PC Make tool or die set craftable please.

Not everyone wants to be constantly exploring the map. I enjoy the crafting and base building much more; having certain items be completely unobtainable until I have explored 75% of the map does not work for the way I want to play the game.

I'm sure I am not the only one.
The base game isn't tailored for you though. Now, I don't say that to sound harsh, indeed the base game isn't tailored for me either. If it were, I wouldn't have to mod it, as I do with each new Alpha, and that, there, is the solution you need to build for yourself (or play someones mod if someone else does what you want).

Want everything to be craftable? Mod it in. It's easy to do, and more power to you if that's how you want to play, because while I am sure you're not the only one who wants everything to be crafted, I'd be equally sure that most players don't want that.

So, as has already been confirmed for Alpha 18, there are entire tiers of loot, that will be simply unavailable to you, if you don't either mod the game to make crafting recipes for them, or go out into the world and loot them.

And, as I said above, I suspect most people would consider that a good thing.

 
I think some things , like the tool and die set, should stay uncraftable. If you don't have a tool and die set, how can you craft them? ;)
BUT, what I think would work is to give them a high probability to be quest loot. Still can get lucky and find them almost anywhere as you always have been able to, but if you do a few higher tier quests, it should almost be a guarantee that they'll be a reward for said quest. Maybe be added to quest loot at T4, with a low-ish probability, and by T6 maybe like 75%+ probability?

Would give another incentive to do quests as well. :)
I think this is the best solution. I usually find the quest rewards to be useless after the start of a fresh save and I usually just sell them for more Dukes tokens. Giving items such as the tool and die set and other key crafting tools (such as beakers) a higher probability as quest rewards would be a great incentive for early game questing and would help out if RNG was being difficult as far as general looting went.

 
The base game isn't tailored for you though. Now, I don't say that to sound harsh, indeed the base game isn't tailored for me either. If it were, I wouldn't have to mod it, as I do with each new Alpha, and that, there, is the solution you need to build for yourself (or play someones mod if someone else does what you want).
Want everything to be craftable? Mod it in. It's easy to do, and more power to you if that's how you want to play, because while I am sure you're not the only one who wants everything to be crafted, I'd be equally sure that most players don't want that.

So, as has already been confirmed for Alpha 18, there are entire tiers of loot, that will be simply unavailable to you, if you don't either mod the game to make crafting recipes for them, or go out into the world and loot them.

And, as I said above, I suspect most people would consider that a good thing.
I definitely don’t think everything should be craftable that would dramatically change the game and most players wouldn’t like it. But to make the tool or die craftable I feel would be cool. Beakers don’t need to be craftable because you can find chem stations everywhere. But not finding a tool or die set can cause you to die often because you don’t have guns which is a must in late game. Imagine doing a Tier 6 quest with only melee and arrows. As I said before I literally had to stop questing and just stay around my base until the traders restock on ammo. Also blood moons are a nightmare on day 49 playing warrior difficulty with no ammo.

 
I definitely don’t think everything should be craftable that would dramatically change the game and most players wouldn’t like it. But to make the tool or die craftable I feel would be cool. Beakers don’t need to be craftable because you can find chem stations everywhere. But not finding a tool or die set can cause you to die often because you don’t have guns which is a must in late game. Imagine doing a Tier 6 quest with only melee and arrows. As I said before I literally had to stop questing and just stay around my base until the traders restock on ammo. Also blood moons are a nightmare on day 49 playing warrior difficulty with no ammo.
Then, I as before, I think your solution is a simple edit to the recipes.xml to make a recipe for the tool and die set. I would be very surprised if TFP decided to make it craftable in the base game given how they have very deliberately moved away from allowing the player to craft the highest tier of loot.

You could get more inventive to than a simple recipe, by locking it behind a book to be found, or a perk to be unlocked at some high level or such.

 
A set of files for crafting folks and a set of files for explorers would help quite a bit here. I'm assuming that's not on the cards.

The problem with modding the game is that every time a new version comes out the mods are out of date and could be completely useless.

It's a shame that the devs want to railroad us into a specific playstyle instead of making the majority of playstyles equally viable, as much as is reasonable at any rate. Maybe I play too much Eve Online. lol

 
A set of files for crafting folks and a set of files for explorers would help quite a bit here. I'm assuming that's not on the cards.
Unlikely

The problem with modding the game is that every time a new version comes out the mods are out of date and could be completely useless.
Fortunately, the modlets have changed that a little. The modlets are not overwritten by an update and are mostly compatible with smaller version jumps. And with the Modlauncher there is also an easy way to install and manage the modlets.

I have already created modlets myself. These are usually simple XML files. A recipe to create e.g. the tool and die set would only contain a few lines.

The main part of the modlet would look like this:

Code:
<configs>
   <append xpath="/recipes">

       <recipe name="toolAndDieSet" count="1" craft_area="workbench">
         <ingredient name="resourceForgedSteel" count="20"/>
         <ingredient name="resourceScrapPolymers" count="10"/>
       </recipe>

       </append>
</configs>
I used as an example for the production steel and polymers and you have to have a workbench.

 
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