Template talk:Crafting component overview table
This is great for weapon components, but unfortunately it's not going to work (as-is) for all armor components. Many of them change the base word at different tiers, like for medium helm components:
- Rawhide Mask Strap
- Thin Mask Strap
- Coarse Goggle Strap
- Rugged Goggle Strap
- Thick Mask Strap
- Hardened Helmet Strap
Can't think of an easy solution off hand. 03:07, 5 September 2013 (UTC)~
- Shouldn't you look up by type, material required (Has ingredient.Has item type::<material>) and discipline (like generated with {{recipe table}}), then sort by tier, then canonical name.--Relyk ~ talk < 03:14, 5 September 2013 (UTC)
- We don't have a way to differentiate between the refined materials and/or basic materials, hmmmmm--Relyk ~ talk < 03:31, 5 September 2013 (UTC)
- Currently I am just using a comma-seperated list. Not the most beautlyful solution, but it works. The naming of the armor variants is all over the place. Mask vs Goggle Padding vs. Panel. The only thing to list these is that there is one reciepe which uses only 'soft' ingrediance like cloth and thread and another reciepe which uses also 'hard' ingreadiance like leather or metal. This section of the wiki is a bit messy anyway. Hopefully it is cleaned up after we are done. Edit:Wasn't lokked in. O_o - Yandere 11:06, 5 September 2013 (UTC)
- Ah, I didn't notice that functionality. —Dr Ishmael 12:36, 5 September 2013 (UTC)
- We can add a [[Property:Has material type]] to crafting materials to identify which group the crafting material belongs to.--Relyk ~ talk < 23:30, 5 September 2013 (UTC)
- Bumping this old problem because I just got annoyed for 45 minutes updating all the stupid armor pages (and Small/Large Haft due to nonstandard naming) to include Oiled (and Ascended because they needed manually updating). They're bound to add more component types in the future, and this problem will happen all over again every time they do. However, the new items all followed standard naming conventions (except Hafts and I think the cloth boot components), so maybe an "override" parameter could be coded, to override a specific material level with a custom name, and let the rest of the material list generate itself? Like, on Metal Boot Lining do
material=metal|bronze=Bronze Chain Boot Lining|iron=Iron Scale Boot Lining|Steel=Steel Splint Boot Lining
to make it list the custom names for the ones with nonstandard names, and let it generate the rest of the list? --Gimmethegepgun (talk) 21:46, 29 January 2016 (UTC)- So yeah. That's exactly what I did then. Yay. --Gimmethegepgun (talk) 23:43, 29 January 2016 (UTC)
- Bumping this old problem because I just got annoyed for 45 minutes updating all the stupid armor pages (and Small/Large Haft due to nonstandard naming) to include Oiled (and Ascended because they needed manually updating). They're bound to add more component types in the future, and this problem will happen all over again every time they do. However, the new items all followed standard naming conventions (except Hafts and I think the cloth boot components), so maybe an "override" parameter could be coded, to override a specific material level with a custom name, and let the rest of the material list generate itself? Like, on Metal Boot Lining do
- We can add a [[Property:Has material type]] to crafting materials to identify which group the crafting material belongs to.--Relyk ~ talk < 23:30, 5 September 2013 (UTC)
- Ah, I didn't notice that functionality. —Dr Ishmael 12:36, 5 September 2013 (UTC)
- Currently I am just using a comma-seperated list. Not the most beautlyful solution, but it works. The naming of the armor variants is all over the place. Mask vs Goggle Padding vs. Panel. The only thing to list these is that there is one reciepe which uses only 'soft' ingrediance like cloth and thread and another reciepe which uses also 'hard' ingreadiance like leather or metal. This section of the wiki is a bit messy anyway. Hopefully it is cleaned up after we are done. Edit:Wasn't lokked in. O_o - Yandere 11:06, 5 September 2013 (UTC)
A few things I have learned about armor components[edit]
The overview tables for the weapons are faily regular and easy. The armor tables not so much. However I have learned a few thing because I sorted them from hand, which can be found here: User:Yandere/Sandbox#Armor_crafting_components.
- Every Tailor component uses cloth prefixes, every tailor component uses leather prefixes and every armorsmith component uses the metal prefixes; Even if the recipe itself doesn't contain anything of this material.
- The overview pages should therefor be names Cloth Epaulet Panel for example.
- There are only a few total regular (in the sense of the weapon tables) tables:
- Cloth Epaulet Padding
- Cloth Epaulet Panel
- Leather Shoulderguard Padding
- Leather Shoulderguard Panel
- Leather Glove Lining
- Leather Boot Upper
- Leather Boot Sole
- Anomalies
- Event though the naming is all over the place the reciepes are fairly regular with the exception of some early Leather reciepes.
- On the metal reciepes Bronze has often the word Chain added, Iron gets Scale and Steel often has a Splint. Later Metals don't have that.
- Since it becomes more regular at the end, I would suggest naming the overview articles after the tier 6 names.
Since I put all the work in writing together the tables the only thing missing are the all the articles in the main space, were the tables should be added. A few already exist. I would suggest moving these articles to the names I piched. Anything I missed? - Yandere 13:03, 5 September 2013 (UTC)
- On the leather anomalies, it's actually the higher-level components that are anomalous. For a given armor type, the total ingredients across both components follow a pretty clear pattern:
- X = discipline's associated material (tailor = cloth, etc.)
- The anomalies are:
- Helms always require 2 cloth, instead of X like all other pieces.
- Rawhide and Thin leather helms have 1 cloth each on the padding and the strap, where higher-tier components have 2 cloth on the padding.
- Rawhide leather trousers have 1 leather on the padding and 1 cloth on the panel, which is swapped from all higher-tier components.
- Metal boot components only require 1 of the secondary material instead of 2.
- Helms always require 2 cloth, instead of X like all other pieces.
- —Dr Ishmael 18:02, 5 September 2013 (UTC)
- The Coarse+ Leather Paddings however require 1 cloth more so it balances out. The first Leather Trousers are also a bit strange, because 1 cloth and 1 leather are swapped. That's why I called the first ones anormal.
- The metal boot thing however is wired. I kind of missed that. - Yandere 19:11, 5 September 2013 (UTC)
- Doh, completely missed the change on the leather helm padding side. In that case I agree with calling the smaller set the anomaly. And I completely missed the rawhide leather trouser swap, too. I updated my list of anomalies above. —Dr Ishmael 19:41, 5 September 2013 (UTC)
Fix me, Has ingredients update broke me[edit]
^ :( -81.153.69.62 00:28, 17 January 2016 (UTC)
- Adding to this comment. I am not sure what caused the break, but this table *seems* to break when it tries to list the materials for ascended mats. It's causing a few odd red links only visible in Special:WantedPages, and on pages like Longbow Stave you can see it's listing more than it should. However on pages like Cloth Helm Padding it seems to operate fine, but creates red links looking like [[(1]] or [[(5]]. -User:Darqam 16:52, 19 January 2016 (UTC)
- I addressed the thing that broke (that my IP was referring to) when I changed the structure of Property:Has ingredient. That removed the warning signs appearing in each row.
- I think a null edit will fix the odd Special:WantedPages (it has collected the front of the property value in a fashion similar to that resolved with my previous edits). -Chieftain Alex 17:33, 19 January 2016 (UTC)