I realised in trying to increase readability and optimize, I broke crafting recipes that supported different multiple recipes in the same list
eg. Mining has 3 recipes in the smelter for `goldingot`
This reverts the system back to the previous recipe style but keeps all the fixes/features from the latest updates
Changes:
- Crafting prop not spawning
- Crafting "sound" not playing
- `SingleProgress` is now "one progressbar"
I'm working on refactoring crafting table's layout style too
I'm updating my scripts crafting recipes to a new format, this commit basically makes use of it and makes it slightly easier to edit later if needed
It *should* increase readability and users ability to edit these recipes
# "old style" crafting recipes should still be compatible thanks to a wrapper I added so you shouldn't notice a difference.
Realised it wasn't doing the math to take the correct amount of required items, so this fixes it
also if `SingleProgress` is enabled, it won't show the "Ingredient Progress bars" any more
This has several changes
When crafting, it now checks if the inventory is open and stops crafting dead and warns the player with a print.
Multicraft now checks if you have space in your inventory for the items and limits the max amount craftable
Also fixes the "title" of the qb-input box when crafting
Also changed the anim flag for the "placing items" to hopefully keep you in place
I forgot to correct the result as qb-input returns strings, this fixes that
Also added a fallback for if the user deletes the value and tries to craft `nil`
An attempt to speed up `multiCraft()` function creation logic
Before it created a table of items while it was trying to check them I've separated this so it just gets that out of the way and checks items in it's own `for` loop
Also added a `maxCreation` variable that users can edit if needed which decides how many of an item can be created (I'll change this soon probably to tie into the config options in scripts for multicraft again soon
Also removed a few `Wait()`s that were there to help it not get confused, but after testing I believe this didn't make a difference, let me know if there's any issues with stuff like it saying it can craft when you dont have the items
I unfortunately forgot to add this before when adding the extra exploit protection. Now demands an auth token before allowing crafting results to help reduce exploiters calling it externally