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What crafting recipes do you most want to see?


Cyberlazy

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hmm, well considering they wold be silk like, one could make Lnaterns for illumination in areas out of them, eg place lantern here, now we have a light source at night, if we wanted to go oriental garden there's some other construction ideas (sliding doors)
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Ah, Any idea if it respawns?

Anyway, the only recipe it was 'used in' was hydra, Just changed that to no longer require it.. Not sure what I will break down fungus to.

 

What do you guys think I should do with cazador wings?

 

Yeah, it does.

Cave fungus is used in the OWB drink recipe Battle Brew, as well as making Black Blood Sausage and Thick Red Paste from Blood Sausage and Thin Red Paste respectively. Barring Thin Red Paste, all of 'em beat a Super Stimpack hands-down, and have no debuffs. Admittedly, the downside to them is the rarity of things like Flour.

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Heres a snippit from the next version of Craft pack's manual. Many new misc items and creature parts are being introduced. Tell me what you think..

 

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Tips:

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Gather anything that looks like it is made out of steel. Tin cans, wrenches, hammers, pots, pans, weapons, armors. The best bullets often use steel.

You can pack up, move, breakdown and even create workbenches, crafting benches and other crafting equipment.

New energy ammo types can be crafted, new energy weapons can be crafted and energy ammo can be recharged with a generator from fuel or from other charged cells with a portable cell charger.

A new gas gun can be crafted from the flamer that can shoot flame, plasma, posion, acid and liquid nitrogen.

Fire extinguishers are now a source of Salt.

Fuel can be used to compress air into Liquid Nitrogen at the generator.

 

 

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Useful chemistry reactions

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(Result <- Ingredients)

 

Fuel <- Alcohol or Flamer Fuel

Nitric Acid <- Liquid Nitrogen + Fuel + Pure water

Gun powder <- Nitric Acid + Fabric or Paper

Potash <- Wood + Water

Sodium Hydroxide + Drained fission battery <- Salt + Water + Fission Battery

Potassium Perchlorate <- Potash + Salt + Water + Fuel

High Explosive <- Potassium Perchlorate + Fuel

Primer Compound <- Potassium Perchlorate + Glucose

 

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Drug Ingredient Guide:

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(Result <- Ingredients)

 

Buffout <- Hydrocortisone

Hydra <- Sodium Hydroxide + Phencyclidine + Adrenaline + Hydrocortisone + Glucose

Stimpak <- Adrenaline + Hydrocortisone + Morphine + Glucose

Super Stimpak <- Adrenaline + Hydrocortisone + Morphine + Glucose

Med-X <- Morphine

Jet <- Benzene

Psyco <- Phencyclidine + Adrenaline

Steady <- Phencyclidine + Hydrocortisone + Benzene

Ultrajet <- Benzene + Phencyclidine + Glucose

Cateye <- Phencyclidine + Alcohol + Nitric Acid

Radaway <- Ferric Hexacyanoferrate + Hydrocortisone

Rad-x <- Potassium Perchlorate + Glucose

Antivenom <- Sodium Hydroxide + Phencyclidine

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Chemical Breakdown guide:

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Nitric Acid <- Cazador Poison Gland, Cateye, White Horsenettle

Hydrocortisone <- Buffout, Steady, Stimpak, Super Stimpak, Xander Root

Sodium Hydroxide <- Box of detergent, Cazador Egg, Radscorpion Poison Gland

Phencyclidine <- Nightstalker blood, Cateye, Psyco, Steady, Ultrajet

Adrenaline <- Broc Flower, Lakelurk Egg, Psyco, Stimpak, Super Stimpak

Glucose <- Sugarbombs, Nuka Cola, Sunset Sarsaparilla, Ultrajet

Benzene <- Jet, Ultrajet, Steady

Morphine <- Med-x, Super Stimpak

Potassium Perchlorate <- Supermutant Thyroid Gland, Cave Fungus

Ferric Hexacyanoferrate <- Supermutant Hide

Edited by Cyberlazy
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  • 2 weeks later...

o.o

 

Damn, dude... are you making a mod, or remaking the entire crafting system?! o_O

I find it hard to stock on stims when running Craft Pack.

That, and I'm running CaliberX for my ammo supplies.

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Remaking the entire crafting system of course! What comes with FONV was just a tutorial on how to make recipes. :P

 

Making stimpaks hard to make was a bit of the point of craft pack, Would you believe I basicly never use them and never buy them? I heal almost exclusively with food and only out of battle. What ingrediant is the hardest to find?

 

... Why would you run caliberx when using case? *shrugs*

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Well, issue is, this one mod I run (Fully Customizable Desert Eagle) has a CaliberX configuration, where-in the hand cannon in question is switched over to .50 cal. Action Express.

 

Last I'd looked, some of the weapon mods (game, not kit) I run don't exactly get along with CASE.

It's an unfortunate truth, but I think more than a few people find CASE to be a bit too complex for their tastes.

Issue is... well, I'm inclined to agree with them.

That, and a lot of the more popular mods, Project Nevada among them, just don't work with CASE, either.

 

Another unfortunate truth is simply... in the Top 100 Mods (by endorsement), Project Nevada holds steady at Number 1, Project Nevada Patches is at Number 47, CaliberX is a distant 67, and CASE is nowhere on the list...

 

Ergo, with exceptions, there aren't many who use your mod, Cyberlazy... Sad, yet true.

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Just use geck to convert it to 12.7mm, that IS .50AE.

 

Project nevada works fine with case. Several people use it togethor. I am working on a LLO patch to make it even more compatible but its really not even needed. PN is not about the couple odd weapons it adds, its about all the new features and rebalances. those work fine with CASE and LLO. Without LLO, CASE is compatible with basicly everything.

 

Except CASE is still being worked on, Caliberx has most of its endorsements since before CASE was released. Caliberx is no longer worked on and does not do a fraction of what CASE does.

 

You want a better metric then 'who was released first and hence has more views by virtue of being released when FNV was at its prime'?

How about views per download? (Lower is better)

Case gets a download every 6.8 views.

Caliberx is every 12.9 views

Case gets an endorsement every 573 views.

Caliberx gets an endorsement every 1,719 views

 

CASE = Twice as good as Caliberx according to its users.

Edited by Cyberlazy
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Hm... thinking here... cuz if it ain't PN that has a CASE issue, something else I was using did.

Even if PN had a CASE issue, sometimes a merger is all that's needed.

 

...you know any mods that'd have a mental problem with CASE?

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CASE mainly adds content and as such is very compatible with most other mods.

A merger would fix the most common issue, new ammo conflicts requiring merging of the formlists. Case does not change much else.

 

LLO is also very compatible and would only stop unpatch mods from adding items to NPC's, other features would still work fine.

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