Even before the outbreak, prisoners were being used as test subjects for experiments using the âsub-primeâ mutagens and what-not. After the outbreak started the government ran a coverup campaign that required âhidingâ massive numbers of bodies to prevent the public from becoming aware of the situation. The sarcophagi were originally designed to house radioactive and biological waste below the water table in a stable environment for thousands of years due to long radioactive half-life, a scaled down version of the Yucca Mountain Nuclear Waste Repository. In a hurry, the vaults were the best option to dispose of the undead without the publicity nightmare of giant mountains of burning bodies.
How about adding a mortuary and complex, generated cemeteries to the to-do list?
Yeah, thatâs what I thoughtâIâve read the lab notes. Good to know, though.
This simply beautiful, I canât say enough times how much we appreciateeverything youâre putting into the game, itâs amazing stuff
I really need to add Acidia to the web page credits
I really love your buildings Acidia!
I have a suggestion for a building, it is not actually a building, but anyway.
Scrapyards. A big, fenced, mountain of junk. It would have a bunch of steel frames, chunks of metal, pipes, and other metallic parts. It would be very useful if you wanted to build a vehicle from scratch. It should have a low-medium amount of zombies though. Or the alternative, junkyards. They have a bunch of torn/broken clothing, broken lawnmovers, paper wrappers and similar junk items. Maybe even some car chassises. The entrance should have some kind of a guard house.
Also something for the idea pile, although it may have been mentioned before:
construction site (pre):
Mostly just a fenced-off cleared lot.
construction site (excavation):
Fenced off
A big pit excavated for a foundation
Heavy excavation tools
construction supplies
construction site (foundation):
Fenced off
pit replaced by a concrete foundation
construction supplies
Construction site (framing):
Fenced off
concrete foundation with a variable amount of partially-complete walls
Construction supplies
Construction site (finishing):
(not fenced off)
Walls complete
construction supplies
Possibly part of floor finished, some scattered furniture.
Progress past that point might just be considered a finished whatever building.
Implementation wise, the first few stages would probably be a distinct construction site location.
The latter ones though, with walls, furniture etc, might actually be existing buildings run through a finishing function that takes a finished building and uses heuristics to âun-finishâ it and make it incomplete. e.g. removing normal items, adding construction supplies, removing furniture and replacing with floor tiles, replacing some floor with âunfinished concrete floorâ tiles, replacing floor tiles with âsidewalkâ tiles (no roof), replacing wall tiles with âpartially complete wallâ tiles, removing doors, adding fence around perimiter.
Hey, Iâm just happy to see the game still chugging along. Canât wait to see everything that is to come!
The building site and junk yard are pretty good. I can get a residential construction site up this weekend, there the floor plan is simple enough that deconstruction code wouldnât be needed. I like the idea of commercial construction but Iâll have to take a look at how difficult it would be to get something that looks nice.
I like the idea of graveyards but Iâm not sure how they should fit in. Few of the bodies will get up since the individuals wouldnât have been exposed to the sub-prime mutagen, those that had likely wouldnât have stayed dead long enough to be buried.
Since the sarcophagus basement is in a bit of a hitch due to the elevator mass transit bug this weekend I'll either clear out the zombies in the immediate area of the elevator or try and work out a hacky solution for now... I went ahead and threw the ground level of the prison in game. Trying to make the building have a more unique feel, I've re-drawn the basement a few times. It houses the cafeteria, showers, isolation/death row, laundry, guard changing room, and execution chamber. There really shouldn't be a reason to visit the prison unless you are on a quest... the chance to recover ammo and firearms is outweighed by the presence of a disproportionate number of brutes and the difficulty of navigating a facility designed to contain people. The only way to even enter is either using explosives or driving a car straight through the front of the building. Here is an old picture, I added guard towers at the fence corners and stairs for the basement.
As far as quests go, one of the vigilante quests involves investigating reports of prisoners vanishing being taken to the labs for experimentation and one of the martyr quests that I hope to add a fork to, searching for a visionary that was mentioned in the priestâs diary. The next quest would depend on what you brought back, either the âvisions of a prisonerâ or a black rock with a red scar⌠I wonder where that path will lead.
Awesome, that looks pretty interesting :).
Thereâs a fix for the elevator bug in the pipeline, so hopefully you can get back on the HWS basement soon enough.
We also need to get your current batch of missions reviewed, they look nifty.
Do we have any sort of fallout or bomb shelters? LMOE shelters, sure, but nothing âcivilianâ. Dried foods, large canisters, sheets⌠that kind of stuff. Maybe even some sort of generator for heat and lights.
Be nice to accidentally stumble upon such hidden treasures. Under a secret farm house trap door or some such.
LMOE is supposed to be civilian, itâs supposed to be a survivalist building and stocking a shelter, although now that I think of it, the thing is entirely too easy to get into.
More survivalist basements has been floated before, and sounds good to me.
I got a suggestion for some new constructionsâŚ[quote=âiceball3, post:53, topic:261â]You could also find some difficult to identify experimental medication within pharmacutical testing establishment. Prototype purifier pills perhaps?
Speaking of, the game needs mundane labs too. Not all labs are deep underground with deadly auto killify dissection lazers, black goo, human test subjects, machine gun robots, manhacks, or bionics, right? Itâd be nice to see labs specializing in specific departments such as medicine, ecological preservation, testing of machines such as thoused for mining and law enforcement, bionics, and et cetera. Such that most labs wouldnt be identical environments, while still offering insight in the leading technology of this time period.[/quote]
Acidia has been added to the âMajor Active Contributorsâ list on the website. Thanks Acidia - you are amazing.
Have you considered reworking and improving vanilla buildings at all, acidia? Most notably at this point, homes. Theyâre beginning to stand out as relatively empty, random mishmash storage locations more and more, which isnât exactly a bad thing but the difference is like night and day. I love what you did with apartment towers. Actually feels like youâre entering someones home (gross bookshelf beer and all).
So, maybe itâs time to go rustic. Suburban if need be. Urban! Lawns, porches, driveways, shacks, maybe a small garage. Everything from long abandoned old shacks and low-cost housing to big, high roller villas.
Retaining the random generation aspect would of course be a good thing though, if at all possible.
Out of all the vanilla buildings, the design of the missile silo is seriously awful. Like really bad.
Everybody knows what a missile silo looks like IRL, with the little shack and the chain link fence and parking lot and all. The interiors being entirely steel and everything, itâs pretty simple. The silo in cata is pretty much like a vandalized sinkhole where the local high school kids go to drink beer.
I agree with Slax, the houses actually are rather bad compared to the newer buildings. For example, why are the bedrooms generally like 20 meters long and then have this tiny, single tile bed?
Garages would be a great addition, even if theyâre empty of vehicles more often than not.
And also, only one bedroom in every single house? That doesnt make much sense. Maybe two or even three bedrooms per house.
Big yes to upgrading vanilla building. Home garages would be a potential source of basic tools as well.
I agree that it sounds great but I also donât want to steal the incentive for the kickstarter since one of the rewards was getting your house added to the game. Fear not though, sooner or later houses will be redone. One story is a bit limited for housing but it wouldnât be hard at all to make a dozen different floor plans for single levels. I also have two of the âunder constructionâ house floor plans that need to get put in a pull request at some point.
In other news, about five minutes ago I completed my first quest to round up local orphans and drop them off at the farm that I helped an altruistic individual secure. Earlier today I finally got the NPC spawn code for missions working and managed to get the new mission goal ârecruit X personâ down. I was thinking⌠the only difference between working for a slaver and an orphanage is the dialogue at the moment ⌠After a little bit more polish the orphan quest will be sent up in a pull request.
Yesterday the quests to the prison basement and a new cult site were added along with a few new enemies. As soon as I get out of basic mission goals Iâll be back to making lots of pretty structures. Works going to consume most of my free time for the next two weeks so donât expect much excepts on the weekends.
Hey I hope you dont mind but I want to suggest that you could create a building similar to a Cabellaâs that is fairly big and makes a decent base (I was thinking a 3x3 but i think a 2x2 might do it) See https://github.com/CleverRaven/Cataclysm-DDA/issues/1674 for more info on what the idea is about. Thanks anyways if you cant do it.