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Crafting Updates

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Crafting Updates

Postby Frigga » Sun Aug 17, 2014 7:52 am

Making this the official "Updates on existing crafts" thread from staff/builders to player. Versus the new craft additions thread. :D

Don't post requests here, use:

viewtopic.php?f=26&t=1252

Or

viewtopic.php?f=26&t=865

Instead
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Re: Crafting Updates

Postby Frigga » Sun Aug 17, 2014 10:21 am

Updates to make basic-torches sequence:

- Updated tear cloth-bandages to utilize a few more options and to fix an error

- Created new tear bolt-for-bandages craft to allow basic and ordinary fabric bolts to be utilized for bandage creation directly.

- Updated make basic-torches: craft now uses bandages directly. Produce bandages for this with cloth-bandages or bolt-for-bandages or spare-bandages or bandages-from-cloth

So many bandage options. :lol:
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Re: Crafting Updates

Postby Frigga » Wed Aug 20, 2014 7:10 pm

Roast plain-roast now allows you to roast up any hams you might be hoarding.

Roast plain-meat was combined switched to general-cooking and was set as an opener for Common and Cooking. So - go get your meat on.

Fry fried-meat Was updated to utilize more types of meat

Fry meat-tuber-hash Was updated to be able to use the new organ-meat as an option.
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Re: Crafting Updates

Postby Frigga » Fri Aug 22, 2014 10:44 am

Roast plain-roast and chop meat-extras fixed from some weird variable passing issues.

Roast plain-steak fixed from a bug.
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Re: Crafting Updates

Postby Frigga » Wed Aug 27, 2014 7:56 am

Roast beastmeat-haunch now requires a knife, and produces slices of meat rather than whole haunches.

This bumps up the "food value" slightly on the production here and produces a sliced item that can be utilized interchangeably in the future (at least for orcs) with the slices of $butchermeat.

Grill plain-ribs craft is now variable for future tasty rib cooking.
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Re: Crafting Updates

Postby Frigga » Fri Aug 29, 2014 6:54 am

- Coopering crafts were updated to make the type of barrel it was producing more obvious and more RL coopering-term friendly.

Descrips were updated accordingly.

- Assemble ordinary-longbow and Assemble ordinary-shortbow fixed from a fail-object issue.
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Re: Crafting Updates

Postby Frigga » Fri Aug 29, 2014 7:53 am

Woodcraft-timberwright: scout ironwood-copse-tree

Is now the craft to gather ironwood logs. This addresses a pricing issue due to some features added for upcoming smoking crafts. :D Yes - it's still an opener, but it's a slightly higher skill roll to account for the higher value of ironwood.

As such:

Cut block-from-log
Cut planks-from-log
Chop log-to-firewood
Construct palisade
Expand palisade-wall

Were all updated to use this new log.

You can use up any existing logs with no worries.
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Re: Crafting Updates

Postby Taurgalas » Thu Sep 11, 2014 6:44 am

Put in a whole bunch of minor fixes last night. Sausages, bins, etc. I also added a general scrap wood items craft so that people can turn wooden items into a small amount of scrap wood for firewood. Why? To help clear clutter and hoarding.
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Re: Crafting Updates

Postby Taurgalas » Fri Sep 12, 2014 10:45 am

Added in two new textilecrafts so there's some menswear to match up with the women's wear and also added in a new clear rubble clearing craft.
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Re: Crafting Updates

Postby Taurgalas » Wed Sep 17, 2014 8:10 pm

added wolfsbane gathering, wolfsbane salve for the medicinally inclined, reinstated a bog-ore gathering craft (the actual moss is present and will refill itself over time), added a blacksmithing craft for a spade and a few other minor fixes.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

*** orc player name edited out for his/her own protection.
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Re: Crafting Updates

Postby Taurgalas » Thu Sep 18, 2014 9:09 pm

Numerous fixes, foraging craft for wildflower-patch, gardening crafts for cut wildflower-bouquet and braid wildflower-garland added. Many many more yet to come.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

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Re: Crafting Updates

Postby Taurgalas » Sat Sep 27, 2014 10:42 am

I've been busy. Silverweed's been added to the tormentil and wolfsbane herbal list for gathering. The silverweed salve item and craft is also added. Gardening now has beds of mint that need watering/gathering. Said mint is now in a general mint-tea craft. This also means new objects of watering cans and kettles are added. Chemises added to textilecraft. Horns and antlers have been revised to have multiple uses - for antlers, it varies based on the size of the antlers. Plus a bunch of other minor fixes that are probably less visible but are there.
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*** orc player name edited out for his/her own protection.
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Re: Crafting Updates

Postby Taurgalas » Sat Sep 27, 2014 8:10 pm

Did a little modification to the jewelry crafts, added in two ointments and another salve.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

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Re: Crafting Updates

Postby Taurgalas » Sun Sep 28, 2014 5:52 pm

Thanks to one of our industrious builders making a few instruments, the items for basic RP plus some preliminary creation/use crafts have gone in. Still to be tweaked, adjusted, and added to, of course.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

*** orc player name edited out for his/her own protection.
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Re: Crafting Updates

Postby Frigga » Mon Sep 29, 2014 6:57 pm

With the standardization of meat weights, a number of meat-related cooking craft inputs and outputs have been updated accordingly.

Fried-meat - Now uses x4 stew meat or chopped boar. Output of a serving of fried-meat now inherits meat and fat.

Stew-meat and Orc-Stew-Meat Now produces x3 stew meat per a pound-weight hunk of meat used.
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Re: Crafting Updates

Postby Taurgalas » Tue Sep 30, 2014 7:39 pm

A couple more gardening crafts added (and not all spring or summer!) and a matching foraging-herbalism craft as of next reboot. Several more objects and another first-aid craft added. Courtesy of our stellar builder, a couple of instrument crafts added, too.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

*** orc player name edited out for his/her own protection.
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Re: Crafting Updates

Postby Taurgalas » Fri Oct 03, 2014 9:42 am

A few new additions. Strip birch bark, a forage item of small patches of moss, a gather peat - moss craft and a moss bandage for first aid. Tonight I'll put the birch - bark casts together.
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Re: Crafting Updates

Postby Taurgalas » Mon Oct 13, 2014 8:22 am

Started (but not completed) last night, the start to dyecraft. Okay, not producing the dyes (yet) so those will be sold (for now) but so clothier can dye their wool and nettle and leather workers their hides. I should have the start in and available tonight.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

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Re: Crafting Updates

Postby Taurgalas » Tue Oct 14, 2014 3:30 pm

Starting dyecrafts for raw textilecraft and for leather is in - to be expanded upon. (Yes, that required adjusting all leather crafts.) A new round of clothing crafts have been added to textilecraft to make use of some imported fabrics (this is in the advent of getting rid of all produce-able fabrics once that craftset is finished.) Also added a new tree type (which you've probably seen glimpses of,) new foraging crafts related to them (yes, autumn and winter crafts!) And a related medicine craft that should be useful to people with first-aid.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

*** orc player name edited out for his/her own protection.
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Re: Crafting Updates

Postby Taurgalas » Tue Oct 21, 2014 11:30 am

Added three tea crafts, 10 new gardening objects and two related gardening crafts. Also added four new cobbling crafts and four new leatherworking crafts. Plus, as usual, some minor corrections.
[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

*** orc player name edited out for his/her own protection.
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Re: Crafting Updates

Postby Taurgalas » Thu Oct 23, 2014 12:00 pm

Fixed the pelt to suede craft. Added orc crafts for brining wolf and warg pelts as mentioned in staff announcements as well as removing wolf and warg from general pelt brining. Added mobs and crafts for stag and massive stag hunting to go live tonight.
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Re: Crafting Updates

Postby Meneldor » Sat Dec 20, 2014 11:14 am

Quality additions for the following now work correctly:

segmented-leather-leggings
segmented-leather-hauberk
butted-mail-chausses
butted-mail-gauntlets
butted-mail-hauberk
spangenhelm

segmented-leather-gauntlets soon to follow.

Please be advised that if you craft something that adds a qaulity that you need to put that item away before making another or else the first one will become shoddy. It is being looked into.
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Re: Crafting Updates

Postby Meneldor » Wed Dec 24, 2014 5:42 pm

segmented-leather-gauntlets now fixed.
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Re: Crafting Updates

Postby Ceredir » Sun Feb 22, 2015 10:18 am

Poor- and rough-quality weapon components will now consume iron proportionally to the size of the component, similar to how ordinary weapon components work. Rough quality uses slightly less iron than the higher tiers.
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Re: Crafting Updates

Postby Ceredir » Sun Mar 01, 2015 3:51 pm

Quality rolls have been completely redone. Coming with a next reboot, you should start seeing some serious differences. A few things to note:

- Solid quality is now actually a thing. For more experienced crafters, it will be -the- most common result.
- As your skill rises, your chance of rolling a shoddy or poorly-crafted object goes down. It does reach zero at certain points.
- Exceptional/master quality objects will now be EXTREMELY rare. Only the most skilled crafters in game have a tiny tiny chance to make one of these. This is not a bug, but rather a feature.

Even though a lot of testing has been done on BP and a lot of counting, spreadsheet-writing and graph-drawing has gone into this, there might be a tiny bug to be squashed in case a typo has been done or a variable miscounted. Please feel free to use the ticket system or the typo command in case you spot a problem. The more info you can give, the better (what craft, which objects used, what happened...).
If you see anything in game that says that it is 'of a rather unremarkable quality', please let me know via a typo report.

Please note I haven't gotten around to finishing this move over for poor weapons, which will for now still use the old system. Should get that done tomorrow.
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