Time to get Crafty: With this patch we are exposing our crafting system for the first time to the users. This is not completely final, the schematics that are currently released in the beta are not final they are for testing, and we are very excited to see how people react to this kind of crafting system. Let us dive right in! First, I will introduce our concept of Kits. Kits our devices on the character to perform special actions like refining, crafting ect... Some Kits might require you to be around specific objects you have placed in the world like a refinery. As you can see, you can have your crafting and refining screen open at the same time. Now before I talk about the process of crafting I want to take a moment to explain the system. Our crafting system is built to be more “Mineral Non-specific.” What that means is that the cases where you will require a specific resource like 15 mud or 25 rock are small. Instead each resource is given a list of hierarchy classifications. An example: Mud is an Inorganic, Mineral, Ore. This means if the schematic slot asks for any of these classifications, that any material with those classifications can be used. We do understand that this might be a little confusing at first, but we have taken care to add loads of information at all points of crafting to help make it clear what your requirements you need to satisfy to complete a craft. You will also notice that you have a list of schematics that you know. Without going into to much detail, you will be able to acquire schematics a number of ways. Alright, so lets talk about phase one of crafting. First you will need to refine a material. Almost all materials in EoS can be refined. Any time you refine a material, that stack will be given a unique name and random stats imprinted on it. These will become more important later in crafting, the important thing to know is that any time to refine a material it becomes it's own unique stack. So you refined some resources, and now it's time to craft. When you open your crafting kit you will have a list of the schematics you currently know. Here you can look over schematic requirements, if the item is stack-able, you can set how many of the item you want to make before moving to the construction phase. So now we are in the construction phase. In this phase you will notice we have some slots for the refined materials, and then under it we give you another reference of the schematic requirements, and if you scroll over the box we will give another tool tip for what is necessary in that slot. This is where you will then move over the refined materials you have to meet the requirements.. once you have SCIENCE CAN BEGIN!! This is where things start getting a bit more “advanced.” As your schematics get more advanced, they will add a 2nd layer of complexity. Below you will notice the same crafting windows but now there are some more stats shown on the right. These are now secondary stats that you will see propagate to a refined resources when you refine. So now you will not only need to make sure your satisfying the core requirements of the schematic but hit the secondary requirements as well. Currently, all schematics that you start with are for testing and do not completely resemble final versions. They are ranged from basic simple schematics to complex ones.