lumber pit: 2x2 req: 2 cut stones, 1 mechanism, 1 giant axe blade.
sawmill: 5x8 req: 40 non economic building material, 2 mechanisms, 1 serrated disk.*A*
wood lathe: 2x4 req: 8 non-economical building material, 2 mechanisms, 2 metal bars. *A*
carpenter's yard: 5x5 req: 4 logs
whittler's shop: 3x3 req: 9 non-economical building material, 1 table, 1 chair/throne.
varnisher's yard: 4x4 req: 4 stone jugs, 2 tables
luthier's shop: 3x3 req: 18 cut stones, 6 roofing slates, 2 mechanisms, 1 wooden/stone/metal beam, 1 table, 1 chair/throne. *A*
woodworker's guildhall: 6x6 req: 64 cut stones, 18 roofing slates, 12 chairs/thrones, 12 stone mugs, 3 tables, 3 wooden/stone/metal beams, 3 wooden statues. *A*
I can try to get started on some of the workshops but I have a couple of questions before I do.
1. Are your dimensions specified width x height or height x width
a. Custom workshops cannot be rotated so do you want to make the workshop four times (ex. sawmill_N, sawmill_E, sawmill_S, sawmill_W) once for each orientation, or have one fixed orientation.
If you want a fixed orientation I need to be absolutely sure which one you want for the non-square ones before I start.
Since we're doing so many custom buildings, I think it might be cooler to make the different orientations, and it will also allow more Fortress customization, in the long run. Great point, and you've come up with a nice solution.
I appologise though for the extra work involved. If it gets to be too much, let me know and we can just go Height, then Width.
2. Blocks, exactly. I just call them cut stones, but you're right.
3. Do you want any of the workshops to require an architect to design them?
Another good point. I hadn't gotten that far yet, but since you mention it, I'll add an *A* above, to each building that requires an architect.
How does everyone feel about most workshops (atleast the ones requiring foundation) requiring architecture?
4. Do you want the color of parts of the workshops to be dependent on the building materials used (ex. microcline=blue)?
In some cases, it would be nice, but I'd like to give that some more consideration, as I'm still working out how the physical structures of the buildings will relate to the resources needed, and how the materials for those resources will relate to the overall look of the buildings.
It might be nice to have two separate styles of certain "low-tier" buildings as well, one for rough stone, and one for cut stone, and have the cut stone look neater and more refined, incase players decide to go to the extra effort, but I understand that that will double the workload.
5. Is it ok if the woodworkers guildhall is larger than 6x6? It might be hard to make it look good at that size.
a. Should I make a stoneworkers guildhall and metalworkers guildhall as well?
If you do want them how different do you want them to be from each other?
Should they all have the same design but require their respective build material be different or have different designs as well?
Larger would be fine, and I want to encourage your creative individuality, as long as things don't get off-track, since we're in the initial "get the mod somewhat functional" stages right now. The guildhalls should be different from one another, atleast to a point, and I'm also still defining how I want them to be created. I'm strongly considering requiring windows, for instance.
They'll definitely each require special items, which will be evocative of that particular skill, as much as is possible. There will actually be a blacksmith, goldsmith, and armourer's guildhall, as well as a mason's guildhall, and several other skillgroups will have their own halls.
The woodworker's hall is going to be modified quite a bit from what I listed. It will probably be mostly made from wood, for instance, down to the drinking vessels (the guild hall is where a lot of really specialized and intricate items are created, but it's also where the guilds throw dinner parties, get drunk, and elect each other.).
Sorry for the extra work, but it's a necessary tool and step for balancing, at the moment, so I can better judge what's suitable, what's unsuitable, and what's annoying.
Suggestions on things like building size, requirements, new buildings, etc., as well as constructive criticisms, are always welcome!
Wooden Beams:
Wooden beams will eventually be makeable at a lumber pit. That's basically the only thing the lumber pit is for.
The sawmill will make wooden boards, which you'll be able to use for roofing, as an alternative to slates, and you'll also be able to use boards to make smaller wooden items, which should extend your supply of trees, considerably.
Roofing tiles will also be available, eventually, and be made from clay.
Reaction for wooden beam
[REACTION:MAKE_WOODEN_GENERIC_BEAM]
[NAME:make wooden beam]
[BUILDING:CRAFTSMAN:NONE] - change CRAFTSMAN to other building if you want
[REAGENT:log:1::NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_BEAM:GET_MATERIAL_FROM_REAGENT:log:NONE]
[SKILL:CARPENTRY] - carpenter
Otherwise you will need three different buildings one for each type of beam (workshop_woodbeam, workshop_stonebeam, workshop_metalbeam).
I may have certain buildings be "beam-specific", but many, likely most, will take any beams, wooden ones being the most common.
Stone beams, by the way, can be made from a single block, and they'll be manufactured at a special building (expensively, compared to wooden ones), but metal beams will require something around 6 alike metal bars, and I might make them only createable at magma smelters, so they'll be expensive and rare.
Also the only way I know to only allow stone blocks, jugs, and mugs is to add [REACTION_CLASS:STONE] to the raw definition of every stone and adding [REACTION_CLASS:STONE] to the end of the line line specifying those build materials.
This is because metal and stone are both INORGANIC in the raws so INORGANIC, STONE, and METAL all select both metal and stone when specifying materials in the raws.
[/quote]
That might be necessary to do, then. This mod is an opportunity to do some fairly major reworking of the game, to get as much out of it as possible, as modders. The downside is all the re work ing that's going to take, but I'm hoping it will make things in general easier to mod, and give everyone better mods overall, in the long run.