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Topics - Molly

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« on: November 15, 2015, 05:45:42 pm »
Feel free to use this thread to discuss, critizise, suggest, bug report etc anyything concerning the Textileworker craft skills.

« on: November 15, 2015, 05:36:37 pm »
You can now work as a Spinner, Weaver, Ropemaker, Sailmaker, Embroiderer and Lacemaker, after you learnt the Textile skills.

Not yet implemented is Dyer, Tailorer and Robemaker, these will be added next.
You can however already trade all the products you make to various Trader mobs.

There is a Workshop for each Profession in Crafter’s Alley northeast of Olde Yorke. Generally you’ll find the tools and utility you need in those Workshops. If they for some reason aren’t loaded there, it should be possible to BUY them from the Craft Shop at the small square in the center of the village.

More detailed info is in the following posts in this thread, and on the signs in Crafter’s Alley.

I am closing this thread, but feel free to discuss, comment, typo report etc in the TEXTILE DISCUSSION thread that I opened in this same Forum.

To become a Textileworker you need to first seek out an old woman named CERINTHE, who lives on the island Calydnos in the east part of the Aegean Sea. If you ask to become her Apprentice, she’ll teach you Spinning and Weaving, in return for some small favors.  When Cerinthe is satisfied with your progress, she’ll give you a Letter of Recommendation  to another teacher, Fawn the Seamstress, who lives in Dun-Shivaar.

Fawn will teach you the skills needed to work as a Tailor, Ropemaker and Sailmaker, and then give you a Recommendation Letter to the next teacher, Sister Roxane, in the nunnery east of Olde Yorke. Fawn will also buy whatever thread, yarn or cloth that you produce for a fair price in Tradepoints.

Sister Roxane will teach you Embroidery and Lacemaking, skills in which the nuns excel. When satisfied with your progress, she will send you back to Fawn, who will teach you the final skill, Robemaker.

For now the Dyer, Tailor and Robemaker parts of Textileworking are not yet implemented. You will however be able to work as a Spinner, Weaver, Ropemaker, Sailmaker, Embroiderer and Lacemaker. There is also an extensive system of Traders, who will buy what you produce for Tradepoints or Tokens. More into about this in Crafter’s Alley, and in the post titled PRODUCTS AND BUYERS in this thread.

You will also find detailed info about how to get along as a Textileworker on the SIGNS in each Workshop, and in the first three rooms of Crafter’s Alley.

« on: November 15, 2015, 05:25:11 pm »
The raw materials for Textileworkers are hemp, wool, flax/linen, cotton and silk.

HEMP is secretively cultivated in a remote valley on the island Icaria, because of its narcotic properties. But you can also find the hemp plants in several places along the roads, and even collect and sow the seeds, to produce more hemp stalks for yourself.

FLEECE/WOOL you get from shearing sheep, and there are two kinds, white and black. The fleece needs to be carded, before it can be spun to yarn.

FLAX/LINEN and COTTON you can cultivate yourself in the Farming Fields north of Old Yorke and outside Sutter's Fort. But both plants also grow wild, and you can collect and cultivate the seeds to produce your own supply of stalks and cotton bolls. Be prepared for the development from seed to full grown plant to take some time however.

With flax you use the stems, which have to be retted, heckled and combed before they can be spun.
With cotton you use the fluffy matter attached to the seeds, and cotton has to be ginned, to get rid of the seeds and chaff before use.

SILK is the most hard-to-get material, and consequently also the most expensive. The silk thread is spun by the silkworms into the cocoons they make when they go into the pupae stage before hatching to silkmoths. But silkworms live solely on the leaves of the Mulberry tree, and since they have many natural enemies, and food is usually scarce, very few of them ever get to the cocoon stage before they starve to death.
You can help the production by feeding mulberry leaves to the silkworms, either directly in the trees, or by breeding them from eggs to cocoons in a silkworm basket, that you fletch yourself from hemp stalks.

« on: November 15, 2015, 05:20:30 pm »
Preparations of the raw materials, (retting, threshing, carding, ginning and reeling) can be done in the Barn, at the east end of Crafter's Alley. You don't even need any Textileworker skills to do those menial chores.

You’ll find instructions on what to do with the different materials on signs, utility and tools in the barn.

The SILK COCOONS should be boiled in the REELING PAN, which enables you to entangle and wind the silk thread onto a reel.

Just PUT 5 cocoons into the pan, then REEL. (You need to have trained the WEAVER skill to do this).

The COTTON BOLLS need to be freed from the husks and seeds, by a procedure known as GINNING. Since there is no ginning machine available in the Barn, you need to do the tedious work yourself.
Just PUT 10 bolls of cotton into the GINNING BASKET, then GIN.

The FLEECE needs to be CARDED to WOOL, using a CARDING COMB. You WIELD the comb, HOLD the Fleece and CARD.

The HEMP and FLAX needs to be THRESHED, using a FLAIL.

The FLAX needs to be first RETTED, before you can thresh it. PUT the stalks into the Retting Vat, and wait for the procedure to work. (It may take some time).

With both Hemp and Flax, you DROP the bundles of STALKS that you want to thresh on the FLOOR, then WIELD the flail and THRESH. (Don't mix the stalks, that might ruin the result).

After the threshing, the HEMP and FLAX STRANDS need to be COMBED to FIBERS, using the same CARDING COMB that you do for wool.

The SEEDS that remain after the preparations are not worthless; they can be pressed into organic oil. You'll need 5 handfuls of seeds to fill a bottle. Just PUT 5 handfuls of the same seeds, (flax, hemp or cotton), into the oil press and PRESS.

The oil can be TRADED to Weaponsmiths and General Stores. The rest product from the oil press, so called linseed cakes, can in turn be traded to farmers in the Oldwest as cattle fodder.

You can also SOW the seeds instead, by dropping them in an appropriate soil, to grow your own plants.

« on: November 15, 2015, 05:05:30 pm »
To work as a Spinner or Weaver, you need to first have learnt the Textileworker skills from Cerinthe on the island Calydnos. You can also still use the helper women around Old Yorke and in Sutter's Fort for the spinning and weaving of flax/linen and cotton.

However, if you choose to do the job yourself, you'll get both exp and subskillpoints, and the skillpoints might be valuable, since the level of the Crafter's skill at all stages of production influences the quality and the price of the end products.

For SPINNING the tools are either a distaff and spinning hook or a spinning wheel. You’ll find both in the Spinner's Workshop upstairs from the Weaver in Crafter's Alley. (The advantage in using a distaff and hook versus the Spinning wheel is that you can move about while spinning).

You need to PUT 3 bunches of the same kind of textile fibers into the distaff or holder. Then you either WIELD the spinning hook and HOLD the distaff, or SIT down at the Spinning wheel to SPIN.

For WEAVING you need a loom and a shuttle. Both can easiest be found in the Weaver’s Workshop in Crafter’s Alley.

You PUT 2 rolls/balls/skeins/ hanks/reels of twine/yarn/thread into the shuttle. Then HOLD the shuttle, SIT down at the loom and WEAVE.

TextTileWorker / ROPEMAKING
« on: November 15, 2015, 12:58:55 pm »
For ROPEMAKING you need to be in the Ropemaker’s Workshop in Crafter’s Alley. In this very long room, some rows of hooks are already mounted on the walls to help with the procedure. You can make three types of ropes, thinrope, thickrope and longrope, and also ropeladders.  The tools you use for this are the HOOKS on the wall and a MARLIN SPIKE.

The first step in ropemaking is to SPIN combed hemp fibers into twine, using a distaff and spindle (see the post about SPINNING).

This twine is then used as strands to make the first type of rope, called THINROPE. You PUT 3 rolls of twine into the hook and fasten them there, then WIELD the marlin spike and MAKE THINROPE.

The thinropes are then used as strands for making a THICKROPE. Again you PUT 3 thinropes in the hook,  then WIELD the marlin spike and MAKE THICKROPE.

From 2 thickropes you can then make a LONGROPE, by splicing them together. You PUT the ropes in the hooks, WIELD the marlin spike and MAKE LONGROPE.

From 2 thinropes and 10 RUNGS you can also make a ROPELADDER.  You can SAW the rungs yourself from a branch of wood, by wielding a saw and holding the branch. Then you PUT the ropes into the holder, WIELD the marlin spike, HOLD the rungs and MAKE ROPELADDER.

As a ropemaker you can also FLETCH baskets from un-threshed hemp stalks, and SEW bags from hemp cloth. The ordinary bags will not be worth much on the trade market, but one of the top textile products is a bodybag, that will protect your corpse from looters when you are killed. You will however need a top skill to produce this, and even so it will not always happen.

TextTileWorker / SAILMAKING
« on: November 15, 2015, 12:52:47 pm »
For SAILMAKING, you need to be in a Sailmaker’s Workshop, where there is a large enough working table and a vat for impregnating the cloth.

Sailmaking is a rather complex profession, and you can make several types of both sails and tents. The choice of whether to make a sail or a tent is yours, but what actually comes out of it as an end product will depend on your skill level. (I will say no more about this now, just that some of the end products are really useful, and will probably interest both yourself and other players).

There are step-by-step instructions of what to do in the Workshop, both on signs and on the working table.

The first step is to IMPREGNATE the cloth to turn it into wind- and waterproof SAILCLOTH. You use either linen or cotton cloth, and add a lump of RESIN to the water in the vat, before putting the cloth into it. (The resin can be tapped from the trunk of a fir tree).

Next you need to CUT the sailcloth into strips of the correct length and shape, using the patterns already drawn on the floor, for either a sail or a tent. You WIELD a SCISSOR, HOLD the roll of SAILCLOTH and CUT SAIL or CUT TENT.

After this it’s time to PUT the pieces of sailcloth into the working table, where it must stay during the entire procedure. Taking it out too early might ruin all the work you already put down on it.

The TOOLS you use as a Sailmaker vary with the stage of production. Generally you WIELD the primary tool and HOLD the secondary one.

To SEW the seams, you need to WIELD an IRON NEEDLE, threaded with HEMP TWINE, and WEAR a SAILMAKER'S PALM to help pressing the needle through all the layers of cloth. Sometimes, if the needle gets stuck, you may also need a pair of TWEEZERS to PULL the needle through.
When the seams are done, you WIELD a SEAM-RUBBER to RUB them down,

For ROPELINING, which is the final step, you first need to WIELD a MARLIN SPIKE to PRICK the holes through thick seams around the edges. Then you WIELD the threaded needle again, and HOLD a THINROPE, to ropeline the sail or tent.

« on: November 15, 2015, 12:38:06 pm »
For both these professions you will find the tools and material in workshop belonging to the Nunnery of the Little Sisters east of Olde Yorke.
For EMBROIDERY you need an embroidery frame, a gold needle, threaded with silk or metal thread, and a gold thimble.
There are 3 kinds of Embroidered Edgings that you can make, depending on whether you use SILK, GOLD or SILVER THREAD. Each has different properties, which they will pass on to the garment you enhance them with. The silk thread you can produce yourself, the gold and silver thread is produced by Metalworkers. Until some Metalworkers establish themselves in Olde Yorke, you might be lucky enough to find some thread with some goldsmith somewhere.
To embroider, you first THREAD the gold needle with the thread of your choice, then WIELD the needle, WEAR the thimble on your finger and HOLD the frame.
The command is EMBROIDER.
You can also make PEARLSTITCHED EDGINGS. For this you first need to PUT 10 pearls into the Embroidery Frame. The size and colour of the pearls doesn't matter.
The command then is PEARLSTITCH.
You WIELD the bobbins, HOLD the pillow and have the extra thread in INVENTORY.
The command is LACEMAKE.
In the long run all these products are meant to ENHANCE the garment that you’ll be able to make yourself later. For now however, there are some clothes shops that will buy both embroideries and lace for TP

« on: November 15, 2015, 12:26:52 pm »
There are several shops and other traders all over the Realms that will buy your crafted products for TP or Tokens.
A sign in the room will show their preferences and prices.
Below is a list of the Traders.
Sail Maker                                (Crete)       
Ship's Merchant                       (Crete)
Ship's Wharf                            (Crete)
A Small Shipyard                      (Astypalea)
A Ships' Chandlery                  (Carpathos)
Gordon's General Store          (Olde Yorke)   
Hayholt's General Store          (Osten Ard)
General Stores                        (Rip in Time)
Grumville General Store          (Dragon Island)
Grom'lok's General Supplies    (Necromunda)
General Store                          (Mount Winter)
The General Store                   (Elven Metropolis)
General Store                          (Dodge City)
The General Store                   (Dry Gulch)
The General Store                  (Sutter's Fort)
Brannan's General Store         (California Trails)
(The OldWest stores will also be buying tents).
Silk And Satin Clothes Shop     (Olde Yorke
The Ladies' Choice                  (Osten Ard)
The Millinary Shop                   (Dry Gulch)
Millie's Dress Shop                  (Dry Gulch)
 Ribbons And Lace                  (Victorian London)
Finest Fashion Boutique          (Utopia)
My Fair Lady Bridal Shoppe      (Utopia)
The Gentlemen's Emporium     (Utopia)
Tailor Shop                              (Rip In Time)
Weaponsmiths               (Prehistoric and Medieval)
Farmers                                  (OldWest)

Soft Skills / Cooking and Catering
« on: April 28, 2015, 02:20:12 am »
The idea behind this feature is to create a more profitable market for the products that you grow yourself in the Farming Fields and Garden Plots north and west of Olde Yorke. Cooking and Catering involves a bit of legwork, but is also very rewarding, since the customers pay a good price in TOKENS - a lot more than you can get for the undeveloped farming and gardening products.

Some of the ingredients you'll have to collect and develop yourself. For instance; milk from milking cows can be turned into cream, butter and cheese in the Dairy south of Old Yorke, eggs and chicken filets can be procured in Old Sally's Chicken Farm on North Wall Road, and fruits can be picked during autumn in the Orchard south of Olde Yorke. Other ingredients, like various spices, have to be collected all over the realms.

When you have got all the ingredients together, you need to find a KITCHEN somewhere, to COOK the dish of your choice. You'll get help there with the preparations for cooking, but only if you are a legitimate cook, possessing Ma Brown's Recipe Book.

After finished cooking, you can TRADE the dishes to 12 different Taverns, 4 in each dimension. Their prices are generally very good, but will vary up and down a bit, due to the market situation.
You will also get exp for farming, gardening, developing and trading the products.

The person to see to get started is of course Ma Brown herself, who lives at North Trade Road, between Olde Yorke and Osten Ard.
She is a famous cook, with a well established network of of customers, but since she is getting a bit on in age, she's looking for someone to assist her with the job.
When you find her, just say, "I want to become a cook", and she'll take you on as an apprentice. This means that she'll ask for your help with a delivery, but while you are working for her, she'll also teach you the basics of the professions each time you ask for a LESSON.
Once you've proved your valour to her, by delivering all the ingredients she asks for, she'll give you her famous Recipe Book as a graduation present, and you can start your own Cooking and Catering business.
Apart from 8 recipes, this book also provides info about the customers, and where to get some of the ingredients.
There are certain locations around Olde Yorke, that are important for Cooking and Catering, some of those are new, others have been in the game for a long time:
- 8 Farming fields along Norh Wall Road
- 8 Garden Plots, reached from West Trade Road, just outside West Gate.
- The Orchard, reached from South Wall Road
- The Dairy, reached from South Wall Road
- Old Sally's chicken Farm, reached from north Wall Road
- Ma Browns Cottage, reached from North Trade Road
- Cooking has to be done in a KITCHEN, but any kitchen will do.

The Inns and Restaurants listed below, 4 in each Dimension, will trade the dishes you cook for tokens.
They have different preferences, so what they are interested in will be listed on the wall of the Tavern.
The normal price offered is 1 Silver Token for each dish, but it can vary down to 5 Bronze or 20 TP, due to the market situation.

- Seamen's Tavern, Crete
- The Olive Branch Tavern, Kitimos
- The Golden Times Tavern, Thasos
- House Of The Cat And Moon, Two Sisters in Egypt
- The Flying Falcon Tavern, Osten Ard
- The Ancient Mariner, Green Fen
- The Flaming Stake Tavern, Dun-Shivaar
-  Local Pub, Durmandle
- The Diner, Dodge City
- Chop Suey's Diner, Tombstone
- A Hunters Tavern, Legend
- The Saloon, Dry Gulch
- The Food-4-All Delicate Diner, Pleasure Planet
- Mos Eisley Cantina, Tattooine
- The Spacemen's Bar, Grealer CP; Queltorian Sector
- The Local Pub, Martin's Place, Sydney

Misc / Creating a Market for the Crafted objects
« on: April 20, 2015, 03:52:19 pm »
I think that apart from the player driven market for the more developed items, like high quality weapons and armor, there should also be a NPC market for all the simpler objects, and possibly also for some of the intermediate stages of a product. If you can sell the stuff you make for tokens and/or TP, it will add to the motivation of choosing crafting as one of the options to advance your char.

By crafting those simpler products, you'll be able to raise your crafting skills to a point that is necessary to create more advanced products (weapons and armour with stats and innates), which players will potentially be interested in buying. But also for these advanced products there should be NPCs taking the items off your hands if there are no interested players.

The price will be dependant on the quality of the item, whether the buyer is a player or a NPC. The quality will in turn be dependant on the materials and the skill of the crafter that made each part of an item. But even if the result is not perfect in any or all of the aspects, there will still be a buyer for it, so your work will not be wasted.

Setting up this NPC market should in my opinion be the first step on working with the craftskills, and it has actually already started with some of them.

The existing market for linen thread and cloth will be expanded to also involve wool, silk and cotton thread and cloth, and also finished garments. The customers will mainly be Clothes Shops, Millinaries and Armourers. In addition Wharfs and Ship's Chandlers will be buying hemp twine, sack cloth, ropes, rope ladders and sails.

There is an existing market for raw animal skins, prepared skins and tanned leather, where the NPC customers pay more the further developed the object is. This too can be expanded later.
Livery stables and Petshops would buy saddles, bridles and dog collars, various Clothes shops would buy shoes, boots, gloves and furcoats, but the main customers would of course be the numerous Armour shops.

For instance Lumbermills already buy tree trunks, but would also buy planks, poles and staves, NPC Weaponsmiths could buy bows, arrow and wooden handles, Wharfs could buy rungs for ropeladders, but also boats and ships. Breweries could buy barrels, Furniture shops cabinets,  Artshops wood carvings, and farmers would buy timber and fence poles

Forges and Blacksmiths would buy coal, NPC Carpenters, Masoners and Contractors would buy stone blocks, bricks and mortar, armorers would buy roundstones for pommels.
And there would be a huge market for both cut gemstones and glasswork - not just jewellers, but also weaponsmiths, armorers and artshops would buy these.

There are already recipients for ores from the mine, and these would pay a bit better for alloys.
Livery stables, Farriers and Ranchers would buy horseshoes, Carpenters and Contractors nails, Farmers barbed wire. Tailors and seamstresses would buy needles and knitting needles, and some of the tools used for other crafts could also be produced by Metalworkers. But the main product would of course be various kinds of blade weapons, mostly sold to weapon shops

General Discussions / Bloody Spambots!
« on: November 19, 2013, 05:05:26 pm »
It appears we got our first spambot since the new code today, some advert about concrete, with a link to the firm as signature.
I removed the post and banned the user,  mpowell8089

Apparently at least one of those cockroaches has been "intelligent" enough to bypass Once's cute spam-trap.

Maybe we need the password to be something less obvious?
Or maybe this wasn't a bot at all, but a manual spammer?

Guess we'll have to and see if any more manage to get through.

At present there is an unusually large number of players working on zones in 6002, and some of you are new to 4D, or to building in general.
This is just a reminder that in 4D we have a lot of neat extra stuff in our OLC, that not all Muds can provide, which gives us the opportunity to build unusually challenging zones.

I am going to list a few of them below, might add more later;

- Listen/smell/taste/feel descs for rooms and objcets, that can be used to put Quest hints in
- Night descs, that can be used for mere atmosphere or hints
- Moon Phases and Seasons; Events can be set to occur only during a particular season or moon phase
- Room Sectors that hurt you, unless you use protection (f.i  Sector DESERT, UNDERWATER, SPACE)
- Lately we also added the Room flag IRRADIATION, which has both negative and positive effects
- The mob flag SKINABLE (remember you have to also make a skin object, if an object doesn't already exist for it)
- Various types of portals that give different messages when entering them;
  36) room portal 
  42) climbable   
  50) descendable
  51) bush portal         
  52) water portal
  53) hole portal
- You can also make a portal harder to detect, by using a teleport script instead 
- The DG scripts are extremely versatile, a good scriptor can do almost anything with a trigger 

That's all that comes to mind today.
Feel free to contribute, if you have more neat tips for Builders.   

Building Board / Exotic mobs cannot put stuff in containers!
« on: June 12, 2013, 10:22:02 am »
Here's something weird, that I just noticed. Thought I'd share it, while I remember.

I've made a script that makes a mob randomly go around to a number of different rooms, and put an object in a container in one of them.

That is, that's what the script was supposed to do, only the mob just dropped the object on the floor instead.
I couldn't figure out what was causing it, until I noticed that I had used a small android for the task, and it had the race set as exotic. I changed the race to humanoid, and then the script worked fine.

I guess exotic mobs have no arms and hands?
Actually I don't understand why the code is set this way, but maybe there is a deeper meaning behind it, that some of our coders could explain to me?

Does it have to do with the famous snakes with arms and legs that irritated me so much in the past?

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