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Posted: Sun Jun 16, 2013 3:57 am |  |
Would also really like to have mechanics forge gears-and-parts back.
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Posted: Sun Jun 16, 2013 7:04 am |  |
I'm pretty sure Holmes turned that one down as well as making wires/microcomponents. There needs to be semi valuable and useful things for scavers to get regularly
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Posted: Sun Jun 16, 2013 1:01 pm |  |
I'm fine with microcomponents being scavved. Gears and parts and circuits and wires are such an essential and easily burned part of the electronics/mechanics craftsets that with an engineering character I'm finding myself with a lot of downtime just due to lack of those parts. Something to burn my CD on that'd go toward other stuff would be great. Gears and parts having a 6 hour cd would be fine, as would circuits and wires needing 3 2 hour cds.
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Posted: Sun Jun 16, 2013 1:26 pm |  |
There should be some decent crafts in the next couple days that you don't entirely have to rely on scavvers for.
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Posted: Mon Jun 17, 2013 2:43 am |  |
craft: cooking
bake herbal-bread
Ingredients: flask of herbal oil, 3 dried herbs, 3 uses protein-paste, a water-line, a pot, and a grill, as well as a spoon.
(There is a form of country bread that can be made without yeast; It simply requires flour, oil, baking powder, salt and water. I figure we could rig up a 'loaf of $bread bread' to use in the other cooking crafts, until yeast and the 'bake bread' craft comes back into play, as well as sugar required for the 'bake bread' craft.)
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Posted: Mon Jun 17, 2013 3:35 am |  |
I'd love to see taxidermy added to artistry.
I've been fantasizing lately about a stuffed croc in the living room.
Bonus points if you can put clothes on it.
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Posted: Mon Jun 17, 2013 3:53 am |  |
look in stuffed
stuffed:
a pair of black aviator glasses
a bright pink Hawaiian shirt
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Holmes
Dictator in Absentia

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Posted: Mon Jun 17, 2013 4:59 am |  |
| Blue wrote: |
I'd love to see taxidermy added to artistry.
I've been fantasizing lately about a stuffed croc in the living room.
Bonus points if you can put clothes on it. |
Hrmph. The problem with this is that all corpses are an identical item because of the code... Give me some time to look into how to make this work.
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irkallia
Guide

f--- you that's my fish and i'm having sex with it
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Posted: Mon Jun 17, 2013 5:49 am |  |
You don't have to do it from a corpse, Holmes. Real taxidermy is done with a hide and a created armature. That's why so many of them look so wonky!
Just make a few successive crafts, a la robots or whatever (I don't know how these things work. You people think I craft? I do not. But I might, if I could taxidermy things.)
First, a craft to set up a wire and plastic armature, using metal and plastic. Passing artistry check gives a good one, failing gives a misshapen one, botching gives an unrecognizable messy knot of plastic and wire and a couple of minor wounds to the hands.
Then, flesh it out using either cloth or more plastic or both. Again, pass makes it look okay, fail makes it lumpy. If you fail on a failed armature, it's gonna look super-wonky by now.
Then final craft is to put the skin on. It doesn't necessarily have to be the skin of the animal template you've created, but it has to have enough uses (if you want to skin a lagato armature with squick hides, you'd better have a couple hundred of 'em), and it'll look weird. Final artistry pass/fail - now you've got like 6 levels of possible weirdness or prettiness to your taxidermied monster. You could end up with a misshapen, fugly taxidermied creature of indeterminate species, or you could have a gorgeous, true-to-life, scary-looking lagato lunging at you in a realistic fashion. Or something in between.
Taxidermy is so cool.
But this would be a lot of effort for a flavor object.
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Posted: Mon Jun 17, 2013 8:22 am |  |
You probably thought this barker was alive...
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