Crafting: Difference between revisions

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In Cataclysm-DDA, there are many different things you can create. Crafting creates items or clothing directly. It is one of the three main ways that you can create things in Cataclysm-DDA, the others are [[Construction|furniture or building construction]], and [[Vehicle construction|Vehicle creation]]. You can craft via the crafting screen (accessed by pressing {{k|&}}).


== How to craft ==
To craft an item you'll need the specified [[tools]] and [[components]]. You'll also need at least the same skill level for the specified primary [[skill]] and at least one level on the required secondary skill. Having 25% more than the required skill level will always allow you to craft anything without problems. Below that, there's a chance of you not being able to craft it and lose some components in the process. A higher [[stats|Intelligence]] score also reduces the risk of crafting failure.


First of all, just looting a city is unwise. You'll probably run into trouble at some point, and breaking windows or smashing down doors
The required tools and components don't need to be in your inventory. They can be anywhere in a six-square radius around you. When more than one possible component is available, you'll be asked which one to use for the crafting process.
can bring unwanted nasties even closer. Hell, some buildings are even alarmed.
So instead of looting something, why not try and craft it?


There are plenty of recipes, but most require a high skill-- e.g to add a silencer to a gun you need to have your firearms skill at 1 or higher.
Not all recipes are learned from the start. Some you will get at character creation, others at levelling up a skill, but the most important ones are learned from [[Books|books]]. Before {{InlineVer|0.D}} you could learn the recipe from books by reading it. Now you need to keep the book on (or within the six-square radius of) you and use it as a guide, and eventually you will memorize the recipe.


Here's just a few examples for starting weapons that can be made only a few minutes into the game.
When crafting armor or clothing, the item is always crafted with the FITS modifier if it supports it.


The different crafting skills and related industry are listed below:<sup>This list is incomplete, please add to it</sup>


----
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse"
|-
! Primary Skill !! Crafting
|-
| [[Skills#Cooking|Cooking]] || [[Cooking Industry]]
|-
| [[Skills#Fabrication|Fabrication]] || [[Fabrication Industry]]
|-
| [[Skills#Mechanics|Mechanics]] || [[Mechanics Industry]]
|-
| [[Skills#Tailoring|Tailoring]] || [[Tailoring Industry]]
|-
| [[Skills#Survival|Survival]] || [[Survival Industry]]
|-
| [[Skills#Construction|Construction]] || [[Construction|Constructions and furniture]]
|}


**'''Nail board'''
== Recipes ==
* A two-by-four with a few nails in. It makes a nice club for the early game.
For autolearned recipes, which survivors are presumed to work out on their own, "Difficulty" denotes the lowest skill level needed to unlock the recipe, and your skill in the specified secondary skill must be at least one.


Tools!
For example, the crossbow requires mechanics and archery, and has a difficulty of 3. Therefore, to unlock the recipe you need level 3 in mechanics and at least level 1 in archery.
*A rock.
*Some nails
*Some wood.
You wake up in a shelter. run outside and look for a suitable rock.  
Run back inside, smash up two or three benches. press & to open the crafting menu and you should be able to craft
this easily-made club from the remnants. For now just smash furniture, windows and doors etc to get any nails and two-by-fours that you might need. Later on you'll want to deconstruct them to get the most materials for your time.


**'''Wood spear!'''
Unfortunately, most crafting recipes in-game are fairly complex and not something a survivor would be able to just work out on their own.  Some things you can take apart to see how they work, and then assemble other copies later on as needed. The skill requirement for this is generally one less than that needed for the primary skill.
* It's a nice throwing weapon and it's pretty light.


Tools!
In almost every case, though, you'll need to find outside help to work out how to build that thing. [[Book|Books]] on topics you're interested in make an excellent first place to look, and sometimes study in an unrelated topic will prompt the survivor to come up with a way to make something they just hadn't thought of. Books that contain crafting recipes you don't have will highlight when in inventory, and you can check any reading material to see what recipes it contains. You will need to use the book as a guide for crafting, and doing the recipe enough time you might memorize it.
*Steak knife/combat knife/butcher's knife etc.
*A heavy stick/ a two-by-four.


Again, such a simple weapon. sneak into a local house, check the kitchen for a cutting implement. Unfortunately stuff like butcher's knives don't make the best weapons in the early game, but you'll need at least one for butchering animals for food anyway.
If you're just wanting to track down what you'd need for a specific recipe, there also are a few lookup tools. There's an ingame recipe-search function in the crafting menu, alternately, you can look for the recipes in the individual item pages.
Tip: If the front door it locked, smash a window facing away from town with your nailboard. This drops the sheets that were used as curtains and a heavy stick, which was the curtain-rod. Voila, open the & menu and craft youself a wooden spear. Its a pretty good throwing weapon and can also be used when you're cooking meat without a pot. you can also find heavy sticks a short walk into any nearby forest, or just use a two-by-four from smashing some furniture.


**'''Crowbar'''
== Morale Effect ==
You can also smash the locker in the evac shelter with a rock to give you a pipe. Using the same rock as a tool you can turn the pipe into a crowbar. It is very useful for prying open locked doors and manholes that give you access to the sewers and other places. Its also a good melee weapon. (requires one skill point in mechanic)
Bad morale slows crafting time the lower it is to the point, where your character refuses to craft at all. Positive morale does no effect on crafting for now (0.F version)


**'''Construction!'''
The morale multiplayer for speed is 1 (no effect) when your morale is 0 or higher. Otherwise, it is found as morale_mult = 1 / morale_effect. Where morale_effect = 1 - ( skill_mult * morale ) / 50. Here, morale is your current morale (since it is lower than zero, morale_effect >= 1, which results in morale_mult <= 1). skill_mult is multiplication of max(1, 2 * skill_requirement / max(1, skill_level)) for each skill which is required in the recipe.
Okay, so you've broken a window. don't jump through it yet or you'll probably cut yourself like some little emo kid. Press * to open the construction menu, and then g to select >clear a broken window. this means you can jump through it without damage. Also it's much, much easier to board up a window than repair a smashed door. Peek out a window and see if there's anything nasty nearby-- if there isn't, press 'c' to close the window so we can continue unmolested.
press * and then f to move furniture. Use this to move things like armoires and dressers in front of windows-- but remember this is only really to block line-of-sight, and you'll usually want at least one or two escape routes (usually the front door, as that blocks light anyway.)


**'''Boarding/Taping up a window'''
Then, if resulting morale_mult is lower than 0.33 and the other conditions are also poor (like lightning and workbench), the character refuses to craft. If morale_mult is lower than 0.2 then the character will refuse to craft regardless of other conditions.


Tools!
Afterwards, morale_mult is used multiplicatively with other conditions multipliers to get the final crafting speed.
*A hammer, two-by-fours, nails
*Alternatively, duct-tape.


Very, very simple. Breaks line-of sight, so you can hide easily. Try not to make any noise and hide in a central room away from the entrances. You'll need 50 pieces of duct tape per window, and you usually find duct tape in rolls of 100, 200 or 250. It's quick and easy-- and you can still break through if need be.
The harder your recipe is, the more bad morale will affect its speed. With morale of -200, you will not be able to craft any recipe whatsoever.


To board it up you need a good amount of wood and nails-- but most importantly, a hammer. If you're lucky you'll find one on a corpse or dead zed-- if not, you may be able to find one in a hardware store. A hammer allows you to do quite a lot of construction and can be used as an impromptu weapon if need be (but then again, so can tattered leather pants.) Boarding up windows and doors not only defends your supposed hideout, but blocks line of sight. Again, remember to save a few escape routes and try not to make any noise while inside, or the horde may just come a knocking. For extra survivability drag some furniture in front of your boarded-up windows. That should give you a few more turns to either wake up/finish puking/reloading etc and get the hell out of dodge.
== Item browser ==


**'''Traps!'''
There is also an online [http://cdda-trunk.chezzo.com/ Item Browser], which includes recipes for every item. The online browser keeps up as best it can, but supports all recipes, rather than just the ones you know.
Let's get to the meaty stuff. you probably won't be able to craft much at the start, but if you make 4 wood spears and somehow manage to obtain a mystical shovel (rarely in hardware stores, you can usually find them at farmhouses and barns so get exploring the countryside) then dig a pit from the * menu. You then enter the & menu and scroll through until you find the 'spike pit' trap.


** '''Bear trap!'''
== [https://raw.github.com/CleverRaven/Cataclysm-DDA/master/data/raw/recipes.json Recipes.json] ==
Skill requirements!
This is the file you need to tinker with if you want to create a new crafting recipe. The syntax is quite simple:
*Primary skill: Mechanics 1
*Secondary skill: Traps 1


Tools!
        {
* A wrench
            "result": "pointy_stick",
            "category": "CC_WEAPON",
            "difficulty": 0,
            "time": 800,
            "reversible": false,
            "autolearn": true,
            "tools": [
                        [
                            ["hatchet", -1],
                            ["knife_steak", -1],
                            ["knife_combat", -1],
                            ["knife_butcher", -1],
                            ["pockknife", -1],
                            ["scalpel", -1],
                            ["machete", -1],
                            ["broadsword", -1],
                            ["toolset", -1]
                        ]
                    ],
            "components": [
                              [
                                  ["stick", 1],
                                  ["broom", 1],
                                  ["mop", 1],
                                  ["2x4", 1],
                                  ["pool_cue", 1]
                              ]
                          ]
        },


Resources!
* x3 Scrap metal
* x1 spring


A very, very, VERY useful trap. Simple to make, they don't weight much and they hit the weakpoint for MASSIVE damage and have a prolonged stunning effect on any enemy that trips them.(although some enemies are fast enough that they can run over one without tripping it, which is why 2-3 in a line is a nice idea for trap dodgers and plain redundancy.
* '''Result''': Item to be crafted. It should be defined separately in the proper .json, found in the [https://github.com/CleverRaven/Cataclysm-DDA/tree/master/data/raw/items data/raw/items] directory
Once you have a few beartraps your safety is all but guaranteed-- and you can even use them in an offensive capacity. by placing them at a corner and luring a zombie over them. After one use it needs to be reset, and it can get stuck inside of the larger zombies.
* '''Category''': The category of the crafted item (and in which tab it will appear)
* '''Difficulty''': Amount of primary skill needed in order to craft that item
* '''Time''': Amount of [[turn]]s it takes to craft that item
* '''Reversible''': Whether the item can be disassembled or not
* '''Autolearn''': Whether or not a recipe is learnt automatically when you reach certain levels in certain skills
* '''Tools''': Multidimensional array of tools needed in order to craft that item. Each tool is in its own array, with the name of the tool as first element and the amount of charges used when crafting this item as the second (only for hotplates, integrated tools, etc)
* '''Components''': Multidimensional array of components needed in order to craft that item. Each tool is in its own array, with the name of the tool as first element and the amount of items of that type needed as the second


Also, if you're near to a forest, they tend to catch a regular supply of crunchy critters to butcher for food.
==External Links==
Additionally, they make a loud SNAP! when they activate, which can alert you to nasties (or tasty critters) nearby.
* See this [http://cdda-trunk.chezzo.com/ Item Browser] for an item/recipe search engine.
WARNING: Some powerful or large enemies that trip a beartrap and survive will drag that beartrap with them-- it's still stuck to them until they die. However, as long as you have enough traps, you can disarm one and place it somewhere else as long as the enemy is trapped in one. Generally, as long as a hulk hits 5 or 6 bear traps it's either severely injured or outright dead-- and you can also throw spears, rocks or gun it down while it's giving you the evil eye.


The only problem I see with this is the reliance on springs. Only available by finding them in craters, and metal wreckage sites. Look for craters on the map get those springs. Military outposts with turrets-- throw rocks at them at night. Turrets drop both scrap metal, steel chunks, lumps, and different types of ammunition. And a last but very rare source is the humble lawnmower. When deconstructed it also provides a few springs.
[[Category:Creation]]
 
 
**'''spiked board trap!!'''
Okay, get this. You get some pieces of wood and take a hammer, bash a WHOLE LOAD of nails in it like a boss... and then have it point nail-side up. I haven't used this because frankly the nail requirement is pretty huge-- it's something like 5x two by fours and x20 nails, although it's very simple to make, the components are certainly more common than springs. However, as a bonus unlike the bear trap it doesn't need to be reactivated after every use. It just sits there, anything that walks over it gets hurt. However they weight a whopping two or three times as much as a bear trap-- and bear traps do a much, much more damage. It's a nice idea if you want to put up roadblocks of spiked boards in areas though for running massive hordes back and forth over them until the nails shred their feet, then their legs, torso and hands as they try to crawl after you...

Latest revision as of 03:41, 4 June 2023

In Cataclysm-DDA, there are many different things you can create. Crafting creates items or clothing directly. It is one of the three main ways that you can create things in Cataclysm-DDA, the others are furniture or building construction, and Vehicle creation. You can craft via the crafting screen (accessed by pressing &).

To craft an item you'll need the specified tools and components. You'll also need at least the same skill level for the specified primary skill and at least one level on the required secondary skill. Having 25% more than the required skill level will always allow you to craft anything without problems. Below that, there's a chance of you not being able to craft it and lose some components in the process. A higher Intelligence score also reduces the risk of crafting failure.

The required tools and components don't need to be in your inventory. They can be anywhere in a six-square radius around you. When more than one possible component is available, you'll be asked which one to use for the crafting process.

Not all recipes are learned from the start. Some you will get at character creation, others at levelling up a skill, but the most important ones are learned from books. Before 0.D (Danny) you could learn the recipe from books by reading it. Now you need to keep the book on (or within the six-square radius of) you and use it as a guide, and eventually you will memorize the recipe.

When crafting armor or clothing, the item is always crafted with the FITS modifier if it supports it.

The different crafting skills and related industry are listed below:This list is incomplete, please add to it

Primary Skill Crafting
Cooking Cooking Industry
Fabrication Fabrication Industry
Mechanics Mechanics Industry
Tailoring Tailoring Industry
Survival Survival Industry
Construction Constructions and furniture

Recipes

For autolearned recipes, which survivors are presumed to work out on their own, "Difficulty" denotes the lowest skill level needed to unlock the recipe, and your skill in the specified secondary skill must be at least one.

For example, the crossbow requires mechanics and archery, and has a difficulty of 3. Therefore, to unlock the recipe you need level 3 in mechanics and at least level 1 in archery.

Unfortunately, most crafting recipes in-game are fairly complex and not something a survivor would be able to just work out on their own. Some things you can take apart to see how they work, and then assemble other copies later on as needed. The skill requirement for this is generally one less than that needed for the primary skill.

In almost every case, though, you'll need to find outside help to work out how to build that thing. Books on topics you're interested in make an excellent first place to look, and sometimes study in an unrelated topic will prompt the survivor to come up with a way to make something they just hadn't thought of. Books that contain crafting recipes you don't have will highlight when in inventory, and you can check any reading material to see what recipes it contains. You will need to use the book as a guide for crafting, and doing the recipe enough time you might memorize it.

If you're just wanting to track down what you'd need for a specific recipe, there also are a few lookup tools. There's an ingame recipe-search function in the crafting menu, alternately, you can look for the recipes in the individual item pages.

Morale Effect

Bad morale slows crafting time the lower it is to the point, where your character refuses to craft at all. Positive morale does no effect on crafting for now (0.F version)

The morale multiplayer for speed is 1 (no effect) when your morale is 0 or higher. Otherwise, it is found as morale_mult = 1 / morale_effect. Where morale_effect = 1 - ( skill_mult * morale ) / 50. Here, morale is your current morale (since it is lower than zero, morale_effect >= 1, which results in morale_mult <= 1). skill_mult is multiplication of max(1, 2 * skill_requirement / max(1, skill_level)) for each skill which is required in the recipe.

Then, if resulting morale_mult is lower than 0.33 and the other conditions are also poor (like lightning and workbench), the character refuses to craft. If morale_mult is lower than 0.2 then the character will refuse to craft regardless of other conditions.

Afterwards, morale_mult is used multiplicatively with other conditions multipliers to get the final crafting speed.

The harder your recipe is, the more bad morale will affect its speed. With morale of -200, you will not be able to craft any recipe whatsoever.

Item browser

There is also an online Item Browser, which includes recipes for every item. The online browser keeps up as best it can, but supports all recipes, rather than just the ones you know.

Recipes.json

This is the file you need to tinker with if you want to create a new crafting recipe. The syntax is quite simple:

       {
           "result": "pointy_stick",
           "category": "CC_WEAPON",
           "difficulty": 0,
           "time": 800,
           "reversible": false,
           "autolearn": true,
           "tools": [
                        [
                            ["hatchet", -1],
                            ["knife_steak", -1],
                            ["knife_combat", -1],
                            ["knife_butcher", -1],
                            ["pockknife", -1],
                            ["scalpel", -1],
                            ["machete", -1],
                            ["broadsword", -1],
                            ["toolset", -1]
                        ]
                    ],
           "components": [
                             [
                                 ["stick", 1],
                                 ["broom", 1],
                                 ["mop", 1],
                                 ["2x4", 1],
                                 ["pool_cue", 1]
                             ]
                         ]
       },


  • Result: Item to be crafted. It should be defined separately in the proper .json, found in the data/raw/items directory
  • Category: The category of the crafted item (and in which tab it will appear)
  • Difficulty: Amount of primary skill needed in order to craft that item
  • Time: Amount of turns it takes to craft that item
  • Reversible: Whether the item can be disassembled or not
  • Autolearn: Whether or not a recipe is learnt automatically when you reach certain levels in certain skills
  • Tools: Multidimensional array of tools needed in order to craft that item. Each tool is in its own array, with the name of the tool as first element and the amount of charges used when crafting this item as the second (only for hotplates, integrated tools, etc)
  • Components: Multidimensional array of components needed in order to craft that item. Each tool is in its own array, with the name of the tool as first element and the amount of items of that type needed as the second

External Links