Guide to Crafting

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Category Skill Org Skill
Trade Engineering Corporate Collective
Trade Construction Corporate Collective
Trade Weaponcrafting Corporate Collective
Trade Mixing Five Families
Trade Medicine Biodyne
Trade Bioengineering Biodyne
Trade Cyberdoc --
Trade Fashion --
Trade Amenities --
Labor Gardening Sol Workers Party
Labor Mining Sol Workers Party
Labor Bartending --
Labor Cooking --
Labor Artwork --
Labor Mayhem --
Survival Forage --
Survival Fishing --
Survival Geology --

After Earth features a robust crafting system and multiple ways to use it. The majority of crafting skills are found under the Trade, Labor, and Survival skill categories, which can be reviewed with the ab <category> command in-game. To the right is a chart outlining the crafts, which categories they belong to, and which if any organization they're tailored to (organization skills are capped at 36 for non-members and cannot be raised from 0 for non-members outside of character generation).

Recipes

Crafting recipes are organized by skill. For each skill that has crafting recipes associated with it, you can enter <skill name> list to review all of the recipes attached to it that you can make, or <skill name> list -all to review all of the recipes attached to the skill whether you can make them or not. All crafting skills have some recipes that can be created at rank 0, which allow those without the skill at 1 or higher to pool it and gain access to more advanced recipes. To review a specific recipe, you can enter the <skill name> show <recipe #> or <skill name> show <keyword> command. If for example we wanted to view the details of engineering recipe 5, Copper Wire, we could enter either engineering show 5 or engineering show copper wire, which would bring up the thumbnail image below and to the left, labeled "Example: engineering show copper wire".

Recipe Example
Example: engineering show copper wire

In the image we can see that the items under "Consumed" and "Other" are red. They're red because your character doesn't have access to those items. Once they're acquired and either in your character's inventory or the room they're currently standing in, ingredients and tools change from red to white.

Components and Tools

The items under "Consumed" are consumed by the recipe. When the recipe is used, its ingredients disappear and become the recipe's finished product.

The items under "Other" are considered tools. These items aren't consumed when a recipe uses them - they'll be wherever they were prior to executing the recipe afterward. Organizations often have easy access to tools that might otherwise be prohibitively expensive to acquire. The Corporate Collective have engineering and weaponcrafting laboratories, for example, while Biodyne has access to pharmacies. With a few exceptions tools can be acquired by independent crafters, but pharmacies are not accessible outside of Biodyne - in order to be an independent prescription-filler, one must be willing to break into a Biodyne facility and raid their pharmacy.

  • Notes: It is always cheaper to buy components and tools from other characters than from NPC-owned stores. Additionally, not all components and tools can be purchased from NPC stores - some can only be acquired by producing them with the crafting system.

Crafting

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Customization

Most items produced by crafting recipes are toolable by default. An item that is "toolable" can be customized with the tool command (see: HELP TOOL) until it is finalized (see: HELP FINALIZE), at which point it will need to be retooled before it can be customized again. If an item isn't toolable after it has been created it's likely a component intended to be consumed by other recipes rather than something a character will want to customize and sell.

  • Notes: The creator of an item can retool it for 1 credit at any time. For items you didn't create yourself, it costs half the item's cost to retool it.

Tooling

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