I’m working on a mod for which I’d like to use a mechanic I haven’t seen in the game.
The idea is: rather than work on a particular recipe for hours, the player will have to leave some recipes until they’re done. While the tool is doing its thing, the survivor could read a book or loot something, but they can’t have it finish prematurely.
Currently, this is feasible with making an item active and introducing a countdown until it’s done: use_action
→ "type": "delayed_transform"
and the transform_age
property. This is useful for brewing and growth-type recipes.
However, it doesn’t help with those recipes that, according to their nature, must stay in the tool itself, like computations for a complex craftable item.
There are currently ways similar to what I’m looking for but not precisely so:
- apparently, you can brew things, but I’ve never done so or seen it done, so I’m not sure this is what I need
- there’s the autoclave-type action where you can store an item for some time and have it returned changed (which, I assume, is a type of transformation as well), but that mechanism appears to be restricted to the autoclave itself, without an opportunity to transfer the action without editing the engine
Furthermore, some of the recipes I’m going after include furniture and crafting_pseudo_item
property which lets you use furniture in crafting. This is necessary from the perspective of being true-to-reality: for example, a particularly complex computation may require servers for separation of labor, not just the computer itself.
There’s also the example of a molecular forge, which is meant to be more balanced than the native in-game nanofabricator by requiring a few minutes for assembly: one simply can’t take the unfinished item with them, have said item finish building in their pocket, and get the complete item ready for use.
What I’d like to find out is:
- if it’s at all possible to transform the tool or furniture used in crafting
- if it’s possible to make it unusable while there’s an item inside of it
- if it’s possible to set the whole process up so that in the end, you receive exactly the item you’d set out to create, rather than, say, a random one from the list
In case none of the above is possible, I’d like to find out if there are ways this process could be feasibly abstracted without losing the sense of reliance on the high technology around the survivor – for example, that one can’t simply have a massive computation finish in an instant, and that one has to wait for the process to finish – without relying on pseudo-items.