What does Minecraft 1.21 mean for Create?
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- Опубликовано: 13 июн 2024
- Minecraft 1.21 full details: minecraft.wiki/w/Java_Edition...
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In theory every form of crafting has a purpose. Compacting is good for converting to blocks, Mixing is shapeless, Crafter is specific recipes and Mechanical Crafters can go beyond the 3x3.
I think maybe the way to make Mechanical Crafters more useful is it add more larger recipes, currently there isn’t a reason to automate a 5x5 table as you only make a few crushers and advanced tools but with new recipes they would be more useful.
It doesn’t fit with the design ethos of Create to kneecap a vanilla feature so I’d be surprised if they just nerf it.
yeah, tbh even if the Crafter _can_ make any recipe, it's still easier to do compacting or mixing with Create, no need for redstone nor careful ordering of items.
they just have to ensure you can't insert items into the Crafter faster than hoppers can, otherwise it could overthrow that balance.
This, exactly. Don't try to nerf a new vanilla feature because you perceive it as a threat to the relevancy to a Modded one.
make your modded feature more versatile and unique and add more purposes to it. Compacting, Mixing, larger recipes, all of this.
Crafters can very much speed up the mass-production side of crafting, but for more complicated processes and Larger/more intricate recipes, Create can very much fill those gaps, since the auto crafter isn't a catch-all. It still has only very specific use cases, and lacks some others.
Make them Synergise, work together. Don't make them compete.
My thoughts exactly.
A crafter being implemented isn't a big deal in regards to Create. As you said, each way of crafting has its utility.
Can the crafter get the same end result as some methods with Create? Sure, but it doesn't encompass too much and there's always been a choice by the player in what route the take, especially in regards to basic crafting recipes.
I'll add that with the inclusion of add-ons, one can have a lot more recipes that go beyond 3x3. I don't really think it wise for them to change existing recipes, but especially make them larger. If that's what you were speaking of.
Yes, more large recipes with the mechanical crafter would be cool.
Personally I would love to see a significant expansion of sequential assembly recipes. The multi-step processes enabled by this concept lead to some incredible crafting loops in other synergizing mods and I think the base Create under-utilizes it. Perhaps high efficiency assembly recipes (like getting bonus cogs for each craft) could out-compete crafters in the late game. Combined with Ponder, there's really no limit to implementing very complex assembly recipes.
And, yes, nerfing/disabling the vanilla Crafter reminds me of Better than Wolves and I would be sad to see that kind of oppositional design in the Create ecosystem.
I'm probably in the minority here, like it's probably a super specific case, but I play with both Create and Quark, and personally love combining both of their stone palettes together; Create stone blocks are much smoother and more "industrial", like you get a vibe those bricks were cut industrially, while Quark's are much more traditional and handmade, and they actually work so nice together. So just because vanilla is adding its own tuff palette doesn't mean Create should get rid of theirs, even if the blocks are equivalent.
I personally suggest using Create: Reclaimed Rocks instead of Quark just for their palettes.
create does already have its own set of deepslate blocks so theyll probably do the same with tuff
@@supahvaporeon Yeah but then you lose all the QoL stuff that is the other reason for using quark.
@@supahvaporeonhear me out: why not both? Their colourations are slightly different, so the variety helps.
I really hope create just says “nah our system is better, we are gonna change nothing”
Honestly, I don't see them changing anything about vanilla. It's never been their philosophy, Create has always been about tools not rules. The most I see changing in response to crafters is actually buffs to certain recipes; they already have this in the case of planks from wood. Stripping and then cutting wood provides 50% higher yield, as does crafting andesite alloy with mixing. Making more benefits to using create contraptions would create a better synergy between create and vanilla redstone, and I would honestly love to see uses for both.
That being said, I can surely see Tuff blocks getting the copper treatment: removing create's initial variants of the vanilla blocks, and retexturing some of their unique ones to match vanilla and providing a resourcepack to revert all of these textures (including vanilla) to how it looked pre-1.21.
It’s a totally valid approach I think. Just ignore the crafter, and people who like Create will probably just use the mod anyway
The vanilla crafter requires precise item ordering and timings, while the create versions can use filters for greater efficiency.
Mechanical arm, belt inputs for each item slot, funnel output to crafter, forced round robin. Ezpz
Imagine building a massive create factory inside the trial chambers, not like it wouldnt fit in because its already got an industrial theme
And if you do a tour of it, it moves to the melody of Creator
honestly as is, the create mod already fits just fine with the crafter. the big thing with create is that, if provided rotation, the machines work on their own most of the time. when a basin fills up, a press will compact. when a mechanical crafter is filled up, it will start crafting. the main caveat to the crafter is that it requires a redstone input with either a clock or comparator. they all fill their niches still just as fine on their own, and I love the creativity thats gonna spawn from having them all together :3
The Create auto-crafter still has use for crafts larger than 3x3, such as the Extended-O Grip.
I don't really see it breaking the meta of it.
Vanilla crafters need a LOT of support infrastructure to ensure ingredients enter both in order, and aren't missing.
Mech. Crafters handle it, even let you do some automated slot placement (like shown in the video for powered rails).
Maybe the mechanical crafter needs a speed boost? That's it.
It'll fill a niche in certain builds where the simplicity of recipe meets the space constraints, but that'd be it.
Create compacting is a 1x1x3 structure, vanilla crafter that's a 2x3x2 structure, not counting some overhang for the redstone signal to tweak when it crafts.
to be fair ingredient ordering for vanilla crafter can be made easier with the create mod's tools lmfao
they said in the status page that they are working on a neoforge port for 1.20.4 (and potentially 1.21), so don't expect 1.21 create anytime soon
I think the best thing they can do, is just leave it, maybe intergrated it to let things slide out onto conveyors, maybe it could cover belts and have things just go into one end come out the other crafted, 1 thing I'd love to see is trial chambers give you a empty spawner and allow you to use rotational force to make a custom spawner, just think thats a cool idea
Imo the mechanical crafter is way better than the vanilla crafter. Yes it's not as fast, but they're a lot more intuitive and fun to use when making factories. I'm hoping they keep the mechanical crafter, as long as they do that I'm happy
Agreed. Most people mix create with other mods, and create is almost never the most efficient option, it's just the Coolest looking one. The vanilla crafter is sometimes more efficient, but the mixer/press/crafters just look way too cool not to use
i’m guessing they’re not going to change anything, which imo is perfectly fine because the crafter is best suited for vanilla uses meanwhile the mech. crafters are better suited for create (and in my opinion are easier to set up)
But seeing minecraft community I dont think anyone would really use create for crafting because they focus on grinding more than enjoying
Ofc we can choose different ways of creating through create but what's the point of making factories on a server when crafters do the job and everyone probably has those. Then it would get useless
@@marshallthedalmatian2439 crafters don’t do the job though. they’re not a magic do-everything tool. they take arguably more space than a mechanical crafter setup does and are more complicated to set up, but they do the exact same thing. this isn’t going to kill create
NB: Ominous Trial Spawners don't really exist in the same way Ominous Vaults do. I'm sure you know, but the way to get Ominous keys is to trigger Ominous Trials by activating a Trial spawner while afflicted with Trial Omen, which you get for around 40 mins after entering a Trial Chamber with Bad Omen applied (which is now obtained by drinking Ominous Bottles you get from either Vaults or slaying Pillager Captains). Just trying to clarify, sorry!
Also, Trial Spawners have a distinct cooldown and spawn waves of distinct mobs based on the blocks it spawned on (presumably noted through NBT) so you have to approach them once every ~30 mins (if i recall correctly) in order to trigger their 4-ish waves of specific mobs, as well as splash/lingering potion effects, arrows etc. Mojang clearly designed Trial Spawners to be a very vanilla experience with no heed for mods.
Sorry for being a pest, just trying to make sure everyone has correct information :)
I appreciate the more in depth information!
When the omen is ominous
Totally agree
I like the fact that the Create plug-ins i use work with Vanilla MC. I'd hate to see it alter Vanilla in any fashion, including altering how an autocrafter functions.
I don't know if anyone else noticed this but on the development status page of the create wiki on github it used to say support for 1.18.2 and 1.19.2 would end before version 0.6 but recently this was changed to say before 0.5.2 so I assume .5.2 will be next instead of .6.
maybe they can keep the clasic create tuff blocks so that your build's blocks dont dissapear but make them unobtainable in survival
Why is everyone thinking Dogs and Armadillos were added in 1.21?! It was released in 1.20.5!!!!
bc honestly people mostly care about version changes where mods are active, and adding stuff in a supposed small update is kind of weird for mojang
@@clareta3010 Didn't they add a inventory feature for items in 1.20 update, which was a sub-feature update. Many of such updates come yearly, but you are just not quick enough to know about that
because it's a part of the 1.21 yearly cycle. it doesn't matter if it's technically a minor update
@@hhff8534 Then 1.21.4 should be called 1.22?
@@user-zd2xj9rl2z yeah sure, you can count those as 1.22 features that we got early
I would love to be able to put breeze inside of the cage things, potentially to speed up windmills, allowing for more SC and RPM, and maybe could be used in conjunction with the blaze burners to superheat them with basic fuels, another thought was to make it so they could make blaze burner fuel last longer.
edit: another thought is to make it so if a fan is blowing air into it, it will either increase the power of the wind, or increase the affected area, for example it would push in a 3x3 area now.
also i would like them to make it so it requires an enchant to sneak over moving conveyors/blowing fans, or make it so the diving boots allow you to walk through, another thought is to make it so players can make custom fans via powering windmill bearings with sails on.
I do know they aren't called cages; it's just I haven't messed with the mod in a while.
Oh that is an interesting angle! I had a lot of fun fighting the Breeze and thought it was too bad that they only appear in the chambers. A Blaze Burner analog makes perfect sense!
if you want to experiment with the crafter and create combined, quark adds the crafter to older versions of minecraft
I think it would be really cool if Create made a bunch more larger than 3x3 recipes for progression to give the create autocrafter a purpose, especially mid-late/late game items and machines
I wonder if they’ll change the encased fan to use some stuff from the trial chamber. Perhaps replacing the propeller with a breeze rod or some such.
that would suck and make getting encased fans more grindy than if needs to be
if create aeronautics ever gets released that would be a great idea for a thruster
I'm pretty sure the tuff blocks will be the same as copper and the create versions will be deprecated in favor of the minecraft ones where there is overlap
I would love to see liquid ores, it's something I really missed from tinkers!
0:04 Thats already at 1.20 XD
Lol, whoops. Technically it's also in 1.21 too? So I'm right, right?
@polartt only few people actually know its on 1.20 XD. it's alright polartt
but still. crafter is a bit looks like non minecrafty or vanilla. if only mojang add more non vanilla looking stuff it will perfectly fit on minecraft. but ig the trail chamber looks like vanilla minecraft with stronghold similarities XD
@@polartt is Like how totems change 1.21
Is part od one od previous versions
I think it would be cool if they added a blueprint shop. Players could submit blueprints with tags for other players to purchase with something like emeralds. Blueprints that didn't see any sales after a week would get removed along with any blueprints that get reported as containing stuff like swastika or phallus
Idea: crafting hopper, has 9 slots, each corresponding to a slot in the crafter, so crafting could be more accurate and controlled
Minecraft adding tuff bricks and polished tuff isn't much of an issue. I mean, there's already polished andesite vs. polished *cut* andesite. It would be more of the same kind of thing, with Minecraft's tuff just being rougher than Create's cut tuff stuff.
Even if they remove the regular use of mechanical crafters since the vanilla one is added; it will still have the use of making stuff like potato cannons, extendo-grips and crushing wheels. And because thats how they work now, they might add more recipes that require mechanical crafters. Which would be really cool in my opinion.
I for one would like to see a Brass Crafter, where you can actually filter the materials and runs on rotation
I think that the vanilla crafter's pickyness about the ordering the ingredients need to be inputted is already good enough reason to favour the mechanical crafter.
The crafter could be like an early game version to the mechanical one only needing a rotational force on the back and can automate 3*3 recipes
I think the best way the crafter could work is both make it require rotational power but also do something like the millstone/grindstone where the recipe is super expensive(5x5 recipe minimum requireing 9 mech crafters) compared to the autocrafters so in the end its sacrificing stress and cost efficiency for speed and size
One problem with automating the spammers is that it needs to be in line of sight of the player to activate.
The thing that a lot of people are forgetting is that the crafter has to have items manually put in the right order and then be manually activated with redstone.
That will make just slapping them on crafting belts at least a little more complicated. Even with Create’s most complicated crafting systems you can just plug in the belts into the right blocks and it’ll handle pretty much everything by itself.
I predict that the crafter block will become a tool for “advanced” auto-crafting systems where it needs it be “smarter” in some shape or form.
Remember there are create settings so even if the remove/debuff the autocrafter you should be able to change the settings
I think a good way to integrate them together is that the crafter can be used for more compact machines while the mechanical crafter is for more grandiose contraptions
ironically i’m pretty sure the mechanical crafter would be more compact as the crafter needs an entire redstone setup to go along with it in order to get everything in the right order
What I am wondering is : What is going to happen via Mekanism, Immersive Engineering and Applied Energistics 2, as these mods already work well with Create (without addons to make them work better with Create).... Even tho I have Create installed, I find myself never touching the mod, I am more directed into Mekanism and Immersive Engineering, and in the cases I touch Create, it is to assist in power generation, creating mega storages and other stuff, and with the auto-crafter being a thing... I think it is gonna change every mod dealing with new form of tech in Minecraft (High tech, low tech, won't matter, they are all affected here)
That's totally true. A lot of mods limit 'auto crafting' via other features or power. It will be interesting to see how the modding community deals with the crafter being so east and 'cheap' to automate
@@polartt I don't think it will matter THAT much since while crafters are cheap and dont require power just a redstone pulse, crafters are a lot harder to automate harder recipes like for example a dispenser while other modded crafters usually don't have this issue. So while u CAN automate dispensers in vanilla now, it requires quite a bulky setup and failsaves in case of ingridients running out, but with modded u usually don't have to deal with those issues as it is often a one block wonder or in create it's fine for ingridients to back up
Modded crafters usually have an inventory space and just zap the items into the correct crafting slots. No (or minimal) redstone or item metering is required, and once you put it in a chain of machines, power is right there as well. Mechanical crafters and the vanilla crafter block (backported by quark) were completely obsolete in place of something like RFtools
Deploying the keys would be cool but they need to track who places the contraption because it is once per player
tbh I dont think anything will change besides maybe adding more 5x5 recipes in the future to better justify the bigger crafting grid, itd be the smallest change that doesn't break, overhaul, or invalidate any feature n.n
There are a few mods that allow you to port back most of the features in 1.21. Early autocrafter and Copper and Tuff back port. I can't find one that adds dog armor.
Crafters definitely overpower mechanical crafters with 3x3 recipes, would love to see a stress impact decrease for mechanical crafters to make them more viable
What I really would like to see in create is ways to make raw materials without mobs, from dirt or stone like the iron and gold but for a lot more items (redstone, copper, quartz, other building blocks that require annoying farms in survival), and they should make it so only with create you could farm those.
Maybe they could just make a brass version of the crafter which doesn't require redstone pulses but does require rotational power and would also spit out items onto a belt. They could also just make create mod components not work with the crafter but that wouldn't really matter because hoppers exist.
Just a little detail but armadillos were not added in 1.21, they were in a previous version
i mean...
the mechanical crafter system is FAR easier to interface with for complex recipes. yes, the single-block crafter is compact on its own, but the redstone required to order certain recipes means it might be more space-efficient to just use mechanical crafters.
Create has blaze burner, after 1.21 it has Breezer (Breeze freezer)? Kinda like that one addon that adds those stray freezers.
Would you replace the washing recipes that "cool things" with one that freezes? Say, magma block -> obsidian now needs to blow through a Breeze Freezer? Maybe there are other "freezing" recipes that we just never thought of before.
they should make it so if you throw a wind charge at a windmill it will speed it up and give it more SC
I need a breeze "breezer?" like the blaze burner. I have no idea what will it even do but I think just because how much the two mobs are simillar we need something.
One of my biggest issues with Create as it stands (I still love this mod 11/10) is the lack of effective ore doubling. I've been playing modded since the Tekit days so advanced ore processing is missed, especially since I need the materials for all the things my friends ask me to build lol.
Totally agree! There used to be before minecraft added the raw ores, and at this point it would be a bit OP to use fortune, then double ores. Look at the washing recipie for crushed ores. Not quite double, but you do get bonus ores
@@polartt The issue with that "too OP with fortune" is that we can't get Fortune on drills, which means that automated mining got a huge nerf, and that whole situation felt like a huge middle finger to automation people, in favor of instead mining shit manually
@@juh9870_projects thats a weird way of seeing things, Create has its own vision of balancing, it has always judged something like autocrafting like a powerful thing that needs to take effort to acquire, and it also judges automation as a very powerful thing so its natural that its gonna have drawbacks, but the drawbacks dont matter since its AUTOMATIC you can manually mine and also have quarries and miner carts mining for you at the same time, its not like you can only manually mine OR automatically mine.
@@juh9870_projectsnot being able to enchant drills is counterbalanced by the fact that you can collect a shitload of ores with automated mining either way lol
GregTech ported to 1.21 the day the version released, so I'd say there will be more mods soon.
You said in the video "we do need to wait for forge to update" I assume you meant NeoForge? It is updated, mods like Mekanism for example have updated and released for it.
Your point is still valid to be clear, not disagreeing we need to wait :)
Fun video as usual, thanks :)
Also copper bulbs are basically duplicates of rose quartz lamps so I wonder if that's gonna change someway
honestly even if they dont impliment or change the crafter in any way, im still just going to be ignoring it and ill continue using the create stuff since its got the right *vibes* that the vanilla crafter is completely lacking, maybe ill turn it into a head for some mechanical gaurd at my gate or something.
polartt, man, i really love your contenct!
I like what you're doing, but, have you noticed how when you move the camera the picture "synchronizes" from top to bottom, I'm sure it has something to do with V-Sync.
I think it can be easily fixed and the content will be even more enjoyable to watch!
Yes! I accidently had V sync off for the first part of the video. I apologize for the poor video quality
The Vanilla Crafter is really confusing to me, just because I dont know how to get the items into a specific position, but the larger crafters from create are much more niche because of the crushing wheel and other recipes that dont fit on a 3x3. I play with quark and they add the crafter an update early, and I havent touched it.
theyll probably keep the cut stuff different from the regular polished stuff (eg like deepslate)
Oh! I didn't know they kept it when we got the deepslate blocks. Sounds like the right move to me, the more blocks the better
It would be reaaly nice to have ability to liquify ores and manipullate with mixes in create
Pick up the banner from Tinkers Construct
@@nxxynx5039 I love this mod, but it's not complex enough in comparison with create. And quite outdated in versions tbh.
I think Create team can surprise us with better systems
maybe they will make the funnel works with the crafter
Mechanical crafters will still need hoppers for side feeding so it's just as bulky but faster. I'd say adding more convenience for other Create tools would give it an edge. Say if crafters' redundant apart from big grids&steampunk vibes, perhaps buff the mechanical cutter; I'd love it for shaper toggle instead of specific variant filters, like I just set "stair" or "wall" and if it can cut the input block that way it would cut it automatically. Hell also give if a redstone signal value so 1 is "block", 2 is slab, 3 is stair and so on thus we'll have more of an incentive to use other create components rather than bulky comparator circuits.
Give press blocks the ability to make "cracked" variants on the available blocks. Or smooth the sandstones on a heated basin press.
Sure the crafter is instant but so is a crafting bench with shift clicking. we use Create to make cool (and functional) stuff so the payoff should be expected for fun rather than true efficiency (I mean it should be possible but as a reward for coming up with a creative contraption for the mental gratification.)
We'll be fine. as always, we can only go higher from here... Above and Beyond even
But people on servers won't really use create contraptions if they already can craft stuff using crafter
@@marshallthedalmatian2439 Yea, even as super optimized more tha the base game, Create stuff still lags stuff so we're forced to go refined designs on servers :c
10:26 only i want pneumatic pipes in create mod?
I think that instead of automating vaults, it would be nice to instead give a new use to your extra keys, like crushing the gives some crushed copper and a small chance of like netherite bits, and if you have enough of the bits in a basin filled with lava and obsidian dust with a super-heated blaze under makes a single netherite Shrapnel, that could be used in a new recipe to make netherite ingots with less scrap, increasing you nehterite ingot yield without giving a way to make it for free
Love the idea of being able to recycle keys!
funfact : you can already test the crafter with create because the quark mod backport it in 1.20.1 ^^
I think reducing su impact and making crafters fast, we should be fine
Honestly ,breeze blower is my best guess
the dream would be advanced ore processing like in rotarycraft imagine having this in create like :
step 1 : chance to double any ore
step 2 : chance to double step 1
step 3 : chance to double step 2
step 4 : chance to double step 3
step 5 : chance to double step 4 and finish with flake going into furnace
i miss rotary craft but create gave me hope xD
8:41 Pretty sure that’s possible and that they did something similar with some of the copper
Crafter: Heating it makes it work without redstone signal
Superheating it makes rapidly
When did create get the ability to interact with chests and things? I thought you had to have create interactive installed to do those things?
Create interacts with chests and other types of inventory (except player inventory) from the start. Create interactive only replaces the use of superglue. However, if there is a chest or other type of inventory in the contraption, it does not allow interaction between the chest and the surroundings (usually affects tree farms and crop farms).
im more worried about trial chambers having hundreds of stacks of copper for the taking
Obvious answer is to have it so that to craft the crafter in the create mod you need to use void material
I mean mod packs can remove it if they’d like. I don’t find things like this an issue play with whatever is fun for you is my pov, I agree nothing should change or at most just make mech crafters faster if they want
6:42 "which are both a lot rare" the spawners arent, you just have to get bad omen by drinking that bottle, and trial spawners will automaticly turn into ominous ones if get close enough to them
Wait.... Dog armor and Armadillos were added at 1.20.5
I want concrete stairs and slabs
Great video 👍
Forge actually got out the update rather quick. The real question is, will they stay on forge, or will they go to neoforge? That's a question for every modder out there. I personally hope they go to neoforge because I quite like it
Crafters will not phase out many of the crafts apart from compacting or other single-item crafts, reason being you need IQ to insert correct amount of items in correct order, whcih for faster crafting necessitates larger contraptions. But yeah, the overall crafting speed can be so much higher and you coul-
Oh wait, now that i think about it. Several mechanical arms that are shoving their respective items through funnel into crafter and keep it topped up. Yeah no IQ required there
maybe they will change the crafters recipe 🤔
The issue i have is i'm not using NeoForge.. i use Fabric.. was using regular Forge.. i hate all this damn bouncing around..
There's tons of mods that still only run on 1.20.1... they haven't been updated for newer versions..
Armadillos were already out before 1.21 you goof!
Neoforge for 1.21 is already out!
I know! I saw after uploading the video. Crazy how fast they are these days, we used to have to wait weeks or months
@@polartt Fabric 1.21 is also out. INSANE speed.
mmm yes i love the prospect of "hey we changed all of the blocks you're currently using in a build simply because the vanilla game has new blocks with the same name, this is totally what you wanted" and everything i made with create tuff bricks suddenly looks paler and weird. i would love nothing more.
Steam Hammer plz
The crafter needs a redstone pulse. Create does not.
Some components are more expensive when crafter by hand and not using create's stuff.
I feel like this is enough of a difference.
Probably become "too complex minor automation tool😢😢"
imo, create's automatic crafter feels more vanilla.. idk why
here are my thoughts:
crafter should have a new item like a crafter filter or something that filters what can go in each crafter slot.
for the idea of molten metals mabey a industrial iron basin or something like that that could be used with another machine to make these metals
You can filter the mechanical crafter slots using brass funnels or smart chutes
I don't get why anyone ever thought crafters were overpowered or even useful at all. "you can make it so fast with this redstone contraption!!" is not that impressive when you remember you can just shift click and craft a stack instantly from your inventory.
But you needed to open ui menu everytime you crafted and move cursor which isn't necessary in case of crafters
@@marshallthedalmatian2439 is pressing left click harder than spending an hour building some strange contraption that can craft exactly one thing.
They should just rename the Tuff blocks to something like: "refiened tuff" or something like that
i would remove the crafter i dont really think its a good fit for the game
encased fan now requires a breeze (?
Oo that's interesting. Like you gotta capture one like a blaze burner?
@@polartt feel like that will be to much of a hassle, but maybe you can have a different thing that is like a blaze burner but for a breeze. maybe like a breeze blaster or something idk
I think Create's crafting should be buffed insted of nerfing vanilla Crafter. This game is about creativity and letting player decide what to do so any change that gets smth from players but doesn't give something with the same power/potential is not going to make everyone happy. Maybe add more unique recipes that require only mixing, pressing and larger that 3x3 grid.
Other mods (create addons) do that stuff
I think that mojang is trying to port minecraft
I Would only allow Crafters Have a 2x2 Grid making it so anything that needs more than a 2x2 grid you would have too use create
the crafter is extremely lame and I hope they don't remove the more "immersive" modded crafting methods like the mech crafter and basin
i dont think thats something theyd do, if they do anything other than ignore the crafter, they would probably make changes to indirectly make the vanilla autocrafter obsolete or just nowhere near as useful
The crafter is great for vanilla. It fits well with how redstone mechanics work and performs many more functions than just crafting. It just doesn't match creates progression
the crafter being "lame" is exactly why I like it. It fits in with the vanilla redstone engineering, and doesn't trivialise modded autocrafting by being this way.
Redstone is pretty lame compared to most tech mods
I NEED TO UNDERSTAND REDSTONE TO USE A REDSTONE COMPONENT?! SO LAME
I feel like a possible way to get rid of Create Tuff bricks (if that was a decision they made) and port it seamlessly, would be to have the old item ID be sort of like a legacy item and retexture the bricks to look like the vanilla tuff bricks. It would still exist in the game, but it'd no longer be craftable, and it'd drop the new Minecraft tuff bricks upon breaking. This item would still of course remain in inventories, but that wouldn't be that much of a problem.
The crafter is a lot more complicated 😭🙏🏼
I think they need to nerf the vanilla crafter
create auto crafter is better than mojangs auto crafter , 1:43 no me as an create mod player will not use mojangs autocrafter,the reason is its just one block,its so compact that you can have only one imput from each 4 sides,1 side for the crafter to drop items and 1 side for redstone signal which create autocrafter doesn't need any redstone signal 3:20 first of all one of the techical mods have autocrafter that you can set crafting recipe pattern and the block has inventory,mojangs autocrafter needs that too,not to add or remove alivable squares but to set the target recipe that the crafter will do instead of making times with hopper first one item then other item then another,no thanks just make the block to have inventory and recipe to be set and only one input ,that is how i will see the mojangs auto crafter fixed,otherwise its a failure of a feature the way of how it works.
Hi!
Crafter is aimed at all of the industrial mods with a huge gun, and just waiting for their last words.