Just wondering on two things: A skill to combine all the crafting skills (love to craft, hate it taking up half the skills x.x) and maybe not have to look for recipes. Increasing the number of items you can lug around with you, or some item that acts as a container. (espeshaly for craft stuff) Mainly wondering if it's possible at all..... if it's already out there though could some one link me?
Re: 1) There's a reason you have to take the skills, for recipes you can go into craftDB in your DoD folder and find-replace hidden="1" for hidden="0". You can also mod your Dredmor skillDB so that, say, tink or alch gives you +1 to each craft skill at each level. Re: 2) Sadly undoable, but look for the Crafters Helper mod by... Aegho? IIRC.
http://community.gaslampgames.com/threads/crafters-helper-beta.3396/ And if you want to be really lame, you can add what you like to any skill. Look at Clockwork Knights and you can get the code snippets to add where you like. And you can just change the 1 to a 7 for the skill added. That should make you able to craft everything I know of.
My mod Needful Things has items that give a bonus to craft skills. Only one point and only in 1 type of craft but Taking Clockwork Knight and Rogue Scientist and using my mod, you could probably get quite high in the crafting skills.
What I mean by the skills, is one skill that as you raise it each level it levels all the craft skills up 1 point all at the same time
Nope, there is no skill that raises all of the crafting abilities by 1 point per level. You would have to create that skill in your own mod or get someone to do it for you.
theres something that gets all your crafting skills up. a guy called byron posted a while ago that i fixed up, but it increases the skill of one type to max, then gives you a few stats (per skill level) http://community.gaslampgames.com/threads/please-help-me-with-this-mod.3521/
thanks with his and the editing and various other things i think i can make it myself... idk i'll try editing his now that I have a working mod format
ok I think I got it fixed the way I want it but my mod folder already has a Mod, skillDB, and spellDB file in it.... what do i do to add them now? here is what i got (could check to see if did it right too if your realy nice hehe ^.^)
Code: <ability name="Beginer Crafting" icon="skills/smith_ingot64.png" skillname="craft_guru" level="0"> <description text="Your AWSOME at melting and taring things appart... putting them back together? Ehh."/> <secondarybuff id="19" amount="1"/> <secondarybuff id="20" amount="1"/> <secondarybuff id="21" amount="1"/> <secondarybuff id="23" amount="1"/> </ability> <ability name="Crafting Apprentice" icon="skills/wizard/spell_white0_64.png" skillname="craft_guru" level="1"> <description text="You are starting to figure some neat things out."/> <secondarybuff id="19" amount="1"/> <secondarybuff id="20" amount="1"/> <secondarybuff id="21" amount="1"/> <secondarybuff id="23" amount="1"/> </ability> <ability name="Crafting Journeyman" icon="skills/alchemical_inspiration64.png" skillname="craft_guru" level="2"> <description text="Transmutation, sweet! OOOOOOOOOOOoooo ssshhhhiiiiinnnnyyyy....." /> <secondarybuff id="19" amount="1"/> <secondarybuff id="20" amount="1"/> <secondarybuff id="21" amount="1"/> <secondarybuff id="23" amount="1"/> <spell name ="Gem Transmutation"/> </ability> <ability name="Crafting Master" icon="skills/forge_lord64.png" skillname="craft_guru" level="3" > <description text="Damn... you can make those in the field? I though it took a factory!" /> <secondarybuff id="19" amount="1"/> <secondarybuff id="20" amount="1"/> <secondarybuff id="21" amount="1"/> <secondarybuff id="23" amount="1"/> </ability> <ability name="Crafting Guru" icon="skills/music_of_the_gears64.png" skillname="craft_guru" level="4" > <description text="There is hardly anything you can't make now is there?" /> <secondarybuff id="19" amount="1"/> <secondarybuff id="20" amount="1"/> <secondarybuff id="21" amount="1"/> <secondarybuff id="23" amount="1"/> </ability> - <ability name="Crafting God" icon="skills/rouge/skill_wand_lore2_64.png" skillname="craft_guru" level="5" > <description text="The next avetures through here will clam your discarded flawed creations as legondary loot." /> <secondarybuff id="19" amount="1"/> <secondarybuff id="20" amount="1"/> <secondarybuff id="21" amount="1"/> <secondarybuff id="23" amount="1"/> </ability> </skillDB> Change the amount="1" to amount="2" on any one of the skills and you will end up with a total of seven points when you max the skill. Seven is required for some items. This is essentially a cheat mod, so you may as well have the full cheat capacity. *Edit* I forgot to actually answer your question. Shame on me... You do *NOT* need to unzip the mod to use it. It works just fine zipped up so long as it is in the correct location for your OS. This will allow you to have as many mods as you want.
I don't see it as a cheat mod, this skill gives NO stat buffs. Every other skill gives stat buffs, and all the crafting skills give stat buffs every level. However it dose let you have more abilities/spells and still have all the crafting. The reason they only go up to 6 is the crafting skills only go up to six. (so just like in the game you would have to have crafting skill and ether the clockwork knight one or the mad science one to make everything)
I apologize if my post sounds like I am calling you a cheater. That was not my intent. But my point of view is that despite the lack of stats, the gain of four skills per point is quadruple the normal gain. Thus I see it as a sort of cheat. Not that it matters how I see anything, mind you.
Well, the most important thing is you can make literally everything - thats like 99% of the craft skills, lol.