Talk:Crafting

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Revision as of 00:52, 12 November 2010 by McWang (talk | contribs) (Unusual Metal and Tradeable Items)
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Crow T. Robot 15:06, 1 July 2010 (UTC) A question for those who currently have the means to do it. Is it possible to rebuild headgear for a specific class? I recently crafted for Soldier and got the Kabuto, which I am not particularly pleased with. Is it possible to rebuild headgear with a soldier tolken, or should I resign to my fate?

No, sadly not. The only surefire hat craft currently is the Fabricate Bonk Helm blueprint, so you'll have to do a random craft and leave it to chance if you want a Soldier Hat, or build up another 4 refined metals and a token (the safest, but also most tedious option). Hackett 15:08, 1 July 2010 (UTC)
Save the hats you dislike for the supposedly upcoming trading feature. With any luck, it will be alongside the Engineer update. Infi^ 15:09, 1 July 2010 (UTC)

Portuguese available

After lots of work, I finally translated THE WHOLE PAGE to Portuguese. Finally! --EpicEric 19:44, 3 July 2010 (UTC)

EpicEric is credit to team :3 — WindPower 19:55, 3 July 2010 (UTC)

Smelting Metal

While I'm aware that this may be considered a method for trying to get the Golden Wrench, is it really necessary to remove it? Likely, anyone who didn't already know about this recipe would not be continually doing this to try and get a Golden Wrench. There's no reason to be political about this, we're an information resource. --Firestorm 21:16, 5 July 2010 (UTC)

It has been removed from the blueprints. You can't do it anymore. — WindPower 21:16, 5 July 2010 (UTC)
oh.. well don't I feel stupid? --Firestorm 21:18, 5 July 2010 (UTC)
Yeah, that's why I removed it. I didn't remove it to be political. :3 -- Smashman... (ts) 21:26, 5 July 2010 (UTC)

Still not re-enabled for some reason. Sam-1-14 01:11, 10 July 2010 (UTC)

"Smelt Value"

Can someone explain this to me and a friend. It seems to make no sense whatsoever. Thanks in advance. SenileOldFool 10:26, 15 August 2010 (UTC)

You're going to use up a lot of weapons when crafting, only to end up with less than you had to begin with unless you're crafting metal. Then again, if you craft a weapon or a hat from said metal, you'll lose more. It's basically net loss in terms of materials. It takes 8 weapons to make a class-specific one, but it's only worth 1... -- Vi3trice (talk) 10:47, 15 August 2010 (UTC)

Gold, Silver, and Copper?

While I was browsing through the backpack materials in GCFScape, I've noticed something interesting. In "materials/backpack/crafting", there seems to be three unused tokens. However, unlike the other tokens, they are simply circles with the names on them, which I don't understand why. AbeX300 22:30, 22 August 2010 (UTC)

They're old and scrapped. They've been there since crafting's release. Likely metal placeholders before they made the names and pictures. -- Smashman... (ts) 22:41, 22 August 2010 (UTC)

Engineer Tokens

Possible now, can we remove that note about Engineer Tokens. It's untrue. -- Smashman... (ts) 22:24, 27 August 2010 (UTC)

PDA2 Slot token...

...has gone bye-bye. http://www.tf2items.com/id/Smashman2004  – Smashman (talk) 06:44, 1 October 2010 (UTC)

I lost mine too :( But, I emailed Robin Walker and he has promised a token to replace it! Try emailing him. Vorless 16:16, 1 October 2010 (UTC)

Vita-Saw Blueprint

It seems that the Polycount Update weapons are a previous weapon of similar nature and a piece of Refined Metal. This raises the question, does the Ubersaw + Refined Metal produce a Vita-saw? Personally, I don't have any Refined metal to test the idea, but it sounds logical to me, so it might be worth a try. Jarimesce 23:12, 2 October 2010 (UTC)

Nope, you can see the list here of all crafting blueprints. And it's one reclaimed metal, not refined. --Firestorm 23:17, 2 October 2010 (UTC)
We would have heard by now, so no.  – Smashman (talk) 23:17, 2 October 2010 (UTC)


There are recipes for KGB+refined=GRU and ubersaw+refined=vitasaw, but the section at the bottom also says: "As of the Mann-Co update, all of the Polycount weapons are currently craftable, as listed above. However, the Heavy's Gloves of Running Urgently and the Medic's Vita-Saw are NOT craftable. " Which is correct? Crap 09:51, 7 October 2010 (UTC)

Vita saw blueprint is one reclaimed metal plus ubersaw.

Actually got a pair of kgb to test with and confirmed the GRU recipe does work. Screenshot of the blueprints here: [1] Crap 13:51, 7 October 2010 (UTC)


Vita saw blueprint is one reclaimed metal plus ubersaw GRU blueprint is reclaimed metal plus KGB thespy 12:26 Nov 11, 2010 (PST)

Interesting. They must gave added those last night.  – Smashman (talk) 14:17, 7 October 2010 (UTC)

Italian version added

I just finished the translation of the Crafting page for the Italian section of the Wiki Cthulhu1992 12:52, 8 October 2010 (UTC)

Untradeable Items

It seems to me that we should state that if you craft an untradeable item, even with a tradeable item, the resulting item received will be untradeable. This goes for metal, too. Another question: does smelting an untradeable reclaimed metal made out of a mix of tradeable and untradeable scrap result in returning the same amount of tradeable/untradeable scrap, or are they all untradeable? TheMedik 21:34, 9 October 2010 (UTC)

Solved my own question. Upon crafting one untradeable scrap with two tradeable, and smelting the untradeable reclaimed, I received three untradeable scraps. Post in trivia? TheMedik 21:36, 9 October 2010 (UTC)

I just made edits to the final section referencing crafting of untradeable items. The previous version claimed that untradeable metals could be used to craft a final product (hat or weapon), and that item would be tradeable. Sadly, I just crafted a Milkman using post-Mann achievement weapons, and found out that this information was completely incorrect. Much to my dismay, I received a non-tradeable hat... an unfortunate waste of the tradeable metal used in the process. RukiTanuki 22:58, 17 October 2010 (UTC)

I'm adding more information to the untradeable crafting section. From my own experience and several forum posts (a few posts down on [[2]] and [[3]] for example), crafted untradeable items revert to tradeable in about 2 days. RukiTanuki 15:55, 25 October 2010 (UTC)
Instead of being on a timer of "about 2 days", I am 99% certain that instead, anything that you craft achievement items into (metals, weapons, hats, or anything else) reverts to being tradable once the game is updated again. Voltij 14:27, 3 November 2010 (UTC)

Rocket Jumper

As of now, there currently is not a recipe for this weapon, correct? However, I'm slightly curious, as the Token Table doesn't show the Rocket Jumper as being recognized as a "Primary" weapon. Should this be added, or has anyone confirmed A) If a recipe exists or B) If a "craftable" Rocket Jumper can be received by using a Primary + Soldier + Scrap recipe? -StarYoshi 03:44, 12 October 2010 (UTC)

It can be crafted, as seen here, updating the page now. --Firestorm 03:47, 12 October 2010 (UTC)
Serves me right for not reading your whole post. I don't know if it counts as a primary, my guess would be yes. It can also drop randomly in game --Firestorm 03:51, 12 October 2010 (UTC)

blueprint is one primary token one soldier token and one scrap metal gives you a 1/2 chance of getting rocket jumper. thespy Nov 11, 2010 12:28 (PST)

A minor suggestion

† The Batter's Helmet's level and vintage status is not retained when crafted into a Bonk Helm. The level will be randomized. If an unusual Batter's Helmet is valid for this crafting recipe, and the Bonk Helm produced is not unusual, could we change this to say something along the lines of '...level and prefix are not retained...'? Just a thought.

If we're going to do that, minus well use rarity as it's the official term.TheMedik 02:26, 22 October 2010 (UTC)

Cleanup tag

Is this needed anymore? If so, what else is required for this page? --Vaught 23:38, 25 October 2010 (UTC)

Hmm, we use the weapons' names on the top, but the icons at the Crafting weapon classifications. Maybe make that consistent? --CruelCow 19:06, 26 October 2010 (UTC)
I see nothing else wrong with the grammar and use of words in this article, I say that we remove it from general cleanup. --InsaneSecret6432 09:33, 6 November 2010 (UTC)
Done! Any better? --Vaught 21:46, 11 November 2010 (UTC)

Unusual Metal and Tradeable Items

My friend crafted the new Halloween axe and it was untradeable. Then, about 20 hours later, it reverted to having a tradeable status. So, as the wiki page says, this reverting is not based on any patches. Anybody else have any similar instance? --StoreClerk 20:30, 6 November 2010 (UTC)

I just crafted my 4 Refined + my original Haunted Scrap (from my own achievement) last night and got a Voodoo Juju (untradeable). I'm going to wait 2-3 days to see if it 'becomes' tradeable as stated in the Wiki, as I continue to hear conflicting reports from players both in forums and in-game as to what makes the hats tradeable. I'll report back after 3 days so we can make these pages accurate about the crafting. --McWang 00:34, 12 November 2010 (UTC)

Droppable items

"Robin Walker confirmed that all items seen in the store (with the exception of Crate Keys and the two varieties of gifts) can randomly drop in-game. (This is no longer true as of the Scream Fortress event; the Spine-Chilling Skull and Voodoo Juju are both listed in the store as being unobtainable via random drop. They can, however, be crafted with items available via random drop.)"


Doesn't this imply that the unusual hats can randomly drop in-game? If they don't then this + the Halloween update which is already mentioned kind of make this quote obsolete in my opinion. Hassun 18:08, 8 November 2010 (UTC)

You can't buy unusual hats, so the above doesn't imply anything about their ability to drop IMHO. --CruelCow (talk) 12:44, 10 November 2010 (UTC)