So I’m working on some new additions to our crafting system. This primarily takes the form of three new attributes for items, and a slight change to crafting recipe requirement.
Quality
First up is the ability for items to have a “Tool Quality”. An example of tool quality would be “Cutting: 3”, indicating a given item can be used for cutting recipes and is more effective than an item with Cutting: 2 or Cutting: 1. Some recipes may require tools to have at least a certain quality level.
This may end up playing a role in the quality of the resulting item, but for now the primary purpose is to adjust how long it takes a recipe to be completed. With the details of my current implementation, you can complete a basic recipe more than six times faster by using the best tools available.
Components
The second part of the new system will be the introduction of tracked “components”. Every item that spawns can have a list of components referring to other items, and when disassembled it will break down into those components. However, that list of components is dynamic - crafted versions of the items may have different components completely, and breaking them down will return the items that went into it. Recipes will be tweaked to have two types of what used to be components - Components, and Consumables. Components will occupy the component list of the new item, and consumables will be destroyed as ALL components are now.
Durability
The final part of this change will involve adding a “durability” rating to items. When using an item as a tool (and presumably, in the future, as a weapon) there is a chance the item will take damage based on it’s durability. When an item takes damage, it may become broken or unusable or may experience a decrease in effectiveness. I haven’t worked out the exact details of the durability system yet, and I expect the initial system to be far more simplified than the ultimate destination. But my initial plan at the moment calls for something like this:
When an item is used as a tool for a basic recipe, there is a 1 in Current Durability chance of the item suffering damage, and the item suffers between 1 and Current Durability in damage. When it reaches zero durability, the item breaks, and some components may break with it. A broken item can either be repaired (assuming no components have broken, and is basically just a new crafting check) or disassembled (and potentially re-crafted).