Руководство по кузнечному делу и стеклоделию

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Smithing

Smithing allows players to create reagent objects. Players will need a forge, an anvil, and a water basin to forge. You will also need forging tongs and a forging hammer.

Materials & Stations

Tools and Materials

  • Forging tongs (Crafting menu -> Tribal -> Primitive Forging Tongs (5 iron plates))
  • Forging hammer (Crafting menu -> Tribal -> Primitive Forging Hammer (5 iron plates))
  • Forging bellows (Crafting menu -> Tribal -> Primitive Forging Bellows (5 wood planks))
    • These three tools are also sold in Cargo as the "Forging Starter Item Pack" for 800 credits.
  • Iron rods
  • Fuel (Either wood, coal, or charcoal)
    • Wood is obtained from tower caps or other dismantled sources.
    • Coal is obtained from the grilling fuel kit from Cargo. Askwalkers in the necropolis can also find coal scattered around their home.
    • Charcoal is produced randomly when your forge is fueled with wood. It is based on a prob(45) function.

Forge

Your forge is used to:

  • Turn an iron rod into an incomplete smithing item.
  • Heat up smithing items.
  • Smelt ore into sheets.
Improving your forge with goliath hide increases the number of sheets one piece of ore generates.
  • Turn wood into charcoal.
Occurs by chance based on a prob(45) result.

To use a forge, you have to fuel it.

  • Wood is the weakest fuel.
    • It will only allow you to heat to 50 degrees. You need 51 degrees to heat anything you want to make or smelt.
    • You use bellows to get around this for a few minutes.
  • Coal and charcoal is stronger than wood and can heat your forge to 100 degrees.
  • When your forge runs out of fuel, it will roll for a chance to decrease its temperature until refueling.
    • The chance decreases when you place Watcher Sinew into it. Every sinew up to 10 will reduce the chance to cool down by 10%.
    • 10 sinew pieces means your forge will never cool down.
    • Expert smithies can simply touch the forge to upgrade it to 10 sinew.

Forging Workbench

A forging workbench allows you to:

  • Store finished chains and plates. (Retrieve by destroying the workbench)
  • Attach handles to your weapons.
  1. Load the workbench with wood.
  2. Insert your weapon head into the workbench.
  3. Hammer the workbench.
  4. When "Item Crafted" pops up, grab at the workbench with an empty hand.
  • Craft advanced reagent items.
    • Chain armour (Boots, armour, helmet, gloves)
    • Plated items (Shield, boots)
    • Coils (can be attached to cells to make them into Crank cells that recharge by hand)
    • Borer cages

Step-by-Step Guide

  1. Fuel your forge by interacting with it, fuel in hand.
  2. Wait for your forge to get hotter than 51 degrees. Use bellows to make this go faster.

    If you are using wood, it will not get hotter than 50 degrees on its own. Use bellows to push it to 51 degrees for a few minutes.

  3. If you have ore, use it on the forge to smelt into sheets. Take iron sheets and make rods.
  4. With your forging tongs, grab an iron rod.
  5. With your filled tongs, interact with the forge. Select what you want to make.
  6. Take the item created with your tongs and place it on the anvil.
  7. With your hammer, click the anvil rhythmically. You want to get as many 'good hits' as possible.

    If you get too many bad hits by clicking too fast, you may break the item.

    As your smithing skill improves, you can click faster and still get good hits.

    There is an average of 30 hits needed on an item to have it be ready. Smaller items like chains will need around 10.

    Regular/larger items have a hit interval of around 1 second, while smaller items like chains have a 0.5 second interval. These are subject to improvements based on how high your smithing skill is.

  8. If your item cools down before you are done hammering, grab it with the tongs and heat it in the forge. You may need to refuel and bellow your forge.
  9. When you notice that "The Metal Sounds Ready.", take the item with your tongs and dunk it in the water basin.
  10. Depending on what you are making, you may need to use the Forging Workbench.
    1. If you are making a weapon, load wood into the forging workbench. Load the head you made. Hammer the bench until the "Item Crafted" text pops up. Interact with an empty hand on the workbench.
    2. If you are making clothes, you will have to store chains and plates in the workbench until you meet the requirement. Examine the bench to see what you might need. When you meet the requirement, hammer it until "Item Crafted" pops up. Interact with an empty hand on the workbench.

Smithing Skill

Smithing is a skill, just like cleaning, mining, and gaming. Find your proficiency inside of your PDA.

Effects

  • Better smithies are increase the rate at which they get good hits. The cooldown for good hits decreases with each level of mastery. At legendary, the cooldown between good hits is decreased by half.
  • At certain milestones, a smithy is able to improve their forge without necropolis materials.
  • Master smithies can receive the Master Smithy Cloak.

Improving

  • Imbuing an item.
  • Turning a rod into an incomplete item.
  • Refueling your forge. Coal earns double the value of wood in exp.
  • Bellowing your forge.
  • Smelting ore into sheets with a forge.
  • Getting a good hit.

Considerations

  • If you are using wood inside of your forge, you are going to have to bellow your forge every time you make an item.
    • The maximum temperature that your forge can reach with wood is 50 degrees. However, the minimum temperature to start/heat an item is 51 degrees. Your bellows push it up that extra degree for a few minutes.
  • If you put wood inside of your forge, there is a chance your forge will generate charcoal while it is burning based on a prob(45) result.
  • There is no RNG in how good hits are determined. If you are making bad hits, you are going too fast.

Reagent Forging

Materials Needed

  • 200u or more of a chemical that you want imbued.
It must be pourable. You may have up to two chemicals imbued, so long as there are 200u of each chemical.
  • Reagent forge.
A forge that has 3 regenerative cores in it, OR has been touched by a master smithy.
  • Completed non-imbued reagent item.
Either clothing or a weapon with a handle.

Step-by-Step Guide

  1. Acquire a non-imbued reagent item and a reagent forge.
    • A reagent forge is made by using 3 regenerative cores on a regular forge OR touching it as a master smithy.
    • A non-imbued reagent item is the product of the smithing process.
  2. Pour at least 200u of a reagent you want to be imbued into the item.
    • At maximum, an item can be imbued with two reagents. Reagent items can store 500u of reagents total.
    • If you put less than 200u of a reagent into an item and attempt to imbue it, the reagent will be destroyed.
  3. Use your filled reagent item on the reagent forge.

Reagent Clothing

Humanoid characters will have 0.5u of imbued reagent injected into them every 3 seconds. This rate is constant, and will not consider the wearer's metabolism rate or the reagent's OD threshold. It is entirely possible to overdose due to wearing reagent clothing.

Reagent Weapons

Living creatures that are attacked with an imbued weapon will have 1u of the imbued reagent injected into them.

Considerations

  • Imbued items will never run out of reagent. They "regenerate" their reagent as it is used.
  • If you try to imbue an item when it has less than 200u of a reagent, that reagent will be destroyed.
  • Multiple reagents can be stored inside a reagent item. A reagent item can accept a total of 500u of inserted reagents. However, only reagents with 200u or more will imbue. This allows an item to have up to two imbued reagents. The rest will be destroyed. To imbue with more than one reagent, you must successfully place 200u of two reagents in your item prior to imbuing.
    • Reagent items can have reactions occur inside of them. If you want to create a double imbued reagent item with reagents that may react, consider using Stabilizing Agent.
  • You cannot reimbue an item after it has successfully been imbued. You cannot empty a reagent item before imbuing it. Mistakes will not be tolerated.