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And 22 more hiding and/or disguised

Potential Crafting Improvements
Non-clothing items like props especially!

There is an open poll asking about dev priorities, one of the items was more crafting features. Personally, I think the crafting elements (like food, tailoring) are already quite good but I think it could be expanded. There was an xooc discussion about it some yesterday but I thought a thread might be nice.

One place that I think crafting/customization could be expanded is on props that have coded functionality: shrouds, rain gear, yoga mats, combat gloves, etc.

For example, I love that you can throw a yoga mat on the floor which adds a seat but I think it would be cool if you could change the item messages (like clothing) to convert it into a sleeping bag, lawn chair, air mattress, picnic blanket, etc.

Likewise, being able to customize an umbrella without having to craft an item called 'umbrella' that doesn't have the same coded functionality.

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What do you all think? Is adding tailoring-like crafting to props doable? What other places could it be used or are there changes to other types of crafting that you thought that question was about?

I would love to see grenades actually be craftable finally. We have ones that are called homemade but you can't actually make them.
Being able to craft props isn't a bad idea and could enhance RP as long as it isn't overutilized and ends up creating tons of bloat.
I'd like to see bootleg melee weapons and armor crafted from junkyard parts/badlands animals. Low tier stuff generally, but yeah. Armstechs converting scorpion carapace into armor and scrap into weapons. Tailors treating dune dragon hide that becomes craftable leather. Things like that would be cool.

Armstechs being able to modify melee weapons to produce other damage types would be cool too. Take someone's baseball bat and wrap it in barbed wire to turn a blunt weapon into a puncturing weapon. Sharpen the business end of a crow bar to make it a bladed weapon. New damage type, same basic skill usage to wield it effectively. Bladed bo? Spiked knuckles? What's your flavor?

Poisons. I would love to see a combination of biotech and chemistry expertise + the right tools allow someone to convert a synthetics lab into a platform for creating toxins. Convert the bench and it can no longer make candy, but now you can make bad stuff with it. Probably nothing lethal, but things that make someone sick, lose stats, or temporarily pass out would all be good. Spike drinks with it, inject it, or coat melee weapons with it for an edge in combat.

The more I think about this, the more that I definitely would like to see more customization in general that isn't related to tailors. From my perspective, tailoring is one of the most lucrative jobs in the game, especially considering that it carries very little risk.

More customization options outside of soft, cosmetic-only clothing might reduce the demand for tailoring in specific which could reduce the profit in it. (At least it is something that I, personally, feel could use some balancing. I'm sure others would disagree.)

- Props is definitely one that I would like to see, especially if it can somehow use different skills than tailoring.
- Maybe more options for custom electronics or more ways to hack things together.
- Custom vehicles
- Custom, functional armor
- Bombs, weapons, poisons – Poison ammo? Needle-guns? etc.


Edit: RatchetEffect's point about dragon hide also makes me think that requiring more work to get tailoring materials could help. Right now it is very easy to get mats. Perhaps high-end materials should require a trip to a dangerous area or be subject to rarity restrictions.

(Edited by ikunaut at 7:55 am on 11/4/2025)