Note that this isn’t a formatting change - technically, the recipes work (I did a find replace to handle that).
The problem is that currently the requirements make no sense.
Many recipes should require fabrication as the main skill and their current skill should be dropped or moved to a subskill. Many should require subskills of a higher level. Many should require multiple subskills. This all needs to be reworked, and that’s what the actual task is here. We should probably come up with some generalities here.
Remember that subskills represent the base of knowledge the character needs to attempt that task, but it’s a binary question - the task won’t teach them that knowledge, they either have it or they don’t.
Skills tasks should be governed by:
Fabrication - Any task that involves the basic working or reshaping of a piece of material. Woodcarving, making rope, making a crowbar, many of the “primitive” crafting skills, all of these would be fabrication.
Mechanics - Involving complicated interlocking or moving parts, tensions and basic physics, joints, hinges, locks, or anything that can be considered “machinery”. Some current mechanics tasks will become fabrication, and other tasks might require mechanics as a subskill.
Tailoring - Mostly, leave this be. Tailoring is about joining cloth together and shaping it. Probably all still correct.
Cooking - Like tailoring, you’ll probably mostly want to leave this one alone.
Electronics - Again, you’ll probably mostly want to leave this one alone, but there might be some instances where the task is primarily an exercise in fabrication rather than electronics, where it might make sense to move this to a subskill. We’ll probably revisit it again when we can have multiple “main” skills though.
Skills that should mostly be moved to subskills:
Survival - This will most likely be moved out to be subskills in most cases. Survival will be about knowing what you CAN build, instead of actually building it - it will be a limiter, but that’s about it for many skills it currently governs. A few might remain.
Archery/Melee (and all other combat skills) - Combat skills won’t be trained by crafting. Move them out to subskills. This was what initiated this rewrite, and is the primary purpose. Carving arrows will NOT make you a better shot.
Level subskills required?
1 - Familiarity. Many primitive items will have a basic survival requirement of 1. If you’ve heard of it, you can think of it, and probably figure out how to build it.
3 - Basic Understanding. You need more than familiarity, but you don’t need to be a master.
5 - Advanced understanding. You know quite well how this works. This should be enough to unlock most recipes for this skill.
7 - Basic mastery. You know the whole field to a good depth. Probably limited to mechanics, electronics, and cooking. And most of those will have those as primaries, so I don’t know if there are likely to be any of these as secondaries.
9 - Advanced mastery. You know pretty much all there is to know. It’s unlikely for there to be any recipe unlocks beyond this level. Maybe (maybe) for the advanced sci-fi stuff like teleporters and mutagens, but for those we probably won’t be using the relevant skill as a secondary skill so it still doesn’t apply.