I’ve seen crafting tables that let you split pelts/hides, and other ones that let you butcher meats.
They double turn 1 pelt into 2, and 1 meat into 2x.
Question: is it possible to implement those tables so you:
A) prevent people from splitting / butchering already split/butchered pelts/meats?
AND
B) allow the split pelts/meat to be put back into the economy (sold / used for crafting / etc.) as if they’d never been split / butchered?
Yes, it’s possible to implement crafting tables with the functionality you’re describing.
A. This can be managed by assigning metadata or flags to items in the inventory for example:
- Each item can have a property like
split:true
or butchered:true
- When someone interacts with the table, the system checks this property before allowing the action.
- If the item is already split or butchered, the system can block the action and notify the user.
B. The split or butchered items can be reintroduced into the economy by:
- Adding them to the list of sellable or craftable items, with equivalent values to their original versions.
- Optionally, combining split items back into their original form before crafting or selling. For example, two split pelts can be merged into one whole pelt