I'm just about done with the pathfinding code for now, I'll probably do a few more quick additions, then I should have a new version up tonight.
And yes, the crafting system is going to be getting a lot of love throughout the process. Actually, I intend to implement a lot of different approaches to it at once. There's going to be a base material system; the 'components' and 'compounds' that make up an object, from an object oriented standpoint. So that you could potentially break down an axe into an "iron wedge" and a "wooden stick", which are in turn made of wood and iron, which in turn track what kind of molecules and atoms the material is made of and how much of the stuff there is.
Then there's the crafting aspect. Suppose you had the means to get the iron's temperature hot enough, like a pool of magma. You could melt that iron wedge down, and if your character had enough metalworking skill and the right tools for it, could re-craft the lump of iron into something else, like some iron arrows. I like Lemunde's take on that.
Chemistry will come into play as well. I've taken a chemistry course, and I understand the principles of stoichiometry (calculating whether compounds react, and if so, what they form, and how much). I won't have to have the computer track if any particular molecule is reacting with any other particular molecule. It just needs to know how much baking soda has collided with how much vinegar, then the internal calculations can figure how much of what was produced. So those metal-corroding acids? It can handle that without any hard-coded reactions.
Speaking of hard-coded reactions, I don't see why not. While the chemistry and materials system will handle a lot, I can have the game import a list of items and a list of reactions, much like the Dwarf Fortress raws do already with creatures and stuff. Then, when you tell the game you want to combine a piece of cloth and a rope, it'll tell you all the different outcomes of that reaction you can go for, like making a sling. If your character is skilled enough to do it, that is. I also see different quality levels coming from this; a character may be just barely skilled enough to make that sling. In which case its stats will suck. Or maybe they're a master of crafting stuff out of rope, cloth, and skilled with slings. In which case it's likely to be an exceptionally good improvised sling.
And on another note, the Amulet of Life Saving concept was the most obvious thing that came to mind. Perhaps something like enchanted gems of life saving, that you're more likely to find the less you have, so that you're only likely to be carrying one or two at a time. That way, if the wrath of RNG hits you, it won't be another annoying unpreventable death. But on the other hand, it's just disintegrated your life gem to save you, so if you've gone into a bad situation where it's not just possible, but likely to die, you'll just get hit again with lethal damage and die.
All this is still off in the future, but I should be moving on to putting items into the game next. They'll track what material they're made of and stuff, I'll get to doing stuff like combinations later on. Thanks for all the ideas!
EDIT:
Version 0.0.0.2 is UP! The pathfinding was one of the longest continuous segments of code I've had to work on. Nearly three weeks of work. It uses A-Star with a sequential search to find the lowest F cost. In more layman's terms, it finds the best route possible with a relatively low amount of work. I first intended to use binary search, which is even faster, but it would be harder to implement and would have stretched out the pathfinding project even further. If I need more speed, I'll fix that up later.
Also, I added a nifty bit of code that I got the idea for here:
http://www.bay12forums.com/smf/index.php?topic=60464.60;topicseenBasically, when the creature loses sight of the player, it goes to the last seen position of the player. I've played with it some, and it's a much more realistic 'chase' feel. Have Fun!