Crafting issues with equipped items as ingredients

Cheo

Active member
Hello, we have recently stumbled upon two limitations of UIS' crafting system when it comes to equipped items. When selecting a crafting recipe that requires an equippable item that is equipped on the character, this item is not consumed when performing the craft. In addition, even when using an Ingredient Item Collections restriction on the Crafter (using only the Main collection), while the Craft button is greyed out, the quantity number of the equipped item is still displayed in green, which is misleading.

As always here's a video to clearly show the issue - btw I had somehow ignored the weapon crafing recipes from the demo (like the Great Sword one), with which you can directly reproduce the issues.


The existence of these recipes implies that this edge case was likely thought of during development of UIS, and it is not such an uncommon one as crafting using equipped/assigned items can be found in Baldur's Gate 3 or more recently in Resident Evil Requiem. Hope this can be taken a look, and maybe an additional UI element could be displayed to indicate that the item is not available. Thanks.
 
Thank you for the report Cheo.
I think this might just be a question of having the crafter look into all collections and not simply the main one.

I will add it to the backlog, Thank you
 
Looked into it myself - the reason why equipped items weren't consumed by crafts was because of this line at the end of SimpleCraftingProcessor.RemoveIngredients :

C#:
if (inventory.MainItemCollection.RemoveItem(itemAmount.Item, itemAmount.Amount).Amount == itemAmount.Amount) { continue; }

Only the Main ItemCollection is checked, even though an array of string was at our disposal to decide which collections should be checked (or all if its length is of 0). For loops can be used to check through the relevant collections which I guess was your initial idea. Please fix this to spare other users a headache, thanks.
 
Back
Top