Let's start with the fun stuff; images!
The lake itself (with the water coming in from the right). Has a nice viewing area at the bottom. ;)
An overview of the water flow, which I also built all of.
And looking in through the viewing area.
This is done in version 7.4.4 with no kinds of cheating - everyone can do this.
The water comes from a water source near the top of the second image, next to the road. You might be able to notice a small hill, which is where the water orginally flows in the opposite direction of what I built (which is everything you see).
Would people be interested in me doing a small guide on how to do it, or is this a case of "omg Viper, we already know!"? :D
The method can be used to create waterfalls, rivers, lakes... Basically whatever you want to do with water.
I wasn't specifically thinking about stone roads etc.
What you're suggesting is certainly something that could be considered as well, but is sort of not relevant to this suggestion. I mean, it is, but the point of this is to create the freedom to create a house with the look you want, no matter what tier the material might be. Your suggestion still won't allow someone to build a tier 4 mortared stone house, for instance.
More material variety through the tiers (especially 3 and 4) would without a doubt be nice, but this suggestion stands as trying to solve the actual problem of having the freedom we had before.
The new housing skill system is definitely an improvement over the old one. It's easier to understand (the old one was not very transparent) and it forces you to produce higher tier building materials, which in turn puts a bigger dent in the world's eco system through resources needed and pollution created. This is definitely a welcome change in my opinion.
It does, however, ruin a different and important aspect of the game: The ability to choose what your house looks like - what it’s built from - as you're now forced to upgrade to higher tier building materials to increase your housing skill bonus. Basically these two systems are mutually exclusive.
The question is: How do we maintain the gameplay impact of the housing skill system change in 7.0.0, but bring back the freedom to choose how your house looks - what it’s built from?
The possible solution
I believe I've found a good solution for doing this, but I am putting this here to hear what people think, as well as making SLG aware. It might even spark an even better solution from someone else.
I went through a good few ideas (none of which were really any good) until I landed on this one.
A (4 actually) new building block type is introduced. You use this to build your house like you would with any of the current building block types. The difference is that this is a tier building block type, which allows you to build any block material type (ie. bricks or glass) that you have currently unlocked.
This new block type is created from already made building block types. So for instance to get a tier 2 type block you would craft it from bricks (or another tier 2 material block).
A tier 2 block type allows you to build tier 1 and 2 building block types (that you have unlocked).
You would select the type of material you want to build, by selecting it in a manner much like the current building block types (window, wall, stairs, column etc.), allowing you to create a tier 2 hewn log room, if you want.
This gives people back the freedom to have their house look like they want, while maintaining the new housing skill system and its progression.
I imagine that crafting these new blocks won’t take a lot of time, but probably require an extra ingredient or not be a 1:1 ratio conversion. This is a balancing issue that I’ll leave up to SLG, if they choose to implement this solution.
Put in another way:
- Craft framed glass like you would now.
- Convert the framed glass to the new tier 4 (since framed glass is a tier 4 building block material) building block using the kiln.
- Use the new tier building block to make any building block material type that you have unlocked (hewn, mortarted stone, glass, bricks, corrugated steel and so on), which will all be tier 4.
A potential issue
One thing that is of concern with this is that you can basically create bricks from lumber, for instance. Since both are tier 2 materials, it'd mean that you could get bricks by creating this new building block type out of lumber.
One solution to this could be that if you want to create this type of building block from lumber, it would also require a brick to do. Of course for this example tier 2 has other tier 2 material types, so this would again be a balancing issue across the tiers.
This has the interesting side effect that to do this you're more reliant on each other, assuming the person making the lumber doesn't already have the ability to also make bricks. This opens up for another trade venue and transportation requirements.
I hope this makes sense, if not let me know and I will try to clarify! :)
I just deployed an update, mainly revolving around EcoSim Commander.
Most importantly it fixes an issue where changes made to Plants wouldn't get saved.
On top of that EcoSim Commander also got Trees and Animals added to it.
Some more improvements were made, which you can check out in the changelog on the News & Updates page.
I've recently written a bunch of code, which I now present to you as Viper's Eco Tools: https://eco.viper.wtf/
The website makes it easier to modify and manage your server configuration files. Currently only 3 tools are available, but more will come. I've also launched it in a beta state, in case there are any bugs that I haven't managed to catch myself, but from my testing the current tools are working as intended. I have tested the website in the latest stable versions of Chrome, Firefox, Opera and Edge. Internet Explorer is not supported.
The tools are not designed for mobile devices, but the rest of the site should work fine on your phone or tablet. The tools probably also work, but they're in no way designed for mobile devices.
Do check out the About & FAQ page, as well as the News & Updates page, for more information, as well as how you can possibly help make the site even better. If you encounter any issues, check the website footer for how to get in touch with me! The same goes if you have any suggestions! :)
Everything is free to use and there are no ads. I hope you will enjoy these tools and find them useful! :)