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Sign up[RDY] Crafting Overhaul: Tailoring #20270
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ZhilkinSerg
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Feb 13, 2017
ZhilkinSerg
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[RDY] Crafting Overhaul: Tailoring
Crafting Overhaul: Tailoring
Feb 14, 2017
ZhilkinSerg
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Feb 14, 2017
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This is a very good idea, and once it's perfected, it could be expanded to welding and the like... maybe even letting a welder take charges from a storage battery? Did you resolve the repair/reinforce issue you had? Or do you still need to load the tool to do repairs? |
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Interesting concept, but some flaws. First, yarn is not included in the recipes, when it is a usable thread. |
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Lastly, running the changed recipes through the online web linting tool ( http://dev.narc.ro/cataclysm/format.html ) will help with current commit failure cause. |
ZhilkinSerg
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Crafting Overhaul: Tailoring
[WIP] Crafting Overhaul: Tailoring
Feb 14, 2017
ZhilkinSerg
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Feb 14, 2017
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Thanks for the feedback! What a shame I forgot about yarn. |
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You shouldn't directly copy+paste all the thread/sinew/fiber/yarn entries but should use the |
ZhilkinSerg
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Feb 14, 2017
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@Coolthulhu, there was some reason I didn't use |
ZhilkinSerg
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Feb 14, 2017
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Thanks, @kevingranade! It seems I have issue number one in here - I didn't use Do I need to cancel this pull request and create a new one after fetching and rebasing (probably with single commit for all of the changes)? |
ZhilkinSerg
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[WIP] Crafting Overhaul: Tailoring
[CR] Crafting Overhaul: Tailoring
Feb 14, 2017
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Plant fibers work as thread too. |
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Plant fibre were originally in recipes together with threads and sinews. Anyway I've changed all recipes to use |
Coolthulhu
self-assigned this
Feb 15, 2017
Coolthulhu
reviewed
Feb 16, 2017
| @@ -6847,6 +6852,36 @@ | |||
| ] | |||
| }, | |||
| { | |||
| "id": "sewing_machine", | |||
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Coolthulhu
Feb 16, 2017
Contributor
The sewing machine should be a separate PR. It needs to be cleaned up a bit before merging, while the filament change could go in now.
Problems include:
- Doesn't use power
- Isn't any faster than manual sewing
- Uses more materials for same repairs (this one could be an explicit disadvantage, but probably isn't intended)
- Has to be wielded to be used, which is tedious. Should probably wait until it can be used from the floor.
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Coolthulhu
reviewed
Feb 16, 2017
| "tools": [ [ [ "sewing_kit", 1 ], [ "tailors_kit", 1 ], [ "needle_bone", 1 ], [ "needle_wood", 1 ], [ "sewing_machine", 1 ] ] ] | ||
| }, | ||
| { | ||
| "id": "knitting_standard", |
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Coolthulhu
Feb 16, 2017
Contributor
You don't use that anywhere because you defined sewing quality instead.
You should either use the quality or the using, not both for the same thing.
Qualities are simpler, while usings are easier to extend (for example, if you ever wanted to add an electric knitter that uses power, qualities would not work).
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ZhilkinSerg
Feb 16, 2017
Author
Contributor
I only added sewing_machine to sewing_standard, but it is already used for repairing of vehicle roof_cloth (see data/json/vehicle_parts.json).
knitting_standard is not used anywhere, so I will remove it.
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ZhilkinSerg
Feb 16, 2017
Author
Contributor
I just realized it is possible to replace tools with qualities in sewing_standard:
before:
{
"id": "sewing_standard",
"type": "requirement",
"//": "Crafting or repair of fabric items",
"tools": [ [ [ "sewing_kit", 1 ], [ "tailors_kit", 1 ], [ "needle_bone", 1 ], [ "needle_wood", 1 ] ] ]
},after:
{
"id": "sewing_standard",
"type": "requirement",
"//": "Crafting or repair of fabric items",
"qualities": [ { "id": "SEW", "level": 1 } ],
},That way we won't need to add new tools (like sewing_machine or electric_knitter) to toolsets.
Coolthulhu
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Feb 16, 2017
ZhilkinSerg
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Feb 16, 2017
ZhilkinSerg
changed the title
[CR] Crafting Overhaul: Tailoring
[RDY] Crafting Overhaul: Tailoring
Feb 16, 2017
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Sorry for the strange double commits - I really should learn using git... |
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Did you resolve the repair/reinforce issue you had? Or do you still need to load the tool to do repairs? |
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Nope, repairing/reinforcing still needs loaded tools, but that will be changed eventually. |
ZhilkinSerg commentedFeb 13, 2017
A couple of months ago I've created Crafting Overhaul: Tailoring mod (see http://smf.cataclysmdda.com/index.php?topic=13880.0).
With this mod enabled you won't need to reload your sewing tools with threads/fiber/sinews anymore when crafting textile items - just have it available in your possession (inventory or nearby).
There weren't too much hype in the forums, but still I want to move these changes into core.
P.S.: I hope @kevingranade hasn't changed his mind and will still vote "Yes".🇧🇫