Difference between revisions of "Category:Workshop"

288 bytes added ,  09:58, 4 July 2016
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==Building cost==
==Building cost==
* All objects you can build need resources, which are pulled from the workshop's container or the player's inventory.
* All objects you can build have 0 resources needed, which are free from the workshop's container or the player's inventory.
* Resource cost is determined using ConstructibleObjects, using the same component system as most other crafting.
* Resource cost are 0 using ConstructibleObjects, using the same component system as most other crafting.


==Storing==
==Storing==
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  int iMaxSurplusNPCs = 5 const ; max number of unassigned NPCs - if you have this many or more, no new NPCs will arrive
  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  ; roll <= to this to attract an NPC each day, modified by happiness
  float attractNPCDailyChance = 0.1 const  ; roll <= to this to attract an NPC each day, modified by happiness
  int iMaxBonusAttractChancePopulation = 5 const ; there's a bonus attract chance until the total population reaches this value
  int iMaxBonusAttractChancePopulation = 5 const ; there's a bonus attract chance until the total population reaches this value
  int iBaseMaxNPCs = 10 const ; base total NPCs that can be at a player's town - this is used in GetMaxWorkshopNPCs formula
  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.
* Weapons: defense rating
* Armor: defense rating
* Clinic: happiness
* General trader: happiness
* Clothing: happiness
* Bar: happiness


==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.
* Some objects could provide happiness (or more happiness).


===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 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 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=
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