Base-mod for any other crafting-related mods I do, without forcing Farming and Cooking as a dependency. With a new feature of progressive crafting station upgrading. Will probably write a wiki if you want to use this, too. MelanieMelicious in description.
Added Crucible for melting various metal items into metal bars.
Added iron, aluminium, brass, and copper bars.
Added anvil crafted with 5 iron bars, to add as a tool on the workbench.
Added iron, and aluminium sheets, crafted at a workbench when hammer and anvil tools unlocked. Considered metal sheets for crafting.
Added crafting recipe for hammer, using 1 wooden pole, and 1 iron bar, at a workbench.
Added crafting recipe for keys, using 1 brass bar at a workbench.
Added optional animator component to play before spawning crafted items, to crafting script.
Physical items on logs and planks disabled on pickup and enabled on drop. Effect on cruiser (still occurs, but) substantially minimized unless player is pushed by item into cruiser.
Wooden stick is no longer conductive metal.
1.0.6
Fixed silly Melanie moment of rake hazards not despawning on scene/planet change.
1.0.5
Fixed rake damage config actually just doing 0 damage in all cases.
Added OpenXR/VR support (but I can't verify it working).
Updated materials to use v80 for motion blur fix.
Switched dependencies.
1.0.4
Added rake damage config, default now set to 40.
1.0.3
Fixed infinite rake glitch. @BBAPepsiMan @JacuJ you will rue the day
1.0.2
Fixed tree drops not working for trees chopped by clients.
1.0.1
Fixed all items being in the store at 0 cost.
1.0.0
Initial release, migrated crafting scripts from Cooking and Farming to here.
Added Workbench ship unlockable. The first, and intended to be one of the main progressive stations. Spawns with no tools, meaning only crafting recipes which require no tools can be crafted. Tools can be added to the workbench permanently (per-save) widen the scope of recipes you have access to. Most upgrades will add visual additions (currently only 2).
Added hammer and saw tools for the workbench. May spawn as natural scrap (spawn chances configurable). May also set in config if they can also be bought (defaulted to non-buyable). Saws can be crafted with 2 metal sheets.
Added axe to chop down trees. (Where does all the wood keep going?) Can spawn as normal scrap, or can be salvaged from rake traps at a 1/3 chance. Can also be crafted with 1 wooden pole and 2 metal sheets.
Added config for applying tool tags for items to be able to upgrade workbenches as a certain tool, or for weapons to be able to break trees.
Added logs with a 50% chance to drop logs per-tree. (Where does all the wood keep going?) Also added planks, refined from logs at a workbench with a saw, and wooden poles processed the same way.
Added silk which can be obtained by breaking vanilla spider webs, and is considered 1 string value.
Added rake traps which can randomly spawn outside. I'm sure you're thinking about when I said an axe has a 1/3 chance to be salvaged from it (an alternative method to gain wooden poles and axes for content accessibility). Can be salvaged for resources.