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Re: Crafting Additions

Posted: Thu Jun 19, 2014 6:09 pm
by Nailah
On reboot and swap--

Woodcrafting:
carve wooden-knitting-needles
weave wooden-basket

General-outdoors:
split tree-root

Foraging:
gather wild-carrots

Blacksmithing:
smelt ruined-metal
forge knitting-needles

And as per Icarus and Nimrod request, removed from foraging:
bog-peat
bog-ore

The bog ore will be added to forage tables instead.

Re: Crafting Additions

Posted: Thu Jun 19, 2014 9:46 pm
by BoogtehWoog
Woohoo! Nice work. Thank you.

Re: Crafting Additions

Posted: Fri Jun 20, 2014 2:07 pm
by Nailah
On reboot and swap--

General-cooking:
char whole-fish
roast charred-gamebird
slice whole-roasted-boar

General:
salvage spare-bandages
salvage cleaning-cloth

Hunting:
Adjusted timers and skill levels for hunting crafts that pop aggro mobs.

Foraging:
Adjusted the uses of a greens tree given the output of the gather greens craft.

Re: Crafting Additions

Posted: Sat Jun 21, 2014 3:07 pm
by Nailah
On swap and reboot--

General-cooking:
slice whole-roast-deer

Cooking:
slice raw-mushrooms
chop raw-carrots
sautee wild-mushrooms
cook boiled-carrots

Did some material and skill adjusting through the stonecraft set.

Re: Crafting Additions

Posted: Sat Jun 21, 2014 7:20 pm
by Taurgalas
several fixes - mostly brewing related, leathercrafting, stone-crafting and blacksmithing.

Added 3 foraging crafts: scout wild-carrot-patch, scout-wild-potato-patch and gather wild-potatoes.

Re: Crafting Additions

Posted: Sun Jun 22, 2014 1:45 am
by Tiamat
trash-weaponcrafting
make trash-shield

Will put in poor-weaponcrafting revamp soon. Hold onto your pants when this happens. I'm about half-way done with it.

Re: Crafting Additions

Posted: Tue Jun 24, 2014 6:35 pm
by Taurgalas
Lots of fixes:
bland-greens
removed weather from both mushrooms foraging crafts
added roast plain-gamebird failure
added rough bog-iron knife to crude-spit
added three new tanning crafts - yes, no more must all your leather be stiff.

Re: Crafting Additions

Posted: Tue Jun 24, 2014 9:06 pm
by WildGiller
Taurgalas wrote:Lots of fixes:
bland-greens
removed weather from both mushrooms foraging crafts
added roast plain-gamebird failure
added rough bog-iron knife to crude-spit
added three new tanning crafts - yes, no more must all your leather be stiff.

*puts in an order with the local cobbler for soft leather shoes*

Re: Crafting Additions

Posted: Wed Jun 25, 2014 9:14 pm
by Nailah
Fixed the output of craft large-wooden-jar to be correct.

Adjusted fish-oil craft to use double the fish and a large wooden jar instead. The jar usage was upped to 8 instead of four.

With the above change, the large-leather-square craft now samples 8 uses of a jar of oil, instead of two separate jars.

Re: Crafting Additions

Posted: Fri Jun 27, 2014 11:02 pm
by Nailah
Fixed a secondary jar reference in fish-oil to reflect recent change.

Lots of little fixes, checks and production adjustments, especially among foraging. Added stack to the outputs. No more unstacked veggie item-trade-spam. Be careful to only put out what you want to use for a craft in case of bugout. I'm trying to add in recipes to gradually incorporate new foraging items, so please be patient.

Foraging:
Subcraft: celeriac-root Command: gather
Subcraft: celeriac-patch Command: scout
Subcraft: leek-patch Command: scout
Subcraft: wild-leeks Command: gather

Cooking:
Subcraft: whole-coney Command: roast
Subcraft: gamebird-stock Command: simmer


This weekend, aside from working on checks and fixes, I am going to try to add-- my list of knitting objects and crafts for textilecraft, at least one butchery craft for specialized meat cuts (venison, as I need sinew production IG and a precedent for all other butcher crafts), crafts for bows a little step above newbshop bows (which is why I need the sinew), and adding in a few more foraging/cooking crafts to accommodate new items. It's okay to be excited. 8-)

Re: Crafting Additions

Posted: Mon Jun 30, 2014 2:49 am
by Tiamat
I'm pleased to announce the new poor-weaponcrafting is in. I would like to warn players to PLEASE not have any object already out that the craft is supposed to produce. For example, don't have an unfinished $bludgeon head object out while you're making a poor-mace-head or a poor-warhammer-head. It'll act funky.

In return, you'll be delighted to find that poor-weaponcrafting now takes into account your skill in producing a quality product. The better the quality, the lighter, and the more durable it is. The quality goes from shoddy, uneven, solid, well-made, to exceptional, from worst to best quality.

If it works well, ordinary-weaponcrafting will follow in this craft set's footsteps.

Re: Crafting Additions

Posted: Mon Jun 30, 2014 2:52 am
by Tiamat
By the way, $metaltype is now tiered. The starting ingot $metaltype is pitted bog-iron, created by smelt pitted-bog-iron. To create the next tier, you MUST have two of an ingot of pitted-bog-iron. refine bog-iron-ingot will be the craft responsible. Don't worry, the craft will prompt and stop you before it eats anything valuable if you don't have the right type of ingot.
The better the $metaltype, the more damage weapons will do.

From worst to best, the order is currently: pitted bog-iron, bog-iron, and iron. A fourth tier will likely be introduced later.

Re: Crafting Additions

Posted: Mon Jun 30, 2014 7:39 am
by BoogtehWoog
Wooo! Nice work. Thank you. :mrgreen:

Re: Crafting Additions

Posted: Mon Jun 30, 2014 7:55 am
by RiderOnTheStorm
--Is it possible to get iron IC? Or is refined bog-iron the highest we'll see for now?

Re: Crafting Additions

Posted: Mon Jun 30, 2014 9:01 am
by Nailah
Let's keep questions and such in the additions discussion thread (or a separate craft thread) so that these additions are easy for people to keep track of in list form. Thank you!

Re: Crafting Additions

Posted: Mon Jun 30, 2014 11:44 pm
by Nailah
I heard you guys like new things.

<#****** / ^^^^^^ / ||||||>
craft knitting

We have the following knitting crafts:

Subcraft: small-project Command: knit
Subcraft: medium-project Command: knit
Subcraft: large-project Command: knit
Subcraft: simple-socks Command: knit
Subcraft: simple-gloves Command: knit
Subcraft: simple-mittens Command: knit
Subcraft: simple-hat Command: knit
Subcraft: simple-scarf Command: knit
Subcraft: simple-shawl Command: knit
Subcraft: simple-headband-warmer Command: knit
Subcraft: woven-pouch Command: knit
Subcraft: woven-satchel Command: knit
Subcraft: woven-bracelet Command: knit

8-)

Re: Crafting Additions

Posted: Tue Jul 01, 2014 7:59 pm
by krelm
Good news, everyone!

roast several-meats

It roasts meat 10 at a time. If you have a bunch of different meat in a room, they all turn into the first one that was in the room. Is this realistic? No. But would you rather go back to cooking them all one at a time?

Go forth, branch the craft, and name your firstborn after me.

Re: Crafting Additions

Posted: Thu Jul 03, 2014 9:40 pm
by Frigga
When we are back from our crash - humans at least can enjoy their first Baking craft - the mighty (if not barely edible) cram is now craftable with bake cram-batch.

Re: Crafting Additions

Posted: Wed Jul 09, 2014 8:55 am
by Icarus
Armoring

Forge Spangenhelm

This is your opening, poor level metal helm craft. It even has eye protection. Cherish it.

Re: Crafting Additions

Posted: Wed Jul 09, 2014 5:32 pm
by Zargen
Still looking for additions to the bare bones stonecrafting set.

Thrones
Water cistern
Pommel molds
Bins

And I think a couple more suggestions where thrown out.

Re: Crafting Additions

Posted: Wed Jul 09, 2014 5:45 pm
by radioactivejesus
Zargen wrote:Still looking for additions to the bare bones stonecrafting set.

Thrones
Water cistern
Pommel molds
Bins

And I think a couple more suggestions where thrown out.
+1 to this.

Re: Crafting Additions

Posted: Thu Jul 10, 2014 1:49 pm
by Onasaki
radioactivejesus wrote:
Zargen wrote:Still looking for additions to the bare bones stonecrafting set.

Thrones
Water cistern
Pommel molds
Bins

And I think a couple more suggestions where thrown out.
+1 to this.

As it stands right now, pommel molds are practically useless at the moment since the weapon changes are going in. So we can X that for now. Everything else, though, I'm +1. I want an obsidian throne with iron spikes, and skulls.

Re: Crafting Additions

Posted: Thu Jul 10, 2014 5:19 pm
by Icarus
Have we mentioned this thread is announcements only, not discussion?

Re: Crafting Additions

Posted: Thu Jul 10, 2014 7:16 pm
by Onasaki
Icarus wrote:Have we mentioned this thread is announcements only, not discussion?
Gah, I mis-read. I thought it was the craft request thread.

Re: Crafting Additions

Posted: Sat Jul 12, 2014 8:46 pm
by Nailah
Been busy with holiday weekend last week and work this week. Did some planning for from-scratch sets and did special items for RPAs, along with some varied fixes. Shoved a bunch of work list load in this weekend, more later tonight and tomorrow. For now, on reboot and swap...

Butchering:
strip buck-carcass (pull the antlers and some sinew off to make a general deer carcass-- no more required cutdown to get the antlers off.)

Leathercrafting:
twist sinew-bowstring

Fletching:
carve shortbow-grip
carve longbow-grip
carve crossbow-grip
carve crossbow-stock
assemble ordinary-shortbow
assemble ordinary-longbow
assemble ordinary-crossbow
Moved all woodcrafting items that deal with arrows, bows, or fletching/assembly to fletching. Both woodcrafters, weaponcrafters, or those with both will have selective access to the set.

Some stonecraft and cooking is coming onto the BP later tonight/early tomorrow, some of which is already written on notepads by hand that I did at work. Going to add a little bonecraft in under the stonecraft set to use these antlers and boar tusks. I'm starting small, though-- buttons and beads to start for textilecraft additions, possibly small drinking horns out of the tusks. Also butchery expanding will probably come in with a large chunk of additions like knitting did.