Hey any Devs who might be watching: How likely are the current stockpile filters to stay with their current names? Noratoxin and I were discussing their wiki categories vs. their in-game stockpile categories, and it might be useful to organize entries that way. I seem to recall that the stockpile filter categories (finished goods, building materials, etc.) weren't set in stone?
Very likely to change still. Can't say much more that'll be helpful I'm afraid, but there are a lot of stockpile ideas that are still waiting for experiments to be run.
Don't think for a minute you are going to ensnare me into making Wiki changes by omitting the information for Sulfur Tonic when describing the Chemist's Lab.
For now, I'm updating the commodities to categorize in the Commodities category and the appropriate filtered category. These can always be updated down the road when it changes. I updated the wiki with about 30 new/updated icons. I'm about halfway through formatting/adding/updating the modules and working on leveraging the power of SMW to automate some of the data linking. Mikel, I added the Sulphur Tonic to the Chemist Shop.
Is it possible to get something written up about what machines you need to make what materials? I may have spent 50 days not realising I needed to have a certain set of tools to make stills to make laudanum and thus everyone went insane ._.
Hm, ideally, the module required to make a particular good should be specified on that good's page. Many entries are in bare-bones stubs at the moment, though. We'll fix those as we get around to them. If you see missing information, though, feel free to add it yourself.
I might start up a fresh game to work out the various creation threads, and update the Wiki that way. EDIT: Can't get the CAPTCHA to work, so can't register. Not sure why. Bah!
It's okay, success! I didn't realise that the Wiki was actually part of the Curse.com sites, and had a very old account with them I'd completely forgotten about. I'll get round to it soon
Glad you got it working, Lily. If you encounter any issues, let me know and I can get it sorted out for you.
All the modules have been added to the wiki. I'm going back and updating some because of new material requirements.
Questions about modules Where and or for what is use for : Macroscope : Naturalist or Labo ? Grinder : Kitchen or Chapel for a cult of coffee addict ? Industrial Charcoal Kiln : Metalworks or Ceramics ? Vacuum Chamber ? Steam Distributor ? Ventilation ? Bureaucrat's cabinet & desk : Aristocrat's house ?
Hmm, i used the power saw with certain efficience, seems produce more quickly in carpenter, but may be it s an unfounded sensation. And reasons were others ... ? Same for steam oven in kitchen. But if u said it s not working indeed, i guess it like always a love story, we see things better or worse than they are
Also, the macroscope was used in the lab in earlier builds for researching arifacts. That will surely be back when the cult/eldritch systems are reintroduced. The grinder presumably will be for grinding stone or something else, likely for high level late game content. Other stuff... We'll see
(If anybody wanted to go through the Wiki and clean out the mess of out-of-date things for launch, this would be Good.)
I'm up for helping with some wiki stuff if someone could let me know how best to help or point me in the right direction. I'm afraid I'm a rank novice in terms of anything wiki-related, just fair warning.
I (hopefully) changed the templates for the current version and version date to be 1.0B (16-10-27). Jelly EDIT: Added infoboxes to the buildings that were missing them. I'm not sure how to upload pictures, so the icon for the Training Academy is the slightly older one.