Many recipes are currently unavailable without a matching book, even though it would be feasible to experiment and figure out a way to make them, especially if a character has a vague idea of how that might work. Glassblowing, for instance, would be difficult (but not impossible) to figure out without a reference book, just by knowing that a process called "glassblowing" exists.
Create a new R&D system, parallel to the existing crafting system, that allows the player to experiment and discover new recipes at the cost of materials and time. The end result of R&D would be a single prototype item, and would also unlock the standard recipe (if any). High-end recipes should be locked behind a mod (if available at all).
A simpler system that just lets you try an unknown recipe with a failure chance would also solve the basic problem, but seems less interesting and less open to expansion.
n/a
(I'm planning to implement this in the near future, once I've fleshed it out a bit)
See also #27521
I think that a simple alternative would be turn most if not all recipes auto-learnable, but they would be auto-learned at a pretty higher level than what is needed through a book.
Maybe yours idea would be better implemented in using camps, as it would allow then you start some R&D of things that would be otherwise way harder to do alone.
This would make a lot of sense for things like cooking for instance. Other domains may be harder or even dangerous to research (ie chemistry). You could have a pre-requisite that is a skill-related lab with a list of mandatory gear/components to research recipes < lvl X. Another harder to obtain and more complete lab would be required for higher level recipes. Maybe the lab I mention could give you the same benefit as a book?! This would be pretty generic and the source of more exploration need to build a proper R&D lab for a given type of recipes.
My plan is to make it configurable on a per-recipe basis, so a recipe that should be more dangerous/time consuming/expensive can specify that.
@nexusmrsep Did you mean to close this?
Nope. I didn't even registered that it happened. Sorry.
See also #12657.
After thinking over this for a few days, the model I have in mind for how it works is a collection of three sub-features:
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.
This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it
Most helpful comment
(I'm planning to implement this in the near future, once I've fleshed it out a bit)