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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! The next major update is working on furs and leather. I'd consider feedback on the following very valuable as I work to finalize the changes.

// Rudy - First, it's important for new players to know that fur clothing inherits protections from the TYPE of fur used in its creation. Bear fur generally giving the best protection/warmth.
// Most crafed fur clothing is superior in protection to the generic "fur" type clothing that you can trade for, as a result. When you craft a shirt using bear fur, it will be crafted as a
// "bear fur shirt", and be superior to a "fur shirt". For unknown reasons, the "bear fur shirt" is far LESS valuable than the generic "fur shirt" that you trade for, in spite of being
// superior. This is one of the things I have attempted to adjust for.

// I removed the [ARMOUR_MATERIAL:fur] lines from the modded armor items. This was preventing them from inheriting the greater protection values from specific types of fur, and instead
// just assigning them the protection values of generic "fur". This necessitated changing the base item of Fur footwraps to a fur cap, but that presents no issues. [TYPE:armour] is also
// unnecessary, as that is inherited from the base item.

// Vanilla fur clothing is slightly 'lossy', usually requiring 0.2 pounds more fur than the weight of the final product. Fur required by modded fur clothing was adjusted to match that.
// The fur loincloth actually required only 0.5 pounds of fur to create something weighing 1 pound! This has been fixed.

// Adjustments made to hood/cap/mask/niska.  Originally the hood weighed 1.1 pounds, and covers the face, neck and head. The cap (vanilla) and the mask and niska (modded) each cover
// only one of those things and weighed 1 pound each, making the hood the only thing it makes sense to make. The weight of the cap, mask and niska were reduced to 0.5 pounds each,
// for a total of 1.5 pounds. The fur hood weight was increased to 1.3 pounds. Thus fur hood is still slightly better if you want coverage of all three areas, but the individual
// items have their place as well.
// This does not affect the weight of the vanilla fur cap or hood that you might acquire from trading (though the fur hood from trading won't be as good as a "bear fur hood" for example).

// When considering the value that fur clothing should have, there are several limitations and considerations. There does not appear to be a way to make the value of the final product
// depend on the kind of fur used, so "bear fur cap" and "elk fur cap" will always have the same value.
// To make balance decisions, we have to look at the value of the base furs, first. Value per pound of some major fur sources:
// Elk: 1.25   Bear: 1.875   Badger: 2   Reindeer: 2.5      Squirrel: 3.33      Ermine/Hare/Weasel: 4      Grey Seal: 4.4
// All others are *significantly* more valuable per pound, from 7.5 up to 30, and so given the option it makes more sense to reserve those for direct trading rather than
// make them into fur clothing.

// A further limitation is clothing/fur quality. Fur clothing is always of decent quality, regardless of the fur used, due to a hard-coded limitation. There are ways to get around this for
// other clothing types (see wool clothing), but doing so for fur clothing prevents the inheritance of protections specific to the type. In other words, if I change the recipes to allow
// for "fine" or "masterwork" fur clothing, the higher protection of "bear fur", e.g. is lost. That does not seem a good trade, so we are sticking with the enforced "decent" quality fo
// fur clothing. This also means, unfortunately, that "ragged/harsh" furs, e.g., can be used to make clothing of decent quality. In fact, it only makes sense to do so with them, rather than
// trade them directly.

// With all this in mind, players will be presented with a short explanation that normal fur clothing should only be crafted using decent or higher quality furs, for balance reasons.
// This is not enforceable in-game, but many such issues are addressed by individual recipes (such as the instructions to players to shear each sheep only once), and so will be left
// to the sense of fair play of the players themselves. There will be a few new fur recipes that will be added that can use ragged/harsh furs to craft, e.g., a "rough fur cloak", but ones
// that will not inherent the properties of the animal type (and thus be inferior in protection, as they should be).

// With these prices and limitations in mind, I have attempted to balance around the idea of fur clothing being worth 2.5 per pound of fur used in the final product. Assuming that
// players abide by the intended restriction of not using ragged/harsh furs, then this makes turning elk fur into clothing into a profitable venture, but not obscenely so, and the final
// product is no more valuable than reindeer fur, and so should not present a major balance issue. Bear fur is profitable when turned into clothing, and badger slightly so. Reindeer
// clothing is equally valuable to the base furs, while all other furs are more valuable NOT turned into clothing. All of these statements depend on using decent quality furs; when the
// furs are fine or superior, the profitability shifts in favor of keeping the furs (only elk fur is more valuable as clothing when of Superior quality or higher).

// None of this can affect on impact the value of the generic fur clothing that you can purchase in settlements, which are not always in balance with one another in terms of materials used.
// For instance, fur overcoat and fur leggings are both worth around 2.7 per pound of fur used, while fur leggings are worth around 1.7 per pound, and fur footwear worth 4 per pound.

December 29, 2022, 05:26:55 PM
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