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Crafting
Recipes you write, ingredients players hold, and a table that turns them into something new.
Add names in the Players tab. Everybody has their own pile of ingredients, and crafting uses the pile of whoever is chosen above.
What can be made
Add a recipe
Up to 10 recipes with up to 5 ingredients each, and up to 99 of any one. Write an ingredient as a number and a name, one per line, and a line with no number counts as one.
Everything the recipes mention
Nothing yet. Write a recipe and its ingredients appear here.
There is no separate list of item types: an ingredient exists because a recipe mentions it. Hand them out with the plus and minus buttons under the recipe book.
Players
No players yet. Type a name and press Add.
Everybody has their own pile, and crafting uses the pile of whoever is chosen at the top.
Names stay in this browser. They are never put in a link, and every tool with players reads the same list.
Discovery
With discovery on, a recipe's ingredients are hidden until somebody makes it for the first time, and the table has to work out what goes into it. The Make button still works, so guessing is done by handing out ingredients and trying.
Crafting is all or nothing: it takes every ingredient or none of them
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Turning things into other things
Crafting is what makes a pile of resources into a plan. On its own, three wood is just three wood; with a recipe in front of you it is most of a boat, and suddenly the wood is worth trading for. That is why crafting turns up in so many games with so few components: it costs one sheet of paper and it gives every item a reason to be wanted.
The tricky part at a real table is the bookkeeping, and specifically the half-done craft: somebody hands over two of the three things, gets distracted, and nobody can remember what was paid. Here it cannot happen. Crafting takes every ingredient and gives the output, or it takes nothing at all and says what is still missing. There is no state in between.
Discovery, and why hiding a recipe is fun
With discovery on, the book lists what can be made but not what goes into it, and the only way to find out is to hold some things and try. It turns a resource game into a puzzle, and the first successful craft becomes an announcement rather than an errand. It also gives the table something to talk about, which a plain recipe list never does.
The obvious lesson use is chemistry. Make the ingredients elements and the outputs compounds, turn discovery on, and a class has to reason about what combines with what rather than reading it off a sheet. It works the same way for word building, for fractions that add to a whole, and for anything else where two known things make a third.
Piles of its own
This page keeps its own piles rather than reading the inventory tray. Sharing one store between two pages sounds convenient and would mean this page had to claim, in the privacy list, that it stores something another page owns. Keeping them separate keeps that list honest, and running both side by side works perfectly well: the inventory as the store cupboard, this as the workbench.
There is no separate list of item types either. An ingredient exists because a recipe mentions it, so writing a recipe is the only setting up there is. For collecting things into named groups rather than combining them, the set collection board is the page. Names come from the same shared list every tool here with players uses.
Nothing to install, nothing to sign up for
The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.
The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.
This page remembers your settings in your browser under pph.craft.recipes, pph.craft.inv and pph.craft.found, and nowhere else. Clearing your site data for papercarnival.com removes it.
Player names are kept under pph.players so every tool with players reads the same list. They stay in this browser and never reach a link.
Questions
- How do I write a recipe?
- Give it a name, say how many it makes, and list what goes into it one per line as a number and a name: two wood, one nails. A line with no number counts as one, and two lines of the same thing are added together. Up to five ingredients per recipe and up to ten recipes.
- What does discovery mode do?
- It hides what each recipe needs until somebody has made it once. The Make button still works, so the way to discover something is to hand out ingredients and try. It turns a recipe book into a puzzle, which is the point of it in a lesson or a quest game.
- Can it read the piles from the inventory tray?
- No, and that is deliberate. This page keeps its own piles, so it never has to claim in the privacy list that it stores something another page owns. If you want both, run them side by side and treat the inventory as the store cupboard and this as the workbench.
- What happens if somebody is one ingredient short?
- Nothing at all. Crafting is all or nothing: it either takes every ingredient and gives the output, or it changes nothing and says exactly what is still missing. A half-crafted pile is the one thing that would quietly ruin a game, so it cannot happen.
- Does it remember the recipes?
- Yes. The recipes, every pile and what has been discovered are kept in this browser, so a game survives a refresh or a locked phone. Nothing is uploaded, and a share link carries only whether recipes are hidden.
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