I have been trying most of the crafting systems in the server, and these systems are the best I have come across in online servers.
I do however have a few suggestions for some in game improvement, nothing too outrageous I swear!
For smelting, and smithy: Can we get ore/ingot sacks like the herb sacks that unique item activate hold 20? Maybe a crate looking misc medium sized icon? The click drag container bags full of ore, and ingots is wearing out the mouse button.
For carpentry, can the script do 10 at once if the wood chunks are in?
For woodworking: Something strange happens when you turn the bug carapaces into plates, everything has to be removed from the table before it will recognize that there is ingredients/craftable material inside.
For hide curing can we switch out the tannin bottle (misc thin) with an actual potion bottle that stack? this would make selling 10, 20, or even 99 of them a one click action.
For herb/potion crafting same question, switch the potion bottle (misc thin) with a potion bottle from the potions. ((If the potion bottles are given a assigned property of material (like earthenware) it becomes a viable item in the toolset)). /// using stacked items in the script may cause problems if the script isn't looking for a stack- there is an existing script on the vault that deals with stacks., this might have to be added to the existing scripts if the potion bottles are changed to.///
For alchemy, can the script for making varnishes be changed to do up to 10 at a time? it's set at one at a time now.
After reading through some other threads, the loot comments, and asking around about enchanting, A couple of ideas,
If one has to at least level 16 to supply the XP for enchanting which makes the enchanted item a +2 with some other bonus, or even better, what about making a low end enchantment system, maybe placed in that tower up on the mountain outside of Vallaki? This new lower end enchanting would only use the lesser essences, and could add the following based on what essence/s are used:
a # of the essences could be required, not just one.
Lesser icy+1 cold damage (weapon) +1 fire save (armor, shields)
lesser fire +1 fire damage (weapon) +1 cold save (armor, shields)
lesser negative +1 negative damage (weapon) +1 divine save (armor, shields)
lesser acid +1 acid damage (weapon) +1 corrosion save (armor, shields)
lesser magic +1 attack bonus (weapon) 60% weight reduction (Armor, bags made via leather work, shields)
A couple of other reasons for the low end enchanting- gold sink. XP sink, and gear that could be continually enchanted as the PC grows in levels/ages. Certainly the item to be enchanted could have limits placed on what can be added, 1, or even 2 bonuses before it can't have anything else added is possible.
Thanks for reading!