Add addon Crafting And Repair Overhaul (With Mobile Workbench)
Location
Addons
Filename
Crafting_Overhaul_1.09.zip
Category
Prefabs
Licence
Proprietary
Uploader
AGoodSetOfPistol
Credits
Acemax (His great work on the Workbench Feature)
Added
Updated
Size
310.56kb (318,017 bytes)
Downloads
1,086 (2 today)
MD5 Hash
146468c2935986c93b0fc485eb5c3591
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Description

An addon made for testing purposes regarding the crafting system for Anomaly. Even it goes well then it will be a full addon.

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Crafting And Repair Overhaul (With Mobile Workbench)
Comments  (0 - 50 of 65)
Δαμοκλῆς
Δαμοκλῆς

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

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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Δαμοκλῆς
Δαμοκλῆς

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.

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Tegarccio
Tegarccio

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

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AGoodSetOfPistol Author
AGoodSetOfPistol

Please give your feedback on the small changes as of thus far, But other than that enjoy!

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Guadaña
Guadaña

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!

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pierce.oneal
pierce.oneal

Is this the addon you mention Moddb.com ?

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AGoodSetOfPistol Author
AGoodSetOfPistol

Maybe, but I'm removing that feature with my next update later today. About to hit bed since I work overnight shifts. Thanks anyhow!

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FrancisBitter
FrancisBitter

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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Smic
Smic

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. :)

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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Smic
Smic

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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iAlcatrazZ
iAlcatrazZ

I hope you would also include cooking and repairing as well, I've been using Easier Anomaly but it is outdated now

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AGoodSetOfPistol Author
AGoodSetOfPistol

Possible in the near future I could. It's obviously still in the works.

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LeGourmet003
LeGourmet003

Does is have mod incompatibility ?
Is it compatible with "Trader Overhaul Complete"

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AGoodSetOfPistol Author
AGoodSetOfPistol

Yes, it is... I made sure of It since I work on both this and that addon.

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Δαμοκλῆς
Δαμοκλῆς

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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iAlcatrazZ
iAlcatrazZ

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

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AGoodSetOfPistol Author
AGoodSetOfPistol

That would be an idea but again, it's easier said than done.

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Vintar0
Vintar0

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

Some good points here... I'll take some of that knowledge into account.

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Acemax
Acemax

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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Acemax
Acemax

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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!

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indyora
indyora

I don't know if your mod is doing this, but I can currently use the basic toolkit as a workbench with unlimited uses.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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indyora
indyora

No worries man, thanks for the fix.

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SpardaSon21
SpardaSon21

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

Funny you ask because that's what my next patch (1.06 that is) is going to address.

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SpardaSon21
SpardaSon21

Excellent! Only thing this mod was lacking IMO, and I look forwards to that update.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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ThinkingFingers
ThinkingFingers

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

Ops! I'll fix that didn't realize I had it wrong.

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ThinkingFingers
ThinkingFingers

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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Puffinstuff
Puffinstuff

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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Thick.Cheeki.Breeki
Thick.Cheeki.Breeki

"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?

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AGoodSetOfPistol Author
AGoodSetOfPistol

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!

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

Ok, fixed.

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Thick.Cheeki.Breeki
Thick.Cheeki.Breeki

Thanks, you are awesome.

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AGoodSetOfPistol Author
AGoodSetOfPistol

No problem.

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manzmnl
manzmnl

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).

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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manzmnl
manzmnl

I figured the same, when I just continued my game. Price went back to normal.

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AGoodSetOfPistol Author
AGoodSetOfPistol

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.

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