An addon made for testing purposes regarding the crafting system for Anomaly. Even it goes well then it will be a full addon.
Crafting and Repair Overhaul (With Mobile Workbench)
Version: 1.09 8/17/2020
The point of this addon is simple; to improve how the crafting system works in Anomaly. At this point it is merely in testers state as I shall call it. So in short, this addon is incomplete. The more testers the better the results, or at least that's the hope. Anyhow, I need some people to test this to see if they notice any difference from this addon. What is better or worse, what needs to be worked on, and what direction it should go towards. It isn't intended as a perfect fix as that is a lot easier said than done but hopefully it provides a little bit more reason to actually craft some, even if its just some basic stuff. On a side note, I may add outfits and weapons for possible crafting items in the future. But I'll see about that. Anyhow, please do give your feedback and tell me any suggestions you may have. constructive or non-constructive criticism is welcome. I just might have some smart ass comment if it isn't constructive to fire back ; )
In addition, the running log of updates could be considered a running log of new features as well. Once I feel that the addon is in a good state I will be releasing it as a separate addon where it is denoted as a completed addon no longer in a testing state.
Major Features:
- Massive adjustments to what is needed and how much to almost every item that can be crafted in the game. Some are easier, some are harder, while others have been balanced out.
- Added a few new items for crafting including some guns and armor. They have their own recipes for them which can be bought from Mechanics.
- Added Helmets to the list of items with parts which can be repaired now.
- Added a few guns to the list of items with parts which include the RPD, the Gauss Rifle, RG-6, and the Protecta. In addition the Gauss Rifle can be repaired using the lubricants now (similar to other Snipers).
- added alternate medical recipes that require mutant parts to make.
- Added empty Syringe and some basic crafting materials to Medics and Mechanics respectfully.
- Added a lot of crafting items to the dynamic item spawns as well as adjusted the appearance rate of some of them. So now you will find more of these items sitting about randomly in the environment.
- Adjusted the durability requirements of some of the repair items that are used for repairing parts.
- Added A working Mobile Workshop that does everything the normal workshop can do but can be taken on the fly (No longer have to pay to use the workshop). Thanks again Acemax for the great work on that feature!
- Added an optional file that increases the amount of uses for ALL repair items to make them last longer.
- Added recipes for sell for mechanics. You can unlock more with more toolkits turned in.
- Made ammo more bearable now! For 15 ammo you get 15 ammo. No more getting less than you put in!
Potential Features
- Possibly some adjustments to the UI of the workshop.
- Possible adjustment of max number of items that a item can use to be crafted.
- Adding more guns and possibly recipes for faction armors!
- Adjustments to the prices of ALL items for a better balanced economy.
- Visible guides for the PDA crafting list.
- Some economy changes to better suit the crafting system.
- And anything else that may come across my path that may be important to add.
Updates
Update 1.09 (8/17/2020)
- Adjusted the apperance of the craft file so now it is nicer to look at.
- Adjusted a few items and what recipes they need (Or don't need).
- Added an optional file to make the toolkits for weapon repairs cheaper. This also effects the number of uses (Similar to the more use file). Because of these changes the items have had slight increases to weight. Take note, this only effects the workshop compatible ones NOT the other repair kits.
Update 1.08 (8/09/2020)
- Finally in a "Stable" enough stage that I will happily say that it is out of the testing phase! That DOES NOT mean that I wont be adding new things or improving I just feel that the testing is no longer needed.
- Added Guns and Armors to the crafting menu as their own sub categories.
- Added recipes for both guns and armor. As of right now they are ONLY gotten from buying them from mechanics. I will be adding them to the death item list as well as to possible random dynamic spawn list!
Quick Fix 1.07 (8/03/2020)
- Added the missing Workshop ui file so NOW the workshop should not close when you craft items!
Update 1.07 (8/02/2020)
- Added a few of the rifles to the parts list meaning they can now be repaired using parts. These Include The RPD, The Gauss Rifle, RG-6, and the Protecta.(May later include the Rpg7 but I haven't decided upon that yet).
- Added MOST helmets to the repair list so that they can be repaired now using parts. (Thanks to Acemax again for that lovely feature! He did the leg work i just implemented it).
- Changed the workshop so that it doesn't close when you make something.
- Adjusted the disassembly feature so that it will give you all parts! (As a side note I thank pasha11c for this idea! Hopefully he doesn't mind that I took his concept and added here but anyhow, thank him for this feature)!
- Adjusted the values of the Many More Uses file so that some are lower and some have more. Reduced the degrade factor of the Leatherman tool by a little. (From 0.025 to 0.015)
- Gauss Rifle has the ability to be repaired with items outside of the workshop. So now you can use cleaning items on them!
- Added Guns and armors to the list of items that can be crafted. This is still in the testing/balance phase however.
- I'm really looking for feedback on this aspect especially for balancing reasons. The items required by these weapons are not necessarily the final items needed and if I can expand the ui of the workshop then I may be able to add ALL of the parts of weapons and armors for their crafting.
- Also take note that I have a very limited number of weapons and armors included as of thus far. If people like this feature then I will expand it further to include their own recipes and even their own tab in the workshop menu. As of right now they use the basic recipes and are included inside of the equipment section of the crafting menu. Again, I would love to add their own section but I don't want to do that if people are not crazy about this idea. That would just be a big waste of my time for something that I would be removing.
- Finally, as stated before I would love feedback on this particular feature, good or bad. I have a few more little adjustments I want to make before this addon leaves the beta and enters the Full addon list but I'm kind of waiting for the next major update for anomaly before I get around to that.
Update 1.06 (7/27/2020)
- Added the Empty Syringe item to the medics inventory.
- Added two bio drugs to the medical crafting items.
- Added alternate versions of a number of medical supplies which now require mutant parts to make. You still have the old versions but now you have the mutant parts versions as well. I used mutant parts which made sense as far as the descriptions are concerned so for example; the boars leg states that it could be used for anti radiation purposes. So Antirad items can be made using this mutant part instead.
Update 1.05 Quick Fix (7/22/2020)
- Fixed an issue regarding the many more uses file in the optional folder. It should work now!
Update 1.05 (7/21/2020)
- Readjusted the Mobile Workshop so that it no longer has uses or durability. It will now have infinite uses. The fact that you need the toolkits in order to use it was enough of a drawback for the item.
- Adjusted the items needed for top tier tech items such as the night visions 2 & 3 and the detectors. If these changes seem absurd or strange and you have a better idea then please send it my way!
- Adjusted a few of the values of the dynamic item spawns to make a few items more common and a few more rare.
Update 1.04 (7/09/2020)
- Added in a mobile workbench (Thanks to Acemax for making it work!) that actually works! It will do anything that a normal work bench does. However, it has a certain amount of charges attached to it (30 as of right now) and costs 35,000 to buy from a mechanic.
- Take note there are 2 problems with it as of right now that I'm trying to find a solution to.
- First is that the item will use a charge when you open the item and not when you actually craft something. So you could open the item but If you don't make something it will still take that charge away.
- Fixed the Mechanics so they actually sell the recipes as they should.
Again, I hope to address these two issues as well as some other things that people have brought to my attention but as of right now I wanted to get this out there for those who have been looking forward to such a feature. I would also like to thank Acemax who did the heavy lifting to get this mobile workbench working. So make sure to give him a big thanks for the help!
Update 1.031 (6/21/2020)
- Fixed an issue where the items folder was inside of settings. It should now be where it properly goes!
Update 1.03 (6/21/2020)
- Added Recipes for Sell from the mechanics as part of the optional file mentioned below. This DOES NOT include the cooking recipe. In addition higher level recipes are unlocked when you turn in more toolkits.
- Adjusted a few more items and what they need to be crafted.
- Adjusted the minimum repair amount for a few items. Now these items can repair lower quality parts (3% to be exact) than before.
- Adjusted all of the upgrade modules and the items needed for them.
- Added parts for sell as an optional file for the mechanics. They will now sell all parts. However, some parts are less common than others. Mostly just the barrels. Parts will also unlock the more kits you give them.
- Adjusted The Toolkits and the items needed to make them so they aren't as easy as they were to make.
Update 1.02 (6/03/2020)
- Reduced a few more items needed for a few things such as the headlamp and some of the repair kits.
- Added the Basic, Advanced, and Expert kits as possible craftable items.
Update 1.01 (5/29/2020)
- Added recipes as well as upgrade modules as possible items to find in the dynamic item spawn.
- Adjusted a few more items and how many items they need.
- Adjusted ALL ammo so that they take the same amount of ammo to make as they give you.
- Moved The extra repair item usage to an optional file now.
Great I'll start testing this on my next test run, Though I'm not sure increasing the uses for the repair item usages by more than one or two is gonna be good for the progression and economy. If you end up doing a suit overhaul or help with making one i'd show you why that is, as they are the center of progression in every stalker game.
Edit: After looking and comparing the files, I see that you increased the minimum usage percentage to use for repairs and you increased the total number of uses. I think the changes to the repair items are definitely overkill.Personally I think the Vanilla prices and usage amounts along with the percentages are balanced for the current progression. Repair isn't going to have as big of an affect on crafting things, and changing the recipes to crafting is going to be your best bet to making things more useful on that front. Especially when it comes to the amount of things needed to craft things. Though if it affects the suit progression too much then it makes the game too easy. Definitely gonna be a bit harder to balance than the base games economy. But i'll try to help as much as I can, I'll be testing your mod without the Repair item changes.
I think a good place to start is getting rid of the Recipes randomness if possible, Or if we increase their drop chance then lowering the sell prices might be a good idea. Or making them able to buy at more mechanics in your trader overhaul. I'll more feed back after a few hours of play.
Thanks - Nodens
Your input is always great and you have been a big help with my other addon as well. Anyhow, I agree the increased uses is probably overkill so I'll be removing that from the addon. In addition I think adding back the recipes for sell would be a good feature. I might just keep them at the base value since i had some strange issues when I started to change the price of them. Another option is to add it to the dynamic item spawn list as possible items to find. Sadly such a system where you have to learn crafting recipes works better in an RPG as you can more properly scale it up as you level. With that being said the randomness of getting the top tier crafting recipes well before you get any lower tier ones kind of kills it for me. You rely too much on chance at that point and not really much on proper progression. It would probably be better suited as an item that you can unlock as you gain more reputation. I wouldn't need to increase the price since it's behind reputation rather than some money limit. Whatever the case is that would be at least with the resources and skills that I have the best route to take it as of right now.
Anyhow, thanks as always for your input and honesty. A rare thing to come by sometimes.
I think putting them up for sale through goodwill is a good idea, making sure the crafting recipes are always a step or two behind the ability to outright buy the things would be good.
Yeah it is unfortunate that finding them was randomized, but it's what tronex did when he made the system after the first way they would drop. I think he did it for compatibility reasons plus the code was cleaner.
It used to be that you could only find the first set up recipes and once you used the recipe it would be consumed. As you found the first ones it would allow for the next recipe in the progression to be found. Each set of recipes for the kits were separated with the drops.
English is not my native language, so, bare with me.
My last run (the one I'm finishing now) I made it on hardcore crafting (not using the upgrades via mechanic) and just making and buying upgrade parts.
Takes longer, but it's very satisfying to reach the full upgrade.
I use mostly xenotech to buy some items in early game, and keep moving north.
The chance of getting all parts from items always seems unfair. You should get everything, and maybe a plus with perks. I just do the save and reload game until I get what I want.
Crafting is very good, but maybe a little less parts requirement will be welcome, but not so low that feels ridiculous.
Anyway, I will try your addon, it sounds promising.
Tnx
Please give your feedback on the small changes as of thus far, But other than that enjoy!
I'm going to try the addon today, but there is an addon that makes it so you always get all parts when you disassemble, it's called Max Disassembly Chance. Could help you!
Is this the addon you mention Moddb.com ?
Maybe, but I'm removing that feature with my next update later today. About to hit bed since I work overnight shifts. Thanks anyhow!
Will be testing this, good approach you chose here. I appreciate the crafting features in Anomaly, as well as the advanced repair system, feels very fitting to the world. The gameplay trick is to have it balanced well enough to have an advantage over straight up buying upgrades or new weapons — however, if I need to buy a workshop kit for 10–20k RU first even though I have collected and restored the parts as well as a weapon, there's just no point to it.
Yeah, It's a balancing act to say the least. I'm going to make the extra usage part of the addon an optional file, and obviously I'm still working on the addon but I wanted a little feedback first. Anyhow, It's far from done but hopefully it helps.
Hey, I have an idea.
I wish, if you patched your armor with a monster skin, you could keep the values of the skin on the armor permanently instead of putting it in a slot.
I would understand that as fieldcrafting. :)
That would be a cool idea but a little outside my purview of skills regarding modding this game. I tried a system a while ago to make it that you could add upgrades as you made a suit of armor. adding suits to the crafting list was easy... The second part, not so much.
Yes, I did it.
You have to include the parts, i.e. skin and suits, in the craft.ltx.
Skin: outfit = outfit with skin
There are 12 skins
So you have to define 12 suits in the respective with your own immunities in the respective Outfit.ltx with one
Inheritance from the initial suit.
Practical, like the weapons because of the extensions.
The immunities are upgraded with the values of the skins.
If you want, you can add an icon with an upgrade symbol.
The 12 suits then refer to the one icon.
To distinguish, you also have to create 12 strings that describe the suit and the skin with which it was upgraded.
Ingame you push the skin on the not dressed suit and the new stats, as well as the new icon are immediately adopted. However, something has to be changed in the inventory tabs so that the skins are with the armors.
I did this with one armor. It's easy, but it takes a lot of time. :)
The whole thing could be spun even further by editing the actor textures and creating individual visuals for each suit so that you can see the skins in-game on the suits. But well, if I have time I might do it.
That actually sounds very interesting. A tad complex for my skills but none the less interesting. Through I think I get the jist of how it would work.
I hope you would also include cooking and repairing as well, I've been using Easier Anomaly but it is outdated now
Possible in the near future I could. It's obviously still in the works.
Does is have mod incompatibility ?
Is it compatible with "Trader Overhaul Complete"
Yes, it is... I made sure of It since I work on both this and that addon.
I hope these new craftable kits are expensive. :3 But at the same time since we can't craft without vices it kinda makes it weird, only allows us to push progression. If you remove being able to buy the kits from traders in your trader overhaul then I think this would make more sense. Unless of course the kits here take a lot to craft.
1: It simply adds them to the crafting list... No new kits.
2: What I have here is a simple version of the kits so they aren't per say hard, but they are not say easy either. Still in the works to be honest. Anyhow, the basic kit requires a few items, the advanced kit requires the basic kit, and the expert kit requires the advanced kit. That was the simple idea it's just a matter of what other items I want to add for them.
Again, that's still in the work. I'm also testing a possible portable Vice item which you could use. Hopefully something comes from that... However, it's probably going to be easier said than done.
I think it's is better as you make an entire new item that is called handheld crafting toolkit that only allows crafting most basic items or just make the multitool be able to craft stuffs. therefore the importance of the vice will not be reduced and the kits remain as rare as they are
That would be an idea but again, it's easier said than done.
One thing that has always bothered me about Anomaly is that it assumes you're playing the game as a quicksave-spamming mass-murdering lunatic. Nowhere is this more apparent than the upgrade crafting system: You can only get recipes by first slaughtering the Zone's population until you RNG the right ones. Then to actually make an upgrade or two, you have to massacre some more people until you can get parts by breaking down the rough equivalent of 50 stalkers' gear.
For example, the flatness tier 1 upgrade needs 12 barrel parts from 3 particular caliber guns. If you wanted to make a tier 3 upgrade, you'd need 36 barrel parts. Oh and disassembling a gun doesn't even guarantee you'll get a barrel so... you'd need to kill more than 36 people at minimum to construct this upgrade.
This is an issue if you like playing ironman mode, where you want to avoid fights with better-equipped stalkers since a stray bullet to your head can permanently end your game.
I think you've gone in the right direction by making the crafting recipes and materials also obtainable from exploration. As for suggestions, you could ease the requirements for upgrade construction, especially when going from one tier to the next. Some of the recipes are also kind of nonsensical - like, why should you need 6 suppressors to make barrel threading? You could also add recipes to stashes and parts to mechanic trade inventories (maybe that's Trader Overhaul territory, though). But it'd be cool to buy a 5.56 barrel and do the installation myself.
Some good points here... I'll take some of that knowledge into account.
After some testing in my current game, I feel that the changes in crafting have made it too easy to obtain high level equipment and upgrades. I hope that you will make a hard version like in your Trader Overhaul, that will keep an element of difficulty.
But I do agree with Vintar0 that upgrades use far too many parts and there should be other means of obtaining them. Reducing the number of parts to one of each makes sense, but something else is needed to keep it balanced. Its also a shame that the condition of the parts can't be taken into account, 100% condition should be a requirement.
I also added a comment to your thread Moddb.com about outfits and helmets.
Sorry for the late response.
Anyhow, thanks for the feedback! I'm not planning on making a hard version of this addon. However, I agree I think it is probably too easy to get the gear as you have stated. As I stated before, it's a balancing act that has many moving parts making it a difficult thing to completely and effectively implement. Hence why in this case I have a tester version for feedback. Sadly a lot plays on what the next major update has in store.
Regardless, I appreciate the feedback! By the way, I already adjusted the upgrade modules so they don't need the stupid amount of items to make them. They still require the same stuff just less of it.
Thanks for the reply, I'm still using your add-on for testing and like the changes you made to dynamic_item_spawn. Upgrade modules aren't really an issue now as I seem to find a lot of them in spawn locations.
I know what you mean about balancing, getting the right combination so that its more cost effective to make than buy an item. Take binoculars for example, it wasn't even worth the effort, 4 x AC10632 scopes? Hell, I'll just buy the binoculars. Your changes were much better, but too easy.
I have loads of ideas and I've been testing them, like the helmets. I'll post some more details soon.
Yeah, If you have any ideas I'm all open and would credit you if used. It's an open addon so if you have files as well or your adjustments to the said files then I'm all for it. Thanks for the feedback as always!
I don't know if your mod is doing this, but I can currently use the basic toolkit as a workbench with unlimited uses.
First, Off I'm so sorry for the late response... I have been having issues with responses not saving on this sight for awhile now (Probably my internet or something). Anyhow, I'm fixing that with my patch that I'm releasing now.
No worries man, thanks for the fix.
Any chance of adding extra medical recipes and parts like syringes at some point? Both Clear Sky and the Ecologists are, for different reasons, trying to figure out ways to use items in the Zone for medicinal use, and being able to make drugs from mutant parts and medics selling using syringes makes sense.
Funny you ask because that's what my next patch (1.06 that is) is going to address.
Excellent! Only thing this mod was lacking IMO, and I look forwards to that update.
Hopefully I can churn it out this weekend and have it up by Sunday evening. It's not hard but I want it to make sense as well.
Heya. Is the "Many more uses repair kits" optional working? I can't seem to find any difference.
Oh I think I found the issue. The items_repair.itx is in configs/items/settings/items when I'm pretty sure it should be configs/items/items.
Ops! I'll fix that didn't realize I had it wrong.
NP, figured I'd let you know :) Thanks for the mod, btw. Very glad you lowered the percentage you can use repair items at. I think it was a little too tedious before.
My bigger problem was a lot of the parts you would get were too low quality in order to repair... Most guns were far too damaged to even consider so I wanted to reduce that issue... Anyhow, thanks hopefully everything is a little more smooth now after that quick update... Do tell me if the new recipes for the Night Visions and the Detectors are too much... I plan on making those items more expensive for traders in my next update if the items recipes are sufficient.
What are the current gun crafting options? can we say take a TOZ 66, cut off the end and make a sawnoff TOZ 66? can we make a pistol with different parts that would allow for something like auto fire on a normally semi auto pistol?
That kind of thing would be awesome if its doable.
Sadly nothing like that yet, through that would be very interesting. It's a rather simple system as of right now with a very select few guns and outfits that you can craft. Nothing major but If it sticks then I will certantly expand on this feature and even give the weapons and armors their own recipes and such... Through speaking to your point about for example the Toz 66, that is quite doable and I have some interesting plans in the future for some alternatives regarding the crafting recipes.
"Changed the workshop so that it doesn't close when you make something."
Is the ui_workshop.script right? Did you test it in a new game or ongoing? for me at least it seems to not work or is that referring to the mobile workshop?
Hmm, it worked when I had tested... I seriously hope that I didn't copy paste the wrong file. I'll check into and see what's going on there. Thanks for the heads up!
I actually forgot to put the file into the folder. I'm going to test it real quick just to make sure it works but that looks to be the reason.
Ok, fixed.
Thanks, you are awesome.
No problem.
Is it intended that the basic toolkit costs 1000000 rubels? After I installed the addon, I checked the next technician, and saw this huge price. According to items_tools cost is 7000 (plus minus the factor set in progression difficulty).
Hmm, no it shouldn't be that much... That is some sort of error... An Interesting one at that.
I'll look into why and see if I can recreate it.
I Looked into it some and I I had a similar problem arise... However, when I quit the game and reentered it was back to normal price. I'll fix it soon but for right now that seemed to work for me.
I figured the same, when I just continued my game. Price went back to normal.
Not sure why it happens. I think it might having something to do with the mobile workbench which I essentially used the Basic toolkit and copy pasted else where changing what needed to be. The files work fine but for some reason that does happen once in awhile.