Adding buildings to my world

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Jemrada
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Adding buildings to my world

Post by Jemrada »

I am tring to add buildings to my world (Sabarada). When I go to the buildings editor I see on the left a section that says " Buildings available on your world" and on the right I see " Buildings available on your island " . I have added soem buildings to the buildings folder and when I look under " Buildings available on your world " I dont see my building. I have tried clicking the the NEW in the left and add it to the RIGHT and click change model to like animalfarm.bmp and animalfarm.atm. Then when I go into the world it is labeled NEW. There are no building instructions yet so I am at a lose on this.
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Post by zaroba »

hmm...i may be way off here (hard to understand exactly what the problem is and what your doing).

is my guessing correct that when you say "added buildings to the folder" is meaning that you added the models and textures to the data/models/bldgs folder and not seeing them on the available buildings?
if so, the folder only displays models and textures that can be selected to represent the buildings on the Buildings Available On Your Island side. basicly to set what they look like to players.
to get stuff added to the Buildings Available On Your World side, you need to download the Buildings editor and make the Buildings.dat file for your world and place it in the data folder of the world.
the buildings.dat defines every bit of info having to do with the buildings on your island.
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Post by Jemrada »

OK, sounds like you have it. I will give that a try. Thanks
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Post by Mit »

sorry bout the lack of docs and general awkwardness of the building stuff atm. The docs bit ill sort out soon, the awkwardness will hopefully lessen in the near future.
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Post by leigon »

lol so far I have piced it together out of.... manuel... mit, hedge, mat, zar and foolie convo's :P
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Post by Jemrada »

Well I am stuck on creating a school. I labeled it a Job Skill School. I don't see where I can make it sell/learn skills for people. How do I add these?
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Post by Mit »

schools you need to deal with slightly differently. As long as you've selected the building type to be a school itll work - you need to add one to your world using the client then addskills manually in the same way you would if you owned it. You can use *grantskill <NAME> <SKILL_NUM> to give yourself the skills you want available.
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Post by hedgehog »

leigon wrote:lol so far I have piced it together out of.... manuel... mit, hedge, mat, zar and foolie convo's :P
prolly not to worry - between the cvs logs, the old bug tracker, the new bug tracker, saved ingame chats, random staff emails, the manual and the mountains of forum posts, there's still a good 20 features who's use i've not the slightest clue on :P

not to mention the other 50 who's existence i suspect i'm (perhaps not entirely without a certain element of bliss) totally unaware of.

it's a game in and of itself really :)
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Post by Jemrada »

Where can I get a full list of skill that can be used?

Also on the Materials Reqd. What does this represent. I don't see like Wood or Stone, etc. for materail. It is just numbers. If I am wanting to make it where you have to have wood and stone to finish a bulding how would I add that?

What is Required Skill? Is this required skill to build or required skill to work there?

*Side note* At the moment I am just going to let them build with money until I get the hang of this.
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Post by Mit »

Theres a skills list in the manual - Check the contents tab -> Island Reference -> Misc -> Skills List.

The 'Required Skill' is the skill needed to work there. The build skill is determined by the Building Type - i.e. Building Type = School - always requires the Build School skill.

To change what that material/price number means you need to change your *settings -> Economy -> Building Process. There are various modes for that which change the way the material/price value is used - See docs.

If you're intending to use cash only to build (indeed, Probably the wisest move initially :) ), set the building process to 1 and then you can use the *settings -> Economy -> New Building Tax value to affect the actual resulting build price. Assuming you've got 10d per sheckle, the simplest method is probably to set the New Building Tax to 10 as well, meaning that whatever value you put in the bdat field will be how much the building costs in sheckles.

are we having fun yet or what?? :lol:
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Post by zaroba »

it should be more fun now.
i just posted a sticky buildings editor guide for you and anybody else that needs one in the future.
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Post by Jemrada »

When I do *grantskill 1 when I am standing in a school. It says " Couldn't locate billing record for 1. "

What should I do?
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Post by Mit »

Its

Code: Select all

*grantskill <NAME> <SKILLNUM>
so in your case its
*grantskill Jemrada 1
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Post by Jemrada »

Oh thanks, :shock:
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Post by Jemrada »

I have noticed somethign since my world is now active. The production rate. Like my Sawmill, which produces trees. When I made the lumber yard I set it to make 10 trees a day, but when in the game it says it produce 10 trees every 48 days. Why is this?


*Side note* My image seems to be broke by my name there to the left. What up with that?
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Post by Mit »

prolly need to reload your image since i moved the forums to this new site, sorry.

The change in production time is probably coming from the *settings -> Economy -> Production Time Efficiency Mod.

This is used to make buildings with low 'efficiency' (usually if they're damaged or having less than the maximum number of employees) take longer to produce items than high efficiency buildings.
Lower that number (or set it to 0) to make all items take the default length of time to produce.

Similar things happen with the 'Production Cost Efficiency Mod' and the 'Storage Reduction Percentage'.

Another way of affecting this is by changing the Settings -> Economy -> 'Building Efficiency Calc', which changes the way the building efficiency is calculated.. see the docs for full details
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Post by hedgehog »

economy settings--->Global Production Rate set to anything other than 0 will also affect a building's production time.
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Post by Jemrada »

I uploaded the image on this site. I never had one on the old site.



All setting for economy is 0.
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