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function Craft:addProduct(categoryId, itemId, quantity, data) difficulty = math.min(world:getItemStatsFromId(itemId).Level, 100) learnLimit = math.min(difficulty+20, 100) quantity = quantity or 1 data = data or {}
Therefore it is required post level 80, to a degree that is a frighteningly large when you consider the drop-rate.
Sure, it is a developer decision whether or not it should be easy to get silk and thus easy or not to make the high-end produce that is required to get tailoring past 80, this is more about it being inconsistent with other crafts. Here are the two inconsistencies this proposal is about:
From what I can see, Silk is for tailoring what merinium is for smithing and heartwood for carpentry.
1.
I am unaware of what the droprate of heartwood is, however merinium is much easier to obtain both having a specific source and more frequent droprate (possibly related to being of a specific source.) Either way, it is easier to get merinium meaning it is easier to level smithing.
2.
Heartwood is obtained through chopping wood, which is also the skill you need to get the primary resource of carpentry.
Merinium is obtained through mining, also the skill you need for the primary resource of smithing and finesmithing.
Silk is obtained through.. herblore? Meanwhile, tanning and weaving is the skill to get the primary resource of tailoring. Herblore is just a secondary gathering skill to get a select few herbs needed for certain dyes, but so is farming for the cabbages in green dye, or mining for the ingots and gems needed in recipes. It may make more sense realistically to have silk belong to herblore, but it is also inconsistent, and on many occasions this game has favored consistency and balance over realism. Additionally, given the steep price of 50 silver(when compared to actual profit from the item made) from merchants and the rarity of the droprate (meaning less silk for sale from players), tailors are practically forced to level both shearing and herblore to get anywhere, already having to buy ingots and gems from players or npcs, making for a much slower learning curve for tailors compared to other crafts due to more accumulation of MC.
Solution:
1.
Going off the assumption that heartwood has as low a droprate as silk:
Either make silk/heartwood have a specific source and same droprate as merinium
or,
Make merinium a random gain from any rock, not a specific source, and lower the droprate to be as rare as silk and heartwood.
2.
Ignore realism and make silk part of the random rewards from shearing sheep.