Topic on User talk:Harakoni

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Leathers are missing Property:Kind

6
Summary by Ickputzdirwech
Ickputzdirwech (talkcontribs)

And another one :)

All leathers are missing the Property:Kind. I need to access that for my template mentioned below. I am willing to add it to all pages but I am not entirely sure how. Do I need to add "| category = leathery" to the infobox main? I am uncertain because there is also Property:Category. Also I don't really understand the difference to Property:Type and Property:Type2, since Bluefur for example has "Type | Textile – Leather" in the infobox but type is not defined anywhere.

There is a similar issue with wood. It has Property:Kind defined but the check for "woody" fails. I am guessing this is because it has also "Weapon" as a Property:Kind. Adding a special check for it is no problem but I wondered if there is a more permanent solution.

Harakoni (talkcontribs)

Hmm all of that is things I've "inherited" - I've done my best to improve the infrastructure but a lot of its built on what existed prior.

Kind in particular is annoying - its only really used for weapons and stuff types despite nominally being applicable to everything. Which is frustrating because one of the few overlaps that do exist is in weapons and stuff - Wood. How would you feel instead about my giving materials a specific Property just for the Stuff Category rather than continuing the use of Kind? Like would just be Property: Stuff Category or something similar.

As for Type is partially representation of how items are sorted in game, but as that system has been updated and changed is now only a rough approximation for it. Mostly its now just a way to link similar things into user accessible categories. Ideally it'd be reformed but its very low on the list.

Ickputzdirwech (talkcontribs)

A special property sounds certainly like the best solution. If you set it up I can add it to all material pages (or is it done automatically?).

Thanks for the explanation. I am using Type to check whether an item is sellable and which crafting skill is required and to determine the sell price multiplier. Very tedious, since I couldn't find another property to simplify this.

Harakoni (talkcontribs)

Ok so Property: Stuff Category should be set and everything properly tagged. Let me know if theres any mistakes.


Also wrt Crafting skill I've been tossing up to just having it on every page even when theres no minimum skill. It would require no extra infrastructure. The only issue is that its misleading in some cases. Theres what making it gives XP too, the stats that actually control its crafting speed etc. The infobox is getting too long as it is.

Ickputzdirwech (talkcontribs)

Wow, that was quick! I immediately used it yesterday and it made a lot of things way simpler. Didn't have time to thank you immediately unfortunately.

I don't really understand what you mean with "Theres what making it gives XP too, the stats that actually control its crafting speed etc". Why would it be misleading? I agree that the infobox shouldn't be arbitrarily long.

Harakoni (talkcontribs)

Wrt. skill, for example making Components requires Crafting 8, and gives you crafting XP. But having crafting 10 doesn't make you any better at making components. You're not faster because it uses General Labor Speed (iirc) and you're not better because components have no quality.

Now picture something that has no minimum skill but is also quality-less and also depends on a non-skill derived stat. Yes, crafting that thing might give you Crafting XP but thats its only connection to the Crafting skill. Will it be confusing to a new player? Will they think they should put their best crafter on it because it uses the crafting skill? And thats just one example. But now I'm just monologuing/ranting. Future/idiot/newb proofing is hard. This isn't your problem.