Author Topic: Coder Transparency - Cure/Poison Crafting  (Read 2142 times)

nauta

  • Posts: 2079
Re: Coder Transparency - Cure/Poison Crafting
« Reply #50 on: January 20, 2017, 06:29:20 PM »
Actually if you use 'taste' on an herb you just do that - taste it, you don't take a bite like you do if tasting food.

This has been the case for a loooooooooooong time.

This is the case for many herbs/plants, but some I can think of that work for cures are -also- food.  In which case, you both are true.  (Source: I had a character that tasted everything.  Beware!  Not a bright idea.)

The solution is that you'd have to taste it first and then get another one.  I assume the tastes never change.
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

BadSkeelz

  • Posts: 8111
Re: Coder Transparency - Cure/Poison Crafting
« Reply #51 on: January 20, 2017, 06:36:23 PM »
That's a relief and knocks down that concern, at least.
Quote from: janeshephard
You really think BadSkeelz understands the concept of Wine In Front of me? This guy shot me as a townie when he felt threatened. The man's a neandrathal.

Persona for GDB use only. Results in game may vary.

lostinspace

  • Posts: 467
Re: Coder Transparency - Cure/Poison Crafting
« Reply #52 on: January 20, 2017, 06:49:38 PM »
These changes are looking pretty cool, separating the effect of the cure from the color. Is there any chance we will be able to
>dye tablet red.dye
So that regardless of the herbs used we can still get the color we want?
It's going to be interesting and fun, that Runner pissing you off, give him a set of cures, but that green pill that's supposed to cure X, that actually just poisons him with Y as well. And the purple Y cure you gave him makes him start shitting his pants. I'm liking this a lot, it will be up to clan leaders or the individuals to choose the colors they want. I'm actually opposed to letting people know what they cure. You want guaranteed cures, buy them from a reputable vendor. Can't remember which of your cures is which. I guess you're just going to eat them like a handful of skittles.

3/21/16 Never Forget

Bushranger

  • Posts: 1753
Re: Coder Transparency - Cure/Poison Crafting
« Reply #53 on: January 20, 2017, 07:34:05 PM »
Actually if you use 'taste' on an herb you just do that - taste it, you don't take a bite like you do if tasting food.

This has been the case for a loooooooooooong time.

This is the case for many herbs/plants, but some I can think of that work for cures are -also- food.  In which case, you both are true.  (Source: I had a character that tasted everything.  Beware!  Not a bright idea.)

The solution is that you'd have to taste it first and then get another one.  I assume the tastes never change.

Natua it's an incredible idea and you know it! :D

Nessalin, brew has been broken for like a bajillion years and I know there have been several projects started and stopped with it, these revisions sound pretty dang awesome! Cheers for tackling such a huge project that I've always had a fascination for.
Quote from: Morgenes
Ya..what Bushranger said...that's the ticket.
Quote from: Eukelade
Now I'm starving -1 karma Bushranger -1 karma.
Quote from: Shalooonsh
Kudos to you bushranger for confusing staff.
Skype: marcus.zozuk

ChibiTama

  • Helper
  • Posts: 241
Re: Coder Transparency - Cure/Poison Crafting
« Reply #54 on: January 20, 2017, 08:55:18 PM »

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?
Quote from: AdamBlue
wear Inix pelvis
You wear a wood-carved inix strap-on on your pelvis.
etwo wood
You reach down and grasp your wood-carved inix strap-on.
kill booty

Harmless

  • Posts: 2598
Re: Coder Transparency - Cure/Poison Crafting
« Reply #55 on: January 21, 2017, 12:23:56 PM »
I like the sound of all these changes, Nessalin. I always thought the old system was "too easy." This is a great change for realism and difficulty. Now if I could just keep a character around who can brew..
Useful tips: Commands |  |Storytelling:  1  2

nauta

  • Posts: 2079
Re: Coder Transparency - Cure/Poison Crafting
« Reply #56 on: January 21, 2017, 03:23:38 PM »
Hi,

So here's a question about transitioning and game lore.  There are books (or were) in Dasari that talk about making cures for various poisons, and I tend to have my characters talk about cures not in terms of 'tints' but rather in terms of plants: For instance, bimbal leaves are good for curing the poison from the Booga Monster, because of its sap.  So: Can we assume that this sort of knowledge carries over, e.g., two bimbals will go into making a mash (which will then go into a tablet/vial) that still curs Booga Monster Poison?
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

nessalin

  • Board Administrator
  • Posts: 278
Re: Coder Transparency - Cure/Poison Crafting
« Reply #57 on: January 21, 2017, 05:30:29 PM »

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?


A question request is fine.

It'd be preferable if you include an example of what cures your character already knows how to brew by way of which items you are able to combine into which cures.   

We can provide you with information on how to use craft to make equivalent cures, but aren't going to give all master brewers information about the new system that extends beyond what their character knew in the old one.

nessalin

  • Board Administrator
  • Posts: 278
Re: Coder Transparency - Cure/Poison Crafting
« Reply #58 on: January 21, 2017, 05:33:19 PM »
Hi,

So here's a question about transitioning and game lore.  There are books (or were) in Dasari that talk about making cures for various poisons, and I tend to have my characters talk about cures not in terms of 'tints' but rather in terms of plants: For instance, bimbal leaves are good for curing the poison from the Booga Monster, because of its sap.  So: Can we assume that this sort of knowledge carries over, e.g., two bimbals will go into making a mash (which will then go into a tablet/vial) that still curs Booga Monster Poison?

Likely we'll want to update those books with modern information.

BadSkeelz

  • Posts: 8111
Re: Coder Transparency - Cure/Poison Crafting
« Reply #59 on: January 24, 2017, 06:11:13 PM »
I've noticed that the new assess -v functionality shows legacy tablets as being composed of "wood" or "none." I don't know what a newer cure shows up as, but it got me thinking on two points:

1) Should something different be showing up from >assess -v?
2) Does analyzing a tablet/mash/vial (assuming you have brewing) show what went in to it, like with other crafts?
Quote from: janeshephard
You really think BadSkeelz understands the concept of Wine In Front of me? This guy shot me as a townie when he felt threatened. The man's a neandrathal.

Persona for GDB use only. Results in game may vary.

ChibiTama

  • Helper
  • Posts: 241
Re: Coder Transparency - Cure/Poison Crafting
« Reply #60 on: February 03, 2017, 09:49:31 PM »

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?

How long should we expect to hear back about this?
A question request is fine.

It'd be preferable if you include an example of what cures your character already knows how to brew by way of which items you are able to combine into which cures.   

We can provide you with information on how to use craft to make equivalent cures, but aren't going to give all master brewers information about the new system that extends beyond what their character knew in the old one.
Quote from: AdamBlue
wear Inix pelvis
You wear a wood-carved inix strap-on on your pelvis.
etwo wood
You reach down and grasp your wood-carved inix strap-on.
kill booty

nessalin

  • Board Administrator
  • Posts: 278
Re: Coder Transparency - Cure/Poison Crafting
« Reply #61 on: February 27, 2017, 06:31:15 PM »

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?

How long should we expect to hear back about this?
A question request is fine.

It'd be preferable if you include an example of what cures your character already knows how to brew by way of which items you are able to combine into which cures.   

We can provide you with information on how to use craft to make equivalent cures, but aren't going to give all master brewers information about the new system that extends beyond what their character knew in the old one.

These requests should all now be answered.

nessalin

  • Board Administrator
  • Posts: 278
Re: Coder Transparency - Cure/Poison Crafting
« Reply #62 on: March 01, 2017, 11:39:05 AM »
I'm interested in hearing back from players that filed and got a response about the new brew recipes based on their character's knowledge and skills.  Via e-mail or requests, please.

nessalin

  • Board Administrator
  • Posts: 278
Re: Coder Transparency - Cure/Poison Crafting
« Reply #63 on: May 23, 2017, 03:21:03 PM »
After roughly two months the code for this seems stable.

If you have further feedback, please leave it in a request (if it is particular to your character) or in this thread.

Delirium

  • Helper
  • Posts: 11223
Re: Coder Transparency - Cure/Poison Crafting
« Reply #64 on: May 23, 2017, 04:25:24 PM »
I'm a huge fan.

The only real quibble I have is that if you use a vial there is no way to see the color without assessing it, even if it is a glass vial, and sorting through empty vials vs. vials that have something in them is also a pain.

It can be tough to find enough different types of vials if you just want a different kind for each cure, too - so I'd love to have the color added to the sdesc of the vial itself until the cure is taken. i.e., a purple tiny glass vial, a red glass vial, etc etc.
"Our whole lives are just stories." - Vikings

James de Monet

  • Posts: 3151
Re: Coder Transparency - Cure/Poison Crafting
« Reply #65 on: May 24, 2017, 12:42:47 AM »
A.  I have no idea how I missed this.

B.  I have DEFINITELY combined two things under the old system, and gotten a cure that did NOT work as anticipated.  Confused the hell out of me.

C.  Is there something more to this that I'm not understanding?  I try 'craft herb' and it says 'you can make a blah blah out of that'.  I say 'craft herb into blah blah'.  It says 'No recipes matched 'blah blah'.'  This happened to me with at least three different craft materials.
You know I think if James simply retitled his thread "Cheese" and apologized for his first post being off-topic, all problems would be solved.

Phoenix

  • Helper
  • Posts: 120
Re: Coder Transparency - Cure/Poison Crafting
« Reply #66 on: May 24, 2017, 05:11:46 AM »
C. That confused me for a while too. For brewing, you can't do: craft <item1> <item2> into a so and so and so. You HAVE to use the number. So: craft <item1> <item2> into #1. Even if #1 is the only thing it can be made into.

James de Monet

  • Posts: 3151
Re: Coder Transparency - Cure/Poison Crafting
« Reply #67 on: May 25, 2017, 11:30:14 AM »
Ahhhh.  I had tried that with something else when they first started numbering crafts, and convinced myself it didn't work to do that.  Good to see I was wrong!  Thanks!
You know I think if James simply retitled his thread "Cheese" and apologized for his first post being off-topic, all problems would be solved.