Project Zomboid

Project Zomboid

Handycraft
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S4ro  [developer] 23 Jan, 2023 @ 12:50pm
Suggestions
Let me know your suggestion! Keep it vanilla and simple ;)
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Gisbert 29 Mar, 2023 @ 1:58am 
Tested yesterday some more things.
As I said before, I think the current state is already very good and logical, I rather have a few suggestions to round it all off.

One thing is, if possible it would be much more immersive to need a "lit campfire" instead of "just a campfire" to do the recipes (for your ammo mod too) - because from a logical point of view you need the "heat" to craft things.

To be honest, I don't know if the game makes a distinction of the campfire token when it is lit or not. And if this would be possible code-sided somehow.
S4ro  [developer] 29 Mar, 2023 @ 12:16pm 
Hi, this was a desire of mine too, but unfortunately it's not possible to code that. The only way atm is to force you to "cook" something in the fire but at that point could become too much crafty you know what i mean, i like to keep it simple and functional, in Handycraft now you need Forge to make metal things, only the charcoal requires the campfire but as i sad it's not possible to code a "lit campfire" cause the tag dosen't exist, maybe they will make that some day.
Last edited by S4ro; 29 Mar, 2023 @ 12:16pm
Gisbert 30 Mar, 2023 @ 2:17am 
Originally posted by S4ro:
Hi, this was a desire of mine too, but unfortunately it's not possible to code that. The only way atm is to force you to "cook" something in the fire but at that point could become too much crafty you know what i mean, i like to keep it simple and functional, in Handycraft now you need Forge to make metal things, only the charcoal requires the campfire but as i sad it's not possible to code a "lit campfire" cause the tag dosen't exist, maybe they will make that some day.
I already thought something like this.

I also noticed that unusable metal is not present in any recipe, but is needed in not small quantities (15) for the forge.
If you put the 15 unusable metal aside from the beginning, it's not a problem, but I started building up the forge setup with metalworking 6 - the parts almost don't drop at all anymore. The grind is not in proportion to the "fun factor".
Just as a tip, maybe add a simple recipe like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854310845&searchtext=unusable+metal - just in case someone starts the whole setup later.
S4ro  [developer] 31 Mar, 2023 @ 10:26am 
wow this is a hit for me, i didn't realize that the forge recipe requires that specific object and in fact it's a bit difficult to get hold of, honestly i wouldn't have put it in the recipe btw i'll try to solve it with a recipe to create the unusable metal, ty for the feedback
S4ro  [developer] 31 Mar, 2023 @ 10:33am 
Done, and i got even a nice idea to make the charcoal recipe more immersive ;) will be added soon...
Gisbert 31 Mar, 2023 @ 3:23pm 
Originally posted by S4ro:
Done, and i got even a nice idea to make the charcoal recipe more immersive ;) will be added soon...
Nice!
Thank you and looking forward! :)
Rainoa 31 Mar, 2023 @ 6:25pm 
i got the feeling i might have a mod making unusable metal not drop at all lolz
so its going to cost 160 metal scraps to make a forge with current recipe >.<
S4ro  [developer] 31 Mar, 2023 @ 10:19pm 
i will add some "Unusable Metal" as reward for dismantling recipe already in Handycraft.
Gisbert 1 Apr, 2023 @ 2:14am 
Originally posted by Rainoa:
i got the feeling i might have a mod making unusable metal not drop at all lolz
so its going to cost 160 metal scraps to make a forge with current recipe >.<
Yeah it's suboptimal at the moment, but it's the "fault" of the "core"-version this mod uses to add the need of unusable metal for the forge in the first place.

But you can rest a little easier, from my experience with this mod so far - to get metal scraps is very easy. You need metal scraps for crafting metal things, but at the same time you can dismantle everything to metal scraps. Which is the whole essence of this mod versus all the other mods that have extremely simplified recipes and allow you to craft back and forth. Other mods took it too complicated for my personal taste.

This mod is good balanced, not too hard, not too easy and logical to craft metal stuff and for players who don't want to have everything for free with more immersion overall and some challenge. I think S4ro will find a solution for the unusable metal problem for sure! :)
Last edited by Gisbert; 1 Apr, 2023 @ 2:24am
S4ro  [developer] 1 Apr, 2023 @ 3:15am 
Ty Gisbert, for your support, i've already made a fix for that, check the release note 🙂
Rainoa 2 Apr, 2023 @ 5:16am 
at first i was not sure what all the metal was for, i was thinking sure some metal undesirable for the forge + a crusible or something, but didnt know it was going to have a anvil too lolz

on a side note wouldn't a much simpler fix to the "Metal: unusable" (or what i called it in my mod for sorting reasons... anyways)
be remove it from recipes all together & just replace it with metal pipe/sheet/scrap ?
& simply than just have a few options to smelt what little unusable metal u might happen to find into metal scraps or something that can than be made into other stuff?

also i have currently had no luck at all demo mailbox either the normal ones or the blue ones >.<
S4ro  [developer] 2 Apr, 2023 @ 10:42pm 
@Rainoa, hi the problem is that the mod to which the forge belongs is not mine so I can't decide to change the recipe, and for your problem about dismantling try to have an hammer in you main inventory and you will see the option.
Gisbert 6 Apr, 2023 @ 4:08am 
Maybe add some high level metalworking recipes like the lumberjack axe at level 8. Would really appreciate additional high level useful reward for time intensive skill leveling.

That way it seems realistic/fair/balanced to me:
Level 6 - Machete (<- "swords" should need a magazine)
Level 7 - Crowbar
(Level 8 - Lumberjack axe - is already in your mod)
Level 9 - Sledgehammer
Level 10 - Katana (<- "swords" should need a magazine)

So it's possible to get more reward from crafting instead of looting, but at the same time exploration/looting remains the "faster" way. The normal/firemans axe should not be included -> I would keep it simple, but not too easy.

And further - thank you very much for your mod and your time! :)
Best regards/
Gisbert 6 Apr, 2023 @ 4:16am 
Another suggestion in combination with your "ammo craft" mod. I know that some people only want the ammo part and I would leave that as it is - but it would be more logical if - when handycraft is used - that the forge instead of the campfire would be necessary to craft the mold - much more logical/balanced if you ask me and both is in game. No criticism, just food for thought. :)

PS: A question of pure interest,
Why some recipes need "bag of soil"? I'm not a blacksmith at all, but never heard or thought of "needing soil" for forging before.
Last edited by Gisbert; 6 Apr, 2023 @ 4:23am
Rainoa 6 Apr, 2023 @ 9:06am 
i kinda feel sledgehammer and axe would be around the same level of skill to craft but, im not metalworker irl so what do i know >.<

i do wonder if you able to give bonus stats mainly durability to items based on metalworking & or other crafting level's?
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