Post:Crafting Mobility - 03/23/2012 - 22:46

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Re: Crafting Mobility · on 03/23/2012 10:46 PM CDT 2354
Mobile crucibles can likely be created in the next few months, though with much lower max volumes than those found in the forges. You would also need to build a fire and have fuel handy for them.

Mobile forges present several issues just due to how the DR engine works. Writing a good system for it would likely take more time than adding an entirely new crafting system, so for now I'm holding off and hoping some spark of inspiration hits. An auction-grade forge summoner would likely be available within the next few months if I can shave off some time to work on it.

Home forges are a bit easier to code up, but still a large time investment. Homes have an item limit and forges consist of a half-dozen items... so I have my work cut out for me there. One thought is the forge needs to be "opened" or "deployed" to instantiate the anvil, forge, grindstone, crucible and ingot-cutter - and if you leave for any reason they get un-deployed and you lose any unfinished items on them. We'll see.

Tailoring is another crafting skill that has looms, an item you cannot easily move about. Ultimately I would like to add mechanics so all crafting works better inside the Hall, but can be performed with a penalty on the go.

For example, flesh-eating beetle boxes to strip your bone resources instantly. Vats of heated salt solution to instantly cure your leather. Distaffs are an example of a tool that works poorly when compared to the spinning wheels found in each hall. Stoneworking kind of defaults to the Halls because moving boulders is impossible.

Anyhow, it is on my mind for future improvements!

This message was originally posted in Lore \ General Discussions - Lore, by DR-KODIUS on the play.net forums.