Broken Crafts

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

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Sage
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Re: Broken Crafts

Post by Sage » Tue Aug 08, 2017 12:10 am

*bump*

trevalyan
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Re: Broken Crafts

Post by trevalyan » Thu Aug 10, 2017 6:54 pm

Hmmm. Pretty large problem that I've detected here, and scanning the craft list indicates no way to solve it.

Forging rough quality metal weapon heads in Utterby is relatively easy. You forge the head, then use "sharpen dull-blade":
Weaponcrafting: sharpen dull-blade
Phase 1: 20 seconds
In Room (Reusable): a $metalforge0.
Held or in Room (Consumed): a bundle of firewood.
In Room (Reusable): a $metaltype0 blacksmith's hammer.
Phase 2: 20 seconds Beginner Metalcraft skill required.
Phase 3: 20 seconds Beginner Weaponcraft skill required.
Phase 4: 20 seconds
Held or in Room (Progressed): an unfinished, rough bog-iron knife blade,
an unfinished, rough bog-iron shortsword blade, an unfinished, rough
bog-iron longsword blade, an unfinished, rough bog-iron greatsword blade,
an unfinished, rough bog-iron hand-axe head, an unfinished, rough
bog-iron axe head, an unfinished, rough bog-iron great-axe head, an
unfinished, rough bog-iron spear head, an unfinished, rough bog-iron pike
head, an unfinished, rough bog-iron mace head, or an unfinished, rough
bog-iron maul head.
Now, do you want to work on more promising weapons- that is, anything above poor quality? That's fine, but they require more specific crafts. In the case of shortswords, it requires "temper basic-sword-blade."

The problem is, looking at the craft lists, there are ZERO other similar crafts for things like spear heads, battleaxes, and other weapons. So if you forge poor quality spearheads, thinking you'll eventually branch something appropriate, you won't: they'll just start piling up on the shelves without any ability to turn them into finished heads. They'll never become completed product.

Am I missing something? Is there a similar tempering craft for spears that just isn't on the public crafts list?

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Faroukel
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Re: Broken Crafts

Post by Faroukel » Fri Aug 11, 2017 7:13 am

You're certainly not missing anything.

Submitted the current weaponcrafting map and what's missing a lil while ago.
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Canawa
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Re: Broken Crafts

Post by Canawa » Tue Aug 29, 2017 10:27 am

Not sure if this is the right place for this, I think it's more of a bug than a broken craft, I just dont know how to submit bugs.

In woodcraft, you can't use a simple woodworking table in a craft that requires 2 uses if their is only 1 use. That part is fine but if you try to perform a craft that requires 1 use of that table it will instead eat the 1 remaining use and whatever materials are consumed within the craft up until the table is used.

The results are an emptied woodworking table and 'x' amount less of each material that you used but no finished product.

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PhocsM
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Re: Broken Crafts

Post by PhocsM » Tue Aug 29, 2017 10:57 am

Canawa, the crafts are being audited.
But if you need to open a ticket with staff here are the guidelines to do it:
https://shadowcooperative.atlassian.net ... 22/Support
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Canawa
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Re: Broken Crafts

Post by Canawa » Tue Aug 29, 2017 11:26 am

PhocsM wrote:Canawa, the crafts are being audited.
But if you need to open a ticket with staff here are the guidelines to do it:
https://shadowcooperative.atlassian.net ... 22/Support
Thanks! It's just eating up blocks and planks of wood.

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Taurgalas
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Re: Broken Crafts

Post by Taurgalas » Tue Aug 29, 2017 8:48 pm

This is an issue with the way some of the tables were inserted into crafts. If you encounter this with other crafts, please let me know. (i.e. if you are on the last use of a table and the craft fails after eating the supplies - whether a check is made or not.) That particular issue on that particular craft will be fixed as of next reboot.
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Icarus
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Re: Broken Crafts

Post by Icarus » Wed Aug 30, 2017 11:36 am

Side note: please let's kill the consumable tables.
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Frigga
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Re: Broken Crafts

Post by Frigga » Wed Aug 30, 2017 12:49 pm

We might consider what to do with the tables, however, the tables were added as a way to balance out the cost to profit margin of some crafts. It was perhaps not the best way to accomplish that, however, they are serving sort of a purpose even if not most eloquently. I can imagine in Taur's great craft overview that will be considered and possibly changed when things are properly considered.

Canawa
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Re: Broken Crafts

Post by Canawa » Wed Aug 30, 2017 12:55 pm

Frigga wrote:We might consider what to do with the tables, however, the tables were added as a way to balance out the cost to profit margin of some crafts. It was perhaps not the best way to accomplish that, however, they are serving sort of a purpose even if not most eloquently. I can imagine in Taur's great craft overview that will be considered and possibly changed when things are properly considered.
While I personally would be ecstatic to see the consumable tables removed completely, if they aren't can we at least take away the 2 hour craft timer that it costs to refill them (I'm assuming they all have a 2 hour timer).

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Icarus
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Re: Broken Crafts

Post by Icarus » Wed Aug 30, 2017 1:20 pm

That or the uses increased. I can make about 9 arrows before having to find nails and glue, which seems a bit crazy on the woodworking table, and then get knocked wth a timer.
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A mutilated little orc murmurs, nodding as he mutters,
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Zargen
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Re: Broken Crafts

Post by Zargen » Wed Aug 30, 2017 2:21 pm

I also vouch in favor of killing craft tables. They completely hobble you at the knee as a craftsman on the evil side of things. Twenty spools of wax thread. Not twenty charges, but twenty spools to refill a leatherworkers table at 8cp a pop for those spools. Thats 160cp by itself just to refill the table. Which is almost identical to the cobbler station except the gobbler only asks for 20 charges in comparison.

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Faroukel
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Re: Broken Crafts

Post by Faroukel » Wed Aug 30, 2017 3:11 pm

I too dislike crafting tables immensely..but, from what I understand the uses applied to the leatherworking table have been greatly increased (to what amount?) and are applied only to armourcrafts?

Still, not a big fan...would rather see accurate craft ingredient lists than generic sinks that don't make too much sense (nails to make arrows, or more twine for crafts that already use twine, ect.)
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Zargen
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Re: Broken Crafts

Post by Zargen » Thu Aug 31, 2017 5:33 pm

Raw warg pelts and wolf pelts for the brine raw-large-pelt craft please.

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Taurgalas
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Re: Broken Crafts

Post by Taurgalas » Thu Aug 31, 2017 6:15 pm

Those crafts already exist - they're separate from the raw-large-pelt because it's racially restricted for wolf and warg. BUT Easterling wasn't included. Next reboot it will be.
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Zargen
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Re: Broken Crafts

Post by Zargen » Tue Sep 05, 2017 9:13 pm

Brune raw-warg-pelt is just an exact copy of brine large-raw-pelt. It doesnt use warg pelts

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Taurgalas
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Re: Broken Crafts

Post by Taurgalas » Wed Sep 06, 2017 8:41 am

raw-wolf-pelt and raw-warg-pelt all fixed.
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Canawa
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Re: Broken Crafts

Post by Canawa » Tue Dec 05, 2017 10:04 am

In the foraging craft suite:

Using the 'gather ripe-acorns' craft produces an oak tree that has been stripped of its simples every time the craft it performed. Not saying that it's not right but most other foraging crafts like that only produce 1 tree. In this case, one copse of oak trees produces approximately 5 objects.

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Mystique
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Re: Broken Crafts

Post by Mystique » Sat Feb 03, 2018 5:51 am

Canawa wrote:In the foraging craft suite:

Using the 'gather ripe-acorns' craft produces an oak tree that has been stripped of its simples every time the craft it performed. Not saying that it's not right but most other foraging crafts like that only produce 1 tree. In this case, one copse of oak trees produces approximately 5 objects.
This should be happening with any tree copse that you do that sort of craft with.

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Grommit
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Re: Broken Crafts

Post by Grommit » Sat Feb 03, 2018 2:34 pm

That's true, but it uses the object sampling system that lets you run the craft 5 times before the copse object automatically becomes the stripped of simples item. The simples object shouldn't be loaded by the craft manually at the end of each run. That's automatically handled when the copse runs out of its uses.

seirza
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Re: Broken Crafts

Post by seirza » Sat Feb 03, 2018 2:42 pm

Mystique wrote: This should be happening with any tree copse that you do that sort of craft with.
Nevermind, Grommit said the same thing with less words :D
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And with strange aeons even death may die.
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