I think meaningful, predefined rooms should be added to the game as an option for a player to build. Rooms would be required to be in a completely enclosed space (except for openings with doors, trapdoors, etc) and contain a set of predefined items, which vary depending on the type of room you're making. If you meet these requirements, then the space is treated as a room and you gain a small bonus specific to that room.
For example, let's say a predefined room is a kitchen. Let's say a kitchen requires a source of running water, a cutting board, a stove, and a cooler. Having a kitchen would grant any food prepared there a small health increase bonus as well as open up some new food crafting recipes. Perhaps there could be harder-to-craft items made of rarer materials you could later add to your kitchen which would grant further bonuses, such as being able to stack certain types of food.
Rooms would help solve the problem of building a large, multi-room building or complex only to realize that you can't think of anything to occupy all this new space you've created. Also, as you rack up bonuses from new rooms you've created, it gives a feeling of tangible advancement, something that I think drops off sharply later into the game.
Since a room would require a handful of specialty items which only need to be made once, the costs of making those items should be relatively sharp compared to most existing items. Probably some rooms would be more "essential" and would be easier to make early on, and other rooms would be much harder and would serve as a long term goal for the player.
As for the actual rooms themselves, the items that constitute the room, and the bonuses they give, I haven't thought that through very much. If you think this is a good idea, give suggestions.
I do quite like this idea, but it needs more fleshing out. Suggest some ways of making rooms, other than your kitchen idea. They should all have a purpose, since that's the whole point of this suggestion.
also, suggest the new recipes that your idea will add.
I noticed you talked about a cutting board, a cooler, a stove, new food recipes, etc.
Expand on those ideas and make recipes for them.
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I am the bone of my sword
Steel is my body, and fire is my blood
I have created over a thousand blades
Unknown to death, Nor known to life
Have withstood pain to create many weapons
Yet, those hands will never hold anything
So as I pray, Unlimited Blade Works
I do quite like this idea, but it needs more fleshing out. Suggest some ways of making rooms, other than your kitchen idea. They should all have a purpose, since that's the whole point of this suggestion.
also, suggest the new recipes that your idea will add.
I noticed you talked about a cutting board, a cooler, a stove, new food recipes, etc.
Expand on those ideas and make recipes for them.
Other rough ideas completely off the top of my head:
Workshop - Requires crafting bench, toolbox, sawhorse - Tools constructed here gain a 50% durability bonus.
Foundry - Requires furnace x 10, (I'm not sure what other items would go here since I'm not too familiar with foundries...) - Smelting here occurs 2x faster than normal
Bedroom - Bed, Bookcases x 4, painting x 2 - Sleeping here makes you super rested, granting an additional 2 hearts worth of health. After some amount of time (1 real hour?) this bonus fades. You cannot use any healing items to heal your bonus hearts.
Its important that the bonuses given by these rooms be noticeable but not huge. They should feel like bonuses, not necessities.
As for the ingredients to the room-specific items, I'm open to suggestions. I would think that a cooler, for example, could be a stack of snowballs encased in stone. This would require the player to explore to a snowy biome if they don't live in one. A toolbox might require a chest and 1 of every tool buildable in the game, requiring that the player know all tool options available to them prior to having a workshop.
Those are all examples of easier to get rooms, I still need to think a bit of what the harder to get rooms would be like.
I do quite like this idea, but it needs more fleshing out. Suggest some ways of making rooms, other than your kitchen idea. They should all have a purpose, since that's the whole point of this suggestion.
also, suggest the new recipes that your idea will add.
I noticed you talked about a cutting board, a cooler, a stove, new food recipes, etc.
Expand on those ideas and make recipes for them.
Hey, uh, very off topic, but would that person on your avatar be Monkey P. Loopey from One Piece? Correct me if I'm wrong
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For example, let's say a predefined room is a kitchen. Let's say a kitchen requires a source of running water, a cutting board, a stove, and a cooler. Having a kitchen would grant any food prepared there a small health increase bonus as well as open up some new food crafting recipes. Perhaps there could be harder-to-craft items made of rarer materials you could later add to your kitchen which would grant further bonuses, such as being able to stack certain types of food.
Rooms would help solve the problem of building a large, multi-room building or complex only to realize that you can't think of anything to occupy all this new space you've created. Also, as you rack up bonuses from new rooms you've created, it gives a feeling of tangible advancement, something that I think drops off sharply later into the game.
Since a room would require a handful of specialty items which only need to be made once, the costs of making those items should be relatively sharp compared to most existing items. Probably some rooms would be more "essential" and would be easier to make early on, and other rooms would be much harder and would serve as a long term goal for the player.
As for the actual rooms themselves, the items that constitute the room, and the bonuses they give, I haven't thought that through very much. If you think this is a good idea, give suggestions.
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Retired Staffalso, suggest the new recipes that your idea will add.
I noticed you talked about a cutting board, a cooler, a stove, new food recipes, etc.
Expand on those ideas and make recipes for them.
I am the bone of my sword
Steel is my body, and fire is my blood
I have created over a thousand blades
Unknown to death, Nor known to life
Have withstood pain to create many weapons
Yet, those hands will never hold anything
So as I pray, Unlimited Blade Works
Other rough ideas completely off the top of my head:
Workshop - Requires crafting bench, toolbox, sawhorse - Tools constructed here gain a 50% durability bonus.
Foundry - Requires furnace x 10, (I'm not sure what other items would go here since I'm not too familiar with foundries...) - Smelting here occurs 2x faster than normal
Bedroom - Bed, Bookcases x 4, painting x 2 - Sleeping here makes you super rested, granting an additional 2 hearts worth of health. After some amount of time (1 real hour?) this bonus fades. You cannot use any healing items to heal your bonus hearts.
Its important that the bonuses given by these rooms be noticeable but not huge. They should feel like bonuses, not necessities.
As for the ingredients to the room-specific items, I'm open to suggestions. I would think that a cooler, for example, could be a stack of snowballs encased in stone. This would require the player to explore to a snowy biome if they don't live in one. A toolbox might require a chest and 1 of every tool buildable in the game, requiring that the player know all tool options available to them prior to having a workshop.
Those are all examples of easier to get rooms, I still need to think a bit of what the harder to get rooms would be like.
Hey, uh, very off topic, but would that person on your avatar be Monkey P. Loopey from One Piece? Correct me if I'm wrong