Okay, after about a solid week of testing and planning to see what I can and cannot actually do with the editor I have finally started construction of a crafting system for Torchlight. To create new goals, while preserving the integrity of the original gameplay, I am currently beginning with a craftable glyph system. This glyph system allows players to collect ember, infuse it with glyphs, and store spells in the glyphs. This creates a way for a player to save mana and space in the spell slots, while creating a challenge to obtain this ability. As the project grows, and with input from the community, further craftable items could be introduced. It will be a good bit of work for now just to make this stuff functional, so bear with me as I continue to develop this idea. So, moving forward, here is what the mod will actually accomplish:
Additions that are completely possible now with TorchED:
- Nodes for new resources. As the mod develops, it is unclear how many node types there will be as of yet. I think I will fully integrate different resources, along with their accompanying craftable items, on a case by case basis. i.e. I am currently working on Ember Ore, along with everything you can possibley do with that resource once it's collected. Once that's completed, with those resources populated throughout the world, I will begin anew with a different resource type which could be used to create even newer items still.
- Inventory items for collected resources, varying by tier
- Recipes for combining the same resources to create higher tiers of the same resource, as well as recipes for combining different resources to create usable items
- Spawnclasses for nodes, so that they only give specific resources
Additions that are planned, but are either not possible with TorchED or I just don't know how yet:
- Animations to be triggered by the use of the node, much like the Fishing Holes now do. So if you clicked on some ore, you'd start swinging a pickaxe. I have dug DEEP into .xml and UI files to peg out how this can be done, but with no luck. It seems that if the UNITTYPE of a prop is 'Fishing *note:Hole' then the fishing animation will trigger, along with the fishing 'button' etc. I think this all is hardcoded, and I can't find a way to make a new UNITTYPE that will trigger a new animation/interface button. This is a huge change, and I can see where this is setting the sights pretty high. Nonetheless, it's a goal that perhaps one day can be fulfilled. note: I now have the animations triggering with the use of the node!
- New UI panes for different craft 'workstations' that the player uses to make different types of items. For example, a forge for making metal weapons, that when clicked on opens up a slightly different window than the others. Only differences would be text really, and what types of resources could actually be used at that station.
- Tools that will equip automatically when a node is used, like the fishing pole, and go away after the resource gathering animation is complete.
As you can see, this is quite a bit of work, but it's not all that bad. I have tested a lot of this already, and am convinced it is completely within reach. I currently have a good bit of time on my hands so I will be making progress on this mod on a daily basis (in between playing Torchlight!). Once all the nodes, resource items, recipes, etc. are functional and I am able to release this mod, further development will continue with the creation of new recipes and so on and so forth. I am working on this alone atm, so if there is anyone who would like to make a mod team with me in order to expedite this process please let me know via PM on this board. Please only contact me if you have extra time to help work on this, want to stay in touch regularly (leaving up a messenger service or something while working with TorchED), and most importantly if you have a working knowledge of TorchED. Looking forward to input about this idea, and suggestions around making it balanced and fun to use.







