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CROSS-CONTENT DISCUSSION: Harvesting

What's new and upcoming in Tale of Two Wastelands? Find out here.
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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I like the new food items we

Post by TrickyVein » Thu Apr 11, 2013 6:26 pm

I like the new food items we have. Being from Maryland, eating more mutated crab is good :)


I'll lend my skills creating new models, like the Yao Guai pelt. I don't think very many unique items will need to be provided and fewer is better in this case. It's not often that you see the world-model of these things anyway and many of them are shared.


A priority should be adding at least a few poison recipes which make use of non NV-specific components. Every one of the available poison recipes calls for either Cazadore or Bark scorpion poison. My suggestion would be to add an industrial/chemical/radiological poison which isn't made from animal products. Or if one is, make it use something from an animal that you can find only or predominantly in DC, namely the Yao Guai. 


So, powdered Yao Guai claws?


It's unfortunate that this seems to be the only creature unique to the Capital Wasteland (except for the Mirelurk?). Which is why it may be worth considering modifying a few creatures (like the mole rat or the centaur) to drop blood or other things which could be used in new poison recipes.



A.Persyn
Posts: 12
Joined: Sun Mar 10, 2013 10:31 am

@ JaxFirehart & TrickyVein

Post by A.Persyn » Thu Apr 11, 2013 8:26 pm

@ JaxFirehart & TrickyVein



I'm currently finishing up a mod for TTW called, "Butcher the Wastelands." It's intended to offer a replacement for the death item/loot system with a butchering system. The mod requires the player to use a bladed weapon to carve up dead NPC/creatures in order to get the body related loot. I've added many new items and corresponding recipes to make those new items useful.



The number of cuts it takes to extract items is determined by Melee skill (higher skill = fewer cuts) and the number of items that can be extracted is determined by Survival skill (higher skill = more stuff). Every corpse can produce an assortment of related items such as hide or carapace, horns, meat, organs, eyes, brain, hooves/claws, etc. (I haven't made the Yao Guai paw yet, but it's on the list.) It also gives an XP reward for every limb dismembered.



The new recipes produce items that increase: resistance (fire/poison/radiation), skills, abilities and misc items. I still have some modeling and texturing to do, as well as tweaking the script, but it's nearly finished. Of course, being able to butcher everything, combined with the quantity of creatures, produces a lot of food/stuff which really changes the game quite a bit. To balance things out a bit, none of the new food items restore HP, but some items can be crafted into other items that do restore it.



Have a nice day!



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Sounds like a good add-on mod

Post by TrickyVein » Thu Apr 11, 2013 9:39 pm

Sounds like a good add-on mod :)



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Risewild
Posts: 3219
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Well I have in my spare time

Post by Risewild » Thu Apr 11, 2013 10:18 pm

Well I have in my spare time thinking of recipes, I focused mainly on food ones for the moment but I did made a few for the DC side which I posted somewhere on the forum, I used Nukalurk meat, alien meat, strange meat, etc... I wanted to make a MZ only special recipe but since it only has two exclusive ingredients I couldn't work out how to do it, even considered using alien epoxy or biogel as an ingredient surprise.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Very true, alien based

Post by JaxFirehart » Thu Apr 11, 2013 10:27 pm

Very true, alien based recipes would be awesome.


As for the Yao Guai, don't forget that it is in Honest Hearts as well, so even it is not unique to DC. The ONLY uniques (that I can think of at the moment) are SM Behemoths and Mirelurks.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Combine the DLC unique items

Post by TrickyVein » Thu Apr 11, 2013 10:28 pm

Combine the DLC unique items with more conventional items like different alcohols or even chemicals like turpentine, abraxo cleaner and laundry detergent (at least for the stuff from MZ)? There's more than enough stuff already to yield all kinds of combinations.



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Risewild
Posts: 3219
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TrickyVein wrote:

Post by Risewild » Thu Apr 11, 2013 10:47 pm

[quote=TrickyVein]


Combine the DLC unique items with more conventional items like different alcohols or even chemicals like turpentine, abraxo cleaner and laundry detergent (at least for the stuff from MZ)? There's more than enough stuff already to yield all kinds of combinations.


[/quote]


True, but my objective was to have a recipe that the player could rely while doing the MZ DLC and while there is plenty of alien food, there isn't plenty of mundane stuffs cheeky which makes me have trouble thinking of a recipe that one can rely on during the MZ angel.


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I see - yeah, MZ doesn't give

Post by TrickyVein » Thu Apr 11, 2013 10:53 pm

I see - yeah, MZ doesn't give you many choices.


Unless we had the aliens or abominations provide some things for you to combine with the biogel and expoy. That would also be pretty self-contained.



JaxFirehart
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Joined: Wed Sep 12, 2012 12:33 am

I like the idea of the

Post by JaxFirehart » Thu Apr 11, 2013 11:13 pm

I like the idea of the alcohols. Alien Cocktails!



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Risewild
Posts: 3219
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Mmmm... Maybe I can make a

Post by Risewild » Thu Apr 11, 2013 11:24 pm

Mmmm... Maybe I can make a recipe to use some biogel and something else and make a fermented version as a drink surprise.


Alien cocktails does sound great laugh.


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