Welcome to the final part of our Towns 2.0 update series. The last one has been lightly brought up here and there but we're ready to announce Town Industries!
What are Industries?
Upon reaching level 50 in a category for your Town Leveling, you will unlock the ability to warp in (one time only) a specialized building that better handles the category that it falls in. There are 17 planned Industry Buildings, one for every category. Not all of them are concepted yet (ie categories like Arena, Battleground, etc), but most of them are. The buildings each serve to more efficiently handle something, with some extra added benefits.
It's taken awhile to really nail down how to setup these buildings, and that's what most of my time has been attributed to in the past weeks. Now that we have our first Industry Building almost ready (looking to launch it this weekend), the others can come much more quickly.
So, without further ado, announcing the first Industry Building:
Industry 1/17 - The Lumber Mill
Upon reaching level 50 in Logging, a town owner will be able to place a Lumber Mill anywhere in your town (through a fancy system!) The Lumber Mill excels at cutting Logs into Planks. Here are the features of a Lumber Mill
After you place a Lumber Mill, the area around it then acts like an Embassy or a Zone. What this means is that despite the Lumber Mill having an obvious "theme" to it, you are, in fact, free to tear it down if you'd like and create a new looking one. Like an Embassy, the zone for a Lumber Mill will only allow one trapped chest, one regular chest, and a daylight sensor (more on that later). In order for the Lumber Mill to work, both the trapped chest and regular chest must be present.
We realize not everybody lives above ground, nor does everybody have a wood-theme to their town. This is why we're allowing you to redesign your Lumber Mill as you see fit. So long as the zone contains the two chest types and a daylight sensor, it will function.
Tagged Items
Industry Buildings allow you to craft items that are now identifiable to you. Once you've reached level 50 in a category, your town is assumed to have become masters are crafting, brewing, whatever the category is. What this means is that for a majority of Industry Buildings, whatever their output is will contain a bit of lore that identifies that item to your town. If you're simply building with your items, no big deal. In the hands of thieves, though, now they can truly see and remember whose things they've grabbed.
These are Regular Chests
Unlike some of the fancier chests in Loka (Market chests for example), these chests act like they normally would, without fake player-specific inventories. This imporant because it means you're fully able to use hoppers to route your Lumber Mill inventories around.
The Daylight Sensor?
Industry Buildings have visible states that help show their status. Aside from the two chests that indicate input/output on your buildings, the Daylight Sensor indicates the smoke stack for your building. When your Lumber Mill is sawing away, white smoke will pour from the smoke stack (or wherever you've indicated it with the sensor). However, if your output chest becomes full, the smoke will turn black in order to indicate to a passer-by that the Lumber Mill's output chest needs to be emptied! It's a small thing but it adds to the overall experience.
This is all I can talk about for the Lumber Mill at this time. Some finer points are still in progress. I'll detail how placing your Lumber Mill works sometime soon. Some only other caveats to know are:
What are Industries?
Upon reaching level 50 in a category for your Town Leveling, you will unlock the ability to warp in (one time only) a specialized building that better handles the category that it falls in. There are 17 planned Industry Buildings, one for every category. Not all of them are concepted yet (ie categories like Arena, Battleground, etc), but most of them are. The buildings each serve to more efficiently handle something, with some extra added benefits.
It's taken awhile to really nail down how to setup these buildings, and that's what most of my time has been attributed to in the past weeks. Now that we have our first Industry Building almost ready (looking to launch it this weekend), the others can come much more quickly.
So, without further ado, announcing the first Industry Building:
Industry 1/17 - The Lumber Mill
Upon reaching level 50 in Logging, a town owner will be able to place a Lumber Mill anywhere in your town (through a fancy system!) The Lumber Mill excels at cutting Logs into Planks. Here are the features of a Lumber Mill
- Any logs placed within the Source chest will be converted to planks automatically.
- Logs are converted from a source chest (Trapped Chest) into a separate destination chest (Regular Chest)
- Logs will make planks of the same Tree type (Acacia Logs -> Acacia Planks).
- A Level 1 Lumber Mill (of which there will be 3 levels) will convert a log into anywhere between 4 to 7 planks.
- For each processing run, the Lumber Mill has a 25% not to consume the log. In other words, there's a 25% chance to produce double the output of planks (a minimum of 8, maximum of 14 planks from one log).
- Each consumption of a log counts towards your Logging level. In other words a log can potentially count 2 to 3 times towards Logging than just chopping it the one time. This is useful given how steep the leveling curve becomes after level 50.
After you place a Lumber Mill, the area around it then acts like an Embassy or a Zone. What this means is that despite the Lumber Mill having an obvious "theme" to it, you are, in fact, free to tear it down if you'd like and create a new looking one. Like an Embassy, the zone for a Lumber Mill will only allow one trapped chest, one regular chest, and a daylight sensor (more on that later). In order for the Lumber Mill to work, both the trapped chest and regular chest must be present.
We realize not everybody lives above ground, nor does everybody have a wood-theme to their town. This is why we're allowing you to redesign your Lumber Mill as you see fit. So long as the zone contains the two chest types and a daylight sensor, it will function.
Tagged Items
Industry Buildings allow you to craft items that are now identifiable to you. Once you've reached level 50 in a category, your town is assumed to have become masters are crafting, brewing, whatever the category is. What this means is that for a majority of Industry Buildings, whatever their output is will contain a bit of lore that identifies that item to your town. If you're simply building with your items, no big deal. In the hands of thieves, though, now they can truly see and remember whose things they've grabbed.
These are Regular Chests
Unlike some of the fancier chests in Loka (Market chests for example), these chests act like they normally would, without fake player-specific inventories. This imporant because it means you're fully able to use hoppers to route your Lumber Mill inventories around.
The Daylight Sensor?
Industry Buildings have visible states that help show their status. Aside from the two chests that indicate input/output on your buildings, the Daylight Sensor indicates the smoke stack for your building. When your Lumber Mill is sawing away, white smoke will pour from the smoke stack (or wherever you've indicated it with the sensor). However, if your output chest becomes full, the smoke will turn black in order to indicate to a passer-by that the Lumber Mill's output chest needs to be emptied! It's a small thing but it adds to the overall experience.
This is all I can talk about for the Lumber Mill at this time. Some finer points are still in progress. I'll detail how placing your Lumber Mill works sometime soon. Some only other caveats to know are:
- You can only ever place one Lumber Mill. Because it's a technical 'warp-in', you are granted the blocks a Lumber Mill yields for free. Any further modifications to the mill or any desire to move it will then function like a Zone (with the redefine command).
- Only Town Owners can place Lumber Mills.
- Like Redstone machines, Industry Buildings only work when the chunks that contain them are loaded.
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