Topic: Auto-cutting and other tying equipment additions  (Read 1721 times)


Sami

  • UnReal World creator
  • Administrator
  • Member
  • *****
  • Posts: 949
  • Total likes: 2169
  • UnReal World creator
    • View Profile
    • UnReal World
« on: February 15, 2021, 01:29:40 PM »
Bunch of tying equipment related additions are being worked on. It's a sector of code where meandering from one feature to another is quite easy, and sometimes required, but these main blocks are on the table right now:

* Auto-cutting tying equipment to required lengths in crafting/building.

For example: If you'd need say 5 feet of cordage and select a 15 feet rope for the job it's auto cut to required length and the remaining portion (10 feet) stays in your inventory.
With this new condition in effect the cordage minimum lengths however will come into play. So with the above example you need to select 5 feet long cordage minimum, and would need to join the cordage manually first if only shorter pieces are available. In any case it makes more sense, and is less of micro-management, than the current system.

* Few cordage classifications as crafting requirements

Currently the actual tying equipment properties aren't that much checked in crafting processes. Almost any tying equipment works for any job. Now we'll see about adding a few requirement classifications such as "strong cordage", "thin cordage" or "thread". These would work so that for example "strong cordage" requirement accepts ropes and spruce withes - which are the strongest type of withe. Crafting for example a raft would required "strong cordage" for tying, and now you could use ropes and spruce withes that, but not the other kind of cordage outside the classification.
Arrow making would require "thread" type cordage. Loop snares could be only made from "thin cordage". And so on.

Classification is still under construction so different wordings can be suggested, and ideas posted here. It's can be quite tricky to find terms that would open up easily, and not to end up with too many categories. Naturally the game will also display messages about this-and-that requirement accepting this-and-that items.
Strong cordage - ropes, spruce withes
Thin cordage - strings, cords
Thread - yarns (or sinew threads, whenever we get there)
etc.

* Nettle processing

We'll add the steps to be able to make nettle yarn, and then see where it goes after it's working ok.
In addition to retting and beating the fibres out of the stems, there would be preferably also the easy early summer method where you can extract the fibres by hand and make primitive yarn fast - eg. for survival fishing rod line.

- Sami | UnReal World creator

JP_Finn

  • Honorary Lifetime Supporter
  • Member
  • *
  • Posts: 777
  • Total likes: 386
  • Thawed Finn in SoCal
    • View Profile
« Reply #1 on: February 15, 2021, 05:03:52 PM »
Very nice!
Leather and fur cut cord would go under strong, or under thin? Both?
And worn out clothing would be cut, or unraveled, into thread?

If nettle processing will be added, will hemp processing be also included for the strongest ropes?

Sami

  • UnReal World creator
  • Administrator
  • Member
  • *****
  • Posts: 949
  • Total likes: 2169
  • UnReal World creator
    • View Profile
    • UnReal World
« Reply #2 on: February 15, 2021, 05:25:21 PM »
Leather and fur cut cord would go under strong, or under thin? Both?

They would probably go into mediocre/average category, somewhere between the strong and thin..  to the existing universal "tying equipment" category with no specific term of it's own. But we're still pondering, as the categorization is tricky. Because there's possibility to craft leather ropes the leather cords wouldn't quite fit in the strongest section.

Quote
And worn out clothing would be cut, or unraveled, into thread?

Yes, that's something you should be able to do, and I'd like to add it. The threads obtained this way wouldn't always be too long, but still usable for some things.

Quote
If nettle processing will be added, will hemp processing be also included for the strongest ropes?

That would be reasonable. I'm hoping hemp processing comes along with these additions as "easy" by-product, but we'll start with nettles. You should be able to make strong ropes from nettle too. The best system would be to allow processing any harvestable fibres into threads, and any threads into yarns/strings, cords or ropes.
« Last Edit: February 15, 2021, 05:39:49 PM by Sami »
- Sami | UnReal World creator

JP_Finn

  • Honorary Lifetime Supporter
  • Member
  • *
  • Posts: 777
  • Total likes: 386
  • Thawed Finn in SoCal
    • View Profile
« Reply #3 on: February 15, 2021, 05:49:59 PM »

aat

« Reply #4 on: February 24, 2021, 02:45:56 AM »

They would probably go into mediocre/average category, somewhere between the strong and thin..  to the existing universal "tying equipment" category with no specific term of it's own. But we're still pondering, as the categorization is tricky. Because there's possibility to craft leather ropes the leather cords wouldn't quite fit in the strongest section.

Yes, that's something you should be able to do, and I'd like to add it. The threads obtained this way wouldn't always be too long, but still usable for some things.

That would be reasonable. I'm hoping hemp processing comes along with these additions as "easy" by-product, but we'll start with nettles. You should be able to make strong ropes from nettle too. The best system would be to allow processing any harvestable fibres into threads, and any threads into yarns/strings, cords or ropes.

That's amazing that we will be able to extract fibers from plants! Many mods try to add retting and weaving already, but having it the base game will be much better!

Will be yarns made using a spindle and a distaff?

Will this open up the possibility of weaving yarns into to cloths, and then use raw cloths to make clothings? Would be cool to make linen cloths from flax

 

anything