T`was mentioned quite a few times that one can check out any plant`s uses. That means they`re involved in crafting. The question is, are the recipes for crafting randomised aswell? Or are they more Witcher-style, like, this plant has two parts of sulphur and one part of calcium(whatever, just example), and this recipe requires anything which has some sulphur and calcium? This way recipes are predefined. Hope it`s not too hard to understand my question.
I didn't really understand that, but anyway I have no idea how crafting will work.Simply ebcause the guns are proceduraly generated.Maybe you just get abrangent recipes like "Plasma assault rifle recipe", meaning you won't craft something with especific stats.
I think I understand the concept, although never played Witcher so its application there is still alien to me. Basically instead of needing lets say a bottle of water and 5 sunflowers, we would need a bottle of water and 5 of a particular plant property? In which case I'd find its closer to the alchemy from Skyrim. I'd find either to be nice touches, but I don't think we've seen enough to tell if it'll be any different than a standard plant becoming a fixed set of results.
Well, I`ve maybe chosen the wrong example. Nevermind, though, it`ll most likely take too much time to set up my question correctly. Consider this thread closed.
To correctly set up the question then because I'd like to know as well. In Terraria, it was a simple crafting recipe, cut tree down, hit Esc, make table slap it down continue from there. Because of how varied everything is in this game (If I'm understanding the OP right.) the question for crafting comes down to this. Example A: Unsmelted iron has one part iron, one part rock in it. A branch on a tree, has two parts wood, one part plant on it. Recipe A: Requires One part iron, two parts plant. Therefore, given just the two types of items above, you'd need one unsmelted iron. ( One part Iron.) and two branches. (Two parts plant.) Recipe B: Requires Two parts rock, two part wood. Given just the two types of items above, you'd need two unsmelted iron. (2 part rock) and one branch. (Two part wood.) Alternatively. Smelt iron, get ingot, cut tree, get wood. Recipe A: Requires you to have X iron ingot in inventory, and X wood in invetory to get the product. The First example, means you have to use a variety of items to get what you want, and there is often alot of waste when you don't need a particular element but it's still present in that item. The second example, is what alot of games do, like Minecraft and Terraria, you have the items, therefore you can make another item without alot of effort. Hopefully I explained that a little better.
well to craft something in particular, blueprints are needed first: and each race starts out with a basic set of blueprints along with their own few sets like avian armor for an avian etc. by checking out what a planet does or whatever, i assume you mean examining it? before picking it up yes? i would assume it'd just say the name of it and what it's most commonly used for perhaps? after picking it up perhaps it'd tell you what types of recipes it could be used for after scanning it with your universal scanning device(yes i made that up, but I'd assume you would get a list of sorts of what the plant could be used for after acquiring it: if you have the correct blueprints possibly) btw i believe this belongs in the FAQ section, I'll see if a mod can get on that when they can
I'll try to explain my vision of this (tell me, in Russian if you want, if I got it wrong): As the OP said, it was mentioned that you will be able to check any plant etc. for it's purposes. It's also most likely than many (almost all) plants will be procedurally generated. So the main question is: How the ingredients for crafting will be obtained? And will the result of crafting depend of used ingredients? Some possibilities: Different plants drops a relatively small number of different ingredients (like ''toxic spores", "vines" or "spikes"), which is used in recipes in common way. A specific plant's drop depend of parts used while generation. (If I remember correctly it's like Witcher's system works ) Different plants drops a large number of ingredient, specific per plant, each ingredient has a small amount of "properties" (like "poisonous", "edible", "fibrous" etc.). Parts with same properties may be used in the same recipe. (same as TES series' Alchemy) (kinda like the previous one) Different plants drops a large number of ingredient, specific per plant. Each recipe ("blueprint") requires some amount of unspecified vegetable material (like "20 of any roots" or "10 leaves"), any fitting material may be used, but the result may vary depending of used ingredients. (this also may work in previous case) Something else?
More than likely all the recipes will be same. Example: A pistol with a long barrel could be made the same as a pistol with a short barrel, the different piece is the barrel. Same recipe...
The way The Witcher works is that every alchemy ingredient contains an element such as fulgur. The recipes, rather than requiring specific ingredients will require elements such as fulgur. When you go to make the recipe you can use any item that contains fulgur to create it. Hopefully that's a nice clear explanation. Anyways I think it would work well for Starbound with all the randomly generated content. There would have to be some limits though. If all your materials have these properties, you may end up at a point where you have all the elements and no longer need to explore to find more. So perhaps just for plants similar to the Elder Scrolls alchemy system? I think that's what the OP was getting at anyways.
Well, the guns aren`t really a subject to be randomised, IMHO. But some of the other stuff, like chemictry-based things or building blocks(in case we get random stones and ores) would really benefit from procedurally-generated recipes. Anyway, thanks everyone for the reply.