Topic: Textilecraft continued  (Read 536 times)


Sami

  • UnReal World creator
  • Administrator
  • Member
  • *****
  • Posts: 877
  • Total likes: 1905
  • UnReal World creator
    • View Profile
    • UnReal World
« on: March 24, 2021, 07:08:44 PM »
Fibre processing is on the table.
We'll be featuring a new skill, TEXTILECRAFT, which determines the success and time required for several work phases of processing fibres into yarn.
For migrated characters textilecraft will be initiated to the cultural defaults upon first load. 
All the textilecraft options - retting, drying, spinning etc. - will be found in the general [M]ake menu, and can be also accessed simply by using the skill.

Spinning fibres into yarn is now pretty much competely done, the productions times and yarn yield carefully considered.
Textilecraft mastery, and using a spindle or not, naturally affects to outcome and spinning times.
The actual mechanics of getting fibres spun works so that when "spin yarn"-textilecraft option is chosen you'll be asked to choose from the inventory which fibres to spin.
After that you'll be informed how much yarn you can expect to get from that, and can select how much you wish to produce now.
And then the spinning starts, with a spindle or by hand.

During the playtest I've spun (magically generated) nettle fibres, but we'll be also making hemp as fibre source. The fibre processing keeps track of the master plant so the plant identity is easily turned into resulting yarn. Nettle yarn, hemp yarn, and so on. Flax is naturally something to think of. We'll see if it fits into this version.

Now as the yarn generation from the fibres is working we'll be also adding yarns as village items, so instead of spinning your own you can also trade your yarn from some cultures.
The big question still being pondered is how expensive yarn should be? It's hard work to spin yarn with a spindle, takes about minute to produce three feet (or a meter).

Next up, coding and testing the preceeding steps; retting and drying and extracting fibres.

A few screenshots follow.


Skills screen with TEXTILECRAFT in place.


After choosing the bundle of fibre to spin there's dialog asking how much of yarn Kuitu Kaumolainen wishes to produce on this go.
- Sami | UnReal World creator

JP_Finn

  • Honorary Lifetime Supporter
  • Member
  • *
  • Posts: 725
  • Total likes: 343
  • Thawed Finn in SoCal
    • View Profile
« Reply #1 on: March 24, 2021, 08:03:20 PM »
With introduction of textile craft skill, presumably the Make|Clothing can expect to see some linen, nettle, hemp items. At least eventually.

By off chance, are the leather and fur Clothing retained under Common skill, are they (temporarily? permanently?) moved to textile craft?
One could debate that making clothing from leather or fur is somewhat similar to fabricate fiber/plant based clothing. While they’re nowhere near in the production of the “cloth” part.

Sami

  • UnReal World creator
  • Administrator
  • Member
  • *****
  • Posts: 877
  • Total likes: 1905
  • UnReal World creator
    • View Profile
    • UnReal World
« Reply #2 on: March 24, 2021, 09:00:33 PM »
By off chance, are the leather and fur Clothing retained under Common skill, are they (temporarily? permanently?) moved to textile craft?

I haven't decided yet, but that's something that we might do. We'll see.
Somewhere along the way I'd like to feature separate clothmaking or tailory skill as making clothes is indeed a different set of skills than mere fibre processing or spinning, to which the textilecraft-skill now concentrates on.
- Sami | UnReal World creator

trowftd

« Reply #3 on: March 24, 2021, 11:42:46 PM »
Looks real good! How did Kuitu managed to get himself injured while spinning yarns though? ;D