Re: Tailoring/Weaving
Posted: Thu Sep 10, 2020 8:09 am
Since the weather has once again turned cold, I was thinking it might be a good time to bump the possibility of adding dual layer or warmer options for certain body parts that can't currently reach "Excellent" warmth levels with limitations as they are. Head, hands, legs all come to mind. See previous posts for ideas of garments that might be layered to help alleviate this concern, though more layers might need to be added to those body parts first.
Items that might be added in addition to those previously suggested (some duplicates may apply):
- long underwear
- leggings that can be worn under skirts or pants (current leggings are their own pants layer)
- thick socks (as opposed to regular socks - 2x warmth?)
- knit hood (as suggested in a different post)
- knit balaclava/face mask
This next ask might be potentially going into leatherworking territory and it has come up before, but it might be good to add the option to fur-line tailored items either as an add-on or during initial creation. Furs used in this way are usually thin or soft enough leather to sew normally and adding a fur collar, cuffs, hood, or lining components could be an easy way to add extra warmth without having to wear additional garments layered over each other. Full-fur garments can still be leatherworking only or maybe be an affinity for high-skill tailors for cross-skill application. Or maybe the difference can be between armor and clothing as far as the line between tailoring and leatherworking since, again, it's usually a different treatment and crafting process between those thicker armor-used leathers and thinner garment leather. To clarify - I'm not asking that tailors be able to make the furs to do this, just that they be able to use those fur items as components or purchase furs from the market and process them into the components/garments after a leatherworker has treated them.
Examples:
- current item: a <color> <material> overcoat
- new item: a <color> <material> overcoat lined with <animal> fur
- new item: a <color> <material> overcoat with a/an <animal> fur collar
- new item: a <color> <material> overcoat with a/an <animal> fur hood
- new item: a <color> <material> overcoat with <animal> fur cuffs
Or to keep things simpler, they don't have to show in the main item line and can just be in the components. The suggested components are lining (body/arms), collar (neck), hood (head), cuffs (arms/hands).
Potential critter additions/alterations for "fur" options:
- raccoons
- squirrels
- fox
- rabbit (the non-serafair variety)
- mink
- muskrat
- beaver
- stoat/ermine
- otter
- sable
- seal
- coyote (but not coydogs!)
- wolf
- chinchilla
- opossum
- brushtail possum
Also it looks like there was never an answer posted about inconsistencies with cloth/thread amount for materials used and the number of steps to cut or sew a project. Are those items intended to be as-is or should they be adjusted somewhere down the line so that the more complex projects have a number of steps that reflect their difficulty, materials, and skill rating? Another example that might be more glaring is that an overcoat takes 18 cloth, 8 thread, and 10 buttons. A duster takes 18 cloth, 8 thread, and no buttons. The duster takes only 12 steps to craft while the overcoat takes 50 steps. Both have the same skill requirement to make, but one gives considerably more practice than the other for almost the same material cost. The same issue happens with weaving as well - some items take far more yarn than others but it doesn't always seem to make sense based on the finished product size.
As always, I appreciate any input. Thanks for reading.
Items that might be added in addition to those previously suggested (some duplicates may apply):
- long underwear
- leggings that can be worn under skirts or pants (current leggings are their own pants layer)
- thick socks (as opposed to regular socks - 2x warmth?)
- knit hood (as suggested in a different post)
- knit balaclava/face mask
This next ask might be potentially going into leatherworking territory and it has come up before, but it might be good to add the option to fur-line tailored items either as an add-on or during initial creation. Furs used in this way are usually thin or soft enough leather to sew normally and adding a fur collar, cuffs, hood, or lining components could be an easy way to add extra warmth without having to wear additional garments layered over each other. Full-fur garments can still be leatherworking only or maybe be an affinity for high-skill tailors for cross-skill application. Or maybe the difference can be between armor and clothing as far as the line between tailoring and leatherworking since, again, it's usually a different treatment and crafting process between those thicker armor-used leathers and thinner garment leather. To clarify - I'm not asking that tailors be able to make the furs to do this, just that they be able to use those fur items as components or purchase furs from the market and process them into the components/garments after a leatherworker has treated them.
Examples:
- current item: a <color> <material> overcoat
- new item: a <color> <material> overcoat lined with <animal> fur
- new item: a <color> <material> overcoat with a/an <animal> fur collar
- new item: a <color> <material> overcoat with a/an <animal> fur hood
- new item: a <color> <material> overcoat with <animal> fur cuffs
Or to keep things simpler, they don't have to show in the main item line and can just be in the components. The suggested components are lining (body/arms), collar (neck), hood (head), cuffs (arms/hands).
Potential critter additions/alterations for "fur" options:
- raccoons
- squirrels
- fox
- rabbit (the non-serafair variety)
- mink
- muskrat
- beaver
- stoat/ermine
- otter
- sable
- seal
- coyote (but not coydogs!)
- wolf
- chinchilla
- opossum
- brushtail possum
Also it looks like there was never an answer posted about inconsistencies with cloth/thread amount for materials used and the number of steps to cut or sew a project. Are those items intended to be as-is or should they be adjusted somewhere down the line so that the more complex projects have a number of steps that reflect their difficulty, materials, and skill rating? Another example that might be more glaring is that an overcoat takes 18 cloth, 8 thread, and 10 buttons. A duster takes 18 cloth, 8 thread, and no buttons. The duster takes only 12 steps to craft while the overcoat takes 50 steps. Both have the same skill requirement to make, but one gives considerably more practice than the other for almost the same material cost. The same issue happens with weaving as well - some items take far more yarn than others but it doesn't always seem to make sense based on the finished product size.
As always, I appreciate any input. Thanks for reading.