CraftingTable IV -The successor of the famous CraftingTable III mod

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Not that the Werewolf games didn't do that enough times to you. :P

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
 
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Update time!
Grab the latest version here

Changelog:
Code:
(hopefully) Fixed ThreadDeath exception

Fixed Server-side crash regarding KeyBoard inputs

Fixed recipes not properly loading when connecting to a dedicated server

Added search bar!
 
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Hey why should I keep it on topic when you dont even answer my damn questions.

Don't make me ping you again. I swear by all that is holy I'll do it.
 
Small, but important update, grab the latest version here

Changelog
Code:
Fixed clientside issue created by the last version
 
How does this handle custom crafting handlers like IC2's and Forestry's? Is it automatic or do you have to add custom support for each mod?
 
How does this handle custom crafting handlers like IC2's and Forestry's? Is it automatic or do you have to add custom support for each mod?
I would guess you would have to add support...@Elec322 you should make an API so that people can register their crafting handlers
 
I would guess you would have to add support...@Elec322 you should make an API so that people can register their crafting handlers
Expanding on this, if a machine is nearby that could also allow things to be crafted with machine, with time reqs ofc
 
Expanding on this, if a machine is nearby that could also allow things to be crafted with machine, with time reqs ofc
By nearby is that next to (touching) or in a magical radius? I could see that slowing it down even further with massive kitchen sink packs in a central machine room.
 
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By nearby is that next to (touching) or in a magical radius? I could see that slowing it down even further with massive kitchen sink packs in a central machine room.
Either or, but you could use lazy tabs and caching to reduce the slow down
(Or if Java had it and @Pyure didn't kill you for it...TCO)
 
Preview time
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