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Crafting Requests

Suggest crafts, talk about existing crafts, debate the finer points of your craftiness.

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Re: Crafting Requests

Postby teepu » Tue Sep 02, 2014 4:21 pm

MrDvAnt wrote:I would really love a way to melt down the hundreds of awl-blades, hammer heads, utility blades, etc that people make while practicing their blacksmithing so that they can actually be used for something useful.


Seconded - if only a couple hunks of ruined metal can be salvaged, they would do.
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Re: Crafting Requests

Postby Droll » Fri Sep 05, 2014 8:46 am

I would really, really like for fishing to be overhauled. As is, there really isn't any point to do it. For any reason. Jars of oil require 13 seperate checks to make 1 jar, and you have to get past a master check on 6 of those so, 13 is just straight up lucky rolls. It's more like 20, with adroit. This is roughly a RL hour of just spamming out crafts. To make grilled fillets its substantially more to get to a finished product. Again, these are bare minimum numbers. If someone requires more than 1 jar of oil or are trying to feed two or three people with fillets you can just outright triple the number of crafts. Meanwhile, depending on the season, you can just go create 5 or 6 bucks a day at an amateur/familiar check. You can do the same with wolves and boar...unless these have skill checks have been raised. Fishing? Nope, master check on every cast. This makes it far more reasonable to just hunt, and the risk of danger is irrelevant with most of that. You can just bring along a couple of extra PCs and you're safe.

As for solutions..I really don't know. Nets or traps to try and produce more than one fish at a time would really cut down on the spam. Maybe be able to make the press usable with only the fishsize, dead fishtype instead of the fishsize, cleaned fishtype. Get rid of the master check entirely. Maybe get rid of the fillets altogether and make some new cooking craft using the cleaned fish? All of the above? I don't know. I'm not a very clever person. There needs to be some reasonable skill balance between fishing, butchering and cooking to use the things, and I really don't know how best to do that. All I know is fishing has insanely high checks for producing something of no worth, and the timers still add up to being a lot since it so many successes and several failures to put them to use.

That said, I do like fishing and having fish..stuff. I just think it could use a little tweaking. I presently have stopped using it entirely unless someone specifically asks my PC for fish, because it really makes me want to figure out how to make a trigger...thing.
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Re: Crafting Requests

Postby tehkory » Fri Sep 05, 2014 11:16 am

Droll wrote:a whole lot of things about fishing/legitimate concerns

Could you post a few of the multi-check crafts? I think I know what's happening(but maybe I don't), and it's probably more to your benefit, by design, to have the multiple checks.
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Re: Crafting Requests

Postby Droll » Fri Sep 05, 2014 12:15 pm

Fishing: cast pole-line
Phase 1: 15 seconds
In Room (Reusable): a flowing riverbank.
Held or in Room (Partially Consumed): a handful of bait, or a bucket of
bait.
Held (Reusable): a simple $woodtype fishing pole with a $hooktype.
Phase 2: 20 seconds
Phase 3: 20 seconds
Phase 4: 20 seconds Beginner Fishing skill required.
Phase 5: 20 seconds Amateur Fishing skill required.
Phase 6: 20 seconds Familiar Fishing skill required.
Phase 7: 0 seconds Master Fishing skill required.
Produced: a $fishsize, dead $fishtype.
OOC Delay Timer: 60 RL Minutes
OOC Failure Timer: 30 RL Minutes


Butchering: gut unscaled-fish
Phase 1: 15 seconds
Held or in Room (Consumed): a $fishsize, dead $fishtype.
Held (Reusable): a $metaltype0 utility knife, or a rough, bog-iron
knife.
Phase 2: 20 seconds
Phase 3: 20 seconds Beginner Butchery skill required.
Phase 4: 20 seconds
Phase 5: 0 seconds
Produced: a $fishsize1, cleaned $fishtype0.
OOC Delay Timer: 20 RL Minutes


Butchering: press fish-oil
Phase 1: 10 seconds
In Room (Reusable): a curved, half-gallon $woodcolor jar.
In Room (Reusable): a solid, plated, $metaltype press.
Phase 2: 20 seconds
Held or in Room (Consumed): 6 of a $fishsize1, cleaned $fishtype0.
Held (Reusable): a rough, bog-iron knife, a fleshing knife, a sharp,
$metaltype butcher knife, or a $metaltype0 utility knife.
Phase 3: 30 seconds Familiar Butchery skill required.
Phase 4: 20 seconds
Phase 5: 15 seconds
Held or in Room (Consumed): a curved, half-gallon $woodcolor jar.
Produced: a $woodcolor half-gallon jar of fish oil and water .
Phase 6: 10 seconds
OOC Delay Timer: 60 RL Minutes


Edit: I think that's what you wanted? That's all 3 of the crafts involved in making oil.
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Re: Crafting Requests

Postby Matt » Fri Sep 05, 2014 12:42 pm

That first one is determining fish size and quality. Higher check you pass the better the fish.
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Re: Crafting Requests

Postby Droll » Fri Sep 05, 2014 1:33 pm

Matt wrote:That first one is determining fish size and quality. Higher check you pass the better the fish.


Then which of those makes you just outright not get a fish? I figured it was the master check since that's the only place I'll get to and it says..blah blah, lost in the struggle.
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Re: Crafting Requests

Postby Sabrelon » Fri Sep 05, 2014 2:26 pm

Droll wrote:
Matt wrote:That first one is determining fish size and quality. Higher check you pass the better the fish.


Then which of those makes you just outright not get a fish? I figured it was the master check since that's the only place I'll get to and it says..blah blah, lost in the struggle.


Like Matt said, those crafts shouldn't result in no fish, just smaller fish/less fish. Multi-check crafts are the best kinds of crafts. I'm guessing if you failing the master check ends up giving you no fish it's probably a bug.
Last edited by Sabrelon on Fri Sep 05, 2014 3:20 pm, edited 1 time in total.
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Re: Crafting Requests

Postby Droll » Fri Sep 05, 2014 2:46 pm

Well, frankly, if that's all the problem is, then yes, that would sort out most of the problems with fishing. I can name three, four PCs with at least talented/adroit fishing and you'll straight up see constant failure to catch anything across all of them while they are standing around fishing.
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Re: Crafting Requests

Postby Inzannadee » Fri Sep 05, 2014 4:37 pm

Given what I know about fishing, being a "better" or more seasoned fisherman doesn't always mean catching better, bigger fish. Newb fishermen can catch bigger/more fish than those that know what they're doing. Much of it has to do with luck. If you want to overhaul fishing for more realism, anyone could do it, the outcome being greatly randomized with some favor to certain time of day, weather, ambient sound, and variety of bait.
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Re: Crafting Requests

Postby tehkory » Fri Sep 05, 2014 6:20 pm

Code: Select all
Foraging: scout field-garlic-patch
Only Usable In: Field Hills Pasture Woods Heath Mirkwood
Usable During: Spring Winter Autumn
Phase 1:  20 seconds
Phase 2:  20 seconds
Phase 3:  15 seconds Amateur Forage skill required.
Produced: a collection of tall, purple flower, topped stalks.
OOC Delay Timer: 60 RL Minutes

The pass-message is that you fail to find any garlic at all.
Code: Select all
mat field-garlic

Foraging: gather field-garlic
Phase 1:  0 seconds
Held or in Room (Partially Consumed): a collection of tall, purple flower,
topped stalks.
Phase 2:  0 seconds Amateur Forage skill required.
Phase 3:  0 seconds
Held (Reusable): a $metaltype0 utility knife, or a rough, bog-iron
knife.
Produced: a handful of small egg-shaped field garlic bulbs.
Produced: a handful of long, thin field-garlic greens.


Has neither OOC timers nor phase times.
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Re: Crafting Requests

Postby Erythil » Sun Sep 07, 2014 3:02 am

I'd very much like for some menswear to be added to the ordinary-textilecraft lists. I can submit some ideas if that helps.
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Re: Crafting Requests

Postby Rivean » Sun Sep 07, 2014 6:39 am

Erythil wrote:I'd very much like for some menswear to be added to the ordinary-textilecraft lists. I can submit some ideas if that helps.


Pfft. We're too manly for clothes.

Armored underwear till it rusts.
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Re: Crafting Requests

Postby EltanimRas » Sun Sep 07, 2014 8:26 am

Rivean wrote:Armored underwear till it rusts.

Till what rusts, Riv?
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Re: Crafting Requests

Postby Rivean » Sun Sep 07, 2014 8:27 am

EltanimRas wrote:
Rivean wrote:Armored underwear till it rusts.

Till what rusts, Riv?


:o
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Re: Crafting Requests

Postby MrDvAnt » Sun Sep 07, 2014 8:46 am

EltanimRas wrote:
Rivean wrote:Armored underwear till it rusts.

Till what rusts, Riv?


Is it true if you don't use it...you lose it?
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Re: Crafting Requests

Postby Foxtrot » Sat Sep 13, 2014 2:49 am

http://www.middle-earth.us/forums/viewtopic.php?f=2&t=719

This list is probably outdated but...

hull raw-barley

Is there any way to do this?
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Re: Crafting Requests

Postby Inzannadee » Sat Sep 13, 2014 3:52 am

Foxtrot wrote:http://www.middle-earth.us/forums/viewtopic.php?f=2&t=719

This list is probably outdated but...

hull raw-barley

Is there any way to do this?


Code: Select all
General-cooking: hull raw-barley
Phase 1:  10 seconds
Held or in Room (Partially Consumed): 12 of a bushel bag of raw barley.
In Room (Reusable): a flat, $metaltype0 baking sheet.
Phase 2:  20 seconds
Phase 3:  30 seconds
In Room (Reusable): a $stone0 mortar and pestle, a $stone0
beehive-quern, or a long, $stone0 saddle quern.
Phase 4:  30 seconds
Phase 5:  30 seconds
Phase 6:  0 seconds
Held or in Room (Progressed): 12 of a growing bushel bag of barley corns.
OOC Delay Timer: 60 RL Minutes
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Re: Crafting Requests

Postby Droll » Sun Sep 14, 2014 7:21 pm

Not every PC seems to have the hull raw-barley craft. Does it have to be branched?
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Re: Crafting Requests

Postby Inzannadee » Sun Sep 14, 2014 9:03 pm

Droll wrote:Not every PC seems to have the hull raw-barley craft. Does it have to be branched?


Yes.
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Re: Crafting Requests

Postby Inzannadee » Mon Sep 15, 2014 9:46 pm

A craft that will cut a large oiled square into five small oiled squares would be very helpful. :mrgreen:
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Re: Crafting Requests

Postby Mavinero » Fri Sep 19, 2014 6:00 am

A workable brewing craft set. At this point, I do not even see as how weak ale can be made.
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Re: Crafting Requests

Postby Sabrelon » Tue Sep 23, 2014 8:55 pm

Any chance we could get the ability to hold knitting needles for all of the knitting crafts?

If I remember correctly, adding the ability to sit while doing it isn't an easy fix, but if it is, that would be awesome, too.
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Re: Crafting Requests

Postby tehkory » Tue Sep 23, 2014 8:58 pm

Sabrelon wrote:Any chance we could get the ability to hold knitting needles for all of the knitting crafts?

If I remember correctly, adding the ability to sit while doing it isn't an easy fix, but if it is, that would be awesome, too.

Sitting while crafting is currently available. Sitting while mended isn't, though, and yeah, that's a code change.
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Re: Crafting Requests

Postby mongwen » Wed Sep 24, 2014 6:58 pm

a craft to melt down the failed mail projects similar to the smelt ruined-metal craft. Since It takes anywhere from one and a portion to four ingots to make something, you ought to get at least an ingot out of it.
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Re: Crafting Requests

Postby Real » Wed Sep 24, 2014 8:24 pm

Adroit hunting crafts keyed to specific zones of the forest and no seasonal variance.

Like, only Mirkwood-Deep, Mirkwood-Elven, Mirkwood-Valley or Cave and a different animal for Winter, Spring, Summer and Autumn. It wouldn't necessarily have to be covered in all zones for all seasons but it would bring the hunters of the two spheres together to the various parts of the map to fight over hunting the best animals and promote another PVP dynamic.

Also, we could hunt really tough enemies without the worry of people spawning them near the town/mountain. Cave, maybe not so much but I imagine orc players would see a sudden powerful threat as a positive experience, maybe I'm wrong. Worst case, make a new one called Dark-Cave or Mirkwood-Cave or something random and go with that. Make the cost of entry high, give it a humongous timer and a tiny branch rate so only a very long-lived PC will know how to hunt the animals of legend and you have a high-end hunting craftset that can create a lot of RP with its crafts.

Make 'some strong-smelling bait' easy to acquire via NPC but cost a gold piece. Thus, the pelt of a great bear or dire wolf has extreme value and items produced from it should follow suit, if only in the sense of rarity (put nice variables and the wearers of white or finecolor leather armor will be content to pay any amount, trust me). If not that desc for the bait then another, it doesn't really matter but the expensive catalyst seems necessary to balance people only hunting these once they get to a high enough skill level.

One other way you could do it would be to tie in rare and difficult-to-acquire bait with high-end herbs in the foraging-herbalism subset. That way the coin is out of the equation and it's manageable by people with the right knowledge in forestry.

A few examples...

Hunting: challenge great-bear
Only Usable In: Cave
Usable During: Winter
Phase 1: 20 seconds
Phase 2: 20 seconds
Held or in Room (Consumed): the skinned carcass of a deer buck.
Held or in Room (Consumed): a carved, $woodcolor jar filled with blood, or a basic, stone jar, filled with blood.
Held or in Room (Consumed): some strong-smelling bait
Phase 3: 20 seconds
Produced: a carved, $woodcolor wooden quart jar or a basic stone jar.
Phase 4: 60 seconds Adroit Hunting skill required.
Phase 5: 0 seconds
Produced: a $largebody $predator bear with snow-white fur
OOC Delay Timer: 1440 RL Minutes

Hunting: challenge dire-wolf
Only Usable In: Mirkwood-Deep
Usable During: Summer
Phase 1: 20 seconds
Phase 2: 20 seconds
Held or in Room (Consumed): the corpse of a plump, grey-brown, orange-throated partridge.
Held or in Room (Consumed): some strong-smelling bait
Phase 4: 15 seconds Adroit Hunting skill required.
Phase 5: 15 seconds
Produced: a massive wolf with $finefurcolor fur and slavering fangs
Produced: a large, $predator wolf with $furcolor fur
Produced: a large, $predator wolf with $furcolor fur
Produced: a large, $predator wolf with $furcolor fur
Produced: a large, $predator wolf with $furcolor fur
Produced: a large, $predator wolf with $furcolor fur
Produced: a large, $predator wolf with $furcolor fur
OOC Delay Timer: 1440 RL Minutes

^ Because what is the point of partridges besides being excessively difficult to deal with

Hunting: track stag
Only Usable In: Mirkwood-Valley
Usable During: Autumn
Phase 1: 20 seconds
Phase 2: 20 seconds
Held or in Room (Consumed): 6 of a handful of white, pointed petals
Held (Reusable): a $antler rack of antlers.
Phase 4: 60 seconds Adroit Hunting skill required.
Phase 5: 0 seconds
Produced: a powerfully-built stag with $finefurcolor fur
OOC Delay Timer: 1440 RL Minutes

^ Maybe when butchered the stag meat fills you up more, who knows. Give it tons of hp and natural armor and buck AI so it's just the toughest traditional hunt possible. Definitely higher Hide though so they disappear quicker. This being the tradeoff against having to face a death squad of wolves or a superbear for these high-end hunting goods.
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