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New reagants

Discussion in 'Modding' started by Dominic Ragone, Apr 1, 2012.

  1. Add more please in the chat

    Wood Ingot

    Glass Ingot

    Fiberglass Ingot

    Lead Ingot

    Uranium Ingot

    Titanium Ingot

    Cotton Ingot

    Wool Ingot

    Silk Ingot

    Clean Water- when drank :life:+10 :mana:+10 over 2 turns

    Ammonia

    Petroleum

    Chlorine gas

    Sodium

    Propane- in tin canister

    Oxygen- in tin canister

    Methane- in tin canister

    Carbon Ingot

    Nitrogen gas- in tin canister

    Heavy water

    Thermite

    Napalm

    Sawdust

    (the following are recycled from another class I made)

    Wheat

    Flour

    Yeast

    Milk

    Sugar

    Diggle Breast

    Bread crumbs

    Vinegar

    Tomato

    Potato

    Cabbage

    Lettuce

    Garlic

    Onions

    Peanuts

    Grapes

    Mayonaise

    Peanut oil

    Grape Jelly

    Peanut Butter

    Eely eggs

    Imagine the possibilities with these Reagants for item creation and how not only modders can expand, but also the developers.
     
  2. Chiko

    Chiko Member

    I uploaded a mod with some of the stuff you are mentioning here. Item recycling and food crafting are its main features. The name of the mod is Crafty Craftworks, in case you are interested.
     
  3. Ruigi

    Ruigi Will Mod for Digglebucks

    when you add reagents to the reagent pool, it lowers the chance of finding any one reagent randomly
     
  4. Lorrelian

    Lorrelian Member

    Sometimes more isn't better. Sometimes its just more. For one thing, as Ruigi says, adding one metric jillion new reagents to the supply is just going to create a bottleneck of those reagents that are used really intensively. Second, inventory management is a real headache already, I don't really see a benefit in adding fortysome new crafting materials to the game to clutter inventories with, particularly since when they're just crafting supplies and not something immediately useful. Third, I'm not sure the game actively differentiates between classes of items you find lying around. Adding this many kinds of reagents may cause a person to find way more reagents than other things, a real turn off to people who don't play crafting very much. Finally, I deplore complexity for the sake of complexity, which is what this seems to be for the most part. Honestly, how many potential uses are there for deuterium in the game?
     
    OmniNegro, Essence and lccorp2 like this.
  5. lccorp2

    lccorp2 Member

    Agreed. Crafting is already a headache, and I see little point in introducing a glut of stuff that seems to have absolutely no differentiation from what's already out there. I already try to keep my crafting recipes simple and use base game materials; I see absolutely no point in adding lettuce or peanut butter for its own sake.

    When I create new foods, I try and make them do things and give food buffs that aren't already in the main game. The only reagents I've introduced are a) not findable except in designated rooms and b) used for special purposes.

    Look at ID mod; it doesn't replicate building block filler rooms that the base game already has. Look at CK mod; it already has so much to work with using only base-game materials. Modders work to improve the game, not introduce stuff for its own sake.
     
    Essence likes this.