UI Packs

Sandbox Crafting UI

13 voxel crafting and recipe widgets for light interfaces — desert tan with sky blue accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • crafting
  • recipe
  • workbench
  • forge
  • inventory
  • voxel
  • voxel
  • voxel
  • light ui
  • building
  • sandbox
Sheet showing 13 voxel crafting and recipe widgets from the Sandbox family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×597 previewtransparency shown as checkerboard

About this pack

Sandbox Crafting UI is a set of 13 crafting and recipe widgets drawn in the voxel style, where each surface is the front face of a cube with a lit top face and a shaded right face. It contains three ingredient slot states, an oversized result slot, a combine and a salvage arrow, an ingredient join mark, three quality meters, a known and an undiscovered recipe row and a stepped crafting progress bar.

Crafting is the one screen where a slot has to say something an inventory slot never says: not what is in it, but whether you have enough of it. Have, missing and partly-have are three states, and a set that ships one slot sprite forces the engine to answer that question in text under every slot.

The extrusion is real geometry rather than a shadow: the light angle never changes, there are exactly three tones per block, and the front face is inset so the cube stays inside its own sprite bounds.

Inside that style this is the Sandbox reading of it: a light interface on a desert tan palette with sky blue accents, built around a header band across the top of the frame, chamfered buttons at 112x40, banded bars divided into 12 segments, and two-tone icons on a 16px grid. Those measurements are why two families can share an art style without being interchangeable: the style decides how an edge is drawn, the numbers decide what the interface is for.

The ingredient slot ships in all three states with the difference carried in the border rather than in a fill: a satisfied slot is closed, a missing one is dashed, a partial one is closed on the bottom half only. That reads at 56 pixels and it reads without colour. The combine and salvage arrows are separate files rather than one arrow rotated, because both sit on the same screen and a mirrored arrow throws its shading to the wrong side. The result slot is drawn a third larger than the ingredient slot on purpose: the output of a recipe is not one more ingredient and should not sit in the same box.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x, so you can drop the PNGs straight into an engine or open the vector and change a colour. Built to the same measurements as the rest of the Sandbox family, which means this kit and the Sandbox panel kit line up without either being resized. A good fit for voxel and blocky games.

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Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP28 kB Get →
Ingredient slot, have, editable SVGSVG597 B Get →

How to use it

  1. Lay ingredient slots with the join mark between them and the combine arrow before the result slot; every piece is drawn to that reading order and to a shared vertical centre.
  2. Drive the slot state from your inventory count rather than tinting one sprite: dashed for missing, half-closed for partial, closed for satisfied.
  3. Read the quality meter by notch count, not by length. It is drawn in fixed notches so a five-notch result is countable next to a three-notch one.
  4. Use the stepped progress bar for craft time rather than a resource bar. Crafting completes in discrete steps and a smooth fill implies it can be interrupted at any value.

License

Creative Commons Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice