Author Topic: Dev Log #13: New Crafting UI  (Read 65987 times)

Styg

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Dev Log #13: New Crafting UI
« on: September 27, 2025, 06:02:31 pm »
See nicely formatter HTML version on the website.



Hi guys,

Recently I've updated the item crafting and modding windows to be in line with the new UI aesthetics.

There are no more category filters, but you can sort by the blueprint name or category and can mark a blueprint as your favorite in order to be bump at the top of the list. Additionally, there's the search bar that you can use for filtering now.

https://stygiansoftware.com/videos/devlogs/infusion/13/Crafting.mp4

The item/view modding window can be accessed by right clicking an item in your inventory and selecting "Inspect". In this view, crafted items will show their components that you can mouse over to inspect individually and you can add/remove/replace components from those slots that are marked as "moddable", but you cannot change any of the basic components here.

For example, you can add or remove various firearm attachments, such as scopes and muzzle devices, but you cannot remove the barrel or any other basic component that would cause the item to stop working altogether. For that, you'll have to disassemble the item completely.

In the future, crafting and disassembling will require specific workbenches and you'll not be able to do it on the fly, while modding will be available anywhere.



Also, you can now inspect items that do not have 3D models as well. For those, we make high resolution renders so you can see more details.

That's it for now. We continue to work towards that new gameplay video. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers.
« Last Edit: September 27, 2025, 06:37:11 pm by Styg »

McFighter07

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Re: Dev Log #13: New Crafting UI
« Reply #1 on: September 27, 2025, 11:08:11 pm »
Looks incredible. A huge step up in every way from the original system. I like the bench restriction as well.

Arclight

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Re: Dev Log #13: New Crafting UI
« Reply #2 on: September 28, 2025, 03:02:16 pm »
Very nice! Is this just for the expansion or also planned for the original engine?

Styg

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Re: Dev Log #13: New Crafting UI
« Reply #3 on: September 29, 2025, 10:07:13 am »
Very nice! Is this just for the expansion or also planned for the original engine?

Infusion is a completely new stand-alone game, so all the things described in its dev logs only apply to it.

Antalos

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Re: Dev Log #13: New Crafting UI
« Reply #4 on: September 29, 2025, 01:29:02 pm »
After hundreds of hours of playtime and weeks of sleepless nights in the underrail, sometimes you can get stuck in the crafting process, searching for the right recipe when there are so many of them. So, the idea of ​​adding a needed recipe to your favorites is a very useful solution, thanks Styg!
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Alt

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Re: Dev Log #13: New Crafting UI
« Reply #5 on: September 29, 2025, 07:13:33 pm »
another log? you spoiling us

CaidSN

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Re: Dev Log #13: New Crafting UI
« Reply #6 on: October 05, 2025, 03:13:38 pm »
I notice on the model viewer we have a similar system that we did in the original. That being you click on a slot and it autofills components. Presumably it does this in a similar manor to what it did in the original as well, most recent to oldest in the inventory. This was one of my biggest pet peeves in the original as I would have a big box that I filled with my components and would just take all on them when I wanted to craft. Having to cycle through 30 different plasma cores, frames, etc was annoying. Nothing game breaking of course it's just that I have a small suggestion that could alleviate this.

Would it be possible to have a small sub-window pop up when clicking on the box that lists all the components you have? You could even keep the current functionality with a right/left click, and make the box pop up on the other. I'll say left for list and right for autofill. For removing it would be as simple as right clicking again and having a 'no component' option at the top left of the list in the submenu on left click.

--On further inspection I do see that you have the inventory off-screen in the pistol example for us to drag and drop from. If that is also how the crafting one works then disregard that will do just fine!

Styg

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Re: Dev Log #13: New Crafting UI
« Reply #7 on: October 16, 2025, 07:55:09 pm »
I notice on the model viewer we have a similar system that we did in the original. That being you click on a slot and it autofills components. Presumably it does this in a similar manor to what it did in the original as well, most recent to oldest in the inventory. This was one of my biggest pet peeves in the original as I would have a big box that I filled with my components and would just take all on them when I wanted to craft. Having to cycle through 30 different plasma cores, frames, etc was annoying. Nothing game breaking of course it's just that I have a small suggestion that could alleviate this.

Would it be possible to have a small sub-window pop up when clicking on the box that lists all the components you have? You could even keep the current functionality with a right/left click, and make the box pop up on the other. I'll say left for list and right for autofill. For removing it would be as simple as right clicking again and having a 'no component' option at the top left of the list in the submenu on left click.

--On further inspection I do see that you have the inventory off-screen in the pistol example for us to drag and drop from. If that is also how the crafting one works then disregard that will do just fine!

You can drag the component directly to the slot (you can do this in Underrail 1 as well) also. The way that it select the component to autofill is same or similar to that of Underrail 1, but I will probably at some point implement something akin to what you suggest. Perhaps when you mouse over a slot you get a drop down button and when you click it, you can select from a grid of available components for that slot.