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Devlog #2: rooms and folk

Building has made R831 something of a colony sim: furnished rooms, folk who move in, jobs, and a shared storage.

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The building system has made R831 something of a colony simulation, and it is still a survival game.

Rooms

The beacon sets the range of the haven. Inside it I can place prefabs, rooms that come already furnished. A home has a bed and a chest, and a settler can claim it. A placed room carves its space out of the terrain, so you don't dig by hand, and rooms snap to each other.

Two things are still wrong: the home has two doors, and the carving isn't accurate enough, so it can cut into the mountain beside it.

Other rooms so far include a church, and these:

  • Hall. Visitors come here, and the folk socialise.
  • Infirmary. Folk who get stuck respawn here, and unconscious folk can be brought here to be saved. If they die, it is permanent.
  • Barracks. Beds only, for a temporary stay. It won't make the folk very happy.

Folk

The haven tab lists your havens, and you pick one. Each has a checklist, and finishing it lets you upgrade the haven. Right now an upgrade does only two things: more people can visit, and the enemies that attack are stronger.

As the haven grows, people come to visit, seek refuge and join. They are generated. Each has a mood, an activity, needs and a character, the things that lift their mood. You give each a role, which is their job. It is heavily inspired by Dwarf Fortress, but less complex, because this is also a survival game.

On the activity tab you give jobs to the trades. Tell a hunter to repeat hunting and they walk out, hunt, and bring the catch to storage.

Storage is one store, shared by me and the folk. I lead the haven and can take their access away. Whatever is in it, they can use: put a rifle or a bow in and a hunter equips it. A weaver can turn a pelt into cloth, but that needs a workstation, and I hadn't built one yet.