there could be some sort of dungeon to get ores, ingots, grips, blades... and you could bring some hammer/sword/polearm that you created to fight enemies, and could have grinding for swords and other blades and sorry for my english
Hello!
I'm loving this game. I have a few, suggestions/questions.
1. What is the AI time limits based on? I feel like sometimes there's just not enough time to build what I need to, even though I have most stuff in stock.
2. I've already seen this somewhere, but I'd like to give it some more love. Make it so you can "snap" weapons to the weapon slots above your door. So that when a customer comes in they can pay and take it immediately. Although, first you'd have to fix the glitch where everything falls apart when you relog. lol
3. I haven't tested this past the tin material yet, but it seemed to me that you don't get an experience boost when you sell items made with better materials. If i'm correct and this is the case, I think that would be a fantastic edition to the game.
Thank you for reading.
With the current parts that you have, there are a lot of combinations that look like perfectly reasonable, or even better weapons compared to the weapons currently in the game. Could you add some of them?
The Titanium tools, from left to right, would be called: Great Hammer, Great Sledgehammer, Pole-Arm (Or Sledgehammer), Hammer, Small Hammer, Dagger, Spear, Short Sword, Long Sword, Lance, Great Lance, Great Sword. (Not sure on Long Sword).
As an extra note, could you have customers be less picky on some occasions, asking for weapons with attributes such as 'light, heavy, big, small, sharp, blunt, long', with multiple weapons fitting each category. For instance, a "sharp, long" weapon would be either of the lances, the spear, or maybe even the great sword.
Would it be possible to have customers come more frequently? I understand that currently you only have a single customer spawned in at a time as it is now, but it would be a much more natural way to increase player challenge by having more customers, compared to decreasing the customers' patience. Having the customers queue up could be difficult to program though, but this would give them a reason to have less patience. The rate at which customers come on a given day could also be determined by how many customers were satisfied the previous day.
Maybe once you can upgrade your store, you could have room for multiple customers at once, which would increase the potential for players to earn money even further while making it an added challenge to satisfy all customers.
Would it be possible to turn a customer into one of the other random npcs after they leave the shop? This would essentially despawn them sooner, without having to bring the exit portal right next to the shop. Getting them to have the same appearance and weapon might be hard, but it avoids the issue nicely.
In any case, it's great to hear that you've got plans for this.
Hey Dasius, love the game so far! i would love to see Sheilds become a thing and also I would love a forth craftable... maybe you can use it to combine and/or create crystals...
Either way, im also looking forward to some new Blade/Hammer Head designs and If Possible, keep the timer for how long they stay at a constant. on about day 13-14, i dont even have enough time to make a dagger!
But i just wanted to give you my feed back, Have a great Development time!!
Hello, Very fun game so far. Suggestion to add stuff:
1. Battle axes
2. Armor (chest plate, grieves, boots, etc.)
3. Set our own prices (too high they won't buy it, and too low you won't make money).
4. Ease up on the later days timers, or fix the bug where if you premake the item the customer bugs out. (I guess make it more of a tycoon type game where you are trying to have the best shop, not the fastest. It becomes more like those 'build a burger or pizza' type games where you race a clock and it loses its enjoyment/low stress playability, at least for me and becomes a tedious grind). Edit: Instead of the time limit being the main point of the game, make a rating system so that after crafting you may have made a 50% quality item, so it will sell for less, when you get better at making the items you will get closer to 100% quality and make more money that way. I hope this was clear, if there is any confusion on what I mean I can go into more detail.
5. Some customization to the house/shop.
6. Some type of signature type or styling for your shop (if they come to your shop they will get sword 2 or 3 variant for example).
7. If there aren't any customers you could sell items to a local market or send items out for delivery instead of the customer having to come in.
These are just a few suggestions. Like I said I am enjoying the game so far and hope to see more. I know creating a game is not easy (quite the opposite actually) and I'm sure this is worked on in the developers free time as a side project. But, I would love to see more and can't wait for the developer to get more support from the community. Please keep up the good work and hopefully a new distribution channel will become available to you so you can have the support needed to continue working on it and even go full time developing it.
If you do like any of my suggestions and choose to implement them I demand royalties! <-----(100% joking)
Hey man, I just downloaded the game, though I haven't had the ability to play it thus far (School, you know?) though I have watched PLENTY of gameplay in anticipation of my play-time. Firstly, I think this game is perfect to itch (Hah) that want-satisfaction itch in all of us with exceedingly satisfying graphics and creation mechanics. My only suggestion (And it's loose based on gameplay I've watched) Is to potentially add another tab extending out in another quarter circle from whatever head you select (With Z I think the button is) For instance if you chose Hammer heads, another tab pops out from that allowing you to select what kind of hammer head you want to craft, rather than having to hit the piece of metal 3 or 4 times to get it where you want it. I'd love to hear your feedback!
- AJ
For discussion of a Mac version (and some workaround options), please check out this thread: Mac and Linux
Note: I FLIPPING LOVE THIS GAME!!!!!! :D
Note2: you dont have to add this stuff, i just thought it would be cool to see what you could come up with.
could you please add the ability to use your weapons and fight people e.g.
the blacksmith knight,
oh and a new element called Embosite, black like titanium but with green techno patterns through it I would love to see somthing like that,
please reply if you see this.
sincerely C.D.
Hey CryoDaggerPlayzOffical
Love your suggestions, unfortunately, I don't intend on implementing combat for the blacksmith. Although, I can't make a promise that i'll implement it but neither will I say it's completely off the table. Rather, I do feel strongly in the blacksmith playing a supportive role. I'll reveal more when the time comes. For now, hopefully you are still enjoying the game.
Thank you for your suggestions!!
Wonderful lovely beautiful game, good work. I would recommend having a deep backstory and different types of items - as well as this I think it would be awesome if you had specific orders for a very specific weapon type. For example: "I would like a copper sword, variant 2 with a fancy one hand grip. I would love to see that. But anyway, love the game! Keep up the good work!
I love the game so far, great job !
So my suggestions are based on a lot of upgrades for the shop like many suggested it already. The upgrades would be listed in the selling/ordering menu under upgrades. [ Ingots Grips Guards Upgrades]
Basicly you get in addition to XP also shop reputation points based on the selling price. Your reputation will unlock shop upgrades and attract more costumers. You might even consider implement modifier on weapons based on your blacksmithing skill. The general modifier names like Basic, Masterful, Legendary would be good. They will modify the selling price of course.
First unlocked upgrades for the shop would be storages. You would be able to upgrade the yard with a ingot stacking storage. They will snap on each other like the ingots do with the anvil. Placing ordered chests with ingots on that area and destroying the chest will even automaticlly stack the ingots. The stacks could look like reallife gold stacks in banks.
Upgrades-> Ingot storage -> Copper Ingot (50)
Tin Ingot (500)
Irong Ingot (5000)
....
each ore type has increased (balanced price)
The next unlocked upgrade would change the upper shelves in the store to snapping shelves for one hand and two hand guards. same with one hand and two hand grips (work with fancy ones too). They will hold 10 of each.
Upgrades -> shelves -> One hand Guard
Two hand Guard
one hand grip
two hand grip
pole arm grip
Next upgrade would be in the yard sword/hammer head storage racks. they can store 5 of each the style does not matter. Of course snap on. dagger, small blade, large blade, small hammerhead, large hammerhead all nicely stored.
The next suggested upgrade would be a hireling/assistant. He or she will cost daily no matter if you even sell something.
if you give him/her a hammerhead/bladehead he/she will start replicating it in style and in ore if you have the ingot storage and the racks for the finished product.
the next upgrade would be the in front counter displays made functional. they will snap on your specific type weapon and hold it. If a costumer comes buy and wants to order an already displayed one he or she will immediatly get it and your bonus time will be just one second.
Later you would be able to upgrade the displays holding 3 and holding 5 of each kind.
--------------------
These were my upgrade the store suggestions that will reduce flying or stuck items and make the store look organized.
other ideas were given you by some people with allowing higher tier of items : altars (f.e.magic weapons)
it can be combined with my idea of upgrading/reputation system
Some other suggestions here:
1. make a ingame handbook snapped in one of the shelves that can be browsed through with mouse wheel, it will contain your level, your reputation if you do implement that, the chance of higher modifier being made if you do implement that, and of course all your sheets and tutorial advisements you find on the walls and the little papers there.
2. maybe make the furnance use up fuel, higher ore need more pricey fuel, fuel may increase modifier chance?
f.e. wood, coal, fire essence, soul fragments
3. maybe get later ingame bulk orders by kings(via mail) 10 small swords please! you have to put them in a special delivered crate. order time is increased of course
4. maybe craft unique and one time items/upgrades for the player - one ingot ->hammer head->blacksmith hammer
the higher tier the hammer the faster/higher chance for better modifier
hope you can see just even one of my suggestion as useful. Keep the good work up!!
You should implement a system where you have to either explore to unlock or upgrade to unlock different styles of weapons.
For example in your new update, there is a secret polearm in the forest with an awesome looking blade. At the beggining of the game you can already make that blade without finding it. You should make it so you have to explore and find it in order to be able to make that type of sword.
A few suggestions.
New Crafting Ideas
That's all I can think of without copying other suggestions I've seen. Love the game by the way. Keep it up. :)
the game for me at least seems to not work so. well I see my mouse and then if I click off screen it will stop working evin in windoed mode and because of this I cannot chang any settings because the apply button is off screen
plz fix this I would love this game a lot more but as of now the game is rendered unplayable for me :(
Dasius, I have multiple suggestions! 1: You should eneable a feature to take parts off of weapons. I hve wated many a tin accidentally throwing it a polearm grip... 2: You should add customizeable weapons, as in, a daily special! You, the player, get to name said special, and offer it up for a price, usually for a profit. 3: You should add Armor as craftable things! This would be so cool! 4: You should add combat, as in, enemies would ransack the village when you are sleeping, and you have to fight them along with warriors, to keep your shop safe! 5: You should add a new town area where you can buy personalization items and shop 'Upgrades' such as furniture, decor, etc, that have an effect on customers. Love your game, and can't wait to see future updates!
Reading on the suggestions of others, I actually do think that a combat system/fighting with your weapons would do hurt the game. Although exploring the area just without fighting does increase the fun factor. Same thing with bows and arrows, this is a blacksmith not a fletcher. Armor on the other hand I do agree.. maybe unlocked as one of the upgrades later ingame (see my other post). I would advise a different anvil for that so you still can use the Z button to change stuff.
The costumers would not order armor, but if a full set is displayed in the shop (snap on armor mannequin display) they will buy it.
That is an image of a full plate armor set, reducing the complexity a bit would be nicer to play as suggested here:
1 Ingot parts:
Visor
Skull
Gauntlet
Sabaton(Boot)
2 Ingot Parts:
Legs (Greave, poleyn,cuisse)
Arms (vambrace, couter, pauldron)
3 Ingot Parts:
Breast plate
Tasset (Skirt of chainmail maybe)
Only the helmet would be a two piece item that snaps together. There should be no left or right variants of legs, gauntlets, boots... even though in reality there are.
A full set of armor would cost 22 Ingots and would have 11 pieces (12 if you count visor + skull). therefore it will be the most expensive "item" so far but also takes a lot of time and energy to create.
Several other suggestions:
1. Crystals:
the fear crystal placed on the counter in a special forged holder/stand will reduce the chance of being robbed cause they fear your shop.
the light crystal placed either in the forge or on the torch above the blacksmithing area will increase the daily energy (a sunny day just makes you feel better doesn't it?)
the blue(maybe water)crystal placed in the water basin will give the modifier Hardened instead of cooled ... increase value a tiny bit.
the red (maybe fire or pressure) crystal placed in or on the anvil will make damascus blades .. increase value but also doubles the time you have to use the hammer
less thieves, more daytime, and hardened damascus copper blade...
(create and hide more crystals with more special powers..f.e. charisma buffs, more time buff, more positive random events instead negative)
2. random events
I do know you have to get the game steady and bugfree first. before even starting with this one here. The thieves at night would be one random event, the big order from a kingdom(previous post of mine) would be another, make several more.
get a delivery with random stuff and a self destructive letter (1-2 days till it vanishes to reduce clutter) "local lord ..... ..... (put names of donators in here for example) contributes to your shop with this little patronage"
finding coin bags in the woods with little to many coins --exploring makes more sense
getting special delivery from your mines (see suggestion 3) with 2-5 ingots more.
breaking material while hammering it. you loose 1-2 ingots there.
3. buying/leasing/renting mines
like many tycoon games you first have to buy your copper or salavage it yourself. later you can hire, rent or even buy such basic material
leasing and buying would have running costs , each morning though you would find a delivery made from that specific mine (copper f.e.)
in the eand leasing would be cheaper than buying the ingots but because the difference is only noticeable with higher amounts you first have to have enough money to lease it. leasing a mine would be the cost of 25 ingots of that specific ore, but would grant you 24-30 ingots (luck is a factor here).
also with random events .. the mine could collaps and you would receive nothing for a day.
buying a mine should be around 200 ingot price costs but the daily cost would be reduced only to wages (3 ingot price of that ore). you also can close down a mine if you moved on to the next ore type (reducing deliveries). Maybe limit of open mines to 2 anyway. Would otherwise break game with all that ingots.
I do know that these suggestions do change the games intentions from a manufactor to a factory assembly belt working style (especially if you add the hirelings from previous posts to this list). But that is the way a successfull business develops most of the time.
4. Outsourcing :D
Outsource the costumers service to india :D .... just kidding
hope you like some of the suggestions^^
So I did have some thoughts, pertaining to materials.
1) Alloying Copper/Tin for bronze, normally this is an 88% copper 12% tin, but it could be done as 9:1 ratio, which would allow people to make something more valuable than copper weapons but not as valuable as tin weapons (maybe a special station to do so?)
2) Material based requests like 'I want a copper one handed weapon' or 'I want an Iron Sword' where perhaps they take either a weapon made of the right material or being of the right type (ie either copper or one handed in the first example, or being iron or a sword in the second)
3)'Burning' ingots later on, where if you just leave them in the running forge for to long they will become 'burnt x ingot' which could either increase, or decrease, the price depending on the material, or who your making it for
4)Enchanting heated blades/blunts/shield by placing them in another 'work station' that you can load those worbedy florbedy crystals into above said 'craft' to enchant it over time like heating the ingots, and potentially allowing for repeatedly running the process to make the enchant stronger
5)A 'list' of things that will be picked up at once (like an 'invoice order' kinda thing)
#1 - To fix items getting stuck clipping in the workbench, perhaps when pieces are put together they pop in a few inches abouve the table and fall onto it rather than connecting to whatever is in your hand?
#2 - Make player clip with the boxes. I thought i was supposed to stack boxes and climb up into the 'Not for Sale' house, and was very sad when I lugged enough over there and then jumped straight through them instead of onto them.
#3 more frequent customers - After only a day or two, I had enough cash to front load a lot of crafting weapons, and was able to just hand whatever they wanted over to the customers as soon as they said what they wanted, resulting in sitting idle for a few minutes waiting for the next one to show up.
#4 - Penalty for leaving ingots on the forge for too long - melting perhaps? I quickly discovered that ordering bulk amounts of ingots, placing the order box on the forge, breaking it, turnign on the forge, and then having a steady supply of heated ingots was the best strategy, but took a little away from the game.
What if u made some pve or pvp in the future? where u cooled equip the weapons/shields u make and use them(jsut like u use the hammer for forging) and go on some kind of dungeon?i dont know i jsut wanna use that freaking pole arm grip with the great sword and swing it around :D.Ofcourse this would take a long time ,and it would make no sence since its a blacksmith shop not a dungeon game :/ but u know just a suggestion
Hey! I just played the new version of the game and loved it! Nice work on it! What I'd love to see next is equip-able weapons, and maybe an armour crafting mechanic. I'd also like to see events, like festivals, or attacks and any other cool things that you can think of. Other then that I love the game, you've done a really good job on it!
Thanks!
How about a bulk order list that turns up every now and then from weapon stores elsewhere? So you'd get a list that you need to fill the needs of by a certain day. Put all the items you crafted for it in a shipping crate and you get a bonus if you managed to get all the items in it on time (it then gets taken away). That way you not only have to deal with customers, but also try to fulfill orders outside of working hours so that there's less making stockpiles for keeps.
I have a couple suggestions.
Weapons
Mace - 1 ingot blunt weapon with 1 hand grip (the dagger of the hammer family)
Crates
It would be great if the crates had a lid that could be closed, that way if one is picked up with items inside (i use one of mine to hold 1h grips in the store) the contents dont explode everywhere
Deliveries
Orders of more than 10 would be amazing, would save much back and forth work to bring quantities of grips and guards into the store
Shop
Add another torch to the right side of the bench, to make it easier to see when assembling at night (currently only a small portion stays bright enough to see metal on the blue of the bench)
Hi Thor30056! I understand your frustration, but currently the developer does not have a Mac on which to build, so don't expect a Mac version to be released anytime soon. There's a discussion HERE about some possible workarounds in the meantime from other users with Macs. You can also add your vote for a Mac version on the MLBS Trello page HERE. Thanks!
Hi BOBTHEKILLER! Items snap together on the workbench in the orientation of the part you're holding. So if you're holding a grip and it's pointed down toward the table, the blade will be wedged in the table when they snap together. When an item gets stuck in the workbench, follow these steps to unstick it:
Hope this helps, and Happy Smithing!
I read that you increased the cost of ingots. I have just got the game and I'm on day 8, I am still on the copper ingots as I am struggling to make much money. I was wondering if I'm doing something wrong or if something should be changed to make it a tiny bit quicker. I also read that you are supposed to get a lot of money if you give them the item quickly, if I give it to them instantly I still only get a max of 3 extra money.
Be aware that there is a bug where sometimes you dont get paid for the ingot used in an item. Check the price of every sale... and for the time being do what i do, save after every good sale and alt+F4 if you get a bad sale and reload the game.
This could be the reason you dont seem to be making profit to advance. It only takes 1 or 2 bad sales per day to kill all profit.
Hi imperialfish! The ingot pricing is much steeper in the latest version. The profit you make on items you sell is a relatively small percentage markup from the cost, but as you get into the higher tiers, you will make more money. The developer knows that everyone has a different pace they'd like the game to play at. Some people thought the previous version was too easy (you'd usually be done by day 10-15 with no reason to keep making more money other than having a big number). Don't expect this pricing scheme to be set in stone, though, we're still in Alpha. Also, Dasius has been working on the idea of having the pricing tied to a difficulty setting so that players can enjoy the game at their own pace, but that's not implemented yet. Hope you're still enjoying the game even with the increased difficulty and Happy Smithing!
Suggestions (in no particular order):-
1. Enable ability to toggle physics on an object. So that they can be locked into place and unlocked if needed to reposition/removed. (An Example with crates:- This will enable us to fix a crate into position that doesnt get accidentally knocked and spewing its contents everywhere. Not only that, the crate can be put at an inclined angle to cradle the contents more effectively.)
Can place the option for the above in the 'Z' selection wheel maybe. Allowing to right mouse hold item and enter the selection wheel to lock it.
2. Make a thread that is stickied and locked to you. So that you can give the community a little info a few days a week on what you are doing. At the moment, i bet alot of people like me are checking these boards to see if any new info is available, but it goes a long time without anything. (Disregard cause you have Trello)
3. With the use of suggestion (1), give us different length and width planks. So that we can make pigeon holes, boxes, crates and shelves as we see fit. I think this will be a powerful mechanic :D .... With this kind of mechanic, itll probably be possible to make our own home/shop/storage lockup/etc.
4. With the use of the latter part of suggestion (3), allow us to designate where our shop is. Maybe have the counter as the item that is used to draw customers towards, which is unlockable to be moved, as suggested method(s) above.
After thought:-
Some of these implimentations may eleviate many other suggestions that people have asked for. (more storage, shop expansion, Labelled storage boxes/shelves, etc)
So, I don't know if anyone has suggested yet because I'm not gonna read through hours wort of suggestions to check that, but I have a crazy idea.
What if we had the ability to repair? I dunno if you have plans for the tools on the side of the workbench, but we could use those to repair weapons, and hand them back for a fee. It'd be like a quarter of the cost, since we use no mats (or very few, depending on the damage, in which case the price goes up) and our charisma could max it out at like half the cost of the normal weapon buy price.
Now, aside from that, there's also my crazy idea. I know you want to expand the areas of exploration and customization, but I see there's a broken cart outside my house as of 0.0.73. What if we could upgrade our shop, first of all, and I know you already want to do that. Also tho, what if the cart could be used for deliveries? I think you gotta make the boxes a little slower moving when picked up so they don't jostle stuff so hard, or delivery boxes could have like different shapes and the items set in them get locked into a place so they don;t fly around? IDK. But, we could get a guy come in with a paper, he hands it to us, and it could be taxes or a military order! And then the military order is like "Make the Army 10 one handed swords of tin!" and he'll hand you like the paper and you'll get the coin to make those. If you don't put them in the cart and "deliver" them, you lose hella money and maybe that could be a loss idk how that would work but it could be like normal orders just with boxes of items.
Also, Dunno about armor being implemented, but making that would be sick as fuck.
That's all thanks for reading my shit idea if you did.
Yeah, Dasius worked really hard for over a month crushing the game breaking bugs everyone was reporting (he's really dedicated to this project). Can't blame him for taking a short break and enjoying time with his family for a bit. After all, he's a one man team on this one. Don't worry, he'll be back at it soon enough :)
Tried the Sandbox version, so is it 3 common cut up wood for 3 copper ores? And does it take more wood the higher tier of metal you have. Just wanna get a head start on the next update : ) Tin takes a long time to buy right now, making 4$ profit for each weapon you make. Been playing a few hours, made a 100$ profit so far. Got my Charisma up to 4, and it's day 8. Starting to get less and less time for each order.
Edit: 1 Uncommon firewood can smelt ores for a while, like a minute or so. I threw in like 7 Iron ore, 3 copper ore, and 1 admantite ore. All smelted with 1 firewood. Guessing it's a time limit kind of deal
Wouldn't it be cool if you could actually use the items you craft? I know this may be completely different, and very hard to program, but how about an arena, where you can use your weapons to fight other people. Winning will give you money, however, losing/getting killed will restart the day, or lose profit.
I'm loving the game so far, keep up the good work. I was wanting to ask a few things, and give a few suggestions:
1: When do you think the second blacksmith will be purchasable?
2: I found 4 crystals. Do they have a purpose currently?
3: Once you've developed the game enough, will you add more to the world? Like, more places to purchase, mining, woodchopping, mobile-trading (Selling items on-the-go), and a larger map?
4: What do you think about being able to defend yourself from robberies? You could use the weapons you craft as defence from these attacks.
5: I'd love to be able to craft armour. Like gloves, gauntlets, chestplates, helmets etc, possibly out of metals and leather. What do you think?
6: Weather could be pretty cool. It could add another layer of immersion, but i'd expect it to be on the backburner.
7: A more advanced ordering system. By this, I mean people would ask for a more unique weapon. For example, a dagger with a fancy grip and a different type of dagger blade (more variants of the same blade can be added to the parts wheel (Z)) or a Polearm with new spearheads.
8: Bows and arrows. A thing I wouldn't expect to be made, but sounds cool.
9: When do you think mining will be implemented into the Shop Mode?
10: Does this run on Unreal Engine?
The game is full of stuff for it being in alpha, which tells me you're doing a great job. I can't wait to see the game once it's out of beta!
Hey Recon John,
Glad you are enjoying the game. Ill try to answer your questions.
1. There is no public timeline on when I'll release things. It's difficult to develop a whole game solo and meet deadlines too only fall short. I'll try to be reasonable and release things as fast as possible without sacrificing quality as i've done in the past. So for the moment, I can't say when but I can say it is planned for the next update. Sorry if that was a bit convaluted.
2. Crystals, atm, still have no purpose but they will near end game when they are fully implemented.
3. Every update or so, I try to add more content and destination for the player to visit to break them out of the grind/monotony if they so choose. The next update will have a larger map with more to do.
4. I want to add a element of risk and loss. I think what I am implementing currently will be a good alternative to robberies. But I might still add it at one point. No shop is complete without someone trying to steal your stuff :p.
5. I am working on armor possiblities but I can't make a promise it will be in the next update.
6. Weather is on my todo list. Very close to the top. I'm all about that immersion.
7. I've received this request several times now and I might just have to do it.
8. Unfortunately, bows and arrows don't make sense for a blacksmith game, same with leather armor. Would like to remain in the realm of metal working. This also has been requested alot so i might, far in the future, add specializations like weaponsmithing or armorsmithing.
9.Mining is partially implemented but i'm pushing for full implementation either in this update or the next.
10. Yes! Unreal Engine 4 is the engine I am developping this game on. :)
Hope that answers your questions.
Cheers!
Suggestions I have in mind:
1. Maybe add a few animals, because immersion. Maybe deer in the forest, or rabbits/birds.
2. A way to design/customise your shop. Would love to upgrade, or add to it.
3. And yeah, a difficulty system would do nicely, and maybe you can make it customizable in a few ways. Like adding extra funky challenges for extra profit. Like no sprinting : )
4. Other shops that you have to compete with, and a rep system. Sometimes you'll lose customers depending on your rep.
5. Mining right now, the way I see it being made, feels a bit OP. This is how I feel like it might come out: "I can either buy the ore, and spend my money. ORRR, I can go out and mine/smelt it for no cost while I keep my shop closed".
6. I like your repair idea, maybe your hammer or Anvil gets worn down after a long time?
7. Or maybe you can repair people's weapons for them, maybe they bring in a Great Sword and you use one bar to repair it on the anvil.
8. I like the Delivery/shop idea, where you have to go out and buy the items instead of using your fancy Wall-Pad to get your stuff, Yay, walking.
9. Drinking chocolate milk currently, maybe you could work on the house, like make it so we don't phase through the back, and make it so we can actually do something with it? (the house on the hill)
10. And finally, more monsters, and make the people actually fight them in the forest. Make it so you can actually get attacked if you wander out there.
BONUS SUGGESTION~~~~
11. The last suggestion brought this to my head, and I needed to say it.~~~~
The mining area, OR areas can be put outside of town, kinda foggy but not as much as the forest is now, and could sometimes have a "monster" there, and it will attack you if you go there. You could hire a "guard" to kill/guard you so you can go mining.
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Thanks Dais for making this game, and I am really loving it. Can't wait for the update, but i'd rather have a polished update than a half-fasted one : )
A suggestion that was inspired by one of the dialogs, maybe occasionally, you get an order in advance of the sale. Like a bit of paper that says they need 3 daggers in 4 days, something like that.
Also it'd nice if polite(the ones that don't say things like "SWORD NOW! Etc.") customers said Thanks or something as they left or picked up the weapon(so as not to slow down gameplay).
A couple ideas for adding difficulty, hunger(once a day, with a slowness debuff if you go so long without food), rent(untill you either buy your house, or a new one.) perhaps you risk getting robbed, unless you hire a guard(just because you make swords, doesn't mean you know how to use them). These could be tied a difficulty setting, or have individual settings.
Well that's me throwing my hat into the ring, I hope these help.
Hey Majgamer,
Thanx for the suggestions.
I believe the customers do say thank you but it does seem more of a "shy thank you". They turn around and leave while saying it so it's possible to miss it. I'll look into making it more obvious.
I do plan on adding a tax/rent system in the game.
I like the idea of adding a hunger system.
First suggestion: Unlock Web
Along with the skills/perks tab, the unlock web could be a section that allows you to chose a path you want to go down in the game. (Ex. Tinker, being able to mash up different parts on things you otherwise wouldn't be able to, alloys.)
Second suggestion: Alloys
Being able to alloy metals in the smithery or some other place and then sell that off to your customers, making a better material in worth than the number of metals that you combined, or equal in worth but just looks really cool to you. I would suggest it to be a unlockable thing in the web relative to the worth of the metals you alloy.
Third suggestion: Shop expansion
Expanding the shop would allow for you to put stuff that you wouldn't have been able to. Like if you just had the basic shop areas (The one you start with right now, or smaller) You wouldn't have the correct area to place a smeltery or a storage room for ores that you collect.
P.S., I love the game! I love games with vast customizable options throughout the game!
Here are some suggestions :
- Have a biggest impact on the creation of the weapon ( more creative features like color changing... )
- The creation has an impact on the price we sell the weapon ( maybe add some gameplay stuff like hit the ingot at the right time to forge it right, say the right things to the customer so he's happy and pay more ... )
- Add some events like rogues or ennemies or maybe a big market.
Hey there Dasius ! I wanted to tell you my ideas :
-A fancy polearm grip, and a halberd head
-more Two Handed Guards
-gems, so you can put them like runs on the blade or the hammer and make them more expensive.
-Maybe add a dagger grip or blade so it goes better with the grip, because the dagger isnt very beautiful
And that's it. Thanks for reading ! And hope i helped you !
I don´t know if it´s already suggested, but to be honest i wouldn´t read through over 400 texts :/
So sorry if already mentioned. I would suggest the possibility to grab more items at once or have larger storage space.
Because if you play the game for a longer time, it becomes just running from left to right to fill up grips and stuff. This gets kind of frustrating when you play the game 3 hours or longer.
But I realy enjoy this game. Relaxing. Always say to my friends: "Work is done. Now i keep on working in my blacksmith-House" :D
Stay heated :)
Random encounters: Every so often a scripted event occurs in which a new character which has not been seen before enters the shop and either robs you or offers you a job or quest which requires you to complete extra activities to forge a weapon that is classed as a quest type weapon which can only be forged once using special quest materials which can spawn in certain points on the map this offers some variety to the often quite tiresome task of just repeating order after order until you can purchase the new metal. Also wizard staffs cause it would add to the medieval fantasy setting you got going on.
i think it is quit boring just ordering things from a peace of paper so maybe a market place or something would be nice. Example: There might be a trade table thing with more advanced ingots (such as bronze wich of course is 10% tin and 90% copper) and another being places where u find ideas to new weapons such as..... idk but u get the idea
-LazyTurtle
I do agree with Turtle, would be nice if we had to maybe once a week (or early mornings) load up our cart and travel to market to buy odds and ends for the swords (assuming blacksmithing gets more in depth) rather than instant delivery.
Would also love to see a way to customize the blacksmith area eventually, even if its something as simple as just picking up, rotating and placing the stuff inside the workshop.
Seeing as you are going for an MMORPG stylish game where you play as an NPC it would be cool if you could hire and send out quest to "Players" to get stuff for you, like ores or materials and in return you have to give them a reward like a free weapon, and its timed so you have to make it before they get back from the quest.
During sandbox mode I noticed you wanted to add mining, while it may contradict with my first suggestion it think its a great idea to add. You should make it so you can change tools to a pickaxe for mining with a hammer sounds rather silly.
Another thing which you may do later on, is to add more variations for daggers, great blades, hammers and just over all stuff.
And lastly, which once again you may do, It gets boring waiting for more "Players" you should REALLY up the frequency that they spawn as the days increase.
I've been waiting AGES for a game like this and I am SO happy a game like it came out. I will do anything I can to support this game.
Hey Shadowblade4444,
I like the idea of giving out quest to such as fetching materials from the "Players" and then give them a reward. I believe there were a few other suggestions that were loosely similar. I will consider it. Thank you!
Ya I can definately add Pickaxes for mining.
Increase the spawn frequency of the customers is something I am working on. I had it in one of the updates to the game but it almost completly broke the AI, so i had to roll back the changes but I am still looking into it.
Glad you are enjoying the game.
Been making a lot of suggestions but I just love this game
It seems to easy when making metal, because you can preheat the metal, to add a bit more difficulty you could perhaps make it so that the ingots could melt if left alone in the heat for to long, if thats how they work in real life, I assumed you studied up on forging when you made this game. The game seems to easy and some difficulty would be really cool. Just a though :)
Just another suggestion, what if the crafting mechanic was handled a bit differently?
With the current method, you have to drag the parts together, which is cool, but the game glitches out sometimes and clips the items through walls and other structures. It is also difficult to combine parts when you can only do so on the crafting table and dragging the parts can be frustrating at times when they just don't go where they’re supposed to when you need to rush to craft.
Is it possible to implement a player specific inventory? Or maybe even a hot bar to hold things temporarily and combine them by selecting hot bar items then pressing a button? It would make the crafting much quicker and more user friendly. This way there wouldn't be any unwanted items clipping through structures or parts flying everywhere when you try to pick them up in a pile or a number of different reasons.
I have many other suggestions if you'd like to hear them.
Hey Tripster124567,
Thanx again for your suggestions.
I wanted to avoid (if possible) using traditional inventory/hotbar systems. I feel it really pulls the player out of the game. I also wanted to keep your screen clean and simple a.m.a.p . This system definitely is not the best nor perfect but I would like to one-day optimize it so it works better. If it does require an alternate method, then I will consider something like a hotbar or inventory.
Cheers!!
You can visit my Trello page and leave any suggestions there as well.
Hey Dasius! I know you have been working on a new update recently, so I'm super excited about that, I just had a few recommendations for it! I think that there should be milestones in the game as a first. There should also, on some days (like day 10, or 20, for you to decide) you should have attacks, or raids. Something like this: Your asleep and your woken up by a loud sound. You jump out of bed and into your shop, you grab a weapon and go outside. Then you have to fend off the attackers with other village dwellers - I also think you should add people into the game, like ones that live in the village with you. That's all from me. I love your game so far and I can't wait to see future updates. Thank you for creating this game (It's the best one out there!)
Not sure if anyone has said anything yet, but I think there should be some punishment for reheating already heated ingots, leaving them heated overnight, or having stuff left outside.
I was also thinking of something like being able to create a lock to place on the outer doors. Then give a 10%(or something) chance to be raided at night. If you have a lock then it is destroyed but you don'tlose anything and have to craft a new one. If the raid doesn't occur then you keep the lock until it does.
IDK what the logs are for outside the house. I just found the game today so I'm trying to figure out what I've missed so far, I love it though and I'm so excited to see what you do. I always thought that if a game like SAO ever happened that I would be the blacksmith so this game is right in my wheelhouse.
I noticed the giant stone creature outside the back of the house, and i bumped into him lol. My girl laughed at that. How about creating armaments or traps for monsters or bandits. Fighting directly doesn't seem like anything this game is focused around, bt the cration of threat prevention sounds like it would be fun. Like a tower defense thing.
OH! Maybe something where once you hit a certain threshold of money they begin requesting certain materials. Like once you have 500 in your chest, regardless of what you spend it on, they start asking for tin sometimes. The more you create tin weapons the more they ask for it and so on. Also I think it would be cool if they asked for specific handles and grips in addition to materials, just to keep us on our toes.
Maybe something like a reputation rating for the shop based on how accurately, quickly, and how often you completed requests. Or maybe a system where when the day starts, or week, or month, you recieve commisions based on your reputation. Like 300 swords by the end of the month for his majestys royal army! Then you would have to decide to keep the shop open or focus solely on the comission. Of course small comissions could also happen, like a tin greatsword with a fancy handle by 6 pm.(IDK if there is going to be a clock eventually).
What if once your rep gets high enough you could begin outfitting the army and sometimes wars could start up and based on how well you outfit them the tide of the war updates daily. Then it wouldn't be a game about crafting to make money(because you'd be funded by the king) but instead a battle of how fast you can make weapons.
I have no idea where you're going with this game but I'm gonna enjoy it no matter what lol. Once I get some money I'm going to support you,
Just a sort off issue/bug report, when you go to hit parts or ingots on the anvil sometimes it will make the sound but no sparks will fly and wont count it as a hit. Same thing but reversed, sparks fly but no sound and wont count as a hit. I also think it would be nice to not be able to overide the hitting animation when using the anvil because it takes extra time if you miss or click too early. Or if you could simply click and hold to hit multiple times when using the anvil.
I'm sure there could be an easier way of saying this but I've been awake for 24 hours now and can't think cause of work xD so if you need clarification just let me know.
Also a bug, there is an odd mirror reflection effect going on with the chimney of the forge. When ever you move ingots around the forge you can see their reflection on the stone wall of the chimney, now I'm no rocket scientist but I don't think rock is supposed to reflect things haha.
I just noticed it now though and I've been playing for 4 hours in just the past few days so It doesn't stick out very much if it was to be pushed of to patch later.
Also, if you continuously hold shift to sprint and make something at the anvil the sprint will be canceled for no reason.
And I think disassembling parts should be added. If you accidently make the wrong tool or if a part combines on accident there isn't a way to salvage the unwanted tool so you have to just throw it away currently.
I think it would be cool to combine some of the metals if possible. Like mix a copper ingot with a tin ingot and see what it could make. I cant wait for this game to be updated father and want something to do with the crystals and the shadowy figure. I would also love a story to the game and see some battling in the game.
Also i think maybe some of the metals like titanium, adamantine, etc... are way too expensive and very hard to earn enough money to buy them. Maybe you could make them cheaper and/or make the "players" give you more money for the weapons. I really love this game so far and just finished playing it for about 6-7 hours. I got to day 23 and it gets almost too fast for me. A couple "players" left because i couldn't go fast enough, but still a very good game for a work in progress.
You say that titanium and adamantite are too expensive, but they're actually much quicker to upgrade to then the second metal, tin.
With copper at 10$ and tin at $500, you need to sell 500 ingots worth of copper to reach tin. (not including grips/guards) After that, you only need to sell 20 ingots of tin for iron (at $1000), 50 ingot ofs iron for adelite (at $5000) and that cycle repeats. (Unless it's changed since I last looked.)
I understand your issue, I have it aswell. You need to sell an insane amount of copper tools to reach tin and it isn't purely based off the price of the ingot because you need to factor in the grips and guards, if used, in a part. And ontop of that the prices aren't as exact as they claim to be. The player card that indicates skill points, activated by pressing "P", shows that the base state of charisma gives you a 10% boost of sale prices for a total of 110% money gained from what you spent on making the part. However, if you look at the board on the left wall, inbetween the doors to your bedroom and the forge, it shows all of the prices customers paid for the parts and they almost NEVER match what the skill card indicates. Its still random, you can even LOSE money sometimes for no reason, the customers simply don't pay the right amount. I've had a customer pay $56 for a copper great sword, which used 3 copper ingots, a fancy 2 handed grip, and a 2 handed guard for a total of about $40 give or take, and I've also had the same sword sell for only $24.
It may be possible that the prices depend on how fast you give the items to the customers but I know for sure this system is properly coded yet. Which, in my opinion, is perfectly fine for now because it is still very early in development but it does slow down the progress tremendously and leaves money gain to chance.
Check that board for sale prices you get and monitor to see if time is directly related to the price of a weapon or not and let me know, I'll be doing the same. All I know is that I think the charisma state increases the MAX profit rather then the ACTUAL profit, for now.
You know of all 4?
SPOILERS! DO NOT GO BEYOND
IF YOU WANT TO FIND THEM ON YOUR OWN!
*One is in a river out of your front door and right a little
*One is under the shield by the log out the back of your house, around the Golem.
*One is in the torch directly to the right of your door when going to the anvil.
*One is in the house almost directly out your front door and slightly to the right.
-Bringing all 4 back into that house and holding the Fear crystal has an easter egg :P
I did a bit more research for myself and realized something that makes me look stupid, because I didn't understand the pricing system for awhile.
So if you go back to that Board With Shop Sales On The Wall you can also click each of those sales and find out more details about them. In doing so, I learned how the prices are actually calculated. So each item sold IS getting a profit no matter what because it starts by Adding Together All Of The Parts' Cost (ingots, grips, guards) then adding the Base 10% Mark Up to that amount for a subtotal and then it goes on to adding the Charisma Bonus, which is +1% profit/mark up for every Charisma skill point that is allocated. And finally, there IS a bonus amount of money you gain based on How Fast You Deliver The Weapon.
Heres another screenshot, this one shows the page I'm speaking of and I have underlined each factor for pricing.
Ooo, hey guys theres a screenshot sneak peak for the 0.0.8(something) update on the My Little Blacksmith Shop page. scroll through the picture banner at the top of the page, the outside now has a cobble stone path.
https://dasius.itch.io/my-litt...
Try'na be sneaky about it Dasius, can't fool me *Inserts Smirking Face*
So I recently found this game. It's actually the exact thing I was looking for. I've played a few hours. What I would like to see is an increase in customer frequency. I seem to have a lot of "down time". I wouldn't even mind a customer queue where I can get multiple orders at once.
Another thing I would love to see is an actual store area, where perhaps customers could just show up and buy what they want from a pre-made selection from the shelves.
Custom orders, like a dagger model two with a fancy hilt order, instead of the same ole same ole over and over.
I'll apologize in advance if this stuff has already been suggested/on the roadmap. I didn't cruise the topic much.
I'm not sure what's been suggested already, there was just too much to read to catch up.
That being said, I think it'd be cool to see all of this stuff added.
Armor Pieces
Shields
There is something I've noticed. With the short ingot cool time, quenching isn't even necessary. By the time you get the tool head to the beach and start out to put it together the head has already cooled. I don't know what the best method to deal with that might be, but the days also seem fairly short. Maybe stretching out the day a bit?
*edit*
After a bit of experimentation, I've also discovered that putting head on a grip will instantly cool the head and attach it. Dont know if this is a bug or intentional.
Hi Dasius, I'm not sure if its a Unity issue or something you could implement but is there a way to bind controls to the cursor keys.
I am a disabled gamer and find the lack of this feature frustrating.
(don't worry if you cant, Fallout 4 had a squillion dollar budget and they couldn't figure it our either - I had to use Autohotkey to rebind)
BTW awesome game otherwise, keep up the good work.
Thanks for the reply Dasius.
Because I'm stubborn I tried to figure it out myself and it turns out you can bind the cursor keys, but they are somehow also pre-bound to menu navigation so attempting to input them as bindings is difficult as the often the key presses navigate away from selection field before it registers the Key change. I noticed this as while attempting to bind the cursors I noticed a faint highlight box would appear around the sandbox mode button.
I guess this should be in bug reports then...
Hey Dasius i have two suggestions. Maybe you could add a arena system where you can watch people fight and make the weapons that they use in the fight and you can also bet and make money off the fights. second suggestion is that maybe the player could be able to make swords and actually equip them and do duels against npc's and they could then be rewared with money or high value ores. keep up the great work with the game.
A quick suggestion to add depth to the game. Make the customers have different fantasy races like dwarf, elf, orc and human. And give each race a preference for the 'STYLE' of the weapon. Like dwarves like the big flat blades, elves like the scimitars, orcs like the cleaver looking one etc. But don't tell the player who likes which one. Then the blacksmith could get a bonus tip for figuring out which race likes a particular style.
Also, please make the customers less rude. I work in customer service in real life and simply saying please goes a long way.
Perhaps a button to "store" an item in a crate which will prevent an item from exploding if you move the crate.
With empty hands pressing a button to remove a item from the crate.
Cons you lose the ability to pull specific things out so you want to put similar items items.
I see this as a way to bundle similar items together...
In previous versions I had this odd thing where I put all my ingots in chest, and my handles inside a chest on my table...
I guess everyone has there own work flow, im really excited to check out the sexy horse ive heard about.
-Chris
The suggestion about Alloy metal got me thinking. Right now we can just buy every level of grip and guard. But what if we could only buy the basic (common) level from the order board. Then we had to combine the guard and a decorative metal ingot (copper, brass, silver, gold) to get the higher tier grips and guards. I think that adds a lot of depth and options. More mining , smelting, and building, which is really what the game does best.
Seconding this motion as well, in my higher now gone save, I was only ever buying rare grips at the point I was at, but they really weren't at all "worth fretting about" I could've just as easily attached a 1$ handle instead of a 12$ one, and still gotten 99.99% of what I got with the 12$ one.
the way I could see it panning out a bit more, not sure if that's necessarily what you meant.
Plain common untextured - purchasable and craftable - 1-3wood (1h 2h pole)
+ 1 copper ingot -> Looks similar to uncommon uncommon wood grip
1-3 rare wood (1h 2h pole) +1 tin/bronze ingot -> Rare/fancy wood grip
Iron tier/unlock
hand guards -> purchaseable/craftable
Selection (non head/tool parts/whatver (since it highly defines "Heads" when in it currently))
1 Iron ingot -> common Iron grip
1 iron ingot -> common 1h guard - until this point you have to purchase guards (like you have to anyway, They're cruder (iron?) metal than what you'll make (heck, maybe v1 = crude iron and v2/3 = iron and pricing will reflect in future)
That said I want to say common 1h guard + some other non iron metal = v2 guard (since it looks like a mix, where as v3 looks just one type)
Common Iron grip + bronze - uncommon Iron grip
CIG + Iron (maybe?) -> Socketable? Uncommon iron grip - Maybe the Crystals can be used as reusable gems (not actually being used up) or those glowing crystals in the cave can be gem deposits (low chance)
Either uncommon iron grip + brass -> Fancy/rare Iron grip
Basically this would mean that A copper head could be affixed to any handle you can get your hands on, tin/bronze, iron/steel etc pre-steel - would allow for all of them, too.
But then at Mithril - You'd /have/ to stop using wood-based grips - and by this point, You'd have Iron, Steel, and maybe Mithril, grips to work with - And Iron should be easily attainable for you. - MAYBE you could still use Crude-iron grips - But I'd probably say not so much and say you'd have to upgrade to basic iron at minimum. (Perhaps Brass could serve also as a Guard upgrade from crude/basic guards Maybe Brass would be required guard at mithril stage - brass guards and iron grips (or better)
Adamantine Guard v2 + Mithril (red?) grip, mixed with a mithril ignot (socket) (uncommon) mixed with Steel (instead of brass)= Legendary Grip + guard (Socket with light crystal/light based gem) (Yellow or red, mixed results, most common seems to be yellow/golden yellow)
So Red Handle, Steel accents, Yellow/light socket, purple guard (adamantine is purple, I think?) and a Iron, steel, or Titanium (undecided) Blade - (there's one that kinda looks like it has grooves in it (not hole) that I feel fits the bill of "master sword"
Legendary Master sword recipe ^ - Obviously I feel titanium would be wisest, but that's pretty dark - additionally, the master sword can actually somehow rust, apparently, Thx BotW - so realistically, It seems like its "Iron" - Suppose that maybe since it can be "reforged" in various versions to lv 2 and lv 3- that it kinda makes sense the blade itself is not the best it can be...(maybe we'll skip all that drama and just make it Mithril too - Since one of the upgrades is red. (plot twist best Master sword is actually Brass/Copper/Gold LOGIC BE DAMNED)
Blade must be quality upgraded at least once.
Then You can stick it in the Pedestal and the Pedestal will act like the anvil does with ingots, snapping it into position.
Audio cue - Music near pedestal will forever be different at this point - more Tranquil/holy sounding.
You'll need a really high level Blacksmith to pull it back out (stats in Str, namely, but agility too, etc) so don't put it in unless you ready to part with it. - you should be happy knowing it's going to be used by good, hylian/hyrulean hands, and that you're the badasterisk that crafted it (According to ALTTP, The master sword was forged to fight Ganondorf's apparent triforce related power - Mere mortals, not the goddess, crafted that version of the master sword -) (also explains why Blacksmiths can oh so casually upgrade it. You know, Like a blacksmith do, to a supposed "goddess" crafted blade, then forged in golden goddess fires into the master sword. (cause remember, logic be damned))
Where was I again...? tldr?
Not sure why spacing got out of control, editted it out.
I know this will be a lot of work, but if you took it on slowly I think it could be possible. It would be amazing if you added in a grindstone so you have to sharpen your weapons before selling them, on top of that it would be cool if a finer point or edge sold for more money than one sloppily made. Thanks for reading this.
I really like the mining in 0.8, but it is really anoying sometimes because of the weird physics. One way that would improve mining would be to add more to the mine shaft, and have mincarts that you can push around to carry ore. Also, when you go futhur in the mineshaft there could be a slight increase in chance to get rarer ores (e.g. titanium).
Hey, Dasius!
I must say, even in this stage of Alpha, the game is still pretty fun to play. Even more for someone like me - someone who loves (Medieval) styled games etc.. ^^
Anyway, I've come up with some suggestions that I would LOVE to see in the game, sooner or later :P
1) More weapon types - now, I'm sure that you are planning on adding more weapons (weapon heads) for us to be able to make. I think it would be nice adding Flails, Halberdiers and maybe even War Hammers and Maces.
2) Woodworking - from what I've seen in the shop, you might be planning on adding woodworking. That is a great idea! Being able to make your own grips and such would be a nice way to save money. Also, if adding the possibility of making grips, why not add the posiibility of making Short Bows, Longbows, Crossbows and Shields (which I'm sure are going to be in the game quite soon) ? I know that bowmaking might not be the job for a blacksmith, but eh :P
3) Armor making? - This could either be a complex matter or just a simple "combine a few ingots and magically spawn an armor piece" one. Armors could be made from different metals, for example and therefore have multiple phases of creation (same as shields).
4) Of course, fixing bugs - Bugs like the ore/coal multiplying have already been reported enough. Also, I haven't really searched the forum for this, but I'm not able to sell Pickaxes.
Let me know your opinion ^^
Oh Oh. Rereading some of the suggestion posts reminded me about something.
Namely this one about its bows - Reminded me that the 3rd Small-blade/dagger model - The tiny "tip" blade
Totally looks like it could be an Arrowhead.
That + wood/rare wood = arrows (simple) (And maybe it'll be a few arrows? would probably be a pain making and selling arrows 1 at a time... althought BotW does it.... urgh... arrows.. Always need more.
Anyway.
Or
blade tip + wood + leaves = Arrows (little more complex and more... proper recipe?) (Smack a tree with Mallet, get leaves, smack a tree/log with hatchet, get wood) (or just add feathers in some way
Hi....my suggestion is that the game automatically puts all graphic settings on low so that people can actually play because other wise the graphics crash their game before they can change the settings to low,where as this way people can get on the game then change settings higher. Please consider this....or at least provide a way to change settings without going into the game.
there's a blueprint for a good number of items up on the top shelf.
Try sandbox mode to get a feel of how things work. Then apply to shop mode.
Could also try gut instinct. If you put something together and it doesnt say you made something... Then do it over differently...
If smithing was the roadblock.. You need hot ingots on the anvil to make selection
You'll need to also have ingots hot and ready on the anvil for that. (Which is what I was talking about for "smithing")
2) It is planned, but currently, no. - You buy grips from either shipping (window/chart near anvil and forge) or from partsmith Geofrey
when you buy from geofrey, there's a really uber cheap 1h/2h grip (1$/2$ respectively) however - Bear in mind you need to be verrrrrryy delicate shopping at his place currently
Use his shopping basket, and carefully set the grips inside, crouch, and pick it up gently, and then uncrouch and carry it out when you're ready
If you mess up, or decide one of the grips isn't affordable for you - Give up, and put the rest back too - If you have a pricing error - it'll ding you and call you a thief and mark all the grips as stolen (not entirely true, it might only mark a couple, but still), once the items are stolen, they're stolen forever.
1) you'll need to hand your weapons to NPCs who request them - you can set up some of them behind the tapestry on your counter, handle side in, and the NPCs will usually see them from the first and second shelf
If you haven't seen how to open shop yet, there's fine print on the door - you have to click the actual "Shop closed" plaque ontop of the door to change to open, just opening the door won't do it for npcs to come in.
___________
when You're selling just copper, it can be hard to make each day seem profitable and progressive - but I assure you, it won't always feel that way, copper is just the slowest tier (that said, I've been having trouble myself in 0.0.82 getting NPCs to desire my most expensive metal...)
The Main reason copper's so hard to progress through is because its so "cheap" and grips and guards are still required, almost as expensive.
Where a great sword gets you maybe 50 or so $, and costs about as much to make in copper
A great sword in tin is 1500 for the tin, and only 20ish for the rest - 10% of 1500 (mark up) is 150 -> easily paying for 4 more grips/guards, ontop of a replacement 3 tin
______________
Do not close the lid of the shopping basket, btw.
Well. You can, just don't have it lidded when you leave - it will trap the items forever - when the shopping basket crosses the threshhold of the store, It swaps the basket for a regular crate, The items inside must be free if they're to remain usable -
IF they're locked in the "Shopping basket" - That's what they'll remain because the "Shopping basket" erases itself from existence as it swaps out for a crate, leaving "Locked" until you "Unlock" the shopping basket, which doesn't exist to unlock.
So, I have a really bad computer. Every game that uses UE4 doesn't run more than 15 FPS on my computer. Could you add lower settings to the graphics option? You could tell me how to change them manually.
I played on 600p Min setting, 10 FPS.
Spec- Core i3- 2100 3.1 GHZ, RAM 8 GB, GPU: AMD Radeon 5450 (dreadful), Case- Microwave.
I understand that Good games trades with great FPS.
- Thankyou and have a good day! ^^
It would be nice to be able to talk to people walking by to tell them about your shop, maybe you see someone with full armor walking to a tavern and you tell him about your blacksmith shop with armor that is better then the stuff he's wearing. Other than that, progression feels a bit slow and gets boring fast, it would be nice to level up faster. I'm on day eleven with like 3 hours in the game and still on copper, very hard to feel a sense of progression, but you probably already knew this. Good luck on development of the game, I hope to keep playing it.
I mentioned this to a youtuber worried on the same problem, with tin being "so expensive"
once you get your first tin ingot - Progression becomes loads easier.
for one - Grips and guards - These are the primary grind in copper
If you didn't have to spend a fair bit on pole grips, or on both grips and guards - copper wouldn't likely be quite as slow - at copper, you're basically paying for both parts out of pocket, and relying on both to get you results.
but at tin, You're relying solely on Tin, as you will be in every other tier
Additionally, you won't struggle with stock as much after tin either, as you'll always be able to ring out a stack of copper to fill an order in a pinch, and grips and guards are a fraction of a higher-tier's ingot price - meaning more sales, meaning more spare change for misc, and more exp for more (I'd go with charisma honestly, it'll eventually mean a whole stack of a tier down in bonus funds, and that, gets you good stock/reserves.) stats
But yeah - Coppers main detractors are that its all you can use in terms of ingots, grips and guards rival its price, and you need both with every sale, and mark up is only 10%, and some change.
10% of tin is 5 copper ingots, just off the bat (500-> 550)
Or its a replacement rare grip and guard, along side the tin spent
the one tin, pays for the entire weapon - rather than the one copper, and its grip, and its guard, barely paying for itself.
And when you get to 1 ingot of the next tier, take a moment to look at your options.
if there's no ore for that tier, focus on fulfilling customer demands for those ingots, and reap the immediate replacement of them and slowly but much more steadily, climb to two ingots, then 3, then awhole stock full
Then 1 ingot of the next tier, rapidly builds to two, eventually it'll start rapidly building to three -and once again, check for ore There's no point in upgrading your hammer or pick if there's no use to be garnered from it, but on the flip side, you'll get an immediate, drastic boost if you can get to the pick, and there's 2+ veins waiting for you to plunder.
chiming in behind Slipcor for a differing point - rotation can help some things fit better into small places, like shoving an entire log into the smelter before hacking it to pieces so you don't have to chuck each piece in individually (once it's wedged in a small bit, use another log or crate to tap it in, like a mallet hammering in a peg)
Additionally, I like to stuff my smelter fully of ore, and then turn the box 45* so that it catches the ingots while I do other things
then I carry the box full of ingots to the forge, lit er up, and heat the entire box of goodies all at once, tilting it over towards me while I'm waiting so they're easier to grab out of it. (90* side rotate, open to anvil)
I also like setting delivery boxes ontop of crates so that most of the items fall into them, and then use the crate to dump them on a smaller area that the delivery box couldn't fit.
I'd like a backpack, maybe not to start with, but one you can buy, as well as making the horse and cart progression based. Mining is great, I always love being able to save money in games like this, but it's really annoying and time consuming to drag ore up the mine shaft piece by piece, and it looks like some of it is despawning by the time I get back.
eh no worries, its a lot less convoluted than I made it sound, ....I think?
I have tried equip on the lantern, it is not tool number 4 - but anyway. You start with a lantern above the crafting bench
its pretty easy to just chuck it into your mining crate and close the lid - I don't think carrying the crate really slows you down, but if you feel it does, you can just lob the crate towards the cave (bonus: the lantern inside helps (potentially hurts) your throw, just have to throw it right)
Then just load up with whatever you can mine.
don't worry about "losing" space for ore
you can actually stack the ore higher now thanks to the lid, which will close through objects, locking them inside - so now the stack can be higher and you won't have to worry about it toppling over. (though maybe, some of "you" are daredevils and stacked it absurdly high anyway...)
Having the Lantern as tool 4 would be the only thing easier and better. (since you have your pick/hammer still out while carrying the crate, the light would still be out, and work far better than when its in the crate)
But, for now, having it in the crate is 100x better than just having a lantern. (which we do have "just a lantern".. its above the crafting bench) because you can only carry one thing at a time... and the way I speak of gives you both light enough to see what you're doing and where you're going, and carrying both things
if you couldn't put it in the crate, you'd have to choose between carrying the lamp, or carrying your ore out of the cave, and that would be the real tedious thing.
nearly forgot that I wanted to add a suggestion - Let us whack the crates we have with the hatchet tool
What whacking the crate with the hatchet will cause to happen -> Change crate dimensions.
Obviously I see the primary crate serves as ore/part transport, and that (maybe) balancing results in them being "smaller" to be more "limiting" in their convenience.
But I like to stick the delivery box onto a crate and smack it open, showering the crate with items - Most will usually land in it
If there was a "smaller" (height) but wider and longer (same size as base of delivery box) - i would be immensely happy
Hey Dasius,
I've been working hard on the My Little Blacksmith Shop Wikia over the last few days.
I've put in a lot of content, media, and even a bug/issue list over there. Check it out here!
I would greatly appreciate it if you found the time to check out our Wiki!
And to all the community members reading this: this wiki is for you, by you! I'm just a guy who enjoys playing this game, and thought I would help out the community by helping grow the wiki. Anybody can edit and add content, but if you'd like someone with a little more experience to do it, please message me your ideas in my message box.
If you have any problem with media or content I've posted on the MLBSS wiki, please let me know by messaging me here. I definitely want to be sure that this wiki isn't conflicting with anything copyright-related or anything you feel might detract from the gameplay or anything else.
Thanks for your time! Keep up the great work on My Little Blacksmith Shop, Dasius.
-lazyhippo
Thanks Dasius! I just started working on the wiki about three or four days ago, trying to make major improvements to the layout and content. Your shout-outs will help the wiki's community grow, and when more and more people know about the wiki, it will sustain itself!
I wanted to credit NerdToob for the original creation of the site - and if you're out there NerdToob, I'm interested in helping you run it as an Admin.
Thanks again for the awesome indie game, Dasius! Keep up the fantastic work.
"Battle" is something that has been shot down befoore - albeit, not multiplayer wise.
If Multiplayer were added (which usually isn't something a small team for a singleplayer-esque game does)
I'd imagine it'd be more so, co-op, 1-4 (pushing it) and the essential reasoning would be specialization and multitasking.
Example
Making it so in Co-op/multiplayer, and further down the developement road
Where friends/players/teammates/etc - would have to choose "Armorsmith" or "Weaponsmith" or "Miner" kinda things.
One would be off mining or tending the counter.
The others would be toiling away at the hammer, and there'd likely be a 2nd anvil - or potentially Both buildings we currently see would have to be owned, and the 3rd or 4th person (the miner) would have to help both locations, running back and forth (So instead of Str ever being a stat the Miner would use, he'd primarily be all charisma and agility - while the other two were mostly str and int, with a hint of agility)
The only way battle would fit into that, if it was strictly a "Who can get and fill the requests of the most customers in a day/week/month"
But Bosses, Monsters in the cave, "battle" with us wielding some form of weapon - Has been mentioned, and "shot down" (Paraphrase: "Simple casual blacksmith game, maybe if I make another game I'll put that in there")
Left a mention of this on my bug list cause I lost an item to it, its not really technically a bug as much as it is a.. technical flaw...
Suggested Alternatives for Incinerator Location.
http://mlbs.slipcor.net/ Reset Player model
https://itch.io/t/129731/character-sheet-fix
These correlate to using your Horse/Wagon, Also. Use them at your own risk and save before doing anything important with them.
I would like to see armour implemented,maybe you can put items on shelves and the people would just come in buy it and leave, unless they dont see what they want already made, maybe the ability to melt ingots and fuse them into compunds.But the biggest issue for me right now is performance, i beleive that the performance should be better if possible, the graphics look like they are easily runnable, but dont run well. Just some little suggestions, i love the game though, great work! :)
Graphics: Turn Foliage down, or off
Foliage is the least pure in terms of "Graphics" - and the "Less pure" something is graphically, the more it has additional stress associated with it - and Foliage, is the main antagonist for performance issues.
Low is off - anything above is still partially on. - Personally I never have things like Foliage on. - And in almost any game, additional separate foliage is usually laggy, but as a result, it's also once of the easiest to look for and go "Well that's useless bs, so Off woo huge performance gain!"
as for the rest of the comment.
Most of those have been mentioned.
Alloys, for example
was at the top of this page before (and after) you added this post.
armor is acknowledged - but not currently being worked on - Shields are being worked on however, and "repairing" (I assume repair orders to fix an npcs weapon/armor/shield) has also been acknowledged
Shelving recognition/more space/storage has been acknowledged too - maybe worked on, in some ways. - The NPCs see about a 15* or so cone in front of them, starting from behind their head and ended just at the edge of the back of your counter -
items in that cone can be grabbed for if they match tier and type - Foreign Tiers however can cause an NPC to freeze though - They'll try and grab for the type - but its the wrong tier, and they'll remain staring at that specific item - until it is removed from their reach
Example - You have a customer asking for "tin" "Greatsword"
and have a copper greatsword on the counter - He'll look at "Greatsword" and lock on, only to see "copper" =/= "tin"
No matter how close to the npc you place the Tin Greatsword, he'll still be locked onto the copper one, and refuse to take the tin one, -so like I said, until copper one is removed from their sight/reach - at which point they'll immediately take the correct one.... provided more wrong ones are not closer and also in sight - They'll see the one closest first.
There used to be more area the npcs could see - but the code wasn't behaving well and was eventually disabled/removed but I saw a reply on that topic where Dasius said that he mighta actually seen what was going wrong and might know how to fix it - but the feature isn't really being worked on atm.
You can look over at Trello for what's being worked on or accepted/acknowledged features
Okay I didnt see that thanks for the dope reply man, Could not have been politer. But i still think that a game like this should run smoother, I can run games like rainbow at medium low settings with solid 50 frames, h1z1 medium settings solid 60,. on this game im hitting 20 - 50 depending where im looking. I am not sure if its me or the game, but im more confident in saying its the game.
Maybe there soemthing else i can do to increase fps, im already pre much lowest settings with low resolution windowed mode.
is the save new, old version, or aged?
If you've been playing for a while you may try clearing the orders filled board every once in a while (right when you load up and after 10 or so orders)
You /could/ try deleting the orders completed code from save file but.... I don't really know how or if that'd cause any damage. - so unless you figure out how, don't recommend.
Additionally if you've been woodcutting for a while - You might have several dozens of trees with several dozens of stacked trees spawned on them.
You can completely, including fuel which may not be desirable remove the duplication by opening Save file with notepad++ and searching for and replacing all instances of "Nature" with any other 6 letter word (For example Naturd, or Dragon)
Nature is the sub-asset category for all things Touched by you involving wood. - Tree-base (0-100%) (Tree's do not become "Tree base" until you strike them with your axe for the first time, and they start at 100% after the first hit, and then start chopping down.) (Deleting tree bases will not remove trees, they remove the duplicated trees. Trees are spawned by engine, not save game.) Log (1-100%) and "chopped wood" (firewood) (1-100%)
Whatever keeps the "0%" tree-base from properly removing itself from save file
and later restores it to "100%" is also the same bug that restores 1-100% coal and Firewood to "100%" on reload.
Additionally as I was just informing someone else - If you've been saving and reloading alot - Also Delete the Blueprint near Greatsword display.
It duplicates, and I don't exactly know whether its just, anytime you reload, or when its touched by something - and if its not moved "much" it spawns a new one into the old one almost perfectly. - you could have 13+ of them occupying the same physical area - causing a mess of engine stress - You can incinerate these once you know how to build stuff and do so every reload.
It could be Unreal Engine. Some people have complained UE4/UE just doesn't work well on their computers, no matter the game.
Awesome game. Love that mining is in the game, but it was extremely frustrating for me to actually get the ore out of the mine, so please take the following suggestions into consideration
1. Please let us equip the lantern as a tool. Failing that please make it brighter so that it is still of use when carried in a closed box.
2. Please make the boxes a little harder to tip over (clipping the side of it with a piece of ore as I'm positioning it to drop in shouldn't make the box tip over).
3. give us at multiple lanterns/other light sources (If I've found an ore vein I want - or a bunch of my scattered ore - in a dark corner of the cave, I should be able to mark the spot with a light source and still have another light source to find my way to wherever I last set my box down).
This is more of a suggestion after you can buy the hill house, but it would be nice to choice, to an extent, where things like shelfs, crafting table, the little cubby things, fire wood rack, etc can go and add more if needed. You would proabably have it so you choice what goes where and pay a fee for it to get move, add or removed.
Related suggestion is to have upgraded versions of the forge and smelter, for the foage upgades: bigger and hotter (heats up metal faster) and for the smelter: faster smelting and less fuel use.
Another related suggestion, (related to shelfs) boxes that can hold stacked of items with a area at them bottom to take them out for easy storge and access so you could put something like pickaxe heads in and get them easily from the bottom, also have it so you can use them next to the smelter for coal.
It would be nice to be able to order lanterns and lid boxes.
Last but big thing, bigger size lid boxes.
Thanks for all that you've done so far and going to do. It's a really fun game and has a lot of potential!
Hey Yuki To Ame,
I appreciate your suggestion.
As Kurzidan mentioned, it is in the plan and some work has been done on it but I would like to fix all the issues currently with crafting weapons before working on Shields and Armor, which unfortunately require new code. I am really looking forward to working on shields and armor and finally getting it into your hands to enjoy, so it will come. :)
Could you maybe make it so you can drop the tool in your hand with E, and make it so that weapons aren't pre-programmed to a certain spot? Also, you could implement the swords by making some sort of cursed mine that when entered releases zombies or some sort of creature you can kill, which drop gold. You could turn into a sort of dungeon, with a cooldown time on the creature spawning similar to the ore regeneration. You could have multiple floors that each require you to be a certain level increasing with each floor. You could have tougher and tougher enemies as the floors go down. This would be very helpful if you ran out of money and had no grips, which means that you cannot do anything because to earn money you have to make weapons and to make weapons you need grips.
Well. the current version is "Hold in your hand"
It's been suggested/planned/discussed for the "equip" one and I assume that just means the next version (content version) will have it
along side flails and the beginnings of some other things... ( think tax... Alloys and handles might also been in that too.. maybe.. I dunno. we'll see what all can fit nicely when we finally see a stable update/release for the next content version (Content version like "0.0.9" like how this is "0.0.8" with the additional version/hotfix/etc being "x.x.x2"))
Some more ideas (Yes I'm full of ideas):
(Just so you know, I will talk about my ideas as if they are already in the game. Also, if you do plan on adding any of my ideas, feel free to change them however you want)
I'm sure you could find this on your own but just it case it slips by I'll just cheekily slide this link in here.
https://trello.com/c/fJRrbPur/166-suggestion-23-masonatorroblox
I too didn't know the Trello was quite so much the "Hub" of .... Progress?... Roadmap? - Just thought at the time (a while back) that it was something akin to Discord/Teamspeak/Ventrillo (Mostly though it was some new Vent- I mean 'Trillo" "Trello")
Please don't keep saying that...
Apart from that.
Afaik there only a few... or perhaps. Simply only Dasius. Working on this game.
If you want it in Portuguese, The only way its likely going to happen is if you or someone else who Speaks English and Portuguese semi-fluently - pitches in a fan-translation.
Pretty much the same story as it is with Mac, and any other language. - They don't have it, and likely won't have it for quite some unknown amount of time. Unless Someone else contributes "it"...
If you want, you could use Google Translate to translate the in-game text yourself and then make some changes so that it would be gramatically correct in Portuguese. When you think you have it done you can send the individual dialogs to Dasius and tell him that you made a Portuguese translation. Make sure you associate the original with the translation so that he knows where to put what.
I have some ideas to sum up :
first, transporting ingots from the foundry to the "BBQ" make the process a bit slowy to me, would it be a good idea to add like a conveyor type stuff that would convey ingots from the foundry directly on the BBQ, it could also be built using some materials, it is up to you to decide :) do you think it would kinda ruin this part of the game spirit ?
secondly : would it be possible to add a menu which would inform the customer of the type of metal you treat by ticking or unticking options referring to each metal : for example if you don't want to work with copper, you untick the copper option so that customers will not ask for coppered stuff anymore, it would be useful when customers start asking another metal and not the one you were currently working with so you can sell your first metal wares, then you would not have to incenerate the wares or be overstocked of it
Currently, my customers just started asking for tined wares and I do not know if they are going to ask for coppered ones again, hence my question.
English is not my mother tongue, so I hope I made myself clear, do not hesitate to ask if I have not been accurate enough. Still, keep the good work ;) !
I could definitely get behind second idea, if it hasn't already been changed, which it very well might have been, since that was...rather largely... mentioned... "mechanic" (*cough bug ("feature")(I dunno really) cough cough*)
I dislike dealing with copper at titanium, and yes, while it becomes less and less requested because there's more choice in customer request, Copper is still requested up to just before Titanium, at least... I didn't see Titanium much before I.... decided... That a fresh save was required...Haven't played hard enough since to be back at titanium again yet.
As for Conveyor. - I know there's ideas suggested/taken into consideration for speed and efficiency of the two units, among other things.. Maybe to "logic" and "theme" something "better" (Conveyor-ish) It can just be an upgrade which "Magically" stores and draws the ingots from one to the other.
One's stats could maybe determine the availability of the upgrade (it'd still cost money but perhaps wouldn't unlock till level 10 and/or whatever stats) and/or the number of times per day one could use the mechanic before being forced to have to do it by hand - Perhaps 1 absolute last time could be drawn after the fact but it'd force the player into fatigue and prevent further usage of the mechanic - as well, if its the end of the day normally and you're fatigued, it'd result in the same - the inability to use it.
Perhaps additional to that; Since Storage options have been 'discussed' as well - Perhaps a special crate could be sold or come with the upgrade as well. It'd consume one of those uses every time ore was placed into it (consume the ore like the "turned on" smelter would (when it's already hot/progress (instantly consumes new ore, instead of "melting' them into nothingness)))
Of course the purpose of the 'special' crate would be to act as a trigger for using "the skill" to transport ore from the mine quickly into the smelter, So that one could remain in the mine for a longer period of time actively mining - since no matter how good a haul or not you get, you're simply incapable of carrying more than one jammed full and over crate at a time, even if you have additional crates to swap off with, it still requires carrying each back out before it's "too late" (fatigue16h/24h)
_______
Alternatively. the Shining crystal nodes that reside in the mine - could be changed so they could "fuel magic" and be mined/procured and required for the function to work (or perhaps both methods could be used, "free" uses based on stats/level and "fuel" uses based on stock of (fuel item for magic) )
Apart from that: "conveyor" sounds .. or at least brings to mind, things that would be outside of the "theme" shown so far...
But that hasn't stop other games from utilizing "technological wonders" far exceeding the theme/era/etc (Dwemer machinations in elder scrolls, for example.)
So who knows.
_____
However back to the point of Copper. While i dislike it too, and feel there should be a hard player-controlled way to negate it...
Part of me does appreciate it's existence... The part that goes "This is a customer either getting what they can afford, or what they can equip"
When I'm level 12 and can use the "4th" weapon of my class or some such thing in pretty much any other rpg game, I desire, at best, buying the "4th" weapon.
I wouldn't want a shop offering me the 1st weapon, just like the shop wouldn't want me to demand the 1st weapon if they didn't sell it.
but at the same time, I wouldn't want a shop offering me weapons 8-12, either, nor one offering 40-50, even if they have a ridiculously good sale that for whatever reason makes a "9th" weapon cost less than a 4th weapon - I can't use it, and I don't have a billion trillion of the currency to go willy nilly spending spree at every deal I see, and then beyond that is ability to equip/use it, which usually by the time I could I'll have found something either rarer and lower tier that is stronger, or better than it in general, perhaps even same tier and rare - or perhaps found literally it, but better stats.
But I'd still like to be the one in control of that. - Unless.
Unless there was a feature added which would drastically change smith/store operation.
a sort've "stock" vs "showcase" - If you've seen Recettear - there's a... sort've... similar thing there.
What most customers see is what is showcase, but if they're looking for "something" in particular, they can come and ask "you" to see if you have "something" or similar in "stock" (inventory) Even though its not on showcase in the limit space you have to "display" items.
There way I could something of that scale easily working for MLB - is eventually getting the option to "Upgrade" the store to contain a "specific" stock storage. - like Copper "stock"
I wouldn't say "require" it to be "fully assembled items" though maybe it should, you /can/ still build them in off-hours, but for the purpose of this post, I'm going to say "not required"
Basically. It'd be an.. additionally and crate/chest (similar appearance as the customer scroll and coin chest)
And you'd be able to drop ingots (not ore), and finished tool parts - and fully assembled items matching the metal type (to "discount" the price to "assemble for stock")
That'd be the function of the crate/chest.
The function of the scroll would be to
That way displayed items can be the Epic magical +45015 enhance murdersword of galactic doom and "Authentic" +9001 "Over 9000 backstab knife" (Collector's edition, rainbow BlackSmith-New skin)
And the customer can still get their fill of low tier requests, and the player doesn't have to get frustrated over either having to have copper/make it, basically wasting their time or reputation (suggested feature, turning a customer away can happen, but would result in bad publicity/loss of rep)
I'm unsure whether I'd say "allow grip parts/guard parts" to be stored separately in it because its been talked about as well for grips to see massive changes too - making grips (wood) yourself as well as the possibility of future grips being "upgrades" (metal)
Obviously.
a lot of things would be "worse" with the "stock" scroll
Tool heads would "have" to lose their enhances, or rather, They wouldn't lose them, but simply wouldn't benefit from them - The scroll would just treat them as the part they are and nothing more.
Fully Assembled items would likely only sell for the basic grip/guard+ toolhead price, even if it had a better grip going in - again, for simplicity/code-ease/optimization.
But you could at least have -124591-580815089 on hand - I mean. once you get to iron/steel prices, you could probably get 100 of every item in copper - not that currently you'd want to cause it'd suck making them for like a month in game... but you could. - That'd be what I'd think is a good way of going about it...
However, another "worse" would probably be I'd say that "Church/King" requests wouldn't be fillable with it.
You'd have to fulfill those orders by hand, IMO. Neither of them would want your dime a billion crapstick, even if they still requested for crapsticks, and even if you still make literally the exact same thing stored in stock,
Oh
And Customers would "Query" "Stocks" for their requested item - So If you don't have the stock or don't have it in stock in the stock, and don't have it on display, They'll still stand there at your counter preventing other customers from coming in for the full duration of their "order time" (Unless you manually send them off) (fail or manual send off would still result in whatever future decided drawbacks (loss of rep))
And of course since there's also suggested talk for hired help or sorts and/or theft...
I would assume one can hire a "counter" clerk who'd ensure full sale prices while the blacksmith is out of the shop map-cell
The stock would still sell an item regardless of clerk or smith presence, but might have a chance of like 1-5% at being reduced price by 1-5% (reverse of chance (-5% = 1% chance) ) (and maybe a 0.1 to 0.01% chance of notifying you of "item stolen from stock/display" (100% loss)
I'm pretty much just rambling off onto different ideas at this point....
So I'll end it here.
There should be a button next to the 'decline order' button when a customer buys things that makes the customer come later to pick up the weapon they requested. There should also be a scroll on the wall that tells you what weapons have been requested and how much longer until the person who wants them will pick them up. There should be a box outside the front door where you put items to be picked up. This would get rid of the oh-you-want-this-weapon-so-I-will-make-it-almost-done-yes-I-finally-finished-it-darn-it-they-left-already dilemma. Also, it would give you time to add any perks to the weapon.
In regards to mining i think because of the mandatory tool equivalency setup you have you should make it so that even if a resource isnt mined it resets after say i dont know 3 days instead of the normal respawn rate of one day, solves the issue of running out of minable veins but doesnt allow you to just wait it out everyday till you get the ore you want for the earlier players cause I believe I got 3 days of mining or 3 mining trips with 2-3 nodes before being locked out of the ability to mine ore by it all becoming tin and iron
until a change is made though - You can save and reload - when you reload the nodes are all repopulated from scratch, if I recall correctly.
Just keep in mind that reloading should be kept to a day to day basis - If you randomly save mid-day and reload - your exhaustion time also resets., meaning you won't get tired at the same point of time as normal - which could impact operating hours of the shop - forcing you to be awake when no customer come, and be asleep at customer prime-time
Recent development i am currently at say twelve and for some reason every single customer i get has a less than 30 second time limit on thier order and it becomes next to impossible without perfect movements to get them the item before the walk away, currently have a two handed axe and 2 greatswords plus a one hand hammer that all consecutively failed and only one customer said they were in a rush usually getting them thier item with about 2 secondsish left but not getting it far enough across the counter before they leave, is this difficulty spike intended or is this a bug
at day 12 and its that short???!
Man I've never had that happen. I'd recommend restarting though if that's the case.
No. The difficulty spike wasn't intended but that is the way it is currently. I imagine the difference in times is both intended for earlier days and difficulty modes, but the sensitivity isn't set right, or something like that.
like I said, I've never seen such short times nor before at least a couple weeks in and it does seem like two weeks or so is usually when it starts decreasing more rapidly, but I've been outwards of like.. 80days and more and not seen 30... or maybe I just didn't pay attention.... hmm...
Anyway. I recommend setting up shop before opening if you're planning to continue in that state - make Tool heads and set them near the counter, and keep handles near the workbench - Keep them on the shelf below, floor below, the three cubbies on the backboard of the bench, or the shelf above. This keeps em close but not combinable so you can make sure the right grip is used.
Plus if the grip goes on last, you can continue holding the item, so you don't need to regrab the handle when its combined.
Then you can turn and hand it to them (carefully as to not blast apart your shop in the process)
Additionally. - I'm recommending tool heads and not completed tools because there's a bug (two) which breaks completed tools after reload, and sometimes even just during session. - and if they're built wrong its more of a hassle to clean them up (example: Customer orders a polearm - but you only have a greatsword on hand, completed) -> ( if you had a large blade instead of a greatsword - you could attach the large blade to a polegrip (with or without guard) and make a polearm - and complete the order in a short timeframe) -> (But If you have a greatsword, (and cannot afford to make the polearm any other way) you would have to take the greatsword and disassemble it at the anvil, then reassemble it at the bench which would take a lot more time (or you could just give up, you have a great sword, go away non-greatsword purchase))
and the other bug that having completed items does is if you have multiple Metals of the same type of weapon (Copper Greatsword and Steel Greatsword, for example) and the Customer wants a Iron Greatsword - You have to assemble or forge one, but when you hand it to the customer they won't accept it - because They're locked attempting to accept the Greatsword you had near them to begin - its because of something in the code that does it - and to fix it, you either A) can't have any item completely assembled or b) have to remove the other items from the vicinity that the customer an "detect"