Currently, the crafting system in rust functions in a linear single direction fashion. By this i mean that resources are gathered and assembled in very specific ways into end products. These products, in return, cannot be "broken down" or salvaged. iron ore becomes metal fragments, metal fragments become low quality metal, low quality metal becomes guns. Guns stay guns and represent the "end" of the chain
In most post apocalyptic scenarios, this type of vertical manufacturing scheme is non-existent. Rather, found items are salvaged, broken down, and otherwise reused for new purposes. Things are't thrown away. If something breaks, it is broken down for parts. This approach is really the hallmark of this genre and should be reflected in the design of the crafting system in rust.
System Basics:
The idea that items should be comprised from interchangeable components is one that I think could be implemented easily into rust with while adding additional dimensions crafting system. at its essence, usable items should be built 1 or more component categories. component categories would reflect the general characteristics of the specific component. [pole] [tube] [binding] [handle] [long blade] [short blade] etc are some examples of potential component categories.
a "simple knife" might require 3 specific components to craft [short blade] [handle] [binding]. multiple individual components available in game from various sources could be used to meet the requirements of each of these categories. [bone knife blade] might be craft-able from animal bone resources. [stone knife blade] might be craft-able from stone resources. [crude metal knife blade] might be craft able from metal fragment resources. all would meet the [short blade] requirement and could be used to craft a "simple knife." Choosing to use a bone blade over a stone blade would change the model of the completed item as well as its durability and other physical stats. [synthetic cord] [shoe laces] [twine] could be introduced in game as component items that would all meet the component requirement for a [binding]. [twine] might be something a player could craft using gathered resources. [shoelaces] or [synthetic cord] might only be available through salvaging other in game items.
Another feature that would be interesting would be to have various components graded. going back to the [binding] example, [twine] might meet the requirement of a level 1 [binding]. [synthetic cord] might meet three requirements of a level 2 [binding]. using higher level components would benefit a player by resulting in superior items and certain, more advanced, items might REQUIRE higher level components. For example, the "simple knife" from before could be crafted using level 1 OR level 2 components. players might also have the option of creating a "tactical knife" which might require level 2 components AT MINIMUM. The benefit to crafting a level 2 "tactical knife" might be additional stats, an alternate fire mode, or an unique model.
Durability and repairs:
a component crafting system would also allow for a more realistic durability mechanic. Currently, items degrade and are "repaired" by adding additional raw materials at a repair bench.... kinda unrealistic. with a component system, an item would damage and fail after a certain amount of use. a damaged item could be salvaged into its various [components]. players with low to medium salvage skills might be able to salvage usable [components] from a failed "item" and could then replace the broken [component] with a another suitable [component]. players with exceptionally high salvage skills might be able to salvage all components from a damageditem in tact... allowing them to essentially fix their damaged "item" by salvaging it and reassembling it from the resulting components.
Resource Gathering:
In that almost all items in rust are comprised of individual components, the question of how components are sourced is an important one. I think it is plausible that many level 1 components could be crafted from gathered raw materials. animal bones -> [bone blade] or obsidian stones -> [stone blade] etc. To me, this means that the crafting system should have at least 3 categories of inventory objects; resources, [components] and "items." Resources are raw materials that can be easily found and farmed. compare them to wood or stone or metal ore that we have in game today. [components] are something new. Player could craft many low level [components] from resources. Other, more advanced, [components] would need to either be looted or salvaged from "items". "items" are similar to crafted items today and would be similar to terminal branches of a crafting tree. a person could run around gathering wood and stone and eventually build them up into primitive, low quality "items" like they do today. In order to build more advanced "items," scavenging would become a necessity.
When looting a town (or another player's body) players might find [components] or "items." "Items" could be salvaged and would in turn yield w/e component's they were comprised of. in terms of player actions, the player would right click the "item" in their inventory and select salvage. a new window would popup of the [components] that were present. these components could then be removed and placed into the player inventory. Most "items" in the rust world would most likely be in the damaged state when found and would be immediately salvaged for components (or perhaps gathered and taken back to base to be salvaged at a "Weapons Bench" for more advanced weapons). If i find a destroyed and broken down humvee at the base of a canyon, I don't pop open the trunk to find a big pile of perfect guns waiting to be shot. Instead, I find several damaged weapons including one that has a valuable and intact level 2 [M4 Receiver] component and one that has an intact level 2 [Military rifle barrel]. These I take back to my base and combine along with a level 2 [shovel handle] for a stock and a level 1 [crude rifle clip] that I made myself. It only holds 10 rounds and is prone to getting jammed because i made it myself and it sucks. I make a mental note to keep my eyes peeled for a level 2 [military rifle clip] as those hold 24 rounds but are salvage only.
Another possibility would be to have Component Caches spawn throughout the world. These would be immovable objects that players could salvage resources from on site. Broken down cars, junk piles, old refrigerators, airplane frames, etc. Think of the woodpiles or mine-able rocks that are currently in game. same basic principle but applied to [component]s. When attempting to salvage one of these caches, the player would see the components present. Some of these components might not be available to the player until they meet certain requirements. In order to strip certain parts from an old motor, a player might need special tools present in their inventory. If a player came across an abandoned vehicle, they still might be able to take out [seat cushions] or [seat belts] but wouldn't be able to get the [steering wheel] without the proper tools. Alternatively, if the developer wished to introduce a "leveling" system, a minimum salvage skill might be required to gather certain components on top of any tool requirements

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