This thread is for feedback, bug reports, and building requests associated with the urban development project. https://github.com/CleverRaven/Cataclysm-DDA/issues/21488
The below images have the json number listed for reference.
The suburbs
The City
Block 1
Left to right, top to bottom
(2x2) Police station, movie Theater & office, house & Bank, (2x2) fire station
(2x2) Police station, house & apt & house, salon & low income apt, (2x2) fire station
Block 2
(2x2) Hotel tower, apt & diner, clothing store & subway & jewlrey store, (2x2) school
(2x2) Hotel tower, apt & Quick-e-Mart & to go food, club & house, (2x2) school
Block 3
(2x2) Projects, Laundry & ouside cafe & nice clothing store, row houses, (2x2) hospital
(2x2) Projects, bar & hardware sore & house, farmers market & subway & newspaper store, (2x2) hospital
Block 4
(2x2) bee infested office, orphanage & electronics store, garage & condos, (2x2) transit station
(2x2) bee infested office, pharmacy & candy store & brewery restaurant, gym & crack house, (2x2) transit station
That’s 48/50 buildings drawn, items and monster spawns are still a few days out. Last two (2x2) buildings and their infestations are up for discussion then we’ll do a poll for winner
Building ideas:
public library
church
ikea
parking garage
newspaper
health department
city hall
duplicate existing buildings are cool too
Monster infestation ideas:
cult
military robots
wasp
bees (already done)
ant
other insects
triffids
fungus
mi-go
other nethers
Smaller buildings and home ideas are always welcome, referencing a picture through google is even better.
UPDATE:
Furniture store and an alt version with a triffid “dungeon” that starts at z-1, two of the different styles of corn farm.
Dairy, chicken, an abandoned farm, and a crayfish fishery (this is more of a southern industry but we don’t have enough varieties of monster fish to make two interesting)
Actual fishery, alt corn farm, alt dairy, and a turkey farm (adds white domestic turkeys that are clipped so they don’t all fly away).
A more traditional “lab” this is a basic bio/chem lab that has been converted to study with these emerging species. Not an end of the world/super science/dimensional/CBM lab. SWAT “lab”, really just a robotic swat/police bot depot. Like the zoo lab, it offers early/mid game access to a lab like experience. To get into either, some metal doors are pickable… or just run a truck through the wall. A big house to see how I liked making 2x2 houses as opposed to 2x1… meh. Fish cannery, I haven’t seen a way to spawn items with old/rotten items or fish corpses.
Vegetable cannery, same problem with not being able to add old items (figured I’d make all cans prior to pasteurization rotten if I could) most of it is on z-1. Looking at throwing a roach dungeon under it also. Paper mill, maple tree farm, and pig and potato farm.
Glass recycling, plastic recycling, concrete factory, and boot factory. The boot factory has a basement that would be nice to extend into a dungeon but would would be in there, cultists?
Distribution depo with large quantities of items that are only really useful when you find one. Who wants 10 teapots? Spring factory, probably the least useful of the factories for a survivor but every one can’t be a pinata. The casino is fairly looted and occupied by NPCs on the third floor it will function as a trading ground for different factions. Plan is to get triangle trade quests between the refugee center, ranch commune, and casino.
The second Urban Development mod sets occurrences for all buildings to 0 and instead puts them all in a single overmap special. This is a temporary stop-gap till the actual city code get implemented. I know Coolthulhu made good progress towards it but I imagine, like myself, other things are always coming up.
I’ll drop the buildings (-NPCs) up to 75 on github in the next few days so you can check everything out.