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Manual Labor

Conventions

  • Liquid amounts are in mL. 1 bucket is 1000mL (1 liter)
  • Substances are measured in mL
  • A metal nugget should be roughly 10mL

manuallabor's People

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manuallabor's Issues

Rework/Restructure the ManualLabor module to extract out the Crafting resources.

The description of the ManualLabor module says :
"Adds tools to make manual tasks like digging and chopping easier."
However the module has a lot of items and their respective crafting recipes which do not belong there for example Cloth, WoodenBucket/Cup, strings, etc.

The reason these items and recipes are present in ManualLabor is probably because their respective Crafting tools/ methods are present within ManualLabor.
In other words, currently each type of crafting process is present in a specific location and all the items that use that process are present within the module that uses this process which means a lot of items end up being in places which they should ideally not belong to the module for example the presence of cloth and WoodenCup in ManualLabor. Ideally this should not be the case the module needs to be Reworked/restructured/renamed.

The crafting methods and recipes need to be extracted from ManualLabor and be combined with other modules like equipment smithing (rename to equipment crafting), stone / wood crafting in order for there to be a proper structure to the location of items and their crafting recipes. This would enable the items and their recipes to be located in places one would expect them to.

An example of the restructuring could be (just an example please look for a better way :)
Crafting part of the items could be completely separated out which would contain the crafting modes and recipes however the items themselves could be shifted to modules where they ideally should be. Which would mean the player would not be able to craft the items unless they enable a crafting module but would be able to obtain the items from a different source should the gameplay mode choose to give them to the player in-game.

Lights. Need to craft them.

I want to craft light sources to that nighttime is not pitch black.

  • Craft the core torch
  • Craft a campfire block for bigger light radius?

Tool material composition effects the block damage

I want the different substances to improve or hinder the amount of damage done by a tool to increase the interesting combinations of tool materials.

  • Tool damage should be applied before the multiplier so that it will scale with damage tier-ing introduced in the core module.
  • Bonus tool damage should be stored separately from the ItemComponent so that float values can be used for more precision.

Introduce impurities and secondary contents to ores

I want extra substances to be contained in ores so that value is put on further processing substances before creating materials.

  • Impurities are substances that do not have a use in the tool making process
  • Secondary contents could be separated from the main item
    • would also help dilute the other impurities in the item by splitting the other substances between the two output items
    • can only extract one other substance at a time
    • crushed items can only separate out substances above a certain amount threshold
    • dust items can separate out a substance with any amount
    • items with a substance amount below a certain threshold would get a "small" variant of the item, making them unable to be used in normal recipes until combined together to create a larger mass of the item
  • Add a block to do this work (Sifter?) that will consume water to produce separated materials.

Craft buckets

  • Add a process for crafting a wooden bucket.
  • Add a metal bucket and its crafting process.

Add tool damage enhancement item

I want an item that I can apply to a tool that will increase a tool's damage so that lower quality tools can still be useful.

  • Some sort of addition of a coating of a harder material (think gems and such)
  • Add useful tooltip information about such enhancements

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