Dungeons of Dredmor

Dungeons of Dredmor

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Meltdown
   
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6 Jun, 2012 @ 9:31am
22 Jun, 2012 @ 8:43pm
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Meltdown

Description
I don't know about you, but I always end up with tons of useless weapons that I try to horde until I can sell them. What if you could craft those weapons back into ingots? Well with this mod you can!

The new crafting recipes can be found on the ingot press. In order to keep balance, the max number of ingots you can recieve is two; one ingot requires level 1 tinkering and 2 ingots requires level 4.

Also, if I've missed an item that should be added (that doesn't fall under the above) please leave a comment!

>> A smithing (instead of tinkering) dependent version of this mod is available at the forum thread below.
Forum thread: http://community.gaslampgames.com/threads/craft-meltdown.3546/

IMPORTANT NOTES:
>> Must use fresh save for mod to take affect
>> Must have at least level 1 tinkering
>> Does not include expansion items at the moment
>> Items that require multiple items to craft, I've chosen to return the most promient one


FUTURE:
* For items that require alchemy related ingredients, I am going to add them to an "extraction recipes" in the porta-still
* Add expansion items

CHANGELOG:
1.2
* Nerfed ingot output: max ingots ever returned is 2; Level 1 tinkering is required for 1 ingot and level 4 tinkering for 2 ingots
* Added smithing version; must download from the forum link
1.1
* Added Rings
* Added Amulets
1.0
* Bumped to 1.0 as the mod now has everything I originally intended, but will continue to expand on it where I can
* Added chest plates
* Added shields
* Added orbs (return cracked orbs)
* Added Boots
0.2
* Added traps (return pressure plates)
* Added helmets
* The minimum tinkering level is now 1 for all items
* If an item used 3 ingots, level 1 will return 1 ingot, level 2 will return 2 ingots, and level 3 will return 3 ingots
0.1
* Initial release
* Only contains basic weapons that are craftable by the player - Crude Iron Sword, Rough Iron Sword, Iron Sword, Fine Iron Sword - both iron and steel varieties of swords, maces and axes
116 Comments
Xetaxheb 6 Jun, 2012 @ 9:17pm 
<craft hidden="0">
<output skill="1" name="Upside-down Iron Sword" amount="1"/>
<tool tag="tinkerer" />
<input name="Iron Sword" />
</craft>

<craft hidden="0">
<output skill="2" name="Split Iron Sword" amount="1"/>
<tool tag="tinkerer" />
<input name="Iron Sword" />
</craft>

<craft hidden="1">
<output skill="4" name="Gold Ingot" amount="1"/>
<tool tag="alchemy" />
<input name="Iron Sword" />
</craft>
Xetaxheb 6 Jun, 2012 @ 9:17pm 
Herp, derp.
If you meant by "different outputs for the same recipe" being able to turn an Iron Sword into either Lutefisk or Iron Ingots through smithing, yeah that works.
Just add two recipes.

<craft hidden="0">
<output skill="0" name="Iron Ingot" amount="1"/>
<output skill="2" name="Iron Ingot" amount="2"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>

<craft hidden="0">
<output skill="1" name="Iron Sword Handle" amount="1"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>

<craft hidden="1">
<output skill="1" name="Iron Sword Blade" amount="1"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>
Xetaxheb 6 Jun, 2012 @ 9:05pm 
<craft hidden="0">
<output skill="0" name="Iron Ingot" amount="1"/>
<output skill="2" name="Iron Ingot" amount="2"/>
<output skill="4" name="Iron Ingot" amount="3"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>

As you probably realize, it's probably wise to make sure the player can't craft more reagents than the item takes to create. (Iron sword is 2 ingots for Rough Iron Sword, +1 ingot into Iron Sword for a total of 3 ingots. So, Fine would be 4 ingots.)
Also how are you going to deal with things like Macuahuitl (Wooden Sword + Crude Stone Axe) or Emerald ___ Gold Rings (Gold Ingot + Emerald)?

Something else to keep in mind is balance, being able to get full reagents early on, or at all, could be overpowered if it doesn't mean the player is lacking other skills.
Xetaxheb 6 Jun, 2012 @ 9:04pm 
You CAN in fact change the outputs of a recipe based on skill level.
Rather than remember and write it up myself, here's an example of the alchemy for Aqua Fortis straight out of craftDB.xml (line 78-87).

<craft hidden="0">
<output skill="0" name="Aqua Fortis" amount="1"/>
<output skill="1" name="Aqua Fortis" amount="2"/>
<output skill="3" name="Aqua Fortis" amount="3"/>
<tool tag="alchemy" />
<input name="Salt" />
<input name="Oil of Vitriol" />
<input name="Chalk" />
<input name="Bituminous Coal" />
</craft>

So as you can see, if your alchemy is 0 you get 1 bottle, if it's 1 or 2 you get 2 bottles, if it's 3+ you get 3 bottles.
Dano 6 Jun, 2012 @ 6:37pm 
Interesting. I'm looking for mods that can help with inventory management. If there can't be bags, this kind of things might do the trick. Neat idea BTW
alek 6 Jun, 2012 @ 5:58pm 
Thanks bro! this mod looks awesome!
pdSlooper 6 Jun, 2012 @ 5:29pm 
The weapon smelting recipes just now showed up for me (before it was just showing 4 recipes for smelting cogs and pipes).

Thanks for the mod! I find that I'm always doing crazy inventory management in DoD, this will help a lot with the limited inventory space. It'll also go well with the Alchemy skill that I rarely go without.
SHiLLySiT  [author] 6 Jun, 2012 @ 4:57pm 
@bigd32819 Yes it does, however, the tinkering skill affects the ingot press which is the tool being used to "melt down" the weapons.

@Xilo I intended to extend this to other items as well, so yes, that is planned!

@Godofdrakes Not sure if it is possible to have different outputs for the same recipe, but I'll look into it. Also, they should show up near the bottom of the ingot press. If not, double check that the mod is enabled in the launcher.
GodofDrakes 6 Jun, 2012 @ 3:10pm 
Curious, I don't see any of the recipes for smelting down the weapons.
GodofDrakes 6 Jun, 2012 @ 2:59pm 
That'd be great. I've just been making them into lutefisk.