#Bitcraft.Guide โ€“ A Fan-Made Crafting Companion for BitCraft ๐Ÿ› ๏ธ

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dreamy ivy
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Hey everyone! I recently built and launched v1 of bitcraft.guide โ€” a fan-made companion site to help track crafting recipes, materials, and items as we explore the world of BitCraft.

Right now, the site includes:

๐Ÿ“ฆ A searchable item list

๐Ÿงช Early crafting recipes and dependencies

๐Ÿงฐ More features coming soon (filters, planners, settlement support, multiple languages support, mobile friendly UI, ...etc.)

It's still very early โ€” so expect bugs, missing items, and an incomplete dataset for now. I'm updating it as fast as I can, and your feedback would be super helpful.

This is just a personal project, 100% unofficial, but built with love for the game and the community. Hope it helps as we build BitCraft together! ๐ŸŒฟ

Let me know what you think โ€” suggestions and ideas welcome!

Youtube intro video

dreamy ivy
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Bitcraft.Guide โ€“ A Fan-Made Crafting Companion for BitCraft ๐Ÿ› ๏ธ

stiff harbor
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that was fast

dreamy ivy
stiff harbor
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LMAO

dreamy ivy
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Let me know if you have any feedback, see anything you like, anything you don't, feel free to bash it I really don't mind.

dreamy ivy
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v1.0.1 Bug & Data Fixes

Patch release: bug fixes and data corrections for cargo items and recipe trees

๐Ÿ—ƒ๏ธ Data Fixes

  • Cargo Items Now Appear

Fixed cargo items missing from the app due to mapping script filtering. Now includes all cargo items regardless of compendium_entry field.
๐Ÿ› Bug Fixes

  • Child Recipe Quantity Calculation

  • Fixed child recipe nodes showing Qty: 1 instead of correct quantities based on parent requirements.

Recipe Output Display

  • Fixed recipe output showing raw IDs instead of item names in the Usage section. Now displays proper names like "Produces: 1x Refined Rough Cloth".
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v1.1.0 Enhanced Recipe System

Major update: comprehensive recipe system improvements, data fixes, and enhanced user experience

โœจ New Features

  • Enhanced Info Panel with item descriptions and improved badge styling
  • Material Node Recipe Support - material nodes now support recipe selection
  • Improved Layout Algorithm - switched from depth-first to breadth-first ranking
  • Enhanced Search Experience with virtualization for fast search

๐Ÿ—ƒ๏ธ Data Fixes

  • Better recipe requirement display with proper lookup tables from game data
  • More compact node spacing in recipe tree visualization

๐Ÿ› Bug Fixes

  • Complete Cargo Item Support - fixed cargo items missing from the app
  • Recipe Requirements Database - built comprehensive lookup tables from game data
  • Recipe Quantity Calculation - fixed child recipe nodes showing incorrect quantities
  • Recipe Output Display - fixed showing raw IDs instead of item names
  • Recipe Requirements Visibility - fixed empty strings for nodes beyond 2nd level
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v1.2.0 Internationalization

โœจ New Features

  • Full internationalization (i18n) support with English, French, and Spanish
  • Language switcher component in the header
  • Comprehensive translation files for all UI text
  • Type exports for locale and language types
  • Translated metadata for SEO

๐Ÿ”„ Changed

  • Replaced all hardcoded UI text with translation keys
  • Updated metadata generation to use translations
  • Improved type safety with exported locale types

โš™๏ธ Technical

  • Added next-intl for internationalization
  • Created translation files: messages/en.json, messages/fr.json, messages/es.json
  • Added type exports in src/i18n/config.ts
  • Updated all components to use translation hooks
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v1.3.0 Debug & UX Improvements

โœจ New Features

  • Debug mode: Show item and recipe IDs in nodes when NODE_ENV is 'development'
  • Toast notification system for user feedback (using shadcn/ui Sonner) with full internationalization support
  • Helper text and toast for minimum craftable quantity in the calculator

๐Ÿ”„ Improved

  • Quantity input now defaults to the recipe's output amount
  • Users cannot set a quantity below the recipe's output; clear feedback is provided
  • UX: Users can freely type in the quantity field, with validation and correction on blur

๐Ÿ› Fixed

  • Material requirements now correctly scale with recipe output (e.g., 1 plank for 10 buckets)
  • Child and descendant node quantities are now accurate for all recipes
noble ruin
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Love this work!
Btw where is the quantity field?

dreamy ivy
# noble ruin Love this work! Btw where is the quantity field?

Thank you! I hope you find it useful ๐Ÿ˜„

The quantity input field is on the left hand side info panel, it will appear after you've searched for an item. I realize now that might not the best user experience as people seem to be missing it so I might update that or make a video guide soon.

Please let me know if u have any other feedback.

dreamy ivy
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w00t! Added an intro video on Youtube (see original post)

dreamy ivy
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v1.4 - More UI Improvements

โœจ What's New:

  • Enhanced Visual Feedback: Nodes now glow blue when you hover over them, making it easier to see which item you're looking at and what materials is needed to craft them.
  • Edges turn blue when you hover over crafted items to show their material requirements
  • Smoother Visual Flow: Updated edge styling for a cleaner, more polished look

How it works

  • Hover over any node to see a blue glow and highlighted connections to needed materials
  • Check off materials as you complete them to see green progress indicators
  • The visual flow now clearly shows materials โ†’ crafted items from left โ†’ right
noble ruin
dreamy ivy
dreamy ivy
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[1.5.0]

Added

  • Loot Table System: Implemented comprehensive loot table expansion for extraction recipes
    • Extraction recipes now show actual items obtained instead of mysterious "Output" containers
    • Basic Berry and Basic Citric Berry now properly appear in Strawberry Bush extraction recipes
    • Probability calculations show realistic drop rates (e.g., 8% for Basic Berry, 0.16% for Basic Citric Berry)
  • Enhanced Extraction Recipe System: Added intelligent resource quantity calculations based on drop probabilities
    • Resource requirements now reflect actual effort needed (e.g., 12.5 Strawberry Bush units for expected berry output)
    • Probability-based calculations for all extraction activities (gathering, mining, chopping, etc.)

Improved

  • Data Structure Standardization: Unified all item prefixes to singular form for consistency
    • Changed items_ โ†’ item_, resources_ โ†’ resource_ (cargo already singular)
    • Updated all mapping scripts to use consistent singular naming convention
  • Extraction Recipe Coverage: All 384 extraction recipes now properly show real items with accurate probabilities
    • Berry gathering shows actual berries instead of loot table containers
    • Wood chopping shows specific bark and log types with proper drop rates
    • Mining operations display actual ores and gems with calculated probabilities
  • Type Safety: Migrated entire codebase from numeric to string-based item IDs for better data integrity
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[1.5.1]

Fixed

  • UI Enhancement: Round quantity numbers to nearest integer in recipe calculator nodes for better readability

[1.5.2]

Fixed

  • Recipe Switching: Properly remove all child nodes when switching recipes in CustomNode
    • Recursively find and remove all descendant nodes when recipe changes
    • Clean up orphaned edges from previous recipe selections
    • Prevent accumulation of unused material nodes in flow
dreamy ivy
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Item icons are finally here! Also now when an item is checked as done/ not-done, the changes will cascade into the children and parent materials.

dense badge
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that's super cool!

dreamy ivy
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New theme Bitcraft Dark added:

violet creek
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i love this, thank you!
is there a way to export the table as an image? if not, would love that feature

dreamy ivy