UPDATED TO 1.10.2 : See downloads at https://mods.curse.com/mc-mods/minecraft/239286-cyclic This still exists but no longer as a standalone single item mod. , a mod where you can turn off any items you dont want in config. Also made some updates to the GUI and config to improve this.
Has three slots to hold items, but takes no fuel.
It cannot uncraft things like chests, because there is no way to know what type of wood you used. But it works for almost all vanilla items, and modded ones too (as long as they game from a normal type of recipe with a crafting table).
Inside the block, it works a bit like a furnace with three slots. The items move from the bottom up to the top, and the progress bar is below them - You can change the speed in the config.
Requires Minecraft forge.
Important note
If an item has a crafting recipe that uses some special method (Thaumcraft, Botania mana fountains, etc), so it does not use the crafting table, this will probably not work on it.
1.12.2 version please please!
Wont work for iron bars?
Honestly love this mod and I understand you did a compact of 20 in another area like quark but only just want this one of all the others for 1.9.4 to 1.10.2 mods. I know you can turn off but the compact interferes with other mods. Basically, overlays in uploading, I can't seem to nail it down which ones for use quark mod. Sorry but to shut down 19 mods for just one... ugh.
Can you please update this one for 9.4 and 10.2? Please Please Pleaze
Well, 1.9.4 mods have a 99% chance to work on 1.10. Just pop it in.
Is it possible to use the latest 1.9 file in a 1.9.4 server?EDIT: NVM, I tested it out on my server. It does not work. That said, are their plans for 1.9.4? I really like this mod.
I was having too much trouble maintaining 20 tiny mods each with one or two items.
Uncrafting grinder the block now exists in my all in one main mod (its like extra utilities)
It is for 194 and 1.10
http://minecraft.curseforge.com/projects/cyclic
I'll check it out, EU is severely lacking in 1.9, thanks!
Looking forward to the 1.9.4 versions!
Using the 1.9 version and whenever I put items in the grinder, they simply disappear. Thought it might've been because they were modded items at first, but it doesn't matter what I put into it. No materials, no items back, just poofs. :/ Had to cheat the items it deleted back in.
Can I use it in my modpack?
the grinder dosen't work when i put the stuff i want to ungrind 1.9 version
All it does is destroy the item!
For 1.9 Right??? the same thing happened to me as well
update:
i used version UncraftingGrinder-1.9-1.0.2.jar for 1.9 and it works :)
So, I just got pointed at this, and it does look interesting... but as currently implemented, it's also pretty unbalanced and a bit quirky. (You do at least reject damaged armor and tools, which is good.) May I suggest some changes that could make this into something that could work well in a modpack?
First, and foremost, it should require fuel, as a basic cost for the uncrafting. This on top of the diamond block to craft the device (which seems about right to me). Naturally, there would be a config item to adjust the overal cost, or allow people to unleash free uncrafting. My advice would be to accept furnace fuel as a default, but also allow use of RF and other "machine power" systems as well, at some proportionate factor. The cost is a bit tricky -- you want to cost more for complicated recipes, without punishing stuff like nuggets too badly. My suggestions would be the following:
a) Define a "unit cost" -- 10 seconds of fuel would match the furnace, and not be too crazed in any case. Most items will get multiples of this, as uncrafting is valuable and should be costlier than mere smelting of raw materials.
b) Then try to recognize recipes that are already reversable (notably nuggets/ingots/blocks), those get one unit cost per recipe (if not free).
c) Otherwise, cost (and time) for each recipe would be the number of input items, plus the number of output items. Thus, unbricking stone bricks would be twice as costly as simply smelting cobblestone to make new ones from scratch. If you prefer to give people a break, you could halve that (that is, average input and output), or just let people adjust the config as they desire.
d) Optionally, you could add a configuration item for an "item cost", something besides fuel that needs to be fed in, and is consumed every given number of uncraftings (ETA: or unit costs). For example, some modpackers might want to charge an iron nugget, or even a piece of lapis, for each recipe, while others might offer 32 recipes for an ender pearl.
Secondly: Right now, the uncrafter tosses items around willy-nilly, frequently missing a hopper placed directly in front of it. You should make that more sedate, to allow mechanization. Also, make hoppers act similarly to a furnace: a hopper on the bottom pulls from the output (currently it robs the input), a hopper on the top feeds the input, a hopper to the side feeds fuel.
Thirdly, you might want to consider absorbing some of the functionality of Giacomo's Foundry. This would let you handle recycling worn tools and armor. If you don't want to deal with residual materials, you could convert "odd" ingots to nuggets, if nuggets of the material are defined in the Ore Dictionary.
These are some great suggestions. I thought about requiring fuel, such as RF or coal, but it didnt really make sense to me. After all, crafting is free, crafting tables need no fuel. But i think it would be cool to have that as an option in the config file to enable as you say.
"Right now, the uncrafter tosses items around willy-nilly" I agree. If a chest or any container is there, it should put it in. I need to work on how it interacts with hoppers too.
Thanks for responding!
The big reason for having a cost is balance; part of the "natural" resource balance for Minecraft is having to commit resources to a given purpose, and choose among those purposes. Your mod intrinsically breaks that, and there should be at least some cost for using normally-permanent stuff like quartz blocks or sandstone as a resource bank (or claiming gold from repaired mob drops, etc).
Then too, a player can build an expensive machine (say, from an industrial mod) to do something specific and powerful, then reclaim the materials and reuse them to do something *else* expensive and powerful. Nether Stars come to mind, though I'm not sure you *can* reasonably balance those. But for, say, a skyblock setup, that trick becomes quite powerful even for "ordinary" materials.
Hmmm...not sure what I'm doing wrong. Made an uncrafter, throw an iron pickaxe into it, the statusbar goes down and it gives me the pickaxe back.
is there a chest in front of it?
Hey, nice mod!
I made a modreview of this mod,
could you post it on this project page?
Than my video gets more clicks and than this mod find more people.
Sorry for my bad english, i am german ;)
Here the video:
Sweet video!