Crafting
In Cataclysm-DDA, there are many different things 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.
The required tools and components don't need to be in your inventory. They can be anywhere in a two square radius around you. When more than one possible component is available, you'll be asked which one to use for the crafting process.
Your character will refuse to craft anything if his/her morale is lower than -50.
When crafting armor or clothing, the item is a always crafted with the FITS modifier if it supports it.
Recipes
"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.
Noncraft
Weapon
Ammo
Misc
Drink
Item |
Pri |
Sec |
Diff |
Time |
Tools |
Components}
|
---|---|---|---|---|---|---|
clean water | cooking | 0 | 10 |
|
||
concentrated acid | cooking | 4 | 100 |
|
||
concentrated acid | electronics | mechanics | 2 | 50 |
| |
tea | cooking | 0 | 40 |
|
||
coffee | cooking | 0 | 40 |
|
||
orange juice | cooking | 1 | 50 |
| ||
apple cider | cooking | 2 | 70 |
| ||
long island iced tea | cooking | 1 | 70 | |||
Screwdriver | cooking | 1 | 70 | |||
Wild Apple | cooking | 1 | 70 |
Food
Chem
Electronic
Armor
Disassembling items
By disassembling an item (via () you'll decompose it to its constituent elements (the components listed in the crafting recipe used for its creation). The amount of components returned is tied to the skill needed in order to craft the item (the higher your skill, the more components returned).
So, for a flashlight, which is crafted by using your electronics skill you will get all the components if your electronics skill is one or higher. Otherwise you won't be able to get them all (and you might not get any).
The disassembled parts will be placed on the floor, on the tile you're currently standing. Only items that can be crafted can be disassembled, except the ones listed below.
Disassembly exceptions
Items that might not be possible to craft, but can be disassembled anyway. In the case of clothing, it allows to decompose them by tearing, not cutting them.
Item |
Pri |
Sec |
Diff |
Time |
Tools |
Returned components |
---|---|---|---|---|---|---|
steak knife | 0 | 20 |
| |||
lawnmower | 0 | 10 |
|
| ||
cheap lighter | 0 | 1 |
| |||
t shirt | 0 | 5 |
| |||
tank top | 0 | 5 |
| |||
string - 3 ft | 0 | 50 |
|
| ||
rope - 6 ft | tailoring | 0 | 50 |
|
| |
rope - 30 ft | tailoring | 0 | 50 |
|
| |
lightstrip (dead) | electronics | 0 | 10 |
|
|
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 the recipe is already known at character creation or not
- 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