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Smithing programming overhaul


pyrotx

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I noticed a problem with the way the blacksmithing crafting station is programmed. First from a modder's perspective it is difficult to create large numbers of recipes, and from a user's, it means few mods will likely allow for the full potential of blacksmithing. So I had the idea for blacksmithing to use a container that judges items by their keywords, like being able to melt down a metal tankard because it has the keyword material type metal, and also judged the total weight of the items in the container.

 

First Option: The container would work with more of an enchanting menu, that lets you choose the item like an iron ingot, then you move to the tab in the menu and put various items with the keywords into the container, once the the required weight has been achieved, an iron ingot weighs 1 pound you can click the create button. My first question is, is it possible to override the style of menu used for the smithing workbenches?

 

Second Option:, Would it instead be possible to have the workbenches just check specific containers by default, instead of the player? That way you can put items in the container before accessing the smithing menu. Also, if the above are possible, would it be reasonable to ask that the script calculate how many items to make at once based on the total weight of the items in the container? Or maybe instead just add batch recipes to avoid heavy programming?

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its a matter of UI, but there aren't that many authors who can make swf's for that unfortunately.

 

as of right now the best thing I can think of is marking selected items via the inventory. But then you just don't have a crafting station. necessarily.

 

Anyways, It's just hard to get excited for this. You need a wide variety of items to make a system like this worthwhile. And that's a very large amount of work.

Edited by GrimyBunyip
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