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Deadeye_Rob

Extended Industries: Brewery

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Hi guys!

I'm thinking of working on a small series of Scripted Compositions that could greatly expand on the core survival game aspect. It is my hope to make these Industry sets available for anyone to enhance their own survival/exploration experience. Who knows? Maybe it could be incorporated into Exploration as a permanent feature? ;) (...Cough... @Nikki Severin)

 

For a long time I have wanted to be able to make Beers and other alcoholic beverages; now I can! I've only spent a day wo rking on it but so far I have a basic functioning template to build on.

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*Here's my Fermentation Vat and Wine Barrel!

Currently I have two working devices, the Fermentation Vat and the Wine Barrel. Players will select what type of product they wish to ferment (Bearberries, Raspberries or Blackberries). Once 20 of such berries is placed in the Vat, the process begins immediately with a very charming animation sequence. The process lasts for 72 in-game hours and will allow the player to draw a unique 'Wine Cask' upon completion.

 

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*The colour of the wine is determined by the type of berry used.

With a fresh cask of wine in hand, the player can either store it in a Wine Barrel, or consume the entire Cask. Consuming the entire cask will eventually lead to dire consequences however. The benefits of storing Wine in a Wine Barrel will allow the player to draw up to 4 helpings per batch. The barrel colour scheme will change to match it's contents and it will also show how many helpings remain inside until empty.

 

The Future

This was an idea that I literally spent the morning toying with. I would like to build a robust brewing system that will incorporate a multitude of beverages. I would like each drink to have its own effects and drawbacks. Whilst not dramatically game-changing, it certainly adds another mechanic to an already expansive game!

Let me know what you think guys, I'd love to hear your opinions.

Rob

 

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Hey! 

This is looking great! 

When it comes to alcohol, that is something we will most likely never include as a permanent feature. But we're already discussing the possibility to use this in another way. This doesn't mean we'll end up including it but we think it's a cool idea to explore 😊

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Very interesting idea.

To be honest that's something that I really dislike about the current crafting now that I think about it. 

Alot of the crafting provides no visual queue for the player which makes crafting stations feel very "dead". It would be good to create animations for them.

 

While I think it's convenient for players to be able to create 200 threads with 1 spinning wheel in under a minute, I think it really takes away from the crafting experience... especially when a core part of ylands theme is pre-1900 technology. 

Alot of times I build a station to build a specific material I need and then immediately forget about it for a long time until I need to use it again. I think some crafting stations feel too niche and provide clutter. Maybe we need to revisit recipes in general and try to evenly distribute the importance of each crafting station?

@Nikki Severin

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1 hour ago, Igor Q. said:

Very interesting idea.

To be honest that's something that I really dislike about the current crafting now that I think about it. 

Alot of the crafting provides no visual queue for the player which makes crafting stations feel very "dead". It would be good to create animations for them.

 

While I think it's convenient for players to be able to create 200 threads with 1 spinning wheel in under a minute, I think it really takes away from the crafting experience... especially when a core part of ylands theme is pre-1900 technology. 

Alot of times I build a station to build a specific material I need and then immediately forget about it for a long time until I need to use it again. I think some crafting stations feel too niche and provide clutter. Maybe we need to revisit recipes in general and try to evenly distribute the importance of each crafting station?

@Nikki Severin

For sure! 

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I got inspired to make this after playing so many little Colony-Sim games. I think there's a lot of satisfaction when creating the perfect little industry with a wide variation of products. It's more engaging as a playing experience because the player can choose a certain Trade -Brewer, Herbalist, Hunter etc- each with their own tech/crafting tree and then spend hours perfecting the most efficient lay out. The products produced from each Trade could be sold and applied to other Trades. A carpenter for example, would have access to better tools courtesy of a Smith. With better tools, the Carpenter has the ability to craft more specialist, ornate building materials.

 

And just like that, you have laid the foundations of an economy where players will interact better in pursuit of goods and resources. Furthermore, you introduce a classic addictive desire to play through each trade-based tech tree. Each tree wouldn't take long to lay out and apply, but the result would be well worth it.

I appreciate it's a revolutionary direction away from the conventional Ylands experience, but the idea certainly holds water and there's plenty of evidence to suggest that it works.

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Posted (edited)

The fact that several hundred threads can be produced on a single spindle nowadays strikes me as odd to say the least. Plus, with the ylands heading towards an industrial revolution, there could be large production machines. In addition to the existing workstations, have a new workstations that need ylands power and take up a lot of space. They could produce those by the hundreds, and it would have a really good atmosphere too.

Instead of a small workshop that looks like the middle ages, you walk into a hall with big machines full of moving parts and spinning wheels, and above it all are flashes of ylandos power lines.

Edited by Elenis
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1 hour ago, Elenis said:

The fact that several hundred threads can be produced on a single spindle nowadays strikes me as odd to say the least. Plus, with the ylands heading towards an industrial revolution, there could be large production machines. In addition to the existing workstations, have a new workstations that need ylands power and take up a lot of space. They could produce those by the hundreds, and it would have a really good atmosphere too.

Instead of a small workshop that looks like the middle ages, you walk into a hall with big machines full of moving parts and spinning wheels, and above it all are flashes of ylandos power lines.

This is an intriguing idea. Perhaps they could make the workstations  unavailable for mass crafting until you build a machine that allows it to do so. It does seem odd you can smelt several hundred iron ingots in a matter of minutes...perhaps an attachment to the smelt with a conveyor belt would allow the possibility of bulk crafting. Each workstation could have individual machines that would allow the bulk crafting option.

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38 minutes ago, spiritchaser28 said:

Perhaps they could make the workstations  unavailable for mass crafting until you build a machine that allows it to do so

And that’s where we can find a use for Steam/Ylandium power! It all fits together!

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18 minutes ago, Deadeye_Rob said:

And that’s where we can find a use for Steam/Ylandium power! It all fits together!

They do have an energy overhaul update planned after 1.10. This system would make complete sense.

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Posted (edited)

Yland's energy has always seemed untapped to me. There are other interesting uses besides new workstations for mass production.

Perhaps a personal energy shield would be interesting. A device that would be worn on the back and, while charged, would give the wearer protection from attack. It would present an interesting dilemma for most players. Should they take a flying backpack or an energy shield?

Energy cannons could be another. They would fire lightning bolts and recharge from ylands generators. It would take some time for the capacitor in the cannon to recharge and be reusable after firing.

Another idea might be a motorized revolving platform. That way you could build a rotating gun turret like the USS Monitor had, or a rotating observatory dome. Possibly motorized hinges and pistons for tilting bridges, big gates, and other moving things made outside the editor.

Edited by Elenis

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On 5/11/2022 at 1:01 PM, Deadeye_Rob said:

I got inspired to make this after playing so many little Colony-Sim games. I think there's a lot of satisfaction when creating the perfect little industry with a wide variation of products. It's more engaging as a playing experience because the player can choose a certain Trade -Brewer, Herbalist, Hunter etc- each with their own tech/crafting tree and then spend hours perfecting the most efficient lay out. The products produced from each Trade could be sold and applied to other Trades. A carpenter for example, would have access to better tools courtesy of a Smith. With better tools, the Carpenter has the ability to craft more specialist, ornate building materials.

 

And just like that, you have laid the foundations of an economy where players will interact better in pursuit of goods and resources. Furthermore, you introduce a classic addictive desire to play through each trade-based tech tree. Each tree wouldn't take long to lay out and apply, but the result would be well worth it.

I appreciate it's a revolutionary direction away from the conventional Ylands experience, but the idea certainly holds water and there's plenty of evidence to suggest that it works. 

Adding a colonization and building simulation to Ylands is a big dream of mine. I think it would attract a lot of players. Being able to build your own city on an island in exploration, populate it and manage it economically and militarily would be awesome.

It would be a huge incentive to build. Plus, if one city couldn't get everything it needed on its own, it would force players to discover other players' cities to establish trade relations.

Not to mention the fact that the city could be raided by pirates from time to time.

Anyway, this is no longer a small improvement idea, but something really big. It would be at least for a separate big update, but more like a new DLC. But when Deadeye_Rob sketched it here I had to agree with his idea. I hope to see a similar expansion sometime in the future.

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3 hours ago, Deadeye_Rob said:

And that’s where we can find a use for Steam/Ylandium power! It all fits together!

if you are interested in putting ylandium in your craft stations,let me know.somewhere in the archives I might still find scripts that I created for some of my creations. the point of these scripts was that if you didn't bring ylandia energy into the device, it didn't work, and there was also a simple script to recalculate the energy supplied. Simply put, the more energy you put into the device, the more productive it was.it will definitely need to be adjusted a bit, but the foundation should still work.

 

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50 minutes ago, Elenis said:

Another idea might be a motorized revolving platform. That way you could build a rotating gun turret like the USS Monitor had, or a rotating observatory dome. Possibly motorized hinges and pistons for tilting bridges, big gates, and other moving things made outside the editor.

something like this??? :)

 

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22 hours ago, Elenis said:

if one city couldn't get everything it needed on its own, it would force players to discover other players' cities to establish trade relations.

This has been a dream of mine ever since it was possible to visit other island maps.

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