blindcoder Posted May 2, 2016 Share Posted May 2, 2016 (edited) Long-Term Crafting Projects (CrafTecs) This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such). Current state The mod is fully functional as of IWBUMS 34.something. Mechanics The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have). Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes. To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply. The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object. You can also require MULTIPLE professions / skilllevels for a single object. You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything! Download Download is available on github: https://github.com/blind-coder/pz-craftec/releases Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797 Demovideo Enjoy Edited May 8, 2016 by blindcoder Update for version 0.2.2 Footmuffin, Rocco36, Sieben and 15 others 18 Link to comment Share on other sites More sharing options...
Hydromancerx Posted May 2, 2016 Share Posted May 2, 2016 Cool mod! blindcoder 1 Link to comment Share on other sites More sharing options...
Moleon Posted May 2, 2016 Share Posted May 2, 2016 Totally! *-* blindcoder 1 Link to comment Share on other sites More sharing options...
wsensor Posted May 3, 2016 Share Posted May 3, 2016 Now we just need a party exp system for building massive buildings together. Leond 1 Link to comment Share on other sites More sharing options...
blackteapie Posted May 3, 2016 Share Posted May 3, 2016 12 hours ago, blindcoder said: The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object. You can also require MULTIPLE professions / skilllevels for a single object. You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything! So...eh...does this mean that I can design my own building with this mod? Link to comment Share on other sites More sharing options...
blindcoder Posted May 3, 2016 Author Share Posted May 3, 2016 5 hours ago, wsensor said: Now we just need a party exp system for building massive buildings together. That's definately coming soon. I honestly JUST realized this issue when I wrote the last sentences of the documentation for the public release. 3 hours ago, blackteapie said: So...eh...does this mean that I can design my own building with this mod? That's the ultimate point once I manage to properly draw silhouettes of the tile being built. blackteapie 1 Link to comment Share on other sites More sharing options...
hrot Posted May 3, 2016 Share Posted May 3, 2016 (edited) Cool mod, some of it could be made into game as standard. Edited May 3, 2016 by hrot Jason132 1 Link to comment Share on other sites More sharing options...
blindcoder Posted May 3, 2016 Author Share Posted May 3, 2016 Edit: Added Workshop link. Link to comment Share on other sites More sharing options...
wsensor Posted May 3, 2016 Share Posted May 3, 2016 It would be cool if we could build some things at a workbench (IE: Window, Door, etc) and then take them to elsewhere to be placed. Some could still be built in multiple ways (IE: Crates, Tables, etc) perhaps. Link to comment Share on other sites More sharing options...
blindcoder Posted May 3, 2016 Author Share Posted May 3, 2016 Yeah, building at another building is still some TODO thingie. Dr_Cox1911 1 Link to comment Share on other sites More sharing options...
Dr_Cox1911 Posted May 4, 2016 Share Posted May 4, 2016 On 3.5.2016 at 8:13 PM, wsensor said: It would be cool if we could build some things at a workbench (IE: Window, Door, etc) and then take them to elsewhere to be placed. Some could still be built in multiple ways (IE: Crates, Tables, etc) perhaps. I wrote some bulk code a while ago where proper carpentry could only be built with proper planks. Proper planks could only be created with a circular saw bench (one that could be pickt up and the big stationary ones in McCoy). Never really got beyond the planing phase. Hope that you (@blindcoder) can achieve this! Geras 1 Link to comment Share on other sites More sharing options...
FiveNine78 Posted May 6, 2016 Share Posted May 6, 2016 (edited) Hey, I just saw this in the Workshop on steam, and left a comment. Might as well repost it here, if anyone else would like to add on or w/e. Is it possible to make experience be gained over the period of time you are making the object, instead of all at the end? I'd imagine that only gaining xp at the end would defeat the purpose of allowing other people to help, since there'd be no incentive. It might mean that overall more experience is gained for finishing it than in vanilla, but I'd like that better, since it would be taking more time to finish anyways. Edited May 6, 2016 by FiveNine78 clarification Link to comment Share on other sites More sharing options...
blindcoder Posted May 6, 2016 Author Share Posted May 6, 2016 @FiveNine78 Yeah, that's something I literally just noticed when I wrote up the final documentation. Will certainly be in. FiveNine78 1 Link to comment Share on other sites More sharing options...
blindcoder Posted May 8, 2016 Author Share Posted May 8, 2016 I have changed the XP completely now. The new idea is: XP is awarded for whatever skill the work on the recipe requires, or Carpentry if "any". This way XP can be awarded to any skill, which makes it interesting once metalworking is in. Also, XP is awarded at 0.1 points per in-game minute you work on the project. You can check how much has been done / has to be done by checking the "Progress: 0 / 60" text in the tooltip. In this case, there's 60 minutes of work left which means 6 XP points at 60 times 0.1 point. This means, that building things give a LOT more XP (up from the default 3 points for everything), but since they also take a lot longer, it only seems fair. This bug still applies, though: http://theindiestone.com/forums/?app=tcbugtracker&module=tracker&controller=issues&id=176&do=getNewComment I still have to figure out how to balance this with deconstruction, since now you can just construct something to 95%, then deconstruct it down to 5% and reconstruct it to 95% and gain XP over and over again. Not even sure if this even IS an issue, since it's still taking a lot of time anyway. All ideas welcome Link to comment Share on other sites More sharing options...
blindcoder Posted May 8, 2016 Author Share Posted May 8, 2016 UPDATE I have released version 0.2.2 with the changes mentioned above. Enjoy! Link to comment Share on other sites More sharing options...
ChatNoir Posted May 10, 2016 Share Posted May 10, 2016 What a great mod! Share the work instead of building it just on your own is awesome. If you also could make it possible to air-dry my towels I will love you forever Link to comment Share on other sites More sharing options...
zomboid123 Posted May 17, 2016 Share Posted May 17, 2016 Well, this looks familiar. Link to comment Share on other sites More sharing options...
blindcoder Posted May 17, 2016 Author Share Posted May 17, 2016 The upgrading is not in the mod yet. I'm waiting for it to hit IWBUMS, too, so I can check the sprites and how to properly integrate it all. I could probably integrate the upgrading of existing walls already, but I want to stay as close to vanilla as possible. Link to comment Share on other sites More sharing options...
Dr_Cox1911 Posted May 9, 2019 Share Posted May 9, 2019 (edited) Just stumbled upon this mod again, is this still something you are working on @blindcoder? I really like the mod idea and hope that TIS will revisit the whole crafting concept. Edited May 9, 2019 by Dr_Cox1911 ditoseadio 1 Link to comment Share on other sites More sharing options...
blindcoder Posted August 9, 2022 Author Share Posted August 9, 2022 I just released version 0.3.0 of this mod. Changes: Allows you to bulid a project even if you lack the skill requirements. Attempting this may FAIL though, losing crafting ingredients in the process and injuring the player. ditoseadio 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now