Crafting

From Flexible Survival
Jump to: navigation, search


Introduction

Crafting is the main mechanism through which players acquire combat-ready equipment. It also offers a variety of roleplay item options with no effect on combat but mutagenic or cosmetic properties. This system is central to the flexible survival experience as a result


Crafting knowledge

Crafting knowledge is separate in 3 categories:

  • crafting skill - How high is your skill at using the five different types of salvage for crafting;
  • recipes - Think of these as the blueprints for the base items, and;
  • modifiers - Things you can add to give more bang to the items.

To craft an item, you need to know its recipe, as well as the appropriate skill to perform this recipe. Crafting skill doesn't affect the final quality of the recipe, nor success chance. You either can craft or you can't

Each modifier increases the crafting cost of an item, as well as its potency, in the way described by the modifier, adding an upper limit to the power of items a player can craft. For example, adding extra lethal to a light melee will make a light melee, with all its usual properties, but dealing 30% more damage! However it would require 7 skill in crafting skill#mechanical instead of 1, as well as cost double the Freecred and double the Experience to make.

A player with the maximum "natural" crafting skill of 70 can usually add 4 modifiers to an item, a top-tier crafter can reach 80 crafting skill and sometimes add up to 5, and there are ways to reach up to 7 modifiers of your choice on some very specific items. All items can usually support 6 modifiers of any kind using dropmods. Items with up to 8 modifiers can drop from Mysterious Glowing Key, but two of them will be among a list of non-combat modifiers, such as height gaining or nutty, for example.


Crafting process

To craft an item from the game, the following command is used:

 make recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]

To test craft an item, outputting the cost of such a craft and whether or not you know how to, and have the skills to make it, the following command is used:

 test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]

To check which public crafter can make a given item, simply add #maker at the end of the test command:

 test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]] #maker

Examples of valid commands:

 make light melee
 make grenade=extra lethal,basic spread
 test jelly bean=bimbolicious
 test coffee hypo=heavy,unpredictable,overwhelming #maker

Crafting an item is done by inputting the previous 'make' command, in which the user describes the base recipe to craft, as well as some starting modifiers or "mods" with which the item should start. The system then calculates the resources needed to craft such an item. Those resources include:

  • Salvage: The main crafting resource, ALL items need some form of salvage to craft
  • Nanites: The secondary crafting resource, all recipes require some, but very often in small quantities
  • Freecred: The tertiary crafting resource, it's easy to come by, but very often required, in sometimes very high quantities
  • Experience: Some items will require you to spend experience to craft, although this is a rare occurrence
  • Rare items: Some premium recipes require special items acquired in an exotic shop (elite shop and token shop) or through minigames (Fishing and Racing)

After confirmation, you will be prompted to rename and reskin the item to fit your own character fantasy. sending " " will leave the default one for the base recipe


Comission Crafting

If you do not have the means to craft a specific item yourself, you can use the game's web page to find a character who can. Each character can set its own comission fee, which ranges from 1% to 100% of the final cost of the crafted item.

If you just want to check the costs of an item with a page that loads faster, try the Test Crafting page instead.


Aftermarket modifications (craftmods and nanite workbench)

Sometimes, one isn't capable of crafting a full 4 or 5-slotted item in one go, either because they lack the resources or skills to do so, or because they changed their mind after crafting the base item. It is possible to remove or add modifiers to an already existing item.


Craftmods

It is possible for a player to directly craft a modifier, without adding it to any item, the resulting product is called a "craftmod". When used from the inventory, a craftmod while ask on which item you want to append it, making you pay the difference in cost between the item you currently have and the item resulting from adding the current modifier. Adding a craftmod requires that the person making the craftmod or the user of the craftmod (whichever has the highest skill) is otherwise capable of making the item from scratch.

A craftmod has a tier. You can make a craftmod of any tier, regardless of your crafting level. You may only append a craftmod on an item having strictly less modifiers already present than the tier. As for example, you can append a tier 3 craftmod to an item with 1 or 2 modifiers already present, but you cannot add this same craftmod to an item already having 3 modifiers on it, you would need a tier 4 craftmod for that.

Crafting a craftmod costs 10^tier freecred. Those freecred are effectively lost as a price to pay for the convenience of finishing an item later. (example: a tier 3 craftmod costs 10^3=1000 freecred to make)

The following command is used to make a craftmod:

 craftmod modifier=tier

Example:

 make light melee=extra lethal
 (Costs 10 common mechanical, 5 common energy, 200 freecreds and 220ng of nanites to make the full item)
 make light melee
 (Costs 10 common mechanical, 100 creds and 10ng of nanites to make the base item without modifier)
 craftmod extra lethal=1
 (Costs 10^1 = 10 freecred to make the craftmod)
 use #
 (Costs 5 common energy, 100 freecred, and 210ng of nanites to pay the difference. There is no refund for the 10 freecred "crafting cost" of the craftmod itself)

Nanite workshop

In addition to offering a 5% discount for crafting in a room containing a nanite workshop, you also gain access to the following command:

 craft modifier strip

Typing craft modifier strip in a room with a nanite workshop, such as [Zephyr Inc]: Nanite Workshop, which can be found by typing the command rtrace [Zephyr Inc]: Nanite Workshop, will open a program guiding you through the process of removing a modifier from an existing item. Doing so does not offer any refund, be careful


(advanced) 5-slotting, 6-slotting, 7-slotting

Dropmods

Using the knowledge above, you should be capable to 4-slot any item in the game, you might even be able to 5-slot some other item. But to reach up to 7 slots, you will need to use dropmod. Dropmod are very similar to craftmod, except they aren't crafted but dropped from various systems in the games and have "crafting skills" above what players can reach, up to twice the maximum value. Those systems include: the +reward command, Mysterious Glowing Key, or Small Craftmod Key and Craftmod Key from the token shop

Dropmods can be appended to any item, as long as their intrinsic skill is high enough for the resulting item, instead of the 8 tiers from normal craftmod, their tier can be 1, 2 or 3. You can check the crafting skill the dropmod has by inspecting it with i #number in your inventory, like this: i 14. Each tier with has a higher crafting skill ceiling than the previous, making T1 dropmod ideal for 5-slotting, T2 dropmod ideal for 6-slotting and finally the exceptionally rare and elusive T3 dropmod for 7-slotting. Since only T1, and T2 can be farmed efficiently and reliably, 7-slotting is usually not discussed by minmaxers in-game, unless the purpose is to 7-slot something using up to T2 dropmods only (which is possible if one chooses specifically "simple" modifiers, like jumbo pack as for example, but rarely more beneficial than using the best 6 modifiers on an item the game can offer)

Additionally, an item having a T2 dropmod will have all their stats increased by 5%, an item with a T3 dropmod will have all their stats increased by an additional 10%. These bonuses stack.

Dropmod trade

Since most sources of dropmod are randomized, it's possible to trade a dropmod for another one of the same tier. This requires buying and using a Craftmod trade or Craftmod selective trade from the token shop. Alternatively, they can be traded with other players directly, using the Auction channel

Dropmod upgrade

The effective crafting skill of a dropmod being randomized, it's possible to have a T2 dropmod incapable of 6-slotting an item. In this case, it's possible to upgrade them using Craftmod Upgrade from the token shop, when that happens, I usually recommend to try adding the dropmod, and if it fails, apply one craftmod upgrade to it and try again, until the game lets you do so


A note on statuses

While you can more than one of the same item, do note that their statuses do not add up. Statuses only add up if they come from different sources. Also, if you add a mod that has a specific status, such as Frigid, only the highest value will be considered.

Example of statuses that won't add up:

  • Having two or more Light Energy Armor equipped. Only the highst EnergyDamageResist will be applied
  • Having two or more Applicators with Quick modifier. Similar to the passive status of the armor above, if you use both Applicators, only the highest Recharge value will be applied.
  • Having a Module and a Light Energy Armor, both with the Frigid modifier. Although you get Frigid Recharge from two different sources, only the highest will apply.

Example of statuses that will add up:

  • Having a Light Energy Armor and a Heavy Armor.
  • Having a Grapple Shot and a Grenade. Both will apply different versions of the PierceDamage effect on the enemy