Clockwork Knight is supposed to start with the recipe for Tinkerer's Goggles (you need them (*as an item*) to craft the helmet recipe that's key to making your armor). The recipe is no longer available at start nor is it unlocked for me after maxing out the CK line. Is anyone else getting this bug? (I assume it's not intentional as it's almost impossible to reliably get the goggles recipe, especially now.) Edit1: The game files say your are supposed to get this, but for some reason it's not working: -<ability name="Tech Scavenger" icon="skills/tech_scavenger64.png" skill="41" learnrecipe="Tinkerer's Goggles" level="0"> <targetKillBuff name="Tech Scavenge" percentage="25" taxa="Construct"/> <description text="Your close affinity with mechanical technology gives you an eye for salvaging quality parts and scrap metal from slain constructs."/> </ability> Edit2: Played with files, changing order of skill or recipe acquisitions. The first recipe is just ignored, regardless of what it is. Goggles are acquired normally if used as second recipe. (I don't know how or if you can acquire more than one recipe per level however, so there is no current lossless and general workaround...)
it's always been around. I noticed it didn't work and just said "meh" and moved on. but it really should be fixed.
It's a super simple fix I would imagine (and if not, then just skip the one of the bolt recipes and replace it with goggles). And not being able to make the clockwork armor which is the focus of the skilltree is a huge bummer. Any mods address this?
If you take tinkering and clockwork knight you should have all the tinkering skill you need. I usually take tinker/smithing/clockwork knight together
It's not about the skill points - "Tinkerer's Goggles" is one of the *items* you need to build "Imperial Clockwork Helm" (a recipe granted to you by the skillset and one of the few items with explosive resist, which you need for the skillset). You physically have to have the goggles to build the helmet. ( for ref: http://www.dredmorwiki.com/wiki/Imperial_Clockwork_Helm ). Having to take one less skill in tinkerer would be nice, but that's not the issue *at all*.
Edit: added the code for the ability to my first post, it clearly says you're supposed to start with the goggles recipe, but this is failing for some reason... ? (I worry it may also prevent you from acquiring them normally, as, just to check, I saved and reloaded a game about 15 times then ran through most of the recipes on level one and never got it [hardly statistically reliable, but I've also played through about 10 collective levels with CK prior and no goggles])
CK technically doesn't start with goggles, but should start with the recipe for goggles. unfortunately, the level 0 skill can't reward recipes for some reason. A possible workaround would be to create a non-hidden tinker goggles recipe that uses "leather cap with a cog on it" as one of its inputs.
Edit: played with the game code, the first recipe is not acquired. The problem is not unique to Tinkerer's Goggles, and the goggles are acquired normally if not a "level 0" recipe.
@Ruigi Yeah, I meant recipe, being sloppy with words sorry. That's not a bad workaround; though it means you can only make the goggles once and they'd be lost. I don't know anything about modding dredmor, but this seems to be a more complicated bug, not just a misplaced value in a skill description or the like. You don't know if there's any way to acquire two skills at one level do you? That would be a lossless workaround. (Oh, are you the same Ruigi who made the mod? Thanks for the time