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Kawa You'd be right. Thanks.

<sub>But those weren't specific.</sub>
Codex I'd say you should try to focus the majority of your recipes sex specific. (Dildos, clothing, aphrodisiacs, etc.). I ran into the early pitfall of trying to make too many material items, and the sex items were very lacking. So just giving you the same critique I received so you don't wind up with the same problem.

:P
Kawa Last night I've been working on a crafting system. It takes after Terraria more than Minecraft in that given certain items in your inventory it simply lists all the possible things you can make/do with those, no puzzling required. Right now, all it needs is a UI -- I tested it with direct method invokes.

Recipes that I've used to test the system:
• Coloring clothing, which involves meta-elements. Any item with a <code>dye</code> token can be applied to any <code>colored</code> item, consuming the dye and changing the color of the item. Will very likely survive up to 1.0.
• Baseball Bat + Scrap Metal = Spiked Bat, consuming both source items and producing a new third.

Ideas that require some more implementation work:
• Enchanting a weapon to, for example, remove a curse. There's a "remove token" crafting reaction but it's not hooked up yet. If the enchantment is in a book, this would require checking for a specific child token and value.
• Crafting an item using multiple copies of the same item. There's a definition for creating Leather Armor from two Leather Strips and a book on armorcrafting.
• Allowing multiple definition tokens and excluding them, like in lootsets. That is, "weapon but not wood" as an ingredient.
• Brewing potions using things like plants.

Any ideas for specific recipes?
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