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Yilmas

Expanding the Crafting System

11 posts in this topic

I'm looking for some sort of timeline, as to when you guys will be expanding the current crafting system. I'm especially interested in the more common recipes like Bandages and in general more base building. I'm aware that there is a "Custom Crafting System", but many server owners wont use this, as they are waiting/expecting you guys to put the recipes in the mod anyway.

I was in doubt whether or not to post this in the "Feature Wishes" board, or just in one of the general ones, but considering it is something that isn't in the mod yet, I decided this was the proper place.

Otherwise, keep up the good work with mod, loving it :)

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I completely agree. I would love to see more craftables, more lootables, and less stuff for sale at the trader. This is a survival mod afterall, and purchasing resources from an unlimited stocked supplier isn't very survival at all.

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7 hours ago, Nathan1506 said:

I completely agree. I would love to see more craftables, more lootables, and less stuff for sale at the trader. This is a survival mod afterall, and purchasing resources from an unlimited stocked supplier isn't very survival at all.

This is not a survival MOD, stop calling it that, this is more wasteland based than Dayz.

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12 hours ago, LegolasXp said:

This is not a survival MOD, stop calling it that, this is more wasteland based than Dayz.

It literally says on the website it's a survival mod.

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8 hours ago, Nathan1506 said:

It literally says on the website it's a survival mod.

Once the mod is complete it may be but however right now it really isn't a survival mod.

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19 hours ago, Flosstradamus said:

Once the mod is complete it may be but however right now it really isn't a survival mod.

 

19 hours ago, Flosstradamus said:

Once the mod is complete it may be but however right now it really isn't a survival mod.

 That's why my original comment was asking for more lootables and craftables and less buyables.

The other guy was saying that this isn't a survival mod.

I'm asking for these features since it is supposed to be a survival mod.

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2 hours ago, Nathan1506 said:

 

 That's why my original comment was asking for more lootables and craftables and less buyables.

The other guy was saying that this isn't a survival mod.

I'm asking for these features since it is supposed to be a survival mod.

Well They will get done when they can. They are doing this out of their own time and its a hobby. Plus the 2 main devs have jobs that require a lot of attention outside of Exile Mod

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you could make your own recipe's, here's some of the ones I use for you

Spoiler

//extended crafting ***********************************************************************************
class Exile_melee_Axe: Exile_AbstractCraftingRecipe
 {
 name = "Craft Axe";        //Names in the Recipe
 pictureItem = "Exile_melee_Axe";             //What Picture the item will use
 requiresFire = 1;
 requiredInteractionModelGroup = "WorkBench"; //Must have a work bench in order to build it
 returnedItems[] =
 {
  {1, "Exile_melee_Axe"}      //What item is returned
 };
     components[] =
 {
  {2, "Exile_Item_JunkMetal"},
  {1, "Exile_Item_WoodLog"}
 };
 };
 class Exile_Item_CanOpener: Exile_AbstractCraftingRecipe
 {
 name = "Craft CanOpener";        //Names in the Recipe
 pictureItem = "Exile_Item_CanOpener";             //What Picture the item will use
 requiresFire = 1;
 returnedItems[] =
 {
  {1, "Exile_Item_CanOpener"}      //What item is returned
 };
     components[] =
 {
  {10, "Exile_Item_Can_Empty"}
 };
 };
  class Exile_Item_CookingPot: Exile_AbstractCraftingRecipe
 {
 name = "Craft CookingPot";        //Names in the Recipe
 pictureItem = "Exile_Item_CookingPot";             //What Picture the item will use
 requiresFire = 1;
 returnedItems[] =
 {
  {1, "Exile_Item_CookingPot"}      //What item is returned
 };
     components[] =
 {
  {15, "Exile_Item_Can_Empty"}
 };
 };
class CraftBandage: Exile_AbstractCraftingRecipe
 {
 name = "Craft Bandage";
 pictureItem = "Exile_Item_Bandage";
 returnedItems[] =
 {
  {1, "Exile_Item_Bandage"}
 };
 components[] =
 {
  {3, "Exile_Item_ToiletPaper"}
 };
 };
 class CraftVishpirin: Exile_AbstractCraftingRecipe //New class name (Craft Vishpirin)
 {
 name = "Craft Vishpirin";
 pictureItem = "Exile_Item_Vishpirin";
 returnedItems[] =
 {
  {1, "Exile_Item_Vishpirin"}
 };
 components[] =
 {
  {5, "Exile_Item_Bandage"}
 };
 };
 class CraftInstaDoc: Exile_AbstractCraftingRecipe
 {
    name = "Craft InstaDoc";
    pictureItem = "Exile_Item_InstaDoc";
 requiresFire = 1;
    requiredInteractionModelGroup = "WorkBench";  // This one requires a fire and a work bench
    returnedItems[] =
    {
  {1, "Exile_Item_InstaDoc"}
    };
     components[] =
    {
  {4, "Exile_Item_Vishpirin"}  
    };
 };
// end of advanced crafting ***********************************************************************************

config.cpp in mission file, I dropped this in just before:

class EmptyFuelCanister: Exile_AbstractCraftingRecipe

plus there are more on the forums:

but you could pretty much make anything so no real need for the developers to hurry on this one as they are pretty simple to do yourself

Edited by red_ned

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54 minutes ago, Flosstradamus said:

Well They will get done when they can. They are doing this out of their own time and its a hobby. Plus the 2 main devs have jobs that require a lot of attention outside of Exile Mod

I'm not complaining here mate, just using the forum for what its for :)

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2 hours ago, Flosstradamus said:

Well They will get done when they can. They are doing this out of their own time and its a hobby. Plus the 2 main devs have jobs that require a lot of attention outside of Exile Mod

Considering this part of the board is a "Feature Wishes", you cant really argue against us making wishes :)

2 hours ago, red_ned said:

you could make your own recipe's, here's some of the ones I use for you

  Reveal hidden contents

//extended crafting ***********************************************************************************
class Exile_melee_Axe: Exile_AbstractCraftingRecipe
 {
 name = "Craft Axe";        //Names in the Recipe
 pictureItem = "Exile_melee_Axe";             //What Picture the item will use
 requiresFire = 1;
 requiredInteractionModelGroup = "WorkBench"; //Must have a work bench in order to build it
 returnedItems[] =
 {
  {1, "Exile_melee_Axe"}      //What item is returned
 };
     components[] =
 {
  {2, "Exile_Item_JunkMetal"},
  {1, "Exile_Item_WoodLog"}
 };
 };
 class Exile_Item_CanOpener: Exile_AbstractCraftingRecipe
 {
 name = "Craft CanOpener";        //Names in the Recipe
 pictureItem = "Exile_Item_CanOpener";             //What Picture the item will use
 requiresFire = 1;
 returnedItems[] =
 {
  {1, "Exile_Item_CanOpener"}      //What item is returned
 };
     components[] =
 {
  {10, "Exile_Item_Can_Empty"}
 };
 };
  class Exile_Item_CookingPot: Exile_AbstractCraftingRecipe
 {
 name = "Craft CookingPot";        //Names in the Recipe
 pictureItem = "Exile_Item_CookingPot";             //What Picture the item will use
 requiresFire = 1;
 returnedItems[] =
 {
  {1, "Exile_Item_CookingPot"}      //What item is returned
 };
     components[] =
 {
  {15, "Exile_Item_Can_Empty"}
 };
 };
class CraftBandage: Exile_AbstractCraftingRecipe
 {
 name = "Craft Bandage";
 pictureItem = "Exile_Item_Bandage";
 returnedItems[] =
 {
  {1, "Exile_Item_Bandage"}
 };
 components[] =
 {
  {3, "Exile_Item_ToiletPaper"}
 };
 };
 class CraftVishpirin: Exile_AbstractCraftingRecipe //New class name (Craft Vishpirin)
 {
 name = "Craft Vishpirin";
 pictureItem = "Exile_Item_Vishpirin";
 returnedItems[] =
 {
  {1, "Exile_Item_Vishpirin"}
 };
 components[] =
 {
  {5, "Exile_Item_Bandage"}
 };
 };
 class CraftInstaDoc: Exile_AbstractCraftingRecipe
 {
    name = "Craft InstaDoc";
    pictureItem = "Exile_Item_InstaDoc";
 requiresFire = 1;
    requiredInteractionModelGroup = "WorkBench";  // This one requires a fire and a work bench
    returnedItems[] =
    {
  {1, "Exile_Item_InstaDoc"}
    };
     components[] =
    {
  {4, "Exile_Item_Vishpirin"}  
    };
 };
// end of advanced crafting ***********************************************************************************

config.cpp in mission file, I dropped this in just before:

class EmptyFuelCanister: Exile_AbstractCraftingRecipe

plus there are more on the forums:

but you could pretty much make anything so no real need for the developers to hurry on this one as they are pretty simple to do yourself

Many server owners dosn't like to use those "Custom Crafting Recipes", as I said in the OP. Because they are expecting that the mod itself will implement them soon... So if we had something to go on, like a theoritical timeline, we could argue against their opinion and then we might be able to change it.

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