lonefelidae16
Refugee
Hi there
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I’m creating an item to see farther than the Scope 8x Mod (modGunScopeLarge) that fits vanilla. There is no melee in the primary action, only zooming in the secondary.
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The 3D model is also available, I’m currently modeling.
https://drive.google.com/file/d/1sOcRfmbwOeN5caEaszrj9QficfPteNj4/view (It’s still work in progress; the model may be changed in the future)
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So, there are two things I would like to discuss.
1. I can’t decide the Tier and Crafting Area.
The modGunScopeLarge is included in the T3 loot probability, but that’s an item modifier, not an item.
Weapons using iron pipes (T0) have been added since Alpha20 that do not need to learn and can be crafted without a Workbench.
Is it better to write a craft_area="workbench" to recipes.xml or make it learnable, or both?
Otherwise, I would revoke the recipe and make it only available by looting. (like Flashlight)
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2. I also can’t decide what ingredients to use in this recipe.
For example, a modGunScopeLarge requires a Workbench and ingredients below:
resourceBrokenGlass 20
resourceForgedSteel 10
resourceScrapPolymers 10
resourceGlue 5
What are the appropriate ingredients to use for this item and if they are suitable for vanilla. I thought about putting iron pipes (resourceMetalPipe) in ingredients, but that would reduce the difficulty.
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If it can be obtained by looting, the loot probability must be determined. (T0? T1? or more?)
If there is a recipe for it, I need to decide ingredients and crafting area.
A Schematic is needed if the recipe is learnable. If there is a suggestion that it would be better to link any skills to unlock the recipe, I will consider it.
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Any opinions are welcome. I’m especially happy to hear opinions on multiplayer, as I always play solo.
Â
So... I’ll make this public if I have to, but does anyone want this...?
Â

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I’m creating an item to see farther than the Scope 8x Mod (modGunScopeLarge) that fits vanilla. There is no melee in the primary action, only zooming in the secondary.
Â
The 3D model is also available, I’m currently modeling.
https://drive.google.com/file/d/1sOcRfmbwOeN5caEaszrj9QficfPteNj4/view (It’s still work in progress; the model may be changed in the future)
Â
So, there are two things I would like to discuss.
1. I can’t decide the Tier and Crafting Area.
The modGunScopeLarge is included in the T3 loot probability, but that’s an item modifier, not an item.
Weapons using iron pipes (T0) have been added since Alpha20 that do not need to learn and can be crafted without a Workbench.
Is it better to write a craft_area="workbench" to recipes.xml or make it learnable, or both?
Otherwise, I would revoke the recipe and make it only available by looting. (like Flashlight)
Â
2. I also can’t decide what ingredients to use in this recipe.
For example, a modGunScopeLarge requires a Workbench and ingredients below:
resourceBrokenGlass 20
resourceForgedSteel 10
resourceScrapPolymers 10
resourceGlue 5
What are the appropriate ingredients to use for this item and if they are suitable for vanilla. I thought about putting iron pipes (resourceMetalPipe) in ingredients, but that would reduce the difficulty.
Â
Â
If it can be obtained by looting, the loot probability must be determined. (T0? T1? or more?)
If there is a recipe for it, I need to decide ingredients and crafting area.
A Schematic is needed if the recipe is learnable. If there is a suggestion that it would be better to link any skills to unlock the recipe, I will consider it.
Â
Any opinions are welcome. I’m especially happy to hear opinions on multiplayer, as I always play solo.
Â
So... I’ll make this public if I have to, but does anyone want this...?
Â