Difference between revisions of "Category:Workshop"
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==Building cost== | ==Building cost== | ||
* All objects you can build | * All objects you can build have 0 resources needed, which are free from the workshop's container or the player's inventory. | ||
* Resource cost | * Resource cost are 0 using ConstructibleObjects, using the same component system as most other crafting. | ||
==Storing== | ==Storing== | ||
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Current constants: | Current constants: | ||
int iMaxSurplusNPCs = 5 const ; | int iMaxSurplusNPCs = 5 const ; max number of unassigned NPCs - if you have this many or more, no new NPCs will arrive | ||
float attractNPCDailyChance = 0.1 const ; | float attractNPCDailyChance = 0.1 const ; roll <= to this to attract an NPC each day, modified by happiness | ||
int iMaxBonusAttractChancePopulation = 5 const | int iMaxBonusAttractChancePopulation = 5 const ; there's a bonus attract chance until the total population reaches this value | ||
int iBaseMaxNPCs = 10 const ; base total NPCs | int iBaseMaxNPCs = 10 const ; base total NPCs that can be at a player's town - this is used in GetMaxWorkshopNPCs formula | ||
float attractNPCHappinessMult = 0.5 const ; multiplier on happiness to attraction chance | float attractNPCHappinessMult = 0.5 const ; multiplier on happiness to attraction chance | ||
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* Higher population in the vendor's location AND any linked settlements gives more income (up to a max per day) | * Higher population in the vendor's location AND any linked settlements gives more income (up to a max per day) | ||
* Happiness modifies vendor income (higher happiness = higher income multiplier). | * Happiness modifies vendor income (higher happiness = higher income multiplier). | ||
Current constants: | |||
int minVendorIncomePopulation = 5 ; need at least this population to get any vendor income | |||
float maxVendorIncome = 50.0 ; max daily vendor income from any settlement | |||
float vendorIncomePopulationMult = 0.03 ; multiplier on population, added to vendor income | |||
float vendorIncomeBaseMult = 2.0 ; multiplier on base vendor income | |||
In general, each vendor types is created by creating that kind of "shop" object, and assigning an NPC to it. Each type of "shop" has 3 levels - higher level shops are more expensive but offer correspondingly better benefits. | In general, each vendor types is created by creating that kind of "shop" object, and assigning an NPC to it. Each type of "shop" has 3 levels - higher level shops are more expensive but offer correspondingly better benefits. | ||
==Internal Resources== | ==Internal Resources== | ||
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* Some objects produce power (generators). These can be linked to objects that need power. (water purifier, lights, etc.) | * Some objects produce power (generators). These can be linked to objects that need power. (water purifier, lights, etc.) | ||
* Some objects need power to produce their resources. These must be connected to a power generator in order to operate. | * Some objects need power to produce their resources. These must be connected to a power generator in order to operate. | ||
===Water=== | ===Water=== | ||
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====Bonus happiness:==== | ====Bonus happiness:==== | ||
Some objects can contribute "bonus" Happiness (for example: Bars, Clothing Stores, Clinics) - this is divided by the number of NPCs in a settlement for the amount actually added to a settlement's | Some objects can contribute "bonus" Happiness (for example: Bars, Clothing Stores, Clinics) - this is divided by the number of NPCs in a settlement for the amount actually added to a settlement's Happiness. | ||
====Quest happiness:==== | ====Quest happiness:==== | ||
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* Min = -50 | * Min = -50 | ||
* Max = +40 | * Max = +40 | ||
This value tends back towards 0 during each "daily update" cycle, so any bonus or penalty will disappear over time. | |||
=Workshop Data= | =Workshop Data= |