Building at Sea

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leigon
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Building at Sea

Post by leigon »

Did you guys remove costal?

cause if so *cry* lol...
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Mit
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Post by Mit »

um, mighta done yeh :) Well - renamed it anyway.. it wasnt actually doing anything special. (Coastal building type was originally intended for certain buildings, like piers, that could only be built in on the bits of land next to the sea, but i cant remember ever implementing it..)

There a particular thing you're after there? If its for things like oil platforms, that'd be mostly a modeller job, tho i could easily add another building type with special properties if ya can let me know what exactly you require?
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leigon
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Post by leigon »

Oh in that case yes :D

I have an oil rig that I would like to have it only built at sea... e.g. 4-5 squares from main land so people have to eather have a bote or a hellicopter to get to the oil rig.

Also so the oil rig don't sink can you make the moddel built according to the water lvl? That way if its different in other places the moddle won't be under water ;)


Oh and before I forget... Is there a way to make buildings not run if they don't have an item that it needs like eather Water, Power, Gas etc.
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Tom
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Post by Tom »

Where can we use this 'bote' ? on the 'see' ?
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leigon
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Post by leigon »

blah don't make fun of a dyslexic man :P
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Post by zaroba »

if you want a building to be unable to run without a certain item, then edit the bdat so that what it makes needs that item.
if a building needs an item like water or whatever to make something, then of course it wont run without it :P
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Post by hedgehog »

if it's a rather simple econ, you could set all your seafaring buildings to a particular industry, then set all your surface properties to different zoning restrictions that don't allow that industry.

don't set those tiles near the sea, and that'd pretty much do it. you'd be quite restricted, but if you're basing a lot around that (i'm always fond of islands that revolve around boating), then that might be one option.

unless of course the proper feature were to emerge :)
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Post by Mit »

Yeh, the proper feature will be in 0.1.32.

The water/power thing would have to be done as Zar suggested for now - if theres enough demand for it I will look into adding a full system for 'powering' buildings later.
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