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Wiki / Blueprints and crafting

Mechanics | specification

Blueprints and crafting

Items are made from blueprints at a crafting station. Every attempt can succeed or fail, the product has a random quality, and the blueprint itself gets better over time. Ordinary crafting remains only for basic raw materials.

What a blueprint is

A blueprint is a recipe in the form of an item. It does not stack. Every copy is separate and has its own state:

  • Quality QR from 0 to 100%: it grows with successful attempts and raises the success chance and the product's minimum quality.
  • Number of uses: unlimited or fixed. A blueprint with a limit loses one use on every attempt and disappears after the last one.
  • Owner: a blueprint can be given away, sold or lost. The first use by a new player reassigns it to them.

The state of a copy is stored centrally, not on the item itself. A copied blueprint gives nothing: on an attempt only one copy with a given number goes through, and the others are rejected. A blueprint withdrawn from the game, or an unknown one, will not open the station.

The blueprint's description shows the level, quality, number of uses, the list of ingredients and the result.

Every blueprint also has:

  • a category (weapons, machines, materials), which decides which skills grow on an attempt;
  • a profession, which decides the success chance and the product's quality;
  • a level from 1 to 100, i.e. the difficulty level for skill learning;
  • optionally a book and a number in the book.

Crafting station

  1. The player holds a blueprint in the main hand and right-clicks a crafting table. The table then opens the blueprint window instead of ordinary crafting, also when clicked with the off hand.
  2. The blueprint moves from the hand into the window. A player can have only one such window open at a time.
  3. The window shows:
    • the blueprint;
    • each ingredient with a "have / needed" count (green when sufficient, red when lacking);
    • the success chance, the profession with its level, the QR quality and the number of uses;
    • a mode switch, the Craft button and the Craft x10 button.
  4. Nothing can be moved in the window. Ingredients stay in the player's inventory and are taken from it.
  5. After the window closes the blueprint returns to the inventory, and with a full inventory it drops at the player's feet. The same happens on leaving the game, moving to another server and on restart.

Attempt conditions

  • All ingredients are in the inventory. An ingredient can be a raw material (an item without quality) or a product from another blueprint with 100% quality.
  • The player has at least 2 free inventory slots: for the result and for a possible new blueprint.
  • Ingredients are taken from the inventory in slot order. If the player changes them during the attempt, the attempt is lost: the blueprint loses a use, but nothing is issued or taken.

Series

A series is up to 10 attempts, one every 0.5 s. It is interrupted by missing ingredients, no space, closing the window, the blueprint being used up, or leaving the game. The mode can be changed only between attempts, not during a series.

A craft attempt

  1. Success roll. The chance depends on the blueprint's profession and its QR quality (formula below).
  2. Success:
    • the player gets the result with a rolled quality (normal mode) or with 100% quality (100% mode);
    • the blueprint's QR quality may increase;
    • with a 2% chance the player gets the next blueprint from the same book.
  3. Failure: the ingredients are lost. With a 30% chance the attempt "almost succeeded", and then every piece of every ingredient comes back separately with a 50% chance (on average half). Returned pieces have the same properties as the consumed ones.
  4. Use: a blueprint with a limit loses one use, regardless of the outcome.
  5. Skills: after every attempt, successful or not, a skill gain is rolled for the blueprint's category.
success chance (normal mode) = 20% + 27.5% x (profession / 100) + 27.5% x (QR / 100) 20% ... 75% success chance (100% mode) = half of the above 10% ... 37.5%

Success chance in normal mode

Profession \ QR0%25%50%75%100%
020.0%26.9%33.8%40.6%47.5%
1022.8%29.6%36.5%43.4%50.3%
2526.9%33.8%40.6%47.5%54.4%
5033.8%40.6%47.5%54.4%61.3%
7540.6%47.5%54.4%61.3%68.1%
10047.5%54.4%61.3%68.1%75.0%

In 100% quality mode every value is halved, e.g. profession 50 and QR 50% gives 23.75% instead of 47.5%.

Example

Profession 40, QR 20%, normal mode: chance = 20% + 11% + 5.5% = 36.5%. Minimum product quality = 30% + 60% x (0.40 + 0.20) / 2 = 48%, so a successful product has between 48% and 100% quality. After a success QR grows with a chance of 50% x (1 - 0.20) = 40%.

Modes: normal and 100% quality

Before an attempt the player chooses the mode with a button in the window. The mode affects only the product's quality; QR growth, the new blueprint and skills work the same way.

ModeSuccess chanceProduct quality
Normalfullrandom from the minimum quality to 100%, in whole percent
100% qualityhalfalways 100%
minimum quality = 30% + 60% x (profession / 100 + QR / 100) / 2 30% ... 90%

Minimum product quality

Profession \ QR0%25%50%75%100%
030%38%45%53%60%
1033%41%48%56%63%
2538%45%53%60%68%
5045%53%60%68%75%
7553%60%68%75%83%
10060%68%75%83%90%

A component that is to go into another blueprint must have 100% quality. So the 100% mode, or a high profession and QR, pays off.

Blueprint quality (QR)

A new blueprint copy has QR 0%. After every success QR may increase, and the higher it is, the less often it grows. A failure does not change QR.

growth chance = 50% x (1 - QR / 100) 50% at QR 0, 25% at QR 50, 0% at QR 100 growth = random 0.1 ... 1.0 percentage point
QR target10%25%50%75%90%99%
Successful attempts from zero (average)~39~105~252~504~837~1,673

QR growth after the last use of a blueprint with a limit is lost together with the blueprint.

Blueprint books

Blueprints can form a book: a sequence of numbered blueprints, usually increasingly difficult. Every successful craft from a blueprint in a book has a 2% chance of giving a new copy of the next blueprint in that book, with QR 0% and the use limit from its definition. Nothing drops from the last blueprint in a book.

BookOrder
Farming1. Nutrient Paste -> 2. Incubator -> 3. Incubation Core
Iron Weapons1. Iron Longsword

Special results

  • Minion: quality does not matter and is not assigned. The first minion of a given type crafted unlocks that type in the player's minion collection.
  • Pet: the result goes straight to the pet collection, not to the inventory. The pet's rarity depends on the rolled quality.
Product qualityPet rarity
0–59%Common
60–89%Uncommon
90–99%Rare
100%Epic (the 100% quality mode gives it on every success)

Product quality

Every product from a blueprint (except minions) has a quality from 0% to 100% in whole percent, visible in the description as "Quality: 73%". Raw materials, mob drops and shop items have no quality.

Effect on the item

  • Durability = base durability x quality, at least 1. Applies to items that wear out and do not stack.
  • Beneficial attributes (damage, armor, armor toughness, knockback resistance, health, positive item stats like Health Regen) = value x (50% + 50% x quality).
  • Unfavorable attributes (e.g. attack slowdown) stay unchanged, so that a weaker weapon does not hit faster.

The item's bonus is scaled, not the player's base 1 damage. An iron sword gives +5, so at 100% a hit does 6, and at 0% it does 1 + 2.5 = 3.5.

QualityDurabilityBeneficial attributesExample: Iron Sword (6 damage, 250 durability at 100%)
0%0%50%3.5 damage, 1 durability
30%30%65%4.2 damage, 75 durability
50%50%75%4.8 damage, 125 durability
75%75%88%5.4 damage, 188 durability
90%90%95%5.8 damage, 225 durability
100%100%100%6.0 damage, 250 durability

Components

A product used as an ingredient of another blueprint must have 100% quality. A product below 100% is only good for using or selling.

Quality "laundering" block

  • A product below 100% will not go into a furnace, smoker, blast furnace (also when fed by a hopper), stonecutter or smithing table.
  • The anvil and grindstone will not combine two items of the same kind if either has less than 100%.
  • Repair with a raw material, applying enchanted books and removing enchantments work at any quality.

Stacks

Products stack only when they are identical: the same quality and the same source blueprint.

Selling to a merchant

  • The merchant pays for a product as much as the raw materials from its recipe are worth at buy prices, divided by the number of pieces in the result. Quality does not change the price.
  • A component in a recipe is counted through the cheapest blueprint that makes it. An ingredient with no price and no recipe is worth 0.
  • The merchant does not buy products from an unknown blueprint or items with a damaged quality marker.
  • Prices and the products table: NPC shops -> Products from blueprints.

Ordinary crafting

The inventory grid, the crafting table and the crafter make only basic raw materials. Everything else requires a blueprint. A blocked recipe does not show a result.

AllowedExamples
Planksall kinds of planks from logs
Basic itemssticks, torches, soul torches, crafting table, furnace, chest
Conversion 9 -> 19 pieces of one material in all slots give 1 block (ingots into a block, nuggets into an ingot)
Conversion 1 -> 91 block gives 9 pieces (block into ingots, block into gems)

Special recipes are blocked too, e.g. repair by combining two items in the grid, because the result would have no quality. The furnace, smoker and blast furnace work normally for raw materials.

Skills from crafting

Every attempt rolls a skill gain according to the blueprint's category. The target level is the blueprint's level, and difficulty is counted from the blueprint's profession. Gain formulas: Skills and professions.

CategorySkills (weight)
WeaponsWeapon Design 1.00, Metalworking 0.60, Precision 0.30, Material Knowledge 0.30
MachinesMechanics 1.00, Precision 0.40, Material Knowledge 0.30
MaterialsCooking 1.00, Herbalism 0.30

Blueprint list

Weapons

1 blueprints
BlueprintIngredientsResultProfessionLevelBookUses
Iron Longsword
Test blueprint for stage 1.
3 x Iron Ingot
1 x Stick
1 x Iron SwordWeaponsmith5Iron Weapons 1unlimited

Machines

19 blueprints
BlueprintIngredientsResultProfessionLevelBookUses
Birch Minion
Grows and chops birch logs on your island.
64 x Birch Log
1 x Wooden Axe
1 x Birch Minion I (minion)Engineer1–unlimited
Carrot Minion
Plants and harvests carrots on your island.
64 x Carrot
1 x Wooden Hoe
1 x Carrot Minion I (minion)Engineer1–unlimited
Coal Minion
Places and mines coal ore on your island.
64 x Coal
1 x Wooden Pickaxe
1 x Coal Minion I (minion)Engineer1–unlimited
Cobblestone Minion
Places and mines cobblestone on your island.
64 x Cobblestone
1 x Wooden Pickaxe
1 x Cobblestone Minion I (minion)Engineer1–unlimited
Cow Minion
Spawns and slays cows on your island.
64 x Leather
1 x Wooden Sword
1 x Cow Minion I (minion)Engineer1–unlimited
Diamond Minion
Places and mines diamond ore on your island.
64 x Diamond
1 x Wooden Pickaxe
1 x Diamond Minion I (minion)Engineer1–unlimited
Gold Minion
Places and mines gold ore on your island.
64 x Gold Ingot
1 x Wooden Pickaxe
1 x Gold Minion I (minion)Engineer1–unlimited
Iron Minion
Places and mines iron ore on your island.
64 x Iron Ingot
1 x Wooden Pickaxe
1 x Iron Minion I (minion)Engineer1–unlimited
Oak Minion
Grows and chops oak logs on your island.
64 x Oak Log
1 x Wooden Axe
1 x Oak Minion I (minion)Engineer1–unlimited
Potato Minion
Plants and harvests potatoes on your island.
64 x Potato
1 x Wooden Hoe
1 x Potato Minion I (minion)Engineer1–unlimited
Skeleton Minion
Spawns and slays skeletons on your island.
64 x Bone
1 x Wooden Sword
1 x Skeleton Minion I (minion)Engineer1–unlimited
Spruce Minion
Grows and chops spruce logs on your island.
64 x Spruce Log
1 x Wooden Axe
1 x Spruce Minion I (minion)Engineer1–unlimited
Wheat Minion
Plants and harvests wheat on your island.
64 x Wheat
1 x Wooden Hoe
1 x Wheat Minion I (minion)Engineer1–unlimited
Zombie Minion
Spawns and slays zombies on your island.
64 x Rotten Flesh
1 x Wooden Sword
1 x Zombie Minion I (minion)Engineer1–unlimited
Auto Smelter
Minion upgrade that smelts its drops.
64 x Cobblestone
32 x Coal
8 x Iron Ingot
1 x Auto SmelterEngineer10–unlimited
Incubator
Hatches eggs from DNA and farms mobs.
8 x Iron Ingot
4 x Glass
2 x Nutrient Paste
1 x IncubatorEngineer10Farming 2unlimited
Iron Golem Pet
Builds an Iron Golem pet. Quality sets its rarity.
32 x Iron Ingot
1 x Carved Pumpkin
1 x Pet Iron Golem (pet)Engineer10–unlimited
Compactor
Minion upgrade that packs its drops into blocks.
32 x Iron Ingot
16 x Redstone
1 x Chest
1 x CompactorEngineer15–unlimited
Incubation Core
Needed for a level 3 incubator.
4 x Bio Gel
2 x Diamond
8 x Redstone
1 x Incubation CoreEngineer20Farming 3unlimited

Materials

2 blueprints
BlueprintIngredientsResultProfessionLevelBookUses
Nutrient Paste
Food for incubator embryos.
2 x Zombie Heart
4 x Wheat
1 x Nutrient PasteCook1Farming 1unlimited
Taming Lure
Bait used to tame wild monsters.
4 x Wheat
2 x Bone
1 x Taming LureAnimal Trainer1–unlimited

To be decided

  • Where players get blueprints. Today a blueprint is given only by the administration or by the 2% chance of the next one from a book. Sources are needed: drops, rewards, shop, quests.
  • Taming bait has the Materials category, so it teaches Cooking and Herbalism. To be decided: a separate category with Taming and Care.
  • Skills on failure. Today a failed attempt also gives a skill gain. To be decided: whether only success should.
  • Rarity and trading of blueprints. All blueprints are ordinary today and can be traded. There are no rules for rarer blueprints.
  • Quality and enchanting. Quality does not affect enchanting today.