Be able to be brought to crafting a component of an item by clicking on the icon while crafting.
This is hard to explain so let me give an example: You want to make seer's bowls. You could get the seer's bowl recipe up, then click the nuggets in the components to craft metal nuggets. This way I don't have to go to curios, ritual, seer's bowl, then all the way back into processing, metals, create metal nuggets. Just a minor quality of life increase that would allow less clicking.
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Jesus_Smith_Nandez
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Crafting Components
HnH Videos
God bless
God bless
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vatas
- Posts: 5252
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Re: Crafting Components
Salem has that but it may be custom client feature.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Granger
- Posts: 9255
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Re: Crafting Components
Granger wrote:Finallyjorb wrote:I agree.Granger wrote:Back to the game: the crafting menu sucks.
Maybe I can interest you in a little game of Factorio to test how the research interface works there?
It is nice because you can click up and down through the tree of stuff you know (or don't).
Translated to haven: In case I want to make something and missing an ingredient I could click that ingredient in the crafting window and create it, then (in the ingredient crafting window) I could click in the list of things this item enables (= is used to craft/build) to activate that craft/build.
Example:
This process (window) could be triggered by a single action (giving cursor to click on invobj or gobj).
Combine with something similar to this
so one dosn't have to have an ingredient in inventory to start to dig into the tree
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Teleskop
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