one high chance and one low chance (of course, I don't know exactly how quality is calculated, but that seems reasonable.)

I could also see having two legendary items and plenty of normal ones, and I want to make a 2-ingredient craft out of the normal ones so I can save the legendary ones for something that needs those two ingredients plus a third that I don't have yet.
Drathy  [developer] 27 Aug, 2020 @ 8:53am 
The mod as far as I know just needs to be updated. It's really old, so a lot of the functions and hooks need to be updated/replaced. It might even be better to rebuild it at this point.
Drathy  [developer] 27 Aug, 2020 @ 8:51am 
Well, I didn't anticipate that response, haha. You don't have to assume what I was thinking or what my intent was; you can just ask in the future. I think you misinterpreted what I was saying. I was asking a genuine question to learn how to improve what we have currently on offer. Where did I say anything close to "you shouldn't feel like this, I made it better!"? I was just asking what your use cases were.

When you hover over a craft, it shows you the items it will use. But maybe it should show visually ALL the items it could use for example. I guess my new question is, what is the point of manually selecting items to use in the craft when the game can automatically use the best ones for you. Are you wanting to use less than optimal items for some reason?

Imagine making an iron breastplate with this mod. You would have to drag and drop over 100 items from start to finish. I'm trying to find a way around that but provide the same utility of this mod.
Cronebear 27 Aug, 2020 @ 6:34am 
@Epsilon, I don't think he broke it on purpose. I just wonder if it's really hard to do something from the mod side or the client/server side.

I'm just kind of getting tired of Drathy saying "you shouldn't feel like this, I made it better!" I learned as head of a dev group that wasn't...productive.

I feel like I feel. I'm not stopping playing, I'm not changing my good review. I'm not even so bitchy that the mod doesn't work as being told that what I and all the other folks on this thread feel about it is just incomprehensible.

And thanks for your clarifications, Epsilon. I agree with everything you said. ;)
Epsilon 27 Aug, 2020 @ 6:24am 
@Drathy - to add a bit, a more common use case may be branches vs. poles for cooking. Good pole, bad branch, it looks like it usually prefers the branch because of alphabetical sorting. There's the added bit that this mod shows all the things valid for crafting something - there's usually some potential ingredient I've forgotten about for a recipe.

Also really? 1000 character limit for comments? grr
Epsilon 27 Aug, 2020 @ 6:24am 
As for the rest... maybe a little less :steamsalty:, no? It sounds like Drathy literally doesn't understand why this is still desirable, which (in my experience) is extremely common among developers in general*. Not to rag on him for it, mind you - everyone has trouble evaluating their own work critically and finding gaps in it, which is why we've got the early access stuff and feedback mechanisms in general. The best thing we can do is point out use cases where it's useful. Having bought into more than a few early access projects, it's damned rare for a developer to come in and directly engage concerns like this in the first place, especially on a random thread for a defunct mod. I'm taking advantage of the opportunity. ;)

* I'm a sysadmin, and have to work with devs on a daily basis. So very common that they unintentionally muck up UX. :D
Epsilon 27 Aug, 2020 @ 6:23am 
@shava23 - I suspect Drathy didn't break this mod on purpose. From looking at the log files and errors thrown while loading it (and some similar mods,) it appears that something around the "utilities" namespace(?) changed. Unfortunately, I'm a voodoo programmer at best - I wasn't able to wave the dead chicken in the right way to make it work (also, no build environment, etc. etc. so I was editing the .js directly - no clue if that even could work...)
Epsilon 27 Aug, 2020 @ 5:03am 
@Drathy - I do use the active item sort option, and I admit that's a bit of a problem. As for protect - unless I'm misunderstanding how "protect" works, it means I'd have to protect each and every item in my inventory except for what I wanted to use for crafting.

Now that I think of it, this could be simplified with something that's almost the inverse of protect - something that tags an item as "preferred for crafting".

My issue here isn't really with individual ingredients themselves, so much as the tools. When I have a legendary iron mortar and pestle, then loot a copper one from a random chest (for example,) it seems to prefer that because it sorts alphabetically within the categories (at least, as far as I can tell...)
Cronebear 27 Aug, 2020 @ 12:19am 
Ultimately that's all you have to know. And then it's your choice to do nothing, incorporate it if you like (you don't) or fix the hooks in the code so someone else can.

Can they? I haven't been a programmer in this century, and I'll readily admit I'm not going to do it. I'd be just as happy if it could be done and someone fixed/took over the mod. 3/3
Cronebear 27 Aug, 2020 @ 12:18am 
You are one guy who does it all, really. I don't resent that you did something that serves a majority of users. But I also think that when you (essentially) tell us how we aught to want to do something when we used to do it another way and liked it better? It's "one true wayism" and goes against the philosophy of the Workshop.

I don't blame you for taking a different fork in approaching the problem. But I will say that arguing about it when a lot of people are still missing the other way to do it is an exercise in futility on your part. We want choices; we used to have choices; a bunch of us don't find the current UX to have solved our preferences. We want choices we were used to, not the choices you decided make sense.
2/3
Cronebear 27 Aug, 2020 @ 12:18am 
Because I like crafting without opening up my inventory and resorting it from when it was acquired. That's far more fussy to me. I keep the menus with craftable items open, but once I have bags, I don't like to keep my sack and pack open, it's too much space on the screen. I like to keep things in bag/sack that are lower access, which often means crafting materials, and I don't want to resort them, to keep the bag for time-sorted inventory as I'm out and about.

You know, as a dev, you don't get to decide how people AUGHT to use the program. We are probably a minority that doesn't like the current UX. What I don't understand is why can't the mod work anymore, or why isn't someone taking it over and replacing it? 1/3
Drathy  [developer] 26 Aug, 2020 @ 10:25pm 
@shava23 I don't see a reason to ever do that... what is the use case that isn't solved by automatic sorting?
Cronebear 26 Aug, 2020 @ 7:45pm 
Why would locking 57 things as they fall into my inventory be easier than choosing a few when I need to?
Drathy  [developer] 26 Aug, 2020 @ 7:28pm 
Is that with or without the Active Item Sort option enabled? You can also now use the "Protect" item feature that disables some items from being used and sorting by best for crafting purposes. It would be far more tedious to individual select each item for a craft over a single button press, no?
Epsilon 26 Aug, 2020 @ 6:14pm 
@Drathy - unfortunately, shuffling around items in the inventory is... tedious at best, especially when you're using a sort like "group" that continually rearranges whatever you move to the front of the queue.

It's been a while since I played, but I recall the interface to this being clean and easy to use, comparatively speaking.

For what it's worth, I tried the +mod update command on this mod, but it looks like there's something else wrong with it beyond just not being... built with? Associated with? Something to do with the new version number and whatever +mod update does. :P
Thundercraft 6 Jul, 2020 @ 11:47am 
I'd love to see this in the base game... or updated... either one, really.
Drathy  [developer] 28 Jun, 2020 @ 11:36pm 
It has been low priority as we don't get a lot of requests for it any longer, especially since there are ways to automatically use the best resources for crafting now.
Cronebear 28 Jun, 2020 @ 8:10pm 
I'm with @KnightShade.
Rand 28 Jun, 2020 @ 4:44pm 
@Drathy this hasn't been updated in years.
How about adding the functionality into the base game like you said you were planning almost two years ago ?
MonoLiion 19 Nov, 2019 @ 3:37pm 
Will there be an update?
Grimm Spector 28 Oct, 2019 @ 2:16pm 
Geez I'd love an update to this one...
OnlyZuul 21 Aug, 2018 @ 4:35am 
This mod is dead, any chance of someone putting up their own version?
XCompWiz 14 Aug, 2018 @ 1:11pm 
I had it working, but it's not my mod and I wouldn't want to distribute my version without permission. :)
I'd probably have to update it again, though. :P
TheJournier 14 Aug, 2018 @ 1:01pm 
@Drathy wow, I didn't know you replied to this (honored). Yeah, it took me a bit but I firgured out how to do it.
@CompWiz is right though, it is a bit fiddly. Specially when you're trying craft stuff quickly (Even when I did figure it out... I did have a lot of... "dammmit I didn't mean to use that", moments)
Drathy  [developer] 11 Aug, 2018 @ 4:44pm 
@XCompWiz Selectable crafting recipe components are indeed planned, I was simply making people aware that there is a way to select the items you want in the game currently. Did you ever manage to get your update to this mod completed?
XCompWiz 11 Aug, 2018 @ 2:37pm 
While this is true, that's not really an ideal solution. Clearly most people don't notice this possibility (it's obtuse), but it's also way too fiddly to use most of the time.
An "advanced" crafting interaction that proposed the items that would be used and allowed you to swap them before proceeding would be a very nice QoL feature.
Overall, fun game, and I appreciate how active you are with the community. :)
Drathy  [developer] 10 Aug, 2018 @ 10:00am 
@TheJournier You can choose which items to use by changing their order in your inventory.
TheJournier 10 Aug, 2018 @ 9:58am 
this mod is vital...
the crafting system of this game always screws me over (I.e. roots for string isntead of medicine)
GodsGunman 23 Apr, 2018 @ 5:32pm 
Unfortunate that this doesn't work, sure would make crafting much more bearable.
Cores 17 Feb, 2018 @ 10:54am 
How this mod works? Or it's incompatible with a current build?
XCompWiz 9 Feb, 2018 @ 10:29am 
I've gotten the code for this mostly updated and fixed for the new version. Yenwood, if you want it I'd be happy to provide it. :)
mitsuchan 20 Jan, 2018 @ 8:01pm 
Update pretty please :)
Eldarin 29 Dec, 2017 @ 1:09pm 
It doesn't seem to work with the latest version. Or I am doing something wrong, but I do not even have an option to disable/invert controls etc
Cronebear 26 Oct, 2017 @ 9:15pm 
Yes. So happy to have it back.
Ballsm 25 Oct, 2017 @ 8:05pm 
is this mod working with the game version?