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porting over several items from AP for artificers
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About The Pull Request
This is a port from AP down to CC to include several new items with a autosmither, rollers, drills, and updates to artificers. I've tested it locally and it seems to work, but might need more testing when it goes live. Azure-Peak#6179
Here are the details:
Good News Everyone! I've invented a new gadget to make people play a role for a few weeks to see all the neat new things before going to combat roles! I call it a P-R, for Pretty Rad!
So this is a new PR covering a looooooot of artificer stuff and hopefully not totally breaking other things. This has a few items in here that are probably not fully balanced for the game play loop yet, but that's the reason it's a Test merge, see if something works and tweak it if its over or under-performing. So, enough with the preamble, lets discuss what's been updated
AutoSmither
An adapted version from Vanderlin that will allow Artificers to make copper, tin, bronze, iron, and steel items without having to have high smithing skills.
This connects to rotational power, meaning you need to use those water wheels in the far back to get it to work. While it is off you can add or remove items into the queue. When its on you can't enter anything in and need to stop the machine again to enter more things into the queue.
You then need to right-click it and enter the correct sequence to start or stop it. What's the correct sequence? You have to have enough engineering skill and look at the machine to see the next step; otherwise, it's a shot in the dark. The sequence is static for now, but even if you get the step right, you have a 50/50 chance of smashing your arm if you have less than 4 engineering. If you mess up the sequence, you can also smash your hand. Once it's started, assuming you put material into the hopper, items will pop into the hopper one at a time, depending on how high your RPM is. Higher RPM means faster crafting, but also means more damage if you mess up.
The hopper automatically gets created with the smither. You can right-click to open or close it. To look inside, click and drag it to see what's inside. You will need to put any items used in creating something into the hopper and also remove finished items. The hopper should automatically expand as stuff comes out.
So the short of it...
All items that come out will be basic. not ruined, crude, flawless, flawed, or masterworks. I may eventually put logic in for that with some difficulty, but I'd like to test the concept of this first. My goal is something between the smith and silverface; able to make the basic gear folks want but if you want something specialized, masterwork, or you're looking to make money, the smithy is always invaluable to have. These take steel, gears, and planks to make and will require power to run.
Rollers
Another port in from Vanderline that I adapted to AP, but maybe a little more janky thank most. These are highly temperamental rotational devices that I've capped at 32 rpms that will move items in one direction. after you set them down. They can move things north, south, east, or west based on the roller and the attached rotational power. it won't add any stress to connect them. In my testing, though, I have found it can be temperamental, depending on the order that things get set down. like with other rotational objects, middle-clicking will pick them up to be set down again. These are for short distance moving things. They take cured hide, sticks, and gears to make and will require power
20260221-2107-45.9083443.mp4
Drills
Drills are another item from Vanderlin that I've adapted for AP. Instead of running off steam (since we don't have the full fluid and steam system and people are really against "steampunk" anything), this runs off coal dust or firedust. This means you can drill rock without any stamina loss, but the coal dust will eventually need to be refilled. I currently have it take a 1 charge a hit, and you get 100 charges with Coaldust. Breaking boulders takes 10 charges, but it does it in one hit. This might be lowered or raised. This also goes off either smithing or engineering skill. this can be crafted with bronze, gears, planks, and steel.
20260306-0232-14.2054059.mp4
Tune up and Wind up
Two new "skills" added to this PR are Tune up and Wind up, associated with the wrench and drill.
Tune up works while holding a wrench and will fix bars, passages, and metal doors for the cost of a full gear charge. it has a cooldown, but Artificers will no longer need to totally remake certain structures when the keep has been broken into and the bars are busted. This still also works to give a constitution buff to constructs.
Wind up works while holding the drill, and for a few charges will give them a small speed boost. For 300+ charges you can also revive a construct. They will still suffer resurrection sickness. This might seem a bit easy but is hopefully a QOL for constructs since revives are always such a pain.
Infernal Engine
an engine made with an infernal core and steel. This runs faster at less stress than the waterwheels and can be placed anywhere. But unlike other rotational objects it can't be picked up and set down. the diection always is north to south and CCW. So the materials to make this are harder to get, more expensive, and then actual install has limitations too. Since this isn't restricted by the water locations though and its faster, these can enable more builds anywhere.
Healing Gas Belchers Adjustment
These now instantly close up bleeds as well as heal people. The recipe cost has gone up a little bit to compensate, but this should be a useful emergency bleed stop when there's just so many cuts. careful of rationing of red might be more economical, but can't stop bleeding as fast.
New Craftables
These are new things artificers can make that have been around for a thile.
Poison arrows- can now be made with drow ingots and planks
polish cream - 1 fur, 1 fiber, 1 plank for the brush
polish dust - 1 iron dust, 1 coarse minerals, 1 tallow
Contraption Adjustment
As many of you may have noticed with the drill, contraptions now have a max fill and a current fill, and there standard fill sources and prime fill sources, which will boost charges a bit higher. This should make it easier to carry a contraption without having to carry a bunch of fuel items with it.
*Recipe Adjustment
Several items had their cost reduced, including
Messkits now take 1 iron 2 tin rather than 3 iron
Auto shears now take 2 bonze and a gear rather then 3 bronze and a gear
Locks - now produce in sets of 3
Keys - no produce in sets of 3
nails - product 8 instead of 5
structural repair kits - now produce 3 for 6 nails, 3 boards, 3 blocks
Purifying Waterskins Improved
these now purify more water sources like bathwater and seawater, and hold more liquid.
Artificer Armor can be repaired
Artificer armor can now have its mode changed with a wrench and be repaired with a hammer. its stat buff is now properly set using the stat variables and a buff is used, so people shouldn't lose stats if they go over cap and take it off.
Voltatic Glvoes should be gauntlets now
These should now have armor and punching capabilities. If they malfunction they should be ruined, instead of just self deleting I was having issues damaging these with a sword though, so feedback is apperciated
Curtains
Adjusted the plane they were on to be a bit higher, so they should cover more things
Something for the Admins
Something for the admins to spawn in.
Adjustsments Clause
I will be making adjustments to this PR as needed or feedback is given. if necessary I may also comment out things to add in a later time. There was simply too many changes at once to test everything and balance has often been my weak point, so I hope this TM flushes out all those issues..
Testing Evidence
I tested this local for CC a second time




Why It's Good For The Game
This adds a way for Artificers to produce armor and weapons without having to train too far from their skillset but not making smithing so trivial that smithing loses its value. The drill should offer alternative mining for speed at the cost of coal. And the rollers should give something new to tinker with.
We added 2 new skills that should help with repairs and with reviving constructs, as well as giving them a small buff
Several of the other adjustments here should help make it more economical to make certain devices and catch other things up with the power creep other PRs have introduced.
Changelog
🆑
add: Autosmither
add: rollers
add: Drills
add: tune up and wind up skils
add: infernal engine
del: removed some old commented out code
qol: made something easier to use
qol: curtains go over more things
qol: purifying water skin holds more liquid and can filter more sources
balance: adjusted the cost on healing gasbelchers
balance: adjusted the cost on messkits
balance: adjusted the cost on autosheers
balance: adjusted the amount on nails produced
balance: adjusted the amount on keys produced
balance: adjusted the amount on Locks produced
balance: polishing cream is craftable
balance: polishing brush is craftable
balance: alternative poison arrows recipe
fix: artifcer armor should be hammer repairable now
code: adjusted contraptions to now take multiple sources and cleaned it up
admin: a new toy for events
/:cl: