# dyntools/smithing - technical documentation not included because readers are likely not coders ## dyntools - dynamic tool system added on /item level - any item can be a list of dynamic tool traits and associated qualities - participating **predicates** (things people use tools on) can query items for one or more tool qualities. a radial menu allows the user to choose which quality to use if multiple are possible (on participating predicates that support this; default is single behavior check) - all basic tool qualities (old tool act) are included - things like airlock prying could, for example, check for >= 20 quality to pry an unpowered door without a delay. anything below incurs a delay. >= 80 (jaws of life, powerful things like armblades) would have prying of powered doors with a delay, with delay lower the higher it goes, etc etc - no max cap on tool quality - aim 0 to 100 for softcaps ## smithing - smithing system for construction of many kinds of tools/weapons/etc inspired by terrafirmacraft+tetra ### machinery - forge - heats ingots - insert x of material. only metals are supported. - different ones have different heat rates and max temperatures - can have reactions to materials for future cult stuff - can destroy created parts into ingots, or revert ingots into sheets. - makeshift marble/stone using welding fuels, other combustible chems - portable combustion forge - can use gas fuel or solid phoron - portable arc forge - can use cells and APC power. - anvil - used to shape ingots or weld them into double ingots, as well as modify tools - modifications require certain tool qualities to do well; anvils can change this amount. - TFC smithing system - ingots need to be hot enough to work. aim for specific progress amount (based on what you're making) to finish item. - recipes can take single or double ingots - requires hammer - hammer impacts quality, as well as strike amount. 4-12 free hits based on hammer tool quality - can re-melt things to redo quality attempt - anvil type can impact quality and react to materials - basic stone/marble anvils - smithed anvils from metals - high tech robotic arm assisted anvil ### materials - materials split into smithing traits: - binary traits: - metallic - requires ingot to be worked, generally highly sturdy and weighted - brittle - using this as tool head or handle is a horrible idea and will crack - wrapping - can be used as handle material, e.g. leather - reinforcing - can be used as tool head coating, e.g. diamonds, supermatter - enum/value traits: - difficulty - harder to work with crappy anvils and hammers - resistance - requires higher temperatures to work/melt - weight - too much slows user down, impacts attack speed, unwieldly weapons make awful smithing hammers - hardness - useful on anything sharp, very good on armor piercing mitigation, good on hammers - density - useful on blunt, very good on armor kinetic dampen and radiation soak, good on hammers - padding - slightly useful on conductivity, useful for blocking concussion/bombs - absorption - good on armor beam blocking - grounding - conduction and energy absorbing - nulling - magic/anomaly block (not going to be implemented for a while) - special traits: - supermatter - burn damage instead of brute, radioactive, tends to be a hazard - uranium - emits radiation (not going to be implemented until SSradiation is written by someone with actual brain cells) - all common materials added for support - use smithing traits variable for now, don't tie normal game balance into this yet (normal hardness/melting point/etc variables are all unbalanced and i don't have the time to unfuck them yet) ### tools - tools hard rendered, supporting up to 48x48 with a 64x64 centered canvas - basic attachment point at 8, 8 from bottom left of the "normal" 32x32 - tool rod probably should extend to 24, 24 or 28, 28 - double headed and single headed rodded tool parts will render above it - all tools contain removable parts - any attached part makes tool usable - funny things ensure if you use it without parts like slicing yourself without a handle/sword guard/etc - all tools use a handle - handle can be reinforced and wrapped - reinforcing is usually pointless - wrapping is usually good - can add guard - very important for long blades - from there, choose between a rod and direct attach - direct single attaches: - longsword - bastard sword - broadsword - dagger - rod - two headed attachments - axe head - pick head - crowbar head - small hammer head - single attachments - shovel head - sledgehammer - mace ### armors - made from double ingot - helmet - chestpiece - gauntlets - boots - stats affected by material - can be reinforced by material - careful - too mnuch weight slows user down ### modifications - basic modifications - wrapping handles on things - reinforcing tool heads/rods - tool head modifications - honing - add AP, lessen damage - sharpening - add sharpness, lessen blunt damage/less armor piercing for blunt (not implementable yet) - discrete attachments - none for now, add support later - ~~implant soulshard for sentient weapons~~