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Broken Crafts

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Re: Broken Crafts

Postby Onasaki » Wed Dec 03, 2014 3:55 pm

I was told that the ingot uses for crafts were being adjusted, to cost more for larger weapons, and less for smaller weapons.

Could we perhaps get the material lists updated to reflect this? I just made a greatsword that used up all 12 uses of an ingot, when the material list still says 6.

That being said, I'm beginning to think we don't have an admin solely working on Crafts anymore...

Is this true?
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Re: Broken Crafts

Postby mongwen » Wed Dec 03, 2014 5:57 pm

All right, going to make a note of this in the quality thread, but I think we can officially add the segmented-leather-gauntlets craft to the broken crafts list. 10. No joke, 10, in a row, have come out novice.
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Re: Broken Crafts

Postby Dirgs » Thu Dec 04, 2014 12:49 pm

Fletching: assemble ordinary-crossbow
Phase 1: 20 seconds
Held or in Room (Consumed): a length of sinew bowstring.
Phase 2: 20 seconds
Held or in Room (Consumed): a plain, $woodcolor $woodtype crossbow grip.
Phase 3: 20 seconds Familiar Weaponcraft skill required.
Failure: a plain, $woodcolor $woodtype shortbow grip.
Phase 4: 10 seconds
Held or in Room (Consumed): a wooden crossbow stock piece.
Produced: a plain, handcarved crossbow of $woodcolor $woodtype wood.
OOC Delay Timer: 120 RL Minutes


Crossbow grip changes into a shortbow grip upon failure. Doubt that's intentional. Also, in case of success, woodcolor and woodtype carries over perfectly. In case of a failure, though, I got rather random color/wood combinations instead, including a "a plain, light tan mixed-wood shortbow grip" in one case.

PS: While beside the point, the 'crossbow grip' is actually a crossbow lath, according to description ;) [/nitpick]
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Re: Broken Crafts

Postby Inzannadee » Fri Dec 05, 2014 12:16 pm

mongwen wrote:All right, going to make a note of this in the quality thread, but I think we can officially add the segmented-leather-gauntlets craft to the broken crafts list. 10. No joke, 10, in a row, have come out novice.


When you say "in a row" do you mean, running the craft one after the other?

I've noticed that when you have a completed crafted item on the floor and run the same craft, the quality gets botched. Or so it seems. It has even changed a previously good quality item down to novice. :?

Already submitted a ticket about it.
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Re: Broken Crafts

Postby Meneldor » Fri Dec 05, 2014 9:12 pm

Fixed the whole 'cut leathercraft' craft issue.
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Re: Broken Crafts

Postby Meneldor » Fri Dec 05, 2014 9:22 pm

Some of the changing color issues seems to be stemming from objects with colors that don't exist on the corresponding color list so it cannot carry them over. Looking into this.

We cannot dictate woodtypes and woodcolors, or other variable type items on failures. Sorry. For the moment you will end up with random things, until all crafts are changed to use the item only after you pass....lot of work there if we go this route so bear with us please.
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Re: Broken Crafts

Postby Meneldor » Fri Dec 05, 2014 9:25 pm

Fixed the crossbow grip upon failure to return the crossbow grip instead of shortbow grip.
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Re: Broken Crafts

Postby mongwen » Sat Dec 06, 2014 3:09 pm

Inzannadee wrote:
mongwen wrote:All right, going to make a note of this in the quality thread, but I think we can officially add the segmented-leather-gauntlets craft to the broken crafts list. 10. No joke, 10, in a row, have come out novice.


When you say "in a row" do you mean, running the craft one after the other?

I've noticed that when you have a completed crafted item on the floor and run the same craft, the quality gets botched. Or so it seems. It has even changed a previously good quality item down to novice. :?

Already submitted a ticket about it.

It's 10 over multiple craft sessions. I think I always tried at least two at a time when I was doing it, and the first would always come out novice even before I did a second. I made a point of looking at each one when I finished it.
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Re: Broken Crafts

Postby Dirgs » Mon Dec 15, 2014 1:24 pm

carve leather-mold doesn't seem to have any timer. Intentional?
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Re: Broken Crafts

Postby soiacc » Tue Dec 16, 2014 3:24 pm

Woodcraft-timberwright: scout copse-for-tree
Phase 1: 30 seconds
Phase 2: 20 seconds Amateur Woodcraft skill required.
Phase 3: 20 seconds
Phase 4: 20 seconds
Phase 5: 20 seconds
Phase 6: 0 seconds
OOC Delay Timer: 60 RL Minutes
OOC Failure Timer: 30 RL Minutes


It worked just yesterday, but today it's broken, no requirements or output
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Re: Broken Crafts

Postby cfelch » Tue Dec 16, 2014 6:25 pm

I was thinking about how i dont much like having to scout out a tree in a stand of them. I can see the stand, scouting seems redundant.

So I was thinking, well... how many tree are in a stand?
Which led me into some interesting research on forest density.

Density is measured by the hectare, there are 259 hectares in a square mile.

Density is also relative to the diameter of the tree in most cases, but that seems a step to far to be relevant for the game. For our purposes all trees are the same size.
Now i didn't check a lot of sources, but the one I did see is quoting a median tree density of 50-60 trees per hectare.

What this means for staff?

Well, it allows you to be exceedingly specific over what trees we can find in an uncultivated region.

Stands are the only thing that needs to be created, with no more than 259 hectares worth (or 14,000, give or take a few hundred) trees in any one room.

If the players manage to twink it up and cut them all down, well, that room has been clearcut.

But the stand progs could have a yearly update where they add a % of the current uses left in the stand back, so long as the room limit is not exceeded.
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Re: Broken Crafts

Postby Frigga » Thu Dec 18, 2014 4:06 pm

I'm not sure everyone would like the idea that players now could clear cut the forest and thus ruin things for future players.

Also that seems like a lot of work and server resources to dedicate for every forest room to need to get track of how many trees are cut. That seems in all fairness like an uneven effort - gain ratio. And as the reboots and lag of the past days shows running timer and counter progs in that many rooms would doubtless be unwise.

If the request is a follower or high - timer craft to "clear cut" a copse of five trees, that's a possibility. But redoing every forest room in the game? Likely not. ;)
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Re: Broken Crafts

Postby soiacc » Fri Dec 19, 2014 4:16 am

I think cutting down trees and transporting the logs is difficult enough without adding to the timer. You have to stand out there, vulnerable and then leave at least one hand empty when carrying a heavy log back to town, while watching out for aggro animals and/or orcs, and also having to trudge so you don't drain your stamina and leave yourself stuck. I say just leave it as it is and work on more important things.
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Re: Broken Crafts

Postby cfelch » Fri Dec 19, 2014 10:28 am

For some reason I doubt that pel-anor at its worst could have clearcut even one room of 14k trees.
This was more about representing the near limitless resources and removing redundancy.
It is working of the current number of uses code, just with a higher count.

Assuming someone twinked it up in a year and managed to remove 1000 logs from a max size stand.
(Can we all agree that this is excessive for an IG year?)
At 5% regrowth you would get 650 new trees back the first year alone.
Someone would need to maintain that level for 20+ game years to clearcut even one room.
So unless our playerbase expands by a few orders of magnitude, i dont think there is any real threat from clearcutting. I only meantioned it in passing as an extreme possibility.

Yes, the regrowth prog is new code.
Yes, it would require tree stands to be placed in X rooms.
How many 'forest' rooms do we have anyway?
It doesn't seem like much work from here, but I will take your word for it.

The problem with the higher output (which i am all for by the way) is the issue of transportation. We will need carts back soon.
As far as risk to the player, not having to scout for the tree removes half of the wasted time crafting, and gets you back to town faster.
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Re: Broken Crafts

Postby Meneldor » Sat Dec 20, 2014 1:00 pm

soiacc wrote:Woodcraft-timberwright: scout copse-for-tree
Phase 1: 30 seconds
Phase 2: 20 seconds Amateur Woodcraft skill required.
Phase 3: 20 seconds
Phase 4: 20 seconds
Phase 5: 20 seconds
Phase 6: 0 seconds
OOC Delay Timer: 60 RL Minutes
OOC Failure Timer: 30 RL Minutes


It worked just yesterday, but today it's broken, no requirements or output


Fixed.
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Re: Broken Crafts

Postby Meneldor » Sat Dec 20, 2014 1:08 pm

Dirgs wrote:carve leather-mold doesn't seem to have any timer. Intentional?


Fixed.
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Re: Broken Crafts

Postby MrT2G » Sat Dec 20, 2014 9:43 pm

Hunting: bait boar
Only Usable In: Mirkwood Mirkwood-Orc Mirkwood-Deep Woods Forest
Phase 1: 15 seconds
Phase 2: 20 seconds Amateur Hunting skill required.
Held or in Room (Consumed): a handful of $treefruit.
Phase 3: 20 seconds
Phase 4: 20 seconds Familiar Hunting skill required.
Phase 5: 0 seconds
Produced: a $predator $largebody boar
OOC Delay Timer: 720 RL Minutes

'a handful of $treefruit' doesn't seem to match of the fruit produced by any tree.
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Re: Broken Crafts

Postby Meneldor » Sat Dec 20, 2014 11:27 pm

Crabapples.
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Re: Broken Crafts

Postby EltanimRas » Sun Dec 21, 2014 2:11 am

Didn't Nauriel use to get more love for her craft-fixing than Meneldor does now?

Maybe we're getting jaded, or maybe he needs a more feminine avatar. ;)
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Re: Broken Crafts

Postby Eru » Sun Dec 21, 2014 1:29 pm

EltanimRas wrote:Didn't Nauriel use to get more love for her craft-fixing than Meneldor does now?

Maybe we're getting jaded, or maybe he needs a more feminine avatar. ;)


You have my vote for a new avatar!

In all seriousness Meneldor, kudos to you for all your hard work and the behind the scene stuff you do with the support system and gameworld. :nom:
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Re: Broken Crafts

Postby cfelch » Sun Dec 21, 2014 5:27 pm

chop stripped-tree
Is in the woodcraft craftset all by its lonesome.
It should be in woodcraft-timberwright.

On a side note... could we just call it timberwright?
It is throwing of the formatting of the CRAFTS command currently.

Also, timberwright is popping up my spellcheck, and not showing in online dictionaries... maybe lumberjack?
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Re: Broken Crafts

Postby EltanimRas » Mon Dec 22, 2014 2:31 am

cfelch wrote:Also, timberwright is popping up my spellcheck, and not showing in online dictionaries...

Possibly because we don't normally think of people as making timber?

Traditional combinations generally seem to carry that connotation: cartwright, millwright, playwright, ploughwright, shipwright, wagonwright/wainwright, wheelwright ... ?
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Re: Broken Crafts

Postby cfelch » Mon Dec 22, 2014 4:18 am

Oh I know why. It was rational to support my change!
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Re: Broken Crafts

Postby Frigga » Mon Dec 22, 2014 8:38 am

Lumberjack has too modern a flavor for my taste, personally.

It is throwing of the formatting of the CRAFTS command currently.


But, I did move it over to the craftset with the other stuff. I'll think about changing the name on other stuff to indeed, Timberwright.

And generally, no, one wasn't a "Timberwright" one had a specific subset job - as a Decker, Scaler, Sawyer, etc. Working class folks used to be rather proud of what job they did, and even the smallest change of position came with it's own magic special title.

So is it a technically correct word, perhaps not, but I like the sound of it, so there it is. ;)
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Re: Broken Crafts

Postby Brian » Mon Dec 22, 2014 12:11 pm

Frigga wrote:but I like the sound of it, so there it is. ;)


I find this to be one of the rationales that I use the most in life!
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