Open HugoQwerty opened 2 years ago
are we keeping the option to still be able to create them with an auger? this could become an issue if custom maps are in place and we have a quary right in the middle of the map...
I think we should remove the ability to make your own quarry, I think making people go out and get the resources is more realistic - but I'm not sure that will be popular... Placed quarries would be 'anchored', but they can still be removed with a cheat mod - so if they're in an inconvenient place they can be removed.
Maybe something we could put in the sandbox? So if people want to disable player built quarries, they can turn them off (but equally, they (I) could just not build them...) - and maybe add each placed quarry in there as well, so you could turn off some/all the quarries if you didn't want them. The sandbox might get a big cluttered though.
sounds good. Im kindof on the edge with removing the player built ones. On the one hand it isnt really realistic to just dig an entire quarry anywhere and find clay. But This will definitely be a hated change. I think the change shouldnt go in at all until the we make a way for the stoneworking textbook to give you a map for where the quarry is located. Then we can slowing transition to that, by nerfing the clay and stone quarries to be alot slower, and push people to explore the mechanic of the quarries so we can get feedback
Good call.
If I might, add 2c in this topic: On map quarry/mine is good idea as in my current SP game i checked every place that can spawn auger in west point and storage places/warehouses in Mularght(?) and one close to Louisville and find exactly 0 (RNG hate me). However i would not remove ability to make user ones for various reasons (and gatekeep this via options is good thing). Here is MP scenario that if on-map quarry/mine are only one, it will lead to two possibilities: 1) bases will be build in their proximity (applies to SP) 2) people will wall off them causing other players to loose access. Those are possible edge cases and can be tackled to have multiple locations on map (also, handy in SP as PZ map is quite big and getting bigger).
Also, on similar note, perhaps on map mine/quarry would have this bonus. If powered it would work faster and perhaps would allow select resource to mine (not 100% guaranteed but strong RNG influence) in tradeoff of attracting zombies - not only generator noise but mining machinery noise will be attracting Zs. This would also allow mining w/o any player tools. Not powered facility would act more-less as current user-build mine/quarry, while (if allowed in game) user build one will be slower and random only. This would give another advantage to travel to on-map location - let say i need to build greenhouse so will need loads of glass, so even more sandstone. Mining it via current mine can be quite tedious and take in game weeks. Having option of that vs travel to on-map location and use above powered mechanism to do all mining withing 1-2 days IMO will be massive win (or total loose if you die).
I've been working on adding quarries to the map, as talked about a few weeks ago. It's very easy to do.
However, before I push anything - it would seem like a good time to make any changes to clay.
Are we going to keep red clay? And stop grey clay from spawning?
If so, I can create two new quarry types: Stone Quarry and Clay Quarry and add them to the map, but no means of creating them.
Do we also want a recipe to unpack grey clay bags into red clay - just so nobody loses half of their clay stockpile?
Also, how many quarries do we need? I've got 8 across the whole map, maybe keep those as stone quarries and create another 8 clay quarries (next to rivers / lakes, I'm thinking). Is that enough? Too many?