[quote=“Coolthulhu, post:45, topic:12277”]“Combat isn’t bullshit therefore crafting damage isn’t bullshit” is just another end of the same “x is y, therefore z must also be y” argument.
You still haven’t demonstrated crafting damage isn’t bullshit, while I demonstrated that it is and that it doesn’t even solve what it is supposed to solve.
I showed examples of trivial actions that can be done to make it not do its job (collecting more pots, for example), while you didn’t even come up with a single skill where it would matter, only saying “it’s realistic therefore it’s good”.[/quote]
I have stated, and shall state again, that “Expend Resources to get X” is at its heart not a bad idea. There is nothing wrong with the underlying premise, because if there were something wrong with the underlying premise then it would logically follow that Combat, which shares that premise, would also be bullshit.
Therefore saying “I’ve not demonstrated X” to this particular paragraph is irrelevant, as this is just logical induction.
C + XYZ = Not Automatically Bullshit
Therefore: XYZ = Not Automatically Bullshit
Cr = Not Automatically Bullshit.
Therefore: Cr + XYZ = Not Automatically Bullshit
Unless you are trying to suggest that literally every possible system involving crafting and consequences is automatically bullshit (which would be a fairly difficult to prove), this is not even something you need to argue with - just understand that I am not attempting the logically impossible and instead we can focus on where implementation may introduce Bullshit, rather than pretending that bullshit is a logical consequence of Crafting + Risk.
It would potentially get very tedious. And without a good formula, would require someone to go over all the items and add repair components to them.
Agreed, there’s definitely a pitfall in making materials unfun or complex to find (the current engine replacement parts thing is a good example), but hopefully automated repair would make this a lot less irritating. This would indeed be potentially quite complex to code out, however, so it’s a question of whether the benefit to the game is worth the hassle of implementation.
Spitballing it, let’s try this as an example to work from:
Firearm, Ballistic: Firing = 0.1% chance of damage every shot. 1% while shooting reloaded ammunition.
++: No fix.
3-4 HP: Tool: Rag, Fine Screwdriving. Component: Oil.
0-2 HP: Tool: Fine Hammering, Fine Screwdriving, Soldering Iron (N Charges). Component: Scrap Metal, 10 Solder.
Broken: Fine Hammering, Fine Screwdriving, Soldering Iron (N Charges). Component: Any Ballistic Firearm, Scrap Metal, 10 Solder (Broken items would not automatically fix, but presumably would not break often unless misused). Repairing broken items gives repair component HP -1 to the broken item.
“Simple” firearms with fewer moving parts might have a different subset that has a lower chance to break, and potentially just use “Heavy Stick, Rag, Oil” to clean out the barrel until 2 HP or lower, plain Screwdriving and hammering for 0-2 HP, and fixed from broken with just a Pipe and a welder or soldering iron.
While far more complex than the current, this would give the player a good reason to realistically want Survivor or archaic weapons - Lower maintenance.
Firearm, Energy: Fewer moving parts means these would only really develop problems if not properly maintained.
4-5 HP: Tool: Rag, Saline Solution.
2-3 HP: Tool: Fine Screwdriving, Soldering Iron. Component: Power Converter, Copper Wire, 20 Solder.
0-1 HP: Tool, Fine Screwdriving, Fine Hammering, Soldering Iron. Component: High Quality Lens, Circuit Board, Copper Wire, 30 solder.
Broken: Tool, Fine Screwdriving, Fine Hammering, Soldering Iron. Component: Any Energy Firearm/CBM analogue.
It doesn’t have to be onerous or tedious. Experienced Players would routinely perform low level maintenance on their gear the same way they routinely perform maintenance on their character (it takes an unforgivable number of keypresses to boil water). If they let things slip, they need more materials to fix it.
Very tedious and also wouldn't achieve much other than shopping carts mandatory. Inventory damage is a bad idea because the only thing that prevents trivial stashing is roaming NPCs who steal your crap. And they're off by default.
Alright, I concede that this would be too simulationist for some and probably impractical, but I’d honestly like to see a lot more stuff getting damaged in general, though I appreciate it would probably get to Dwarf Fortress levels to track everything.
Being trampled by zombies should probably damage fragile items.
Being left outside should cause any nearby animal to damage food items if they can get them (and I presume NPCs will be on by default once they’re fully implemented and integrated?).
Being left outside in the rain should slowly damage most items over time.
Obviously tracking every item on the floor is unfeasible (though I dearly hope that animals wrecking your supplies to get your food becomes implemented someday) but as a compromise, perhaps more items could be spawned in imperfect condition about the gameworld, rather than exclusively brand new, flawless items?
That would be an incredibly tiny change mechanically. How often do valuable items break anyway? Even if tools randomly broke, most of them are made of cheap components processed by expensive tools.
Eh, I have a bad habit of bashing windows with valuable skillbooks I was reading, but take this in the larger context of making item damage more common. Any change to increase item breakage frequency should be coupled with measures to lower item breakage annoyance, up to and including consolation prizes like rags and scrap metal - part conservation of mass (I forgot to repair my damaged Survivor Suit, now I am naked is pretty anti-realistic and unfun irself, no?).
That's tedious and anti-realistic.
"I have an important job to do. I could use that proper hammer over there. But it only requires a rock, so I'm going to bash it with a rock instead of using the hammer like a human being would"
Rocks, in this case, would be spare materials to unrealistically make pots, rather than as hammers. But you’re the one making this anti-realistic. There is no need to have the tedious, unrealistic binary you’re proposing here between “No items ever break” and “all items break”.
You’re going on a survival situation for a long period of time. Do you bring any spare items that you could use to repair your other items?
If they’re fragile or prone to wear and tear, yes, you obviously would. You balance the likelihood of needing something with the cost of carrying it around with you on your trip.
Spare hammer? Probably not. Hammers are pretty sturdy.
Whetstone for your axe and hunting knife? Probably. A blunt tool can be dangerous.
Spare fletching? Maybe.
Spare fishing line? Definitely.
Spare hacksaw blade in your toolbox? Sure, I have several.
Spare batteries in case your soldering iron runs out? We already have this in the game, “running out of power” is not significantly different to “getting blunt” or “ceasing function”, it’s easily remedied, and the resource is common.
Bullshit would be excusable with a valid gameplay reason, but I don't see anything anywhere near good enough in your post.
That’s why we’re still working in suggestions rather than codifying things, no? In my experience starting with detailed equations and nitty gritty details too early on causes people to argue against an idea because of details that could easily be ignored or reworked while ignoring the overall idea itself.
Like I’ve said before, “implementation ready” is not necessary at this stage. I propose things, you consider their viability and point out anything you consider to be a problem, I listen and suggest refinements, we see where it goes. In the end either we agree that it’s unworkable/impractical and move on, or come up with a solution we mutually agree is feasible and worth further exploration to make a better game. This is a natural part of any design project.
Hauling only the new stuff and components, not having pots randomly break like it wouldn't happen in real life. Not adding extra tedium for realism fetishism that achieves nothing gameplay wise.
I assure you, I’ve broken far, far too many items of cookware, and am in possession of several with a damaged plastic handle or damage to the non-stick surface that does not significantly impede their ability to heat food. But I’ve covered this: non-risky vs. risky recipes, potentially sturdy vs. fragile tags, so stone hammers made with string are actually less useful than factory made solid steel one-piece claw hammers, and commonplace, common sense, repair materials with low hassle maintenance.
Gameplay always involves abstraction, I understand this perfectly. We could abstract boiling water, we could abstract drinking (Nethack certainly does), we could abstract defecation. Without prejudice, does drinking add anything to the game? Boiling water? What if it didn’t already exist? Why would you add that meaningless, tedious element just for your fetish?
On the other side of the coin, what is the game supposed to represent? What are the core features it is supposed to include?
Game: Living after the apocalypse. Survival sim.
Crafting and maintaining your gear.
Surviving the elements.
Fighting monsters.
Repair is a core game feature. The player needs to procure tools to survive, and gear maintenance is a fundamental part of what the game should be simulating. Now, the game should abstract away the tedious parts and make sure this is as painless as possible (Crafting Menu > Tab > Tab > Tab > Scroll > Scroll > Scroll > Scroll > Scroll > Clean Water > Batch Craft > 20 > YOU DO NOT HAVE ENOUGH CONTAINERS FOR THIS WATER YOU WERE GOING TO DRINK ANYWAY.), but skipping out on survival sim aspects because survival sim activities are tedious is not ideal when we’re talking about a survival sim.
Filthy clothes? Not a bad thing to represent.
Current implementation? Needs attention. A single tool you “load” with soap and use, garment by garment is a little awkward.
Could clean clothing be shown through reinforcement ++ that gradually decays to ||, needing to be “repaired” with soap and nearby water by a quick and easy menu command, while heavily damaged gear is considered increasingly filthy and tattered?
Perhaps. A garment could be clean but torn, but it might be a useful abstraction to consider. We can assume any minor wear and tear like fraying seams to be fixed during the cleaning process, while any damage the player is likely to encounter would probably dirty up your outfit and the player not bothering to waste soap “perfecting” a damaged garment. We might reject the idea in the end, but I like the idea of the player needing to maintain their clothing and avoiding boomers because it ruins their epic tux’s Clean Stylish benefits.
After a while low-level adventuring becomes trivial.
This would be something you'd send a NPC on if it was implemented. "Bring me 4 pots from that cleared city"
Making player do that would be pure tedium, since it would just involve going into explored, cleared houses and grabbing up the (s)crap that you left last time.
Sure, this is a good suggestion for improvement and progression. The player should outgrow these problems naturally.
"The Forgeco Garage Buddy 2.0: Now with automated knife sharpener. - Just like the Foodco skips out on tedious water purification, an automated machine that converts energy into convenience is a fine way of handling this.
"Precision Manufactured Steel Tools: Don’t fall apart like something you magicked together out of ROCKS AND TWINE.
“Your atomic robo-butler, complete with automated repair facilities. Shines your shoes while you sleep!”
“Your faithful corpse pulper now also loots scrap metal for you and repairs your tools while you’re working!”
So sure, make the player do it, let them feel achievement when they (mostly) rise above such petty concerns, and if disaster happens because they’re careless, and they lose the things they relied on, make them feel the sting of that loss.
Unless you want to go over the code yourself and un-weird them, it can't be just left like that. You want a new mechanic that makes bionics stand out by making everything else more tedious to use.
Bionics already stand out. Fusion arms never wear down, blades never break, Laser Fingers can fire 4+ times without time progressing. Bionics are incomparably superior already, I really would need to rework the system heavily to change that, but it’s not a problem introduced by, or even exasperated by, this suggestion, nor is it necessarily a significant change to what’s already there already.
Just random energy cost? What for? What would it achieve?
Currently having no power and an integrated toolset means infinite access to every useful tool even before you find your first power cell, with the sole exception of Soldering/Welding functions. With power, all you need in a vehicle is a forging kit, a basic chemistry set, and a Foodco and you can cover pretty much every imaginable crafting function. This is so far into no-brainer territory I cannot imagine not having an I.T as soon as I can find one.
Give Integrated Toolset an energy cost changes this dynamic to effectively convert Tool Requirements to Bionic Energy cost, which naturally increases for longer, more complex projects. And let’s face it, it’s probably, for space purposes, an electrical auto-hammer, an electrical drill bit with a screw head and bolt turning attachment, an electric saw and a heating element, as well as a miniaturised electrical spot welder, not a volume 10 toolbox you store in your palm and apply using elbow grease and muscle power.
While an advanced player would likely not care, and integrated toolsets would remain extremely useful, they would no longer be better than a Toolbox in all respects, since a toolbox would cost nothing except volume and weight - neither of which matters if you have an established base location and it’s on the floor nearby.
This achieves:
Better balance. Toolboxes are no longer totally obsolete after you find the CBM, nor are actual welders or soldering irons, since they would potentially work out as more efficient than the I.T.
Better realism. The toolset otherwise works without any energy whatsoever, unlike other bionics you must at very least pay to “deploy”.
The exact amount of energy drain is, of course, open for discussion, but the fact that they should drain energy I consider self-evident.
The recipe that costs the least would rarely be the recipe that is risky enough to train the skill anyway, if you're grinding.
That’s a contradiction - if you aren’t gaining skills, you aren’t grinding. And the grindy recipes aren’t risky. That’s the point of grindy recipes - moderate gain for low risk.
That’s the point. If you’re grinding, you wouldn’t be risking breaking tools etc anyway. If you’re trying to do something abnormally difficult in order to attain a result, you take risks to do so.
Folding steel to remove the impurities in some places while retaining them in others, quenching the hot steel in specific ways to harden it only where needed etc.
We’re not talking about “curved sword that breaks when swung”, we’re talking about “curved sword that is really good at slicing unprotected flesh”.
I assure you, a katana is not significantly different from any other high quality bladed implement in terms of performance slicing unprotected flesh, and even the idea of needing to fold metal in the first place is to remove impurities that generally wouldn’t exist unless you were using the low grade steel that traditional katana use, which is particular to Japan regardless and could not be reasonably acquired by the player.
What we are talking about is a solid, functional weapon which may or may not be made using lamination, will not break, and will retain a cutting edge. A katana cannot cut through other swords, it cannot cut through peasants vertically, it is not the ultimate perfect sword outside of fiction. It has properties relating to its length, shape, hardness, and materials. Forging processes are used to achieve those things, but they are not the only way to achieve those things.
So while laminating steel is certainly possible (if largely pointless), a “katana” made without folding, using high quality carbon steel, will have very similar properties, cut as well, be similarly balanced, and perform as well, if not better than, a traditional katana made from jewel steel. Even Damascus Steel itself, which really was a truly incredible achievement (far more impressive than Japanese swordsmithing), is not superior to modern materials available today, despite the nanotubes.
Yes, Steam Engines are a great example of “this is complex specialised knowledge about a device with an alarming property of EXPLODING MASSIVELY if you bollock it up even slightly, therefore you need a recipe”. Please add steam engines, I love steampunk and promise never to complain about them being Recipe-locked, that makes perfect sense. I am not trying to be unreasonable, I am happy to concede anything that legitimately cannot be reproduced or learned around, but I really do not consider “curved sword with X physical properties” to be on that scale.
Check out data/json/recipes directory. The JSONs are human readable.
You're looking for an "autolearn" field. It can be a bit confusing since it has two syntaxes. One is simple: true/false - false means never autolearns, true means autolearns when you have skills equal to its difficulty.
The second syntax is more explicit. Search for "welder_crude" - it has an array like this:
"autolearn": [[ "mechanics", 3 ], [ "electronics", 2 ]],
Each element in the array is a pair of [skill, level]. In this case, it means crude welder autolearns when you have 3 mechanics and 2 electronics. The actual difficulty of the craft is just 2 mechanics.
Awesome, thanks. I assume if I set Autolearn to false, and include the second syntax it would override the first one and learn at the given value?
Unless you think it’s worth exploring “learn recipes with Experimentation” further, which would make this sort of change redundant, I’ll try and put some through entries into my JSON over the weekend and see if I break anything, maybe do it anyway to get some familiarity with the layout.