More seriously, I don't think I've seen him around this thread for a while. If you want to ask, I'd suggest PMing him.
Hm, I might do that if he doesn't show up.
In unrelated news, back to MCRPGSimsThing.
Currently, I've decided on three skills per material- small items, furniture, structures. Now I'm trying to figure out where weapons and armor, probably including practical tools, fit in there. I'm worried about the balance between all three as far as usefulness goes.
Three basic thoughts have occurred to me. The first and most obvious is cramming them into an existing category. As I've mentioned, I'm concerned that might unbalance them.
The second, which I'm currently leaning towards, is to make Weaponcrafting and Armorcrafting their own separate, material-independent skills, so someone who can make armor out of bronze can probably do just as well with stone, leather, or bone. I find that option intriguing, but then I'm a little concerned about
those skills being overpowered.
The third is just to let players use any relevant skill for them, essentially adding weapons and armor to
all categories. Don't think I like this one much, but it is a material-centered option that doesn't favor any one set.
In related news, I'm not
entirely sure where stranger things, like clothing or vehicles, would fit in here. Clothes might just qualify as small items, or possibly even be split off into its own separate, material-less skill. Of course, then you could make an argument for doing the same with, say jewelry, which might work, but also possibly for things where it really couldn't work. Hatmaker might be an okay NPC profession, but no sane player (and not very many insane ones) are going to want to professionally make nothing but hats.