I’m the kind of guy that usually gathers a bunch of stuff and then go in the crafting menu and say: “Let’s see what we can do with these”
I rarely look for very specific stuff. Probably a bad play style D:
Something that bothered me is that for example let’s say you have 2 recipes, for item A and B, if B is required for A and you can make B but the only thing that you are missing for A is B. Now, right now in the crafting menu if you have no B you can’t make A but you can make B and then make A, the thing is right now A would appear greyed and I for example would totally miss the oppurtunity to make A.
I hope I explained that right…
Here is a proper example: I have clothes and a knife and I want to make bandages, however because I don’t exacly have rags it appears greyed although I could obviously cut those clothes and make rags to make bandages.
I’m not entirely sure if this is implemented in the latest experimental but I believe it isn’t, I’m also worried of how hard to implement this can be but it’s worth the Topic I think.
There are a lot of possible flaws if you create a system like that. The first, and most obvious, is the accidental using of stuff you were trying to keep. The second is that it would quickly become a recursive nightmare.
Using your bandages example, what if you started with thread only? You’d need enough thread to make rags, and then enough rags to make the bandages.
Now take that up even further with something like turning a few chunks of metal into a mininuke. You’d have to have the code dissassemble the chunks into lumps, break apart those next (of those needed), and then craft the nuke.
No need to close it, who knows, someone might have a good solution for it.
Possibly one could do a more limited ‘what can I make’ command that sorts though everything and gives you suggestions instead of being automatic.
[quote=“Kevin Granade, post:4, topic:7254”]No need to close it, who knows, someone might have a good solution for it.
Possibly one could do a more limited ‘what can I make’ command that sorts though everything and gives you suggestions instead of being automatic.[/quote]
This idea I like. It doesn’t make the embedded prog in me freak-out.
Yes, having all that could be cool, it would be nice to have recipes appear for example yellow if you don’t have all the components but you can make those and then the user manually does the work, for me that would do the trick and it would avoid all the hard coding I suppose.
Uh, the idea was not having it auto-update the recipes because it would have to do a ton of extra processing on top of what it’s already doing.
So I thought of something that helps and two things that makes it REALLY problematic.
We can easily precalculate which items each thing decomposes into or memorize them so it only happens once, so that’s good…
Thinking about that made me remember that there’s a random element, so it would either have to predict minimum yield, or risk being wrong sometimes, that’s kinda bad.
What’s worse is the issue of trying to craft with both an item and it’s products, that requires searching across the decomposition hierarchy instead of simply listing it out, which makes this an extremely hard problem.
I am kinda against this because it somewhat takes the player by the hand n doesn t encourage creative thinking when trying to craft items.
I like it more if i myself (for example) come to realize that i could just cut down this jacket into rags to craft my bandages instead of the game doing that for me.
It looks like we have a certain shade of gray.
Why isn’t there another, warmer shade for items that need an item or two, and those can be inherited via (D)isassembling?
An idea - perhaps another duotone level for those usable items currently in the player’s FOV? This one could mean: “You could make a Molotov, just look for the bottle of scotch around you”.
[quote=“vultures, post:11, topic:7254”]It looks like we have a certain shade of gray.
Why isn’t there another, warmer shade for items that need an item or two, and those can be inherited via (D)isassembling?
An idea - perhaps another duotone level for those usable items currently in the player’s FOV? This one could mean: “You could make a Molotov, just look for the bottle of scotch around you”.[/quote]