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Optional crafting tools #14708
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This requires few issues to be resolved:
Exchanging tool qualities for time would be mostly useful early in the game, before finding/constructing the first cart. Or with unlucky item spawns. |
I really like the "tool OR time" approach, especially since it addresses my
main concern, which is that different recipes need to vary in their time
cost scaling.
On general, something like this has always been the intended "phase II" of
tool qualities.
|
As far as defining it in the JSON - I think there should be both a minimum, and a maximum time that a given thing takes. No matter how good your boiling apparatus you're not going to get a thing cooked faster than the water can boil, you're not going to drive nails or screws at supersonic speeds no matter how good a hammer/screwdriver you have, etc. So an upper and a lower bound. Tool quality, then, could provide a modifier, either in percentage or a vague "ticks per time unit" value, I'm not sure what will be more useful. Either way, the modifier value would be optional, and it would have an effect of adding the specified amount of speed per each point of tool quality over the requirement. |
I'd love to see something like this. |
I'm considering first implementing this for tool qualities as a capped percentage bonus reducing both required time and failure rate. For each level above the minimum you get a bonus proportional to the number of qualities, with some qualities weighted more than others. The bonus for each level is applied consecutively so each extra level contributes less. For example given requirements of
Now for
In the second weighted example three excess levels of This algorithm is simple to implement needing only a Optional tools would be specified as being required at level 0 and in most cases should be given a larger weighting. Thoughts? |
I don't like the percentage plus weighting approach, it's rather confusing.
Also I don't like the prospect of the addition of new optional tools
causing the impact of existing tools to diminish.
Finally, I'm not a fan of conflating speed and success rate.
Also Sean has a good point, in a lot of cases we'll want behavior like
"reduce the time to do 'prep', but don't change the cooking time", I don't
see an easy way to enforce that with this system without implicitly
factoring in the maximum tool quality level.
What I'd like to see is an enumeration of quality levels and bonuses from
providing them. It would be trivial for the bonuses to be either a raw time
reduction, a percentage time reduction, an adjustment to failure rate, etc.
This would lead to more verbose recipes, but they'd be easier to read and
understand.
I don't see a good reason to have the bonuses scale based on how many of
them are applied, that makes it a lot more difficult to reason about
outcomes.
|
I'm with Kevin here. For many recipes you need just the ability to hammer stuff/turn bolts/boil water. Then there's the part where we'd probably want some recipes to be super-expensive without tools, but way more sane with them. For example, turning screws with just hands to dismantle a loosely bound machine. Just a hardcoded percentage change to craft times would result in the whole deal being insignificant for "single-craft" items - 1 hour or 2 hours isn't much when you only craft survivor gloves once in a game. Changing it to "6 hours or go grab the tools" would make it matter. Having tools contribute to success chance would require a rebalance of crafting difficulties. Currently they are only affected by a handful of factors - basically just difficulty and some hardcoded mutations. |
Hmm. Just throwing an idea out there, but - so long a we're on the subject of adding thresholds to recipes, what about having a difficulty threshold? As in, if you have a particular set of tool qualities available, the recipe becomes a different difficulty than if you don't. And back to the boiling water thing -
If this change does go in, it might be time to assign qualities to the heating items, plus a hardcoded quality to "a nearby fire". A lot of things that require heating also have the option of using a nearby fire, and for some of them (like melting plastics) using a fire is going to be much more difficult than using a hotplate. |
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I'm considering some changes to the crafting system but would like opinions before I start.
The current quality requirements
SCREW 2
,HAMMER 1
would become the minimum requirement to craft an item. Where you exceed the requirements (eg. needsHAMMER 1
but you haveHAMMER 3
) you gain a proportional bonus to crafting speed ± success rate.This would allow us to implement optional requirements, for example
MULTIMETER 0
for some electronics. You can craft such items without a multimeter but it would be much easier and faster if you had one. More complex items could require the item withMULTIMETER 1
.This allows us to build upon tool qualities by providing a much greater range of tools. In the above example we could provide
multimeter
(quality 2) and animprovised multimeter
(quality 1) with different trade-offs (item frequency, weight, volume etc).Items like the
multitool
then become more interesting - do you carry around such an item and accept slower crafting speeds or haul around a much more weightytoolbox
? Garages and electronics stores become more interesting and we could perhaps add a tool merchants store as well?Recipes can be added or adjusted piecewise so it's more comments as to whether the mechanism itself sounds interesting and what the semantics of any implementation could be?
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