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There are other threads that mention spidersilk and I wanted to revive the concept, plus add some specifics I'd like to see with it. First off, there are different types of spiders: Giant, Lava and Fog. I think each should drop silk of different characteristics in armor crafting: 1. Giant drops the strongest silk, providing the best overall physical attack resistance. 2. Lava silk is less for physical, but high flame resists. 3. Fog - you guessed it, bonus to dodge and stealth (those bloody bast...). Spidersilk by default should weigh than cloth and provide the same movement and no impedance to combat or spell casting, but be as protective as leather armor. It should also require it's own skill, under tailoring. "Wurmhole, you jerk! That would ruin all my years of work skilling cloth and leather crafting!" Well, to answer: not if we limit the silk drops to only rare rolls when butchering. Also, we need to make spidersilk behave like leather imping, where the silk QL can be lower than the crafted item. Please consider drake hide armor. Did it kill the leather armor market? Nope. Why not have spidersilk craftable by CT skill? Because I want everyone to have equal opportunity to raise themselves up to master crafter levels, at the time it is introduced. How do we skill this, with it being so rare? We also add a coin pouch. This tiny little pouch can be crafted from a single drop of silk and imped for days on a second drop of silk. In fact, the super stretchy qualities of spidersilk make using it to improve have an almost imperceptible amount of loss over time. - Coin pouch would have the special quality of combining all coins into larger amounts & auto gather coins from praying. - Imping coin pouches raises QL VERY slowly, due to the incredibly intricate nature of the materials (yes, so we don't have to make 100 pouches and have them all taking up inventory space, or using up too much silk to level the skill). I detest the wastefulness of wurm's current craft grinds, making 100 needles, 100 butcher knives, 100 rope tools, 100 ores, etc. Finally, we have to have spidersilk packs! Weigh half as much as a satchel and carry as much as a regular backpack. By the time this is released, I'm sure the excitement of the 10yr knapsacks will have worn off and everyone will be itching for the latest packs to show off. Appearances are everything!! Make the armor and packs reflect the spiders they came from: - White - Orange - Somewhat greyish/foggy/smoky looking, without looking like Pig Pen from Charlie Brown cartoons. I think that covers it, but please add more suggestions or changes to keep this viable. PvP? Not sure how good or bad this will impact it, but I imagine it would be similar to the release of drake hide armor.
Drayka posted a topic in Suggestions & Ideas--- Edited for being too dry and detailed, original post follows after --- In summary: New silkworm tree, new silk fine clothing, all dyable. Cloth of gold and other precious metals. Silk bowstrings for fine bows and silk rope for finishing. New farmable botanisable flax, harvest for fibre or 1 stage later for seedbolls for linseed oil New linen clothes, all dyable. New sackcloth Odds and ends in leather: bracers, sheaths, baldrics etc. New eye-protection armour in the form of masks, and carnival masks New bell types and uses, jester hat, bridle bells and cowbells New animal collars with inscribable tags Wearable carved pumpkins for fun. New follower tabard, cowl and priest robes with suggested colour schemes. New mediation capes for those high level stages, with suggested colour schemes and level-cued border colour. --- Original post --- Silk (White) Mulberry Tree. (Morus alba)  The leaves are covered with moth eggs  It is infested with moth larvae.  The moth larvae are spinning cocoons.  The tree is laden with moth cocoons. (Harvestable)  Moths are emerging from the cocoons. ('Infectious' up to # tiles) You hang some moth cocoons from the tree. [4a] The tree has some moth cocoons. (Not harvestable) [5a] A few moths are emerging from the cocoons. (Not 'infectious') You prune the mulberry tree; at stage [#]. 1 - The egg infested leaves have been removed. 2 - A lot of infected branches are removed, a few moth larvae remain to eat the leaves. [2a] Examine shows: A few moth larvae feast here. 3 - A lot of infected branches are removed, some larvae are still spinning cocoons. [3a] Examine shows: A few moth larvae are spinning cocoons. 4 - A lot of infected branches are removed, a few moth cocoons remain. [4a] Examine shows: The tree has some moth cocoons. 5 - A lot of infected branches are removed, a few moths are still emerging. [5a] Examine shows: A few moths are emerging from the cocoons You prune the mulberry tree; at stage [#a] - The infected branches are removed. Harvest: You collect some moth cocoons from the tree. [Examine shows: The tree has some moth cocoons.] You start to work on the moth cocoons with the spindle. You produce a string of cloth, silk. Combining with any other cloth type at any stage of cloth tailoring drops material affix from description. Can be used to make normal cloth items with same values as for cotton. Use square of cloth, silk, to make fine cloth clothing instead of cloth armour. Fine cloth shirt, silk - dyable, default white. Fine cloth cap, silk - dyable, default white. Fine cloth jacket, silk - dyable, default white. Fine cloth sleeve, silk - dyable, default white. Fine cloth glove, silk - dyable, default white. Fine cloth hose, silk - dyable, default white. (legs slot) Fine cloth slipper, silk - dyable, default white. (foot slot) Fine cloth long-skirt, silk - dyable, default white. (legs slot) *ankle-length Fine cloth summer dress, silk - dyable, default white. (legs and torso slots) *as long-skirt length Fine cloth winter dress, silk - dyable, default white. (legs, torso and sleeves slots) *as long-skirt length Fine cloth scarf, silk - dyable, default white. (neck slot) Fine cloth cloak, silk - dyable, default white. (cape slot) Fine cloth mask, silk - dyable, default white. (face slot) *masquerade mask Fine cloth coin-pouch, silk - dyable, default white. (hip slot) Fine cloth caparison, silk - dyable, default white. (barding slot) Fine cloth Kingdom caparison, silk. (barding slot) Activate wires, gold with string of cloth, silk in your inventory, to weave square of cloth, gold. Create cloth of gold, cloth of silver, and cloth of copper fine-cloth items by this method, non-dyable. Use a ropemaking tool on string of cloth, silk to make fine ropemaking items: Fine bow string - string changes status of bow to 'fine'. (as adding a fine fishing-line makes a fine fishing-rod) Fine rope - use a needle on fine rope to make silk braid, used to finish fine cloth cap, jacket, hose, and dresses. - combine with wires to make fine gold, silver or copper rope. - use to finish cloth of gold, silver, and copper; fine cloth cap, jacket, hose and dresses. Flax Plants and seeds found by botanising. Planting seeds creates farm tile. Harvest by hand not with a tool as flax is pulled up to ensure greatest fiber length. Harvest before the seed pods ripen to get flax plants Harvest when the seed pods have ripened to get seed pods which can be picked for seeds or crushed for linseed oil. You start to work on the flax plant with the water. You produce retted flax. You start to work on the retted flax with the hackles. (short board implanted with clusters of vertical pins or 'tines' through which the flax fibres are drawn) You produce linen fiber. You produce tow fiber. (i.e. as spinning cotton used to produce string and rags at the same time, but linen fibre and tow fiber should be same quality) You start to work on the linen fiber with the press. You produce a paper sheet. Use tow fiber as wemp fiber, with a rope tool to produce ropemaking items. You start to work on the linen fiber with the spindle. You produce string of cloth, linen. Combining with other cloth types removes affix and can then be used to make standard cloth armour. Use square of cloth, linen, to produce clothing and non-cotton cloth armour. Cloth tunic, linen - dyable, default beige. (torso slot) Cloth skirt, linen - dyable, default beige. (legs slot) *calf-length to just cover default clothing Cloth summer dress, linen - dyable, default beige. (legs and torso slots) *as skirt length Cloth winter dress, linen - dyable, default beige. (legs, torso and sleeves slots) *as skirt length Cloth hose, linen - dyable, default beige. (legs slot) Cloth slipper, linen - dyable, default beige. (foot slot) Cloth winter boot, linen - dyable, default beige. (foot slot) *knee-height to meet skirt-length Cloth cap, linen - dyable, default beige. Cloth scroll-tube, linen - dyable, default beige. (hip slot) *for writs and papyrus sheets Cloth horse-blanket, linen - dyable, default beige. (saddle slot) *cannot be worn with saddle, cannot be ridden whilst wearing. You start to work on the tow fibre with the spindle. You produce string of sackcloth. (not combinable with other cloth strings) Use square of sackcloth to produce non-clothing items Cloth satchel, sackcloth Small sack Large sack Scrip (cloth shield bag) *wear like backpack, capacity to hold shield of any type. Unfinished pad - stuff with tow fibre to create pad - attach to chair to create padded chair. Additional equipables for existing materials leather bracer (sleeve slot) for archers *wrist-to-elbow graphic leather shoe (foot slot) leather sheath (hip slot) used to hold knives/sacrificial dagger leather baldric (hip slot) but displayed as diagonal shoulder strap. *will not hold huge/two-handed weapons or polearms leather coin-pouch (hip slot) cloth mask (face slot) bandit mask, eye-protection armour mask of <deity>, cotton (face slot) full-face pre-coloured carnival masks leather mask (face slot) half-face mask, eye-protection armour metal mask (face slot) half-face mask, eye-protection armour fine metal mask (face slot) full-face mask, eye-protection armour, copper/silver/gold, uses jewelry smithing, finish with gems. harness bell, bronze - add to bridle to make belled-bridle *bells sound when equipped animal moves - use to finish jester's hat, cotton *bells sound when player moves cow bell, brass - make from cow bell resonator and small clapper collar leather - equip on animal (head slot) cannot be worn at same time as bridle - add cow bell to make cow bell collar (head slot) *bell sounds when animal moves metal tag - inscribe with letters, 1 letter per QL - add to leather collar to make tagged collar (head slot) *equipped animal examine reads tag inscription. carved pumpkin, equipable (head slot) player avatars only. Smashes messily if struck in combat. Fun for duelling. Restricted-equip clothing Follower tabard - reflects colour scheme and decoration of followed deity. Can only be equipped by followers. Possible deity schemes: Fo: green with boar Vynora: white with anaconda Magranon: red with mountain gorilla Libila: black with hyena Priest robes (tabard slot) - reflects colour scheme and decoration of deity *elbow-length, calf-length. Can only be equipped by priests. Fine priest robes - wrist-length, ankle-length. Follower cowl - as cloth cap but reflecting followed deity colour. Equipable by follower and priest. Meditation capes - reflects colour scheme of path followed and level attained Equipable at level 11, no-border level 12, cape has black border level 13, cape has copper border level 14, cape has silver border level 15, cape has gold border Possible path schemes: main colour + vertical, cental, 1/3-width stripe. Enough to be distinguishable from dyed single-colour capes at any rate. Knowledge: Royal-blue & white. Insanity: something glow-in-the-dark, hurt-your-eyes-fluorescent & clashing colour (lime green & orange?) Power: Regal-purple & white Love: Scarlet & white Hate: Mid-grey & black. Something that won't clash with HoTS Kingdom colours in particular.