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Posted

I saw another thread a while back of a sewing machine that only works during the aurora and I think it would be a great addition. It would fix the issue of new updates dropping ruined clothing on runs of over several hundred days. The sewing machine can repair ruined clothing, similar to the milling machine. For game balance, this should be put in a difficult to reach spot, and of course only work during auroras. It would also be able to craft and repair anything that originally requires a sewing kit.

Maybe this would also introduce the ability to craft blankets which could be a standalone bedroll replacement or added to a bedroll/bed to increase warmth. 

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Posted (edited)

I suggested one ages ago...maybe in Milton ..but an old fashioned Manual one.. seems the kind of thing grey mother would've had

Edited by Leeanda
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Posted

I'd put it in the locked room of the last lonely house in the Sundered Pass, as an additional reward for TFTFT, and as an additional incentive to go to the region (which is kinda lacking atm).
Lore-wise we could make the argument that the foreman made use of it to "get kitted out" in the pursuit of Rüdiger to the top of the Sundered Pass, or something like that.

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Posted

They do make small handheld fully manual (no batteries or power needed) portable sewing machines. They fit in one hand, weigh about .5 lb, and only do a simple lockstitch. We used to carry them with a full spool and bobbin of thread with us when doing long cave explorations, when backpacking, or on climbing expeditions. It made doing quick repairs to tents or gear out in the middle of nowhere a bit easier, didn't take a ton of physical strength or exertion. They work kind of like a stapler, but with a sturdy needle and thread. They've been around for decades and decades, so not a new "modern" thing, but definitely mid-late 20th century.

Generally made from plastic and metal (some of the older ones were all metal and a bit heavier- like - 1.5 lbs), removable and replaceable spool, bobbin and needle. They are prone to damage from dropping or crushing them, so we would carry them in nalgene bottles to protect them- so they would take damage in a struggle or fall, and would not be easily repairable in the game world we are in. We would need to craft line to fill the spool and bobbin (20 minutes time to load the spool and bobbin up to 100% anywhere- no workbench needed?). If they are damaged and not ruined- make the chance of repair failure higher. Make repair speed lessen by 1/3 when in use (so a 30 minute repair would take 20 minutes), I could see these being around in tourist cabins, trailers, forestry lookouts, even some houses and cabins. Not a common item, not a really rare item, but fairly uncommon (same chance as a mag lens, maybe?). 

 

I would prefer something like this, in both the base game and the DLC game so everyone has a chance to find one, two, or three of them. Decay rate on use- not severe, but you need to keep it safe from struggles, maulings, falls, or moosen tap-dancing on your torso. Repairs should be costly, but possible at a workbench with scrap metal and a toolkit. If they drop to 15% condition, they may break (needle snaps or casing damage) and become ruined and non-repairable.

Picture of an older one made of all metal:

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Picture of a newer version made of plastic and metal:

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The question is- is it worth it for the reduction in repair times or crafting times for animal skin clothing/bearskin bedrolls? (IMHO- for minor repairs like darning socks- probably not, but for crafting a set of deerskin pants and boots- maybe?)

  • Upvote 1
  • Like 1
Posted

I highly support this idea, and I also support the idea of putting it in a region that can use more incentive to return to it on occasion. The Forsaken Airfield, The Contaminated Zone, Sundered Pass, Hushed River Valley Bunker, etc. I haven't been to the Sundered Pass but if it's the hardest region, then maybe it would be better off somewhere else. 

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