I think I had yet another suggestion ignored. Plywood board: could lessen construction costs by making a section of wall buildable using a plywood sheet and 3 planks. (so that a wall would be essentially 2 plywood sheets reinforced by planks). They could only be found in hardware stores, or possibly crafted with sufficently high skill.
Not ignored, just submitted to my brainbox for consideration
I like the idea, but I think it'd have to be slightly higher cost, or perhaps the wall would be "plywood wall" instead of wood wall--easier to smash down.
I'm also adding in lumberjackery; in a bit you'll be able to chop down a tree to turn it into a log, and then slice up the log to turn it into log sections; log sections can be used to craft log wall, or further processed into 2x4s.
Changing windows to require an "empty window frame" means we can't repane windows once they break, an option to remove glass from broken windows to change them back to empty frames would be pretty nice though.
Also, an option to either completely destroy window/doorframes or just replace them with walls would be pretty hot too.
(I'll be adding this to my version anyway, just decided to suggest it too)
Yeah, clearing the broken glass would be nice. Maybe require pliers or something? I don't want it to be just another level of smashing or whatever; I want to keep the penalty for traversing windows instead of a door fairly high.
By wilderness crafting I meant being able to start from the ground up without anything from the city. Things like basic tools, cooking, string for traps, water containers, and so on are almost essential but you can't make them without a trip to the city.
Well... I don't see the player being able to do anything very significant with no goods or tools whatsoever. I mean, I guess making twine might be a possibility, if I added in vines or something to the forests. But I don't see collection of a few items from the city as a major obstacle to wilderness living; the idea is to require the player to enter dangerous territory, at elast once in a while!
I'd say the best way for roofs might be the way Unreal World does it.
Basically, each floor tile cam be built near a wall tile or 2 other floor tiles. And only cardinal directions count, you can't support roofs diagonally.
This'd be quite easy, and it'd be quite realistic. So if you have a row of walls, you could make one tile of overlook from it, and if you onlu have half of a room, you can still fill it with floor.
So yeah, simple rules. A floor needs 2 other floors or a wall, diagonals don't count.
I can explain better once I'm back home, it's too much trouble writing on a phone, heh.
No, I get what you're saying, and I can see it working, though I might expand it to TWO walls and/or floor tiles adjacent. Getting a roof to overhang with one point of support doesn't make too much sense to me.
I'm aware of the crashes / mysterious behaviors that involve using
any item that's applied to another item. I know exactly what the issue is, but it's a doozy to fix sadly. I'll be doing it ASAP.