Posts: 1,388Threads: 330Joined: Jun 2019
6
"Note that there is a high chance of failure to use the dyes at 40/50 tailoring as it works like any skill check. We can change it if that wasn't the intent."
I remember thinking this was a bug on Grimm. It makes it difficult to sell the dye tubs which was part of the point.
Posts: 358Threads: 61Joined: Jun 2019
5
So there's two processes going on here:
1. Someone with at least 40 tailoring must double-click the dye to put it in a dye tub. This is where the skill check / failure can happen. Dyes have 4-5 uses, and a use gets consumed on failure.
2. Anyone can use the dye tub once the dye has been added
I can remove the skill check if you want and just make it so that 40 tailoring = success. Let me know.
Posts: 1,388Threads: 330Joined: Jun 2019
6
Is there any good reason to have a check for BOTH making it and applying it? Cuz if not, then just the crafting of the dye should be enough.
Posts: 358Threads: 61Joined: Jun 2019
5
I've taken out the skill check. They now just need 40 (or 50, depending on dye) tailoring to successfully put the dye into a dye tub.