module Base
{
	imports
	{
		Base
	}
	

	craftRecipe Make Rifle Sling
    {
        time = 160,
        category = Tailoring,
      	SkillRequired = Tailoring:3,
        Tags = AnySurfaceCraft,
        inputs
        {
          item 1 [Base.Belt2],
          item 4 [Base.LeatherStrips],
          item 1 [Base.Thread],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
        }
        outputs
        {
         item 1 Base.SlingA,
        }
        /*AnimNode:RipSheets,*/
    }
	
	craftRecipe Make Chest Rig
    {
        time = 600,
        category = Tailoring,
      	SkillRequired = Tailoring:4,
        Tags = AnySurfaceCraft,
        inputs
        {
          item 1 [Base.Belt2],
          item 4 [Base.LeatherStrips],
          item 2 [Base.Thread],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
        }
        outputs
        {
         item 1 Base.ChestRig,
        }
        /*AnimNode:RipSheets,*/
		/*Prop1:Needle,*/
    }
	
	craftRecipe Make Webbing
    {
        time = 900,
        category = Tailoring,
      	SkillRequired = Tailoring:5,
        Tags = AnySurfaceCraft,
        inputs
        {
          item 2 [Base.Belt2],
          item 6 [Base.LeatherStrips],
          item 4 [Base.Thread],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
        }
        outputs
        {
         item 1 Base.Webbing,
        }
        /*AnimNode:RipSheets,*/
		/*Prop1:Needle,*/
    }
	
	craftRecipe Make Back Rig
    {
        time = 900,
        category = Tailoring,
      	SkillRequired = Tailoring:4,
        Tags = AnySurfaceCraft,
        inputs
        {
          item 1 [Base.Belt2],
          item 4 [Base.LeatherStrips],
          item 2 [Base.Thread],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],

        }
        outputs
        {
         item 1 Base.BackRig,
        }
        /*AnimNode:RipSheets,*/
		/*Prop1:Needle,*/
    }
	
	craftRecipe Make Simple Knife sheath
    {
        time = 300,
        category = Tailoring,
      	SkillRequired = Tailoring:2,
        Tags = InHandCraft,
        inputs
        {
          item 1 [Base.Belt2],
          item 4 [Base.LeatherStrips],
          item 1 [Base.Thread],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
        }
        outputs
        {
         item 1 Base.KnifeSheath,
        }
        /*AnimNode:Disassemble,*/
		/*Prop1:Needle,*/
    }
	
	craftRecipe Make Katana Sheath
    {
        time = 500,
        category = Tailoring,
      	SkillRequired = Tailoring:3,
        Tags = AnySurfaceCraft,
        inputs
        {
          item 1 [Base.Belt2],
          item 8 [Base.LeatherStrips],
          item 8 [Base.Thread],
          item 1 [Base.KnifeSheath],
          item 10 [Base.Base.RippedSheets],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
        }
        outputs
        {
         item 1 Base.KatanaSheath,
        }
        /*AnimNode:Disassemble,*/
		/*Prop1:Needle,*/
    }
		
	craftRecipe Make Tactical Vest
    {
        time = 5000,
        category = Tailoring,
      	SkillRequired = Tailoring:10,
        Tags = AnySurfaceCraft,
        inputs
        {
          item 2 [Base.Belt2],
          item 20 [Base.LeatherStrips],
          item 20 [Base.Thread],
          item 2 [Base.ChestRig],
          item 2 [Base.BackRig],
          item 8 [Base.Tarp],
          item 1 [Base.SlingA],
          item 20 [Base.Base.RippedSheets],
          item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
          item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
        }
        outputs
        {
         item 1 Base.TacticalVest,
        }
        /*AnimNode:Disassemble,*/
		/*Prop1:Needle,*/
    }
}