Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Feature Request] Facility produce items
[Feature Request] Facility produce items[message #334408] Mon, 21 July 2014 10:04 Go to next message
Shacker is currently offline Shacker

 
Messages:7
Registered:February 2012
Location: Quintana Roo, Mexico
Facilities produce items (food, ammo, etc...)
Some facility need raw materials for production.
For example:
Water cleaning station
+produce water
Farm
+produce meat
-need water
Factory
+produce canned food
-need meat
Mine
+produce metalls
-need canned food
-need water
Ammo factory
+Produce 7.62 ammo
+Produce 5.56 ammo
-need metals

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Private
Re: [Feature Request] Facility produce items[message #334409] Mon, 21 July 2014 10:36 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
also needed

water cleaning station
bottles / drums

factory (canned meat)
+ metal

mine
+ equipment
+ explosives -> + medical supplies

factory (ammo)
+ powder

all
+ money
+ workers
+ headworkers and instructors

SORRY this is not Patrizier :wb:

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Sergeant Major
Re: [Feature Request] Facility produce items[message #334414] Mon, 21 July 2014 12:25 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany


That's it Gorro! These functions are unnecessary!

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Corporal 1st Class
Re: [Feature Request] Facility produce items[message #334415] Mon, 21 July 2014 13:11 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Make mines deliver different resources + make quest to liberate each one trigger a specific dealer accepting trade + make dealer trade only specific resources at a lower price than BR.

But in all truth this stuff is more for a mod/sequel than for stock v1.13.

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Captain
Re: [Feature Request] Facility produce items[message #334416] Mon, 21 July 2014 13:15 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Jagged Alliance Tycoon

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Sergeant Major
Re: [Feature Request] Facility produce items[message #334427] Mon, 21 July 2014 21:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The ideas for item generating facilities has been in discussion in the IRC Channel for quite some time now. Maybe a forum supported feature request will actually help to add it.

I second this feature request!

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Lieutenant

Re: [Feature Request] Facility produce items[message #334433] Mon, 21 July 2014 21:57 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I wonder how long it will take before we get the request for a crafting bench

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First Sergeant

Re: [Feature Request] Facility produce items[message #334435] Mon, 21 July 2014 22:04 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yes please! But one that keeps items and can access adjacent inventories, the normal one can be annoying.

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Captain

Re: [Feature Request] Facility produce items[message #335231] Fri, 29 August 2014 20:59 Go to previous messageGo to next message
Czert is currently offline Czert

 
Messages:105
Registered:August 2007
you forgot to add brothel at san mona which will produce syphilis/other STD Smile

[Updated on: Fri, 29 August 2014 20:59] by Moderator

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Sergeant
Re: [Feature Request] Facility produce items[message #337849] Wed, 19 November 2014 12:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Any news on item producing facilities, yet?

Currently doing Cambria map and had quite a few ideas for producing facilities.

There are a few issues:

I think the production needs to be tied to pre-defined grid-no's (possibly teleporting the merc to the grid if ordered to do produce stuff... it would a bit lame, if the merc can do the assignment from where ever he stands). This however would of course require that the tile is accessible (due to doors being unlocked and the grid not being blocked by someone else). This is obviously mainly cosmetic.

Much more important would be values like "item to be produced" (item ID), "needed resources" (item ID and maybe also quantity), "number produced", "time of a production cycle", "min required stats to produce item", "needed skill"(? I'd say yes, certain items need specialists to be produced), "possible stat gain" etc...

Would also need special tooltips and/or reminders (like: out of cash/out of resources/item XYZ was produced)... you get the point...

I'd really like to see get this coded at some point. Smile

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Lieutenant

Re: [Feature Request] Facility produce items[message #339054 is a reply to message #337849] Wed, 21 January 2015 02:32 Go to previous message
sylar951 is currently offline sylar951

 
Messages:57
Registered:December 2013
this is a very neat idea... ask our dear flugente about that happy

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Corporal
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