It's been another month, and progress hasn't been a whole lot, but there's been some, as always. Recently I've done some modification to the weapons system to allow for some features, mostly embedded into the new crafting system. The crafting system is very ambitious and allows for large amounts of item customization. It goes as follows:
Player may obtain scrap metals from certain sources -> The scrap metal is refined through the crafting process to the material type of choosing, crafting skill affects the efficiency at which the ratio of scrap to material is. Certain materials may be more desirable than other. -> Collected quantities of these materials are forged into specific parts, ranging from accessories/upgrades to more base components, such as say, a Rifle's Barrel. Some parts may have multiple material options, with the material used affecting the weapon's or other product's stats. -> The player collects all the base components for an item and pieces them together, inserting lots of room for various factors to be altered OR new accessories/upgrades are added to a preexisting weapon and stat changes are applied, sometimes drastically altering the weapon's performance. -> The item is now created in terms of effect, and in some cases, like weapons, may be able to have custom naming or other personalization installed, allowing lots of room to play around with things.
The entire system I've listed so far is an almost direct descendant of a previous, unreleased modification of mine that was a smashing success. The main dividing factor between them is that parts are assembled more through varying qualities and less of actually using different parts, and that refining takes place between scrap and components, as well as its effect determined by crafting skill. This same system has also been cleared for usage with multiple part weapon durabilities, which made repair and sometimes replacement new steps in managing weapons, while not being an over-sized annoyance and more of a routine duty.