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New woodworking paradigm

Posted: Fri Oct 25, 2013 4:16 pm
by Takta
Here is where I am right now for the new woodworking plans. Please feel free to comment:

First: Remove woodcutting as a skill, replace it with a cedit in woodworking

-----Raw materials from woodcutting-----
* Felled softwood log
* Felled hardwood log

-----Inv Tools----
* Axe (woodcutting)
* Knife (whittling)
* Auger (boring holes; furniture)
* Chisel (detailing; fancy items)
* Plane (smoothing edges; furniture)
* Mallet/hammer (hammering; furniture)

-----Room tools-----
* Lathe (any items really requiring shaped/curvy pieces)

-----Components-----
Sourced from other crafts:
* Nails (via blacksmithing; for furniture)
* Glue (via butcher with animal hooves; for furniture and other multi-part pieces)
* Hinges (via blacksmithing, for containers)

Made from logs:
* Blocks of wood (for anything that can just be whittled)
* Planks of wood (for furniture)
* Wooden poles (for fishing pole

Made from blocks:
* Wooden hafts (for weapons)
* Wooden handles (for tools)

Byproducts:
* Scraps of wood (for small items, charcoal, making paper; failure byproduct)

-----Items-----
* Most items having 2 versions, softwood and hardwood
* Some taking either wood to make the same object (tools, etc where wood type matters less)
* Some requiring both (instruments, namely)

Re: New woodworking paradigm

Posted: Fri Oct 25, 2013 4:30 pm
by Inertia
I dig it!

There's another thread suggesting the option of putting all the handheld items into one 'kit' object as it can get a bit unwieldy, switching out/wielding various objects when you're crafting - was this something that might be considered still?

Will all the various components be available in shops, albeit for more than it would cost to visit a PC merchant?

Will there be any special/high-level items requiring specific woods (nightpine, etc) that can only be purchased from shops?

Re: New woodworking paradigm

Posted: Fri Oct 25, 2013 4:56 pm
by Takta
1) The kit thing - I don't think we can do that, really. I mean, if people really dislike the number of tools required I could replace chisel, auger, etc. with a kit object?

2) All components should be available in shops, just much cheaper if you make them yourself. This is standard new craft policy.

3) I don't currently have any plans for special items with high-end woods, but I could take suggestions if desired.

Re: New woodworking paradigm

Posted: Sat Oct 26, 2013 4:34 am
by Amy
I put up the kit idea before i seen this post in the ideas thread, but I thought of 2 options for crafts and piles of tools

for each tool in a craft have an "Or 1x woodworker's kit' option instead of the base tool

add a craft to each craftset, like:

woodwork toolkit(0)
req:
-chisel,axe,auger, knife,plane, mallet/hammer
output:
- 1x a woodworker's tool kit

I think that'd be the best way to manage kits,but requires tweaking a lot of crafts.