A simple Buildings Editor guide
Posted: Thu Oct 07, 2004 2:13 pm
a simple bdat guide:
Menus:
File -
-New - new bdat
-Open - open a bdat
-Merge - add another bdat to the bottem of the one currently opened
-save - save the bdat (always saves as the last opened one, even if you select a new bdat, so careful not to overwrite an existing one by accident)
-save as - type a name to save the bdat
-export html - export an html page listing the buildings and all the info about them (Example HERE)
-export flat - doesen't work yet
-Exit - exit
Edit:
-Copy - copy the selected building
-Paste - paste the selected building
-Paste As New - doesen't work
Tools:
-Create Default Buildings.dat - makes a bdat with only a small fuel shop. used to make an actual full buildings.dat
-Produce Lines Checker - This handy window will list every item in the game, and will tell you how many buildings make the item, how many sell the item and how many demand the item. quite useful for finding what item is made but not demanded, or sold but not made. its good to have every demanded or sold item made by something or players wont be able to get it.
-Options = brings up a window where to can set an itemslist.txt file to use to change the items shown in the editor. will need to reload the bdat to make it display correctly, possibly also close and reopen the editor.
-Cost & Stock Estimate
-Min Profit = the min profit people want on any item.
-Markup Estimate = this is a general percentage a player might want back from the item (for items costing a few d, this wont work well)
-Base Cost Estimate = this specifies about how much a player will sell something that cost less then a d to make. If you just want to see the minimum cost of stuff, set base profit to 0, set markup estimate to 0 and set Min Profit to 1.
-Item- lists the items available in your bdat so far
-Est. Cost- lists the estimated cost as per the above cost settings and the deneri per sheckle setting (below)
-Neutrition/Cost- i got no clue how its calculated, but its a representation of how worthwhile food or drinks are for thier cost. higher the number = cheaper and more worthwhile the foods are, lower the number = more expensive compaired to the other foods. if you make all the Nutrition/Cost numbers the same for all food and drinks, then they will all be the same value when it comes to cost and healing hunger/thirst.
-est. Stk- no real clue. i never paid attention to it since its always shown me crazy numbers for some stuff and nothing for other stuff
-Demand- same as est stk, its always sshown me crazy, inconsistent stuff so i've ignored it
Main window:
Add Building - Adds buildings to the bdat to be listed in the Buildings Available On Your World area of the server
Delete Building - does the opposite of the above. it is recommended that buildings only be deleted from the highest number to the lowest number. thier is a bug associated with deleting lower numberd buildings causeing the rest not to shift correctly. you can highlight multiple buildings and delete them at once if wanted
Copy - Copies the selected building
Paste - Pasts the selected building
Deneri Per Sheckle - This sets the Deneri Per Sheckle scale to use in the cost & stock estimate window
Building Info Window:
Building Code - just the building number
Building Type - this defines basic rules of operation for the building, where a building will show in the islands construction menu and what skill will be required to build the building. Manafacturing and Industrial require building industrial. House and Garage need build house. Banks need build bank. Towns need build town. Leisure and Schools need build special. Production needs build production. Defenses need Build Defenses. Stores and Retail need build retail. Ornamental needs Artist. Farm needs Build Farm
Building Description - the buildings name
Materials Reqd - this specifies the materials used by a building if the Building Process setting on the island = 0, 2, 3, 5, or 6. Cash required for the building if the Building Process of the island is 1 or 4
Trigger Param - no clue
Sound Param - never tried it, but i'm assumeing this selects what sound to use from the server in the Tools->Sound Selector menu
Min Employment Time - i've never seen this work at all. client/server always forces players to work a min 1 year.
Required Skill - this specifies the skill a player most possess in order to get a job from the building
Max num employees - specifies the max number of employees
Daily Product Decay % - if the island is set to have a Product Decay Min Amount, then when the building has over that amount of a product, it will decay daily by the % that this setting is set to
Auto Repair Amount - never used it, but i'm assumeing it specifies a an amount of health the building will recover on a daily basis from weapon damage.
% Building Armor - how strong the building is. value of 100 = 6500 health. value of 0 means the building can't be damaged by weps. i think it was that a value of 1 would allow the building to be damaged but never destroyed.
Tech Level this sets what materials are required by the building, also somewhat defines a buildings base cost when materials are used to construction buildings.
0 = wood only - base cost = material requirement if island tax is at 10%
1 = wood and stone - base cost = 2x material requirement if tax is at 10%
2 = stone and steel - base cost = 3x material requirement if tax is at 10%
3 and higher = steel and plastics - base cost = 4x material requirement island tax is at 10%
i'm assumeing that costs for tech levels higher then 3 go by the same equation of (tech level + 1) x Mats required amount = base building cost when island construction tax is 10%
Defenses Weapon / Trigger - no clue. hedgehog should know this one
Produced Item 1/2 - sets the building to make # items for #D every # days until thier is # in stock
Every # days - sets the day timer - if the island has a setting for Global Production Rate, setting a day will multipley the setting in the Global Production Rate (i.e. a setting of 5 for days and a setting of 10 for Global Production Rate would make the item produce every 500 seconds.)
Item - sets the item produced
Qty - sets the quantity Produced
Cost - sets the cost in Deneri to make qty items.
Max - sets the max stock of the items. building wont make any items if the item is at max stock.
Harvet Time - sets the building to only produce the item on September 28th
Made Item 1/2/3 - sets the building to make
# Item 1 (and) # Item 2 every # days out of # Item 3 (and) # Item 4 until Max # of Item 1 is in stock. (item 2 has no limit)
days - sets the day timer - if the island has a setting for Global Production Rate, setting a day will multipley the setting in the Global Production Rate (i.e. a setting of 5 for days and a setting of 10 for Global Production Rate would make the item produce every 500 seconds.)
Made/Makes - sets the item(s) made. can make 2 diferent items made at once this way
Dmnd - sets what is demanded to make the item(s)
Qty - sets the quantity of the item(s) made in # days, and the quantity of the items demanded in order to make the quantity of items.
Max - sets the max amount of item 1 that can be in stock. the building wont produce if this amount is reached.
since thiers 3 slots that can make 2 items per, you can have upto 6 items made. made items can easily be used to make other items in the same building, plus you can have multiple slots making the same items for different rates. but, you must use the slots from top to bottem. the building wont make anything from slot 2 or 3 if slot 1 isen't set to make anything. can also use Produced items to make items.
Sold Item - sets what the building sells/buys. each building can be set to sell/buy upto 7 items
Item - sets the item
Qty - sets the max quantity for buying
i.e. if a building was set to sell 50 Oil, and it only had 10 in stock, a player could sell 40 more to it if the owner had a buy price set and if the building was invested. this goes for all building types that are set to sell stuff
towns, banks, and schools can't make, produce, or sell stuff. no clue about garages.
Menus:
File -
-New - new bdat
-Open - open a bdat
-Merge - add another bdat to the bottem of the one currently opened
-save - save the bdat (always saves as the last opened one, even if you select a new bdat, so careful not to overwrite an existing one by accident)
-save as - type a name to save the bdat
-export html - export an html page listing the buildings and all the info about them (Example HERE)
-export flat - doesen't work yet
-Exit - exit
Edit:
-Copy - copy the selected building
-Paste - paste the selected building
-Paste As New - doesen't work
Tools:
-Create Default Buildings.dat - makes a bdat with only a small fuel shop. used to make an actual full buildings.dat
-Produce Lines Checker - This handy window will list every item in the game, and will tell you how many buildings make the item, how many sell the item and how many demand the item. quite useful for finding what item is made but not demanded, or sold but not made. its good to have every demanded or sold item made by something or players wont be able to get it.
-Options = brings up a window where to can set an itemslist.txt file to use to change the items shown in the editor. will need to reload the bdat to make it display correctly, possibly also close and reopen the editor.
-Cost & Stock Estimate
-Min Profit = the min profit people want on any item.
-Markup Estimate = this is a general percentage a player might want back from the item (for items costing a few d, this wont work well)
-Base Cost Estimate = this specifies about how much a player will sell something that cost less then a d to make. If you just want to see the minimum cost of stuff, set base profit to 0, set markup estimate to 0 and set Min Profit to 1.
-Item- lists the items available in your bdat so far
-Est. Cost- lists the estimated cost as per the above cost settings and the deneri per sheckle setting (below)
-Neutrition/Cost- i got no clue how its calculated, but its a representation of how worthwhile food or drinks are for thier cost. higher the number = cheaper and more worthwhile the foods are, lower the number = more expensive compaired to the other foods. if you make all the Nutrition/Cost numbers the same for all food and drinks, then they will all be the same value when it comes to cost and healing hunger/thirst.
-est. Stk- no real clue. i never paid attention to it since its always shown me crazy numbers for some stuff and nothing for other stuff
-Demand- same as est stk, its always sshown me crazy, inconsistent stuff so i've ignored it
Main window:
Add Building - Adds buildings to the bdat to be listed in the Buildings Available On Your World area of the server
Delete Building - does the opposite of the above. it is recommended that buildings only be deleted from the highest number to the lowest number. thier is a bug associated with deleting lower numberd buildings causeing the rest not to shift correctly. you can highlight multiple buildings and delete them at once if wanted
Copy - Copies the selected building
Paste - Pasts the selected building
Deneri Per Sheckle - This sets the Deneri Per Sheckle scale to use in the cost & stock estimate window
Building Info Window:
Building Code - just the building number
Building Type - this defines basic rules of operation for the building, where a building will show in the islands construction menu and what skill will be required to build the building. Manafacturing and Industrial require building industrial. House and Garage need build house. Banks need build bank. Towns need build town. Leisure and Schools need build special. Production needs build production. Defenses need Build Defenses. Stores and Retail need build retail. Ornamental needs Artist. Farm needs Build Farm
Building Description - the buildings name
Materials Reqd - this specifies the materials used by a building if the Building Process setting on the island = 0, 2, 3, 5, or 6. Cash required for the building if the Building Process of the island is 1 or 4
Trigger Param - no clue
Sound Param - never tried it, but i'm assumeing this selects what sound to use from the server in the Tools->Sound Selector menu
Min Employment Time - i've never seen this work at all. client/server always forces players to work a min 1 year.
Required Skill - this specifies the skill a player most possess in order to get a job from the building
Max num employees - specifies the max number of employees
Daily Product Decay % - if the island is set to have a Product Decay Min Amount, then when the building has over that amount of a product, it will decay daily by the % that this setting is set to
Auto Repair Amount - never used it, but i'm assumeing it specifies a an amount of health the building will recover on a daily basis from weapon damage.
% Building Armor - how strong the building is. value of 100 = 6500 health. value of 0 means the building can't be damaged by weps. i think it was that a value of 1 would allow the building to be damaged but never destroyed.
Tech Level this sets what materials are required by the building, also somewhat defines a buildings base cost when materials are used to construction buildings.
0 = wood only - base cost = material requirement if island tax is at 10%
1 = wood and stone - base cost = 2x material requirement if tax is at 10%
2 = stone and steel - base cost = 3x material requirement if tax is at 10%
3 and higher = steel and plastics - base cost = 4x material requirement island tax is at 10%
i'm assumeing that costs for tech levels higher then 3 go by the same equation of (tech level + 1) x Mats required amount = base building cost when island construction tax is 10%
Defenses Weapon / Trigger - no clue. hedgehog should know this one
Produced Item 1/2 - sets the building to make # items for #D every # days until thier is # in stock
Every # days - sets the day timer - if the island has a setting for Global Production Rate, setting a day will multipley the setting in the Global Production Rate (i.e. a setting of 5 for days and a setting of 10 for Global Production Rate would make the item produce every 500 seconds.)
Item - sets the item produced
Qty - sets the quantity Produced
Cost - sets the cost in Deneri to make qty items.
Max - sets the max stock of the items. building wont make any items if the item is at max stock.
Harvet Time - sets the building to only produce the item on September 28th
Made Item 1/2/3 - sets the building to make
# Item 1 (and) # Item 2 every # days out of # Item 3 (and) # Item 4 until Max # of Item 1 is in stock. (item 2 has no limit)
days - sets the day timer - if the island has a setting for Global Production Rate, setting a day will multipley the setting in the Global Production Rate (i.e. a setting of 5 for days and a setting of 10 for Global Production Rate would make the item produce every 500 seconds.)
Made/Makes - sets the item(s) made. can make 2 diferent items made at once this way
Dmnd - sets what is demanded to make the item(s)
Qty - sets the quantity of the item(s) made in # days, and the quantity of the items demanded in order to make the quantity of items.
Max - sets the max amount of item 1 that can be in stock. the building wont produce if this amount is reached.
since thiers 3 slots that can make 2 items per, you can have upto 6 items made. made items can easily be used to make other items in the same building, plus you can have multiple slots making the same items for different rates. but, you must use the slots from top to bottem. the building wont make anything from slot 2 or 3 if slot 1 isen't set to make anything. can also use Produced items to make items.
Sold Item - sets what the building sells/buys. each building can be set to sell/buy upto 7 items
Item - sets the item
Qty - sets the max quantity for buying
i.e. if a building was set to sell 50 Oil, and it only had 10 in stock, a player could sell 40 more to it if the owner had a buy price set and if the building was invested. this goes for all building types that are set to sell stuff
towns, banks, and schools can't make, produce, or sell stuff. no clue about garages.