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Found 7 results

  1. Uncap the amount of items you can craft at once Remove the cap on crafting items that is currently at 1000. You should be able to queue as many items as your crafting station holds, and this would be especially beneficial to unofficial servers with stacking mods. It should be better for server performance as well as 1 crafting station for example queued with 10,000 crafts is less calculations than 10 crafting stations going at once with 1000 crafts. Not having to mash "A" for half a day after a big farm is also a good benefit.
  2. Crafting Overhaul So, I dislike blueprints. I think the existence of blueprints detracts significantly from the game, as it doesn't take much effort to walk up to a drop and snag one. I would much prefer to see a crafting skill system, where the quality of the gear you are able to produce is tied specifically to the time you have invested in crafting the specific classes of gear. This idea would see the elimination of the static crafting skill stat, and see the implementation of a much more robust system. The system would be split into categories, and progress in each of those categories would be dependent on the player's having crafted so much gear at a specific quality. example: Primitive Saddle Crafting The player would only be able to craft primitive saddles until they have earned enough primitive saddle crafting experience. Once the player has earned sufficient experience, say after crafting 100 primitive saddles, they can level-up and begin crafting ramshackle saddles. After 200-300 ramshackle saddles, they can level-up and begin crafting apprentice saddles, and on it goes. Each class of gear would have an independent leveling system tied to it, so you would need to progress through each class of gear in order to be able to reach the pinnacle of gear crafting. This could lead to specializations inside of tribes, and would make acquiring that high-level gear much more rewarding. You could keep the blueprint system in place, because engram points and all, but tie the quality of the item crafted to the player's category-specific progress. In this way, beacons still have relevance outside of just dropping a random smattering of supplies. In reality, you could actually implement this system universally; where you could see structure durability tied to progress in crafting the various structure pieces. Maybe fridges and generators become more efficient the higher your skill is in crafting those sorts of items.
  3. Hydroelectricity plans? Is there any plans for Hydroelectricity? I think it would be a great addition to the game if we had hydroelectricity generators and more base prefabs for making waterfall bases and the like. would be great for a more "primitive" way of having electricity without the use of the tech or metal tiers for more immersive primitive play.
  4. Let us craft shotgun shells without having to craft simple bullets first Make it so we can directly craft shotgun shells instead of having to craft simple bullets first. Just make the metal and gunpowder costs equivalent to if you had to craft simple bullets first. We dont have to craft casings (as an example) for bullets so why is it essential to go that extra step for shotgun shells. Small change but big improvement
  5. More decorative items you can place around your base to make it feel more like a place of living, including things like smaller tables, shelves, ornaments like small desktop pictures, nightstands, tabletop lamps, ceiling fans/lights and other decorative things,some like the night stand or ceiling fan could even serve a purpose by adding storage slots or adding a bit of protection from the heat
  6. Industrial forge > Tek blast forge smelting faster and has 600 slots chemistry bench > Tek laboratory crafts faster and has 400 slots Smithy > industrial/re-enforced smithy crafts faster and has 250 slots
  7. Hi all, I've been thinking of making a secondery survivor just for crafting I've been looking into making recipes and I understand the mechanics, my question is, Is it just the recipe that will get better with a higher crafting skill, or is it each food item you make I feel like if it's just the recipe, a re spec would be a better option than leveling a second character, but if I'd need to respec every time I made some health brews I fear that would get very tedious Thanks for the help guys
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