PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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R1- Craft a ForgeR2- Smelting is 15% Faster and Unlock an Extra Smelting Slot

R3- Craft a Crucible and Steel Ingots

R4- The Forge Now Generates 80% Less Heat

R5- Smelting is 30% Faster and Unlock an Extra Smelting Slot

At rank 5 you'd be a factory owner. You'd be in charge of creating materials in MP for base defence and keeping your friends gear in top shape. You'd also be in charge of creating materials like concrete for massive builds. Think multiple forges pumping away at peak efficiency.
I like the idea of this. It just focuses on the forge to make it better. Totally optional, as without any perks in it you're the same as you are now. But if you wanna throw some points in it, it can be real helpful. I think the 80% heat reduction is a bit too much though. I like the idea of extra slots, but I would also like if maybe you could either unlock a better forge or if the material capacity for the regular forge would get boosted at maybe level 4 or 5.

 
Dude...i think smell is not coming back (said MM a long time ago, so i don't know really)
That sucks. I thought there was talk of it coming back. Well with these homing zeds there is no need to smear Stag blood all over you anymore.

 
R1- Craft a ForgeR2- Smelting is 15% Faster and Unlock an Extra Smelting Slot

R3- Craft a Crucible and Steel Ingots

R4- The Forge Now Generates 80% Less Heat

R5- Smelting is 30% Faster and Unlock an Extra Smelting Slot

At rank 5 you'd be a factory owner. You'd be in charge of creating materials in MP for base defence and keeping your friends gear in top shape. You'd also be in charge of creating materials like concrete for massive builds. Think multiple forges pumping away at peak efficiency.
This is getting closer. I was thinking that R3 unlocks an industrial forge which is required for steel and has faster crafting and more slots, way faster smelting and larger smelting reservoir, required electricity and did not make smell

 
True, I never make oil because gas is too abundant.
So you repair your weapons with repair kits made out of gas? Interesting concept :cocksure:

Seriously, industrial forge sounds like an excellent idea, the usual row of forges is a UI nightmare.

 
Is crafting clothing (aside from basic plant fiber junk) something that's on the table for the future or will clothes always be a found only thing?

Definitely like the sound of the industrial forge thing. Though I think a combination of Odetta's idea for having more slots open up and reduce smelting times and an industrial forge would be good. Could feel bad to have the tree feel dependent on electricity to see a benefit after a point.

 
True, I never make oil because gas is too abundant.
lol Yeah, oil is for the repairs kits that what's the previous person meant. Also, some of the new food recipes require canned food like Grandpa's Lern'n elixir requires can of dog food, the fish tacos use can of salmon, and chili dog requires can of chili. Right now the only canned good we can make is sham. Perhaps, in a later alpha we can make all the canned goods? I'd be thinking that if the MASTER CHEF perk stays, it would gives some ranks that allow us to make improved version of the canned goods. And maybe even canned versions of stew or pie.

- - - Updated - - -

Is crafting clothing (aside from basic plant fiber junk) something that's on the table for the future or will clothes always be a found only thing?
Definitely like the sound of the industrial forge thing. Though I think a combination of Odetta's idea for having more slots open up and reduce smelting times and an industrial forge would be good. Could feel bad to have the tree feel dependent on electricity to see a benefit after a point.
Ask and ye shall recieve.

Some of the new books that madmole is wokring on will allow that.
 
Is crafting clothing (aside from basic plant fiber junk) something that's on the table for the future or will clothes always be a found only thing?
Definitely like the sound of the industrial forge thing. Though I think a combination of Odetta's idea for having more slots open up and reduce smelting times and an industrial forge would be good. Could feel bad to have the tree feel dependent on electricity to see a benefit after a point.
There are needle and thread books you find that unlock clothing crafting. True it could still use wood I suspect, I hadn't put a ton of thought into it.

 
This is getting closer. I was thinking that R3 unlocks an industrial forge which is required for steel and has faster crafting and more slots, way faster smelting and larger smelting reservoir, required electricity and did not make smell
Love this idea! Having some more tech progression would be great. Seems a bit odd to me that I'm using the same forge I crafted day 1 (exaggeration) on day 50+.

 
How about a perk that adds a chance for zombies you've ragdolled to ragdoll other zombies they fall into?

 
lol Yeah, oil is for the repairs kits that what's the previous person meant. Also, some of the new food recipes require canned food like Grandpa's Lern'n elixir requires can of dog food, the fish tacos use can of salmon, and chili dog requires can of chili. Right now the only canned good we can make is sham. Perhaps, in a later alpha we can make all the canned goods? I'd be thinking that if the MASTER CHEF perk stays, it would gives some ranks that allow us to make improved version of the canned goods. And maybe even canned versions of stew or pie.
- - - Updated - - -

Ask and ye shall recieve.

I forgot you can make sham. I'm against crafting of any prewar foods as they are very powerful when used in the cooked recipes and adding recipes for everything devalues looting, a hard lesson learned in A17.

 
This is getting closer. I was thinking that R3 unlocks an industrial forge which is required for steel and has faster crafting and more slots, way faster smelting and larger smelting reservoir, required electricity and did not make smell
Oh ok, if your down with making a higher tier forge then I'm game.

The electricity part might be a bit much as that's just adding more artificial gating. Imagine a player finally getting the rank to make steel, then finding out he has to perk into electricity and build a bunch of stuff to be able to make it. It could be done if communicated right so they know ahead of time.

For other ranks you can make it so they unlock some really cool recipes:

Steel spikes for base defense

Weapons with cool effects/aesthetics like a skull mace and steel antler knife (something flashy that tells people your a master blacksmith). A weapon that causes vultures to stay away from you (scares them) or exaggerated rag dolls (pretty fun)

Decorative blocks

Bear traps for animals and trapping zombos or popping their legs

Basically stuff that says you are a master of metals

 
I like how Rimworld did it. You have standard fueled workstations, and then electric powered workstations that allowed production to be more efficient.

Sort of like making gunpowder in the campfire as opposed to the chem station.

 
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