The purpose of Core Components is to add a new set of crafting workbenches, raw materials, and some refined materials, such that many mods will have access to the same common pool of crafting resources. It will also help break up the "catch all" Tanning Rack and Smithing crafting stations up into things that may make more sense.
- Will be offered in an ESM format. Many mods will be able to use it as a master.
- Will reduce clutter and duplication. Mod A and mod B will no longer need to implement their own recipe for clothing dyes for their clothes; they can both use Core Components as a master and use the same dyes.
- New trade skill workbenches for ease of use and as a "blank slate" for other mods to flesh out. See below.
- Designed to be understated and deeply integrated into the game. Will have an "always part of the game" feeling.
- Very, very, little, if any, scripting. Designed to provide new common raw materials, new crafting benches, and nothing more.
Planned Trade Skills:
- Assembly: A lesser power that will be given to all players immediately. Used for combining items with other items in simple ways. Somewhat anologous to Frostfall's Survival Skills, but on a less specialized level. This may not have any crafting recipes associated with it at launch, and may be a completely blank slate for other modders to use. Anything that you would like your users to be able to craft anywhere would go here.
- Artificing: The study and creation of Dwemer-based devices and other small parts which may be infused with magic. Requires an Artificer's Workbench to use.
- Brewing: The fermentation of beverages and other useful liquids. Requires a Brewing Apparatus to use.
- Carpentry: The art of shaping, refining, and constructing items from wood. Requires a Carpenter's Workbench to use.
- Ceramics: The process of shaping glass and clay into useful items. Requires a Smelter to use.
- Refining (name TBD): Rendering existing resources and materials into new forms with enhanced or differing properties, such as making candles from tallow. May get folded under assembly; this one is still up in the air.
- Scribing: The production of new books, scrolls, and other works using paper and ink. Requires a Writing Desk to use.
- Sewing: Processing raw fibers such as cotton into usable fabrics, and working leather and cloth into tailored clothes. Requires a Spinning Wheel to use.
The purpose of this mod is not to create new items that can be used in a direct way for some specific purpose. For example, this mod would add Logs and perhaps Lumber for use under Carpentry; it would not add Doors or Wall Frames or Beams or other furniture. A furniture or house mod can use this mod as a master and take advantage of the raw materials provided, and build on the items possible to craft at a Carpenter's Workbench. This mod would add a version of Glass (which would be compatible in some way with Hearthfire's version); it would not add window panes, glass mugs, or glass lanterns. Another mod that uses this as a master could add that if desired. This mod would not add new clothing; but it would add craftable dyes and thread for your clothing mod to do so with at a Spinning Wheel.
The value of Core Components is very directly linked to the number and variety of mods that decide to utilize it. It is designed as a platform; for it to have meaning, others have to use it. In that way this is a risky mod (in terms of time investment) because it does nothing directly for the average player, and no modders may use it; hopefully some will.
Other Notes:
it is unknown yet if Hearthfire will be required for this resource. We are trying to avoid it while at the same time ensuring simplicity.
The mod will follow the model of Raw Material + Crafting Bench = Refined Material. A current example is Iron Ore + Smelter = Iron Ingot. In the above examples, a planned recipe is Book + Paper + Ink = 2x Book. Another would be Plant + (Refining Station) = Dye. Yet another would be Thread + Dye + Assembly = Colored Thread, so there is some opportunities for synergy between the new skills. Creating an actual finished product from the raw or refined materials will be up to whoever uses this mod as a master. A presentable list of raw and refined materials added is being worked on. Your feedback would be helpful here.
Feedback:
If you're a modder, I'd like to hear some of the things you'd like to see in a mod like this in terms of raw and refined materials. Or if your crafting idea isn't met by one of the above options, let me know that too. Please note that I'm a strong believer in folding similar ideas under the same skill in order to offer a few interesting choices instead of a multitude of fractured ones. Creating, say, vinegar would fall under Brewing. Creating small metal parts of any kind would probably fall under Artificing. And so on. Each new skill and workstation must have a firm reason for existing and if it doesn't, or if something above can be combined or condensed logically, it will be. This is to keep things simple as well as avoiding cluttering up the world with too many new crafting stations.
Let me know what you think. Thanks.
I would like this to be released this month; hopefully things go smoothly.