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Re-organizing the Dress Tab To Be Newer Player Friendly


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A lot of the stuff in the game that can help new players survive surprisingly require an Alchemy Engine to craft and/or are poorly positioned in the crafting tab.

Idk what percent of newer players even make an Alchemy Engine (I assume Klei tracks this data), but seeing that y'all made changes to the cookbook with newer players in mind, I'm going to assume that number is low.

I propose the following changes to make the game more friendly for newer players to the game. These changes shouldn't impact experienced players of the game cause they don't need this stuff to survive (probably just discomfort over the change in where stuff is located).

DRESS TAB:

I think the Dress Tab is kind of all over the place, at least compared to how the other tabs have been organized to some sort of pattern. I think organizing it a little could potentially help players. Here's my re-ordering of the items for recipe.lua without any change to the tech requirement (unless I made a change by accident):

Spoiler

 


--GENERAL
Recipe("sewing_kit", {Ingredient("log", 1), Ingredient("silk", 8), Ingredient("houndstooth", 2)}, RECIPETABS.DRESS, TECH.SCIENCE_TWO)

Recipe("flowerhat", {Ingredient("petals", 12)}, RECIPETABS.DRESS, TECH.NONE)
Recipe("kelphat", {Ingredient("kelp", 12)}, RECIPETABS.DRESS, TECH.NONE)
Recipe("strawhat", {Ingredient("cutgrass", 12)}, RECIPETABS.DRESS,  TECH.NONE)
Recipe("bushhat", {Ingredient("strawhat", 1),Ingredient("rope", 1),Ingredient("dug_berrybush", 1)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("tophat", {Ingredient("silk", 6)}, RECIPETABS.DRESS,  TECH.SCIENCE_ONE)
Recipe("beehat", {Ingredient("silk", 8), Ingredient("rope", 1)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("featherhat", {Ingredient("feather_crow", 3),Ingredient("feather_robin", 2), Ingredient("tentaclespots", 2)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)

--WINTER
Recipe("cane", {Ingredient("goldnugget", 2), Ingredient("walrus_tusk", 1), Ingredient("twigs", 4)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO) -- Possibly gives players a hint/guide to find MacTusk?
Recipe("earmuffshat", {Ingredient("rabbit", 2), Ingredient("twigs",1)}, RECIPETABS.DRESS, TECH.NONE)
Recipe("winterhat", {Ingredient("beefalowool", 4),Ingredient("silk", 4)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("catcoonhat", {Ingredient("coontail", 1), Ingredient("silk", 4)}, RECIPETABS.DRESS, TECH.SCIENCE_TWO)
Recipe("beefalohat", {Ingredient("beefalowool", 8),Ingredient("horn", 1)}, RECIPETABS.DRESS,  TECH.SCIENCE_ONE)
Recipe("sweatervest", {Ingredient("houndstooth", 8),Ingredient("silk", 6)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("beargervest", {Ingredient("bearger_fur", 1), Ingredient("sweatervest", 1), Ingredient("rope", 2)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("trunkvest_summer", {Ingredient("trunk_summer", 1),Ingredient("silk", 8)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("trunkvest_winter", {Ingredient("trunk_winter", 1),Ingredient("silk", 8), Ingredient("beefalowool", 2)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)

--SPRING
Recipe("rainhat", {Ingredient("mole", 2), Ingredient("strawhat", 1), Ingredient("boneshard", 1)}, RECIPETABS.DRESS, TECH.SCIENCE_TWO)
Recipe("raincoat", {Ingredient("tentaclespots", 2), Ingredient("rope", 2), Ingredient("boneshard", 2)}, RECIPETABS.DRESS, TECH.SCIENCE_ONE)
Recipe("eyebrellahat", {Ingredient("deerclops_eyeball", 1), Ingredient("twigs", 15), Ingredient("boneshard", 4)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)

--SUMMER
--The Sandstorm desert tech placement is less than ideal I'll admit since more experienced players would make these semi-regularly.
Recipe("goggleshat", {Ingredient("goldnugget", 1), Ingredient("pigskin", 1)}, RECIPETABS.DRESS, TECH.LOST)
Recipe("deserthat", {Ingredient("goggleshat", 1), Ingredient("pigskin", 1)}, RECIPETABS.DRESS, TECH.LOST)
Recipe("moonstorm_goggleshat", {Ingredient("moonglass", 2),Ingredient("potato", 1)}, RECIPETABS.DRESS, TECH.LOST)

Recipe("watermelonhat", {Ingredient("watermelon", 1), Ingredient("twigs", 3)}, RECIPETABS.DRESS, TECH.SCIENCE_ONE)
Recipe("icehat", {Ingredient("transistor", 2), Ingredient("rope", 4), Ingredient("ice", 10)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)
Recipe("reflectivevest", {Ingredient("rope", 1), Ingredient("feather_robin", 3), Ingredient("pigskin", 2)}, RECIPETABS.DRESS,  TECH.SCIENCE_ONE)
Recipe("hawaiianshirt", {Ingredient("papyrus", 3), Ingredient("silk", 3), Ingredient("cactus_flower", 5)}, RECIPETABS.DRESS,  TECH.SCIENCE_TWO)

Recipe("red_mushroomhat", {Ingredient("red_cap", 6)}, RECIPETABS.DRESS, TECH.LOST)
Recipe("green_mushroomhat", {Ingredient("green_cap", 6)}, RECIPETABS.DRESS, TECH.LOST)
Recipe("blue_mushroomhat", {Ingredient("blue_cap", 6)}, RECIPETABS.DRESS, TECH.LOST)

 

 

 

As far as the tech requirements goes, a lot of these items are actually very helpful for newer players but require an Alchemy Engine to create.

  • The Cat Cap and the Winter Hat requires an Alchemy Engine while a Beefalo Hat requires a Science Machine. It should be the other way around; new players aren't killing Beefalos but rather Spiders and maybe Catcoons if they can stomach killing a kittykat.
  • Rain Hat requires an Alchemy Engine while a Rain Coat requires just a Science Machine, even though a Rain Coat is much harder to make since it requires 2 Tentacle Spots.
  • Bush Hat is T2 despite the simple recipe, unless the use of the Straw Hat is what's making it T2. 
  • Maybe the Sweater Vest should cost about half the resources since it's kind of weak? It shouldn't be same tier as Hibernation Vest, which requires Sweater Vest to make and is much better as it requires Bearger to die (or the new player painstakingly collects it's fur). I'm assuming that the Trunk Sweaters are tier 2 because they require 8 silk and everything else that requires 8 Silk is also tier 2.

WEAPONS TAB:

For this tab, I think the Boomerang should be placed below the Spear and that Tooth Traps could be placed after the Tail of Three Cats. Both should probably go to tier 1 as well. But I'm not sure about this one.

And that's kind of it really.

TLDR: Change Dress tab organization along with some tech tree requirements and maybe some stuff in Weapons Tab for newer players.

To be honest there's a lot of recipes in the different tabs that feel like they could use being reorganized a lot.

An example I could think of besides the already mentioned tabs would be the structures tab. Maybe it's just me but it's often times difficult to find specific things in there.

May the Tackle Receptackle be moved too?

It's in such an odd place in the Structures tab, and i'm not sure it should even be in the structures tab at all. Having the station that helps you so much with fishing be outside of the food tab is very odd to me.

1 hour ago, Hornete said:

May the Tackle Receptackle be moved too?

It's in such an odd place in the Structures tab, and i'm not sure it should even be in the structures tab at all. Having the station that helps you so much with fishing be outside of the food tab is very odd to me.

totally, i always look in the nautical tab xD also, the birdcage should be on the food tab to help noobs to understand what to do with it

6 hours ago, Notecja said:

I would love if I could re-organize some recipes by themselves, like giving a star to super common recipe from bottom of the tab to move it higher, especially when is like 20 or more recipes in that tab.

or a fav tab

On 10/7/2021 at 8:24 AM, Notecja said:

I would love if I could re-organize some recipes by themselves, like giving a star to super common recipe from bottom of the tab to move it higher, especially when is like 20 or more recipes in that tab.

I'd you're on PC you can with mods. This mod can be edited to move any item you want to any location you want in its respective tab. The mod isn't meant to do that, though, so if it ever receives its first update after so many years and you click to install it it would override your changes. You could make your own mod based off it to avoid that potential but very unlikely issue. 

3 hours ago, Cheggf said:

I'd you're on PC you can with mods. This mod can be edited to move any item you want to any location you want in its respective tab. The mod isn't meant to do that, though, so if it ever receives its first update after so many years and you click to install it it would override your changes. You could make your own mod based off it to avoid that potential but very unlikely issue. 

I would prefer not-mod way, I have enough mods. 

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