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Topics - casual onion

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1
Your world / [RPG] casual onion's PC City Map!
« on: December 01, 2017, 09:57:33 PM »
    Welcome to Untitled!
    I'll work on that name...

    Introduction
    Hello everyone and welcome to my not-at-all-anticipated PC city map. So, I'm aware that the game doesn't technically have a release date for PC yet but a bit of forward planning ain't too bad eh?

    For this map, I'd like to take the best bits (and worst depending on your view), of my Xbox cities and combine them into MEGACITY3000 (or untitled). I'll get more into that in the features section further down. I think that this topic will serve as a source of information and a bit of an ideas baord for me too until the game comes out, hopefully in December 2017. So, without further notice - lets get into the features...

    Features
    • Over 500 Pre-built properties of all shapes and designs. (Baystone had 280 to put it into perspective!)
    • Over 100 Pre-built business premises inc. offices, shops and factories. These can be converted from houses or bought pre-built in the shopping centre or in village centres.
    • Over 25 Derelict barns ready for conversion into businesses or properties. These can also be demolished, just like with most properties and businesses.
    • 10 to 15 local shops selling certain products e.g. building supplies or flowers. In some cases you'll be able to work here (Like Barrow)
    • 75% automated with scripts because sometimes things go wrong!
    • Village mines and farms located around the map.
    • Player ranking system, just like before cos if it ain't broke - don't fix it.
    • Five villages and one town located in the centre.
    • It's a grasslands map so views galore!
    • Bus system, as before.
    • A multitude of ways to make money inc. careers, farming, mining, ranks and rewards.
    • Player points system, again - as before.

    Properties
    A bit more about them seems as these are my favourite things to build in maps! I want to make the system a bit fairer than in Huttondale and previous maps, so I've done some radical-ish changes.

    Restrictions?
    • Not on the ability to buy next door! For the price of the wall + 25% (for labour!) you can convert your average semi-detached house into a MEGAMANSION or just a detached reasonable sized house.
    • At the moment, I'm going with no restrictions on number of properties or businesses but they may change to 5 on each depending on if there's any monopolies going on.
    • Certain ranks may restrict you from buying certain things i.e. a block or item shop (just like in Huttondale)

    Variations
    So, in most of my maps, the average house price is an un-reasonable 50-60,000 Aires (That'll be the currency for nostalgia's sake). So, i've planned to have an emphasis on smaller houses to get people onto the property ladder. Ooh, i might even have mortgages and bills to pay ;) Here is my incredibly high tech system...

    • 5% of Properties will be over 250,000 Aires to buy
      10% of Properties will be 100,000 - 249,999 Aires to buy
      25% of Properties will be 50,000 - 99,999 Aires to buy
      50% of Properties will be 10,000 - 49,999 Aires to buy
      10% of Properties will be under 10,000 Aires to buy
    • All barns will cost under 50,000 Aires. Generally it's half the full sell price if non derelict but can be 75% depending on condition.
    • Still working on percentages for shops but will cost no more than 100,000 for a premises and block and item shops will be 10,000 Aires plus rank costs.

    Villages
    • Emley Hill: A take on Emley Moor, home to a ABSOLUTELY HUGE tv mast called Emley Moor Transmitter. The TM version will have an observation tower.
    • Owl Valley Shopping Centre: Home to JG, Omega and loads of player owned shops. It's going to be an almost exact replica of Fox Valley in Stocksbridge, UK. Located in a valley, just like the real one.
    • Shelley: The village in Yorkshire i want to live in.
    • Stainton: Name is taken from a village near to where I'm from.
    • Thorton Dale: Based on one of Yorkshire's quantiest villages - Thornton le dale.
    • Wappenstocke: I'm sure this is an old english word but 'Wappen' means 'coat of arms' in German. Anyway, this is the main town, set around a medieval market cross. It'll have all the usual facilities, such as shops, banks and a health centre. It'll be perched high up on a hill somewhere.

    Release Date
    Mid January 2018 hopefully.

    YouTube Videos
    I'm going to try and record 5 to 10 minute long videos for my channel (YouTube: casual onion) showing updates, which i'll probably link here weekly instead of rambly post telling you that i added dacite to a mine.

    The End...
    That's all for now. Please leave suggestions here or ping me on the Total Miner Discord. See you soon!

    - casual onion (2nd December 2017)[/list]

    2
    Total Miner Discussion / [Game] Six Years of Total Miner!
    « on: June 24, 2017, 06:45:02 PM »
    Hello,

    Today is the sixth year anniversary of TM being released. Without it, I would need never have discovered the joys of sandstone and sand brick.

    Um, share your memories here!

    3
    Creative Features / [Help Needed] Broken Job Script :(
    « on: November 27, 2016, 01:00:17 PM »
    Heller.

    I have a lovely job script on my map but the script that sells the items you make and teleports you out of the factory is broken. Completely broken.

    So, here's a brief description of how jobs work. 1) You get a job 2) You get materials to make selected products 3) You enter code to get in factory 4) You make the items (workbenches etc.) 5) You press a button to leave factory area and it sell what you've made. You get more if there's less than 10 of an item. 6) You collect a paycheck.

    The issue lies with 5). You see, it adds the stock you've made to a stocklist so that those items can be bought at a shop. Supply and demand in a way. What's been happening is it's selling 10,000 workbenches even if you have only 100 etc. but the workbench script lines are same as the other products so what's wrong? The script is long a repetitive as it sells multiple products but here's an extract.

    Code: [Select]
    If
    HasInventory [player] [Item1] [true]
    HasHistory [JG\Stock\Item1] [<] [10]
    Then
    Inventory [player] [x,y,z] [move] [item1] [1]
    History [JG\Stock\Item1] [+1]
    History [Job\JG\Earnt] [+100]
    History [Job\JG\Paycheck] [player] [+100]
    loop
    ElseIf
    HasInventory [player] [Item1] [true]
    Then
    Inventory [player] [x,y,z] [move] [item1] [1]
    History [JG\Stock\Item1] [+1]
    History [Job\JG\Earnt] [+75]
    History [Job\JG\Paycheck] [player] [+75]
    loop

    ElseIf
    HasInventory [player] [Item2] [true]
    HasHistory [JG\Stock\Item2] [<] [10]
    Then
    Inventory [player] [x,y,z] [move] [item2] [1]
    History [JG\Stock\Item2] [+1]
    History [Job\JG\Earnt] [+250]
    History [JG\JG\Paycheck] [player] [+250]
    loop
    ElseIf
    HasInventory [player] [Item2] [true]
    Then
    Inventory [player] [x,y,z] [move] [item2] [1]
    History [JG\Stock\Item2] [+1]
    History [Job\JG\Earnt] [+187]
    History [Job\JG\Paycheck] [player] [+187]
    loop
    (Carries on through items)
    ElseIf
    HasInventory [player] [coal] [true]
    Then
    Inventory [player] [clear] [coal]
    loop
    ElseIf
    HasHistory [Job\JG\Paycheck] [player] [false]
    Then
    Teleport [player] [x,y,z]
    Notify [No Paycheck] [local]
    Else
    Teleport [player] [x,y,z]
    Notify [You Have [history:Job\JG\Paycheck] Aires to collect] [local]

    That should be right. The "History [Job\JG\Earnt] [+187]" lines are so I can check how much people have earnt for research purposes. If you can see anything wrong with the script then let me know. My connection is famously bad so it may be that. I really don't want to start a new map because of this issue.

    Thanks.

    4
    Creative Features / [Scripts] Casual's Script Help | Properties
    « on: November 12, 2016, 03:53:58 PM »
    Howdy, as requested by ShiFt Shandy, here is how I do my property scripts. Now I add a lot of pointless history markers in my property scripts so for this guide i'll exclude them. As usual, i'll have optional parts in green.

    Village\Street Name\Number\Confirm

    If
    HasInventory [player] [goldpieces] [<] [Amount]
    Then
    MessageBox [Sorry, this property is X Goldpieces.] [a=[Withdraw from bank?][Bank withdraw script]
    Else
    Message Box [Purchase Number, Street Name for X goldpieces?] [a=[Yes][Village\Street Name\Number\Purchase]]

    Village\Street Name\Number\Purchase

    If
    HasInventory [player] [goldpieces] [<] [Amount]
    Then
    MessageBox [Sorry, this property is X Goldpieces.] [a=[Withdraw from bank?][Bank withdraw script]
    Else
    Inventory [player] [take] [goldpieces] [amount]
    Set Block [x,y,z] [Sign] [Orientation - See player change log]
    Set Text [x,y,z] [[gamertag]]
    Notify [[gamertag bought a house!] [global]
    Zone [Village\Street Name\Number] [builder=player]

    Let me know if you have any issues or any suggestions. If you want to be sure to share your property scripts as a response. Also, would you like to see these in one topic, rather than linking them below?

    Other guides in this series;

    Mixed Block Mine: http://totalminerforums.net/index.php?topic=16308.msg170643#msg170643
    Lottery: http://totalminerforums.net/index.php?topic=16308.msg170643#msg170643

    Thanks for reading and let me know if you'd like to see more!

    5
    Questions and Answers / So, what's happening here?
    « on: September 20, 2016, 05:20:02 AM »

    6
    Questions and Answers / How do I get upside corner ramps to connect?
    « on: September 10, 2016, 03:27:10 PM »
    I know they are automatic but my ramps usually refuse to connect. Do they need to be at a certain angle?

    7
    Bug Reports [Retail] / Potato & Corn Seeds not recognised
    « on: September 08, 2016, 09:03:22 PM »
    Tried making a script to buy these items and on Test Script it says item not found. Typing it in as is in item shop.

    Irrelevant for 360 but annoying nonetheless.

    8
    Bug Reports [Retail] / Blue screen
    « on: August 30, 2016, 09:18:11 PM »
    Howdy.

    I was on someone else's map and a accidently pressed a random sequence of buttons (Right side of controller) and got said bluescreen.



    Though, may not be relevant but I was filling in grass that I'd previously Cleared and the same pattern of clearing kept appearing. Leaving and joining back has fixed it.

    9
    Questions and Answers / Zone & rank script issues.
    « on: August 25, 2016, 07:01:26 PM »
    Howdy. I have two issues.

    1) Ranks are being removed from players, seemingly automatically. History marks are not appearing and ranks are being reset. I'm being as descriptive as I can but this is all I know. Here is the Rank script I use.



    Any ideas why these issues are occurring?

    2. This is the main issue. It doesn't cause huge distribution but it's still a problem. Everytime someone purchases a property in my map, the script ignores the zone command and creates a temporary zone. It has done it for me two. The zone has full permissions but the players cannot edit within the zone.

    Here is my property script. The zone command is the last line. I have removed the command and redone it incase it has changed in the last update.



    If you could help debug these issues or any others or maybe even simplify the scripts then I would greatly appreciate it. Also I'm not good at explaining things so I hope you understand.

    10
    Ideas / Cladding / Clad Block
    « on: August 20, 2016, 10:39:56 AM »
    Howdy. This idea would be a nice addition to the game (hopefully before Pc!)

    The block would be textureable or use new designs such as decal applicator though the former, i would think is quicker to add.

    Why add it though? Well it would give another layer to buildings (heck this could be part of builders delight maybe, unless it already is!)

    Here are some types of cladding that could be done.



    The blue cladding could be recreated similarly with Fence texture.



    The hung tiles (Red - Upper floor) could be done using Terracotta tile texture.



    These mock Tudor beams could be done using black texture.

    The block would be the same size and shape of the stack block but done in a way that a painting could.

    Why not use paintings you say? Well a) You need to build the design b) Then take a photo of it c) Place it on a building. Way too much hassle I think.

    Hope you consider my idea because I can't tell you how much this would be useful :)

    - Casual onion ring

    11
    Bug Reports [Retail] / Possible issue with save and exit
    « on: August 14, 2016, 10:17:41 AM »
    Howdy.

    When creating several scripts in a go (ie copying to new script and editing as required), then selecting save and exit, it returns you to the scripts menu, discarding other scripts except when pressing b.

    Surely it should load the previously created script before returning to the menu if applicable.

    Thanks.

    12
    Bug Reports [Retail] / Bluescreen whilst AFK
    « on: July 31, 2016, 09:02:41 AM »
    Howdy. I loaded up my map on public with only me and 3 private slots. I then left the game loading and went onto the xbox guide menu and went afk to do something. Aroundan hour later, I came back and had this bluescreen. I hadn't touch my controller once.

    Hope this helps.


    13
    Ideas / Select Value script
    « on: July 20, 2016, 10:48:12 AM »
    It's a far cry but he's an idea for a script. It's purpose will be to allow the player to input a numerical value. Some applications for this could include selecting prices for products and such. It would likely involve having the ability to edit lines in scripts which may be complicated though you may be able to come up with better suggestions!

    It might even be possible to use it in conjunction with the new calculate scripts and if it's not possible already, it could be used to edit shop prices through scripts.

    Let me know your thoughts if applicable and ta rah.

    14
    Creative Features / Can you assist with a rental script?
    « on: July 20, 2016, 10:43:10 AM »
    Howdy. I'd like to make a script where A) Players can rent out their properties (I'd choose the prices though if the script would allow them to choose then that'd be cool) and or b) I could preselect properties that would be rented out.

    All money would go into a chest for either me or the property owner. Thanks in advance and good luck :)

    15
    Creative Features / Casual's Script Help | Ranks
    « on: July 17, 2016, 02:21:02 PM »
    Here's how to make a simple rank script, if your having multiple ranks.

    As usual, all optional commands are in green.

    Script Name: Rank\1

    If
    Has History [Rank\1] [player] [true]
    Then
    MessageBox [You already have this rank. Do you want the next rank?] [a=[Buy Rank Two for 500 GP?][Rank\2]
    Elseif
    HasInventory [player] [goldpieces] [>=] [100]
    Then
    Inventory [player] [take] [goldpieces] [100]
    Inventory [player] [add] [woodpickaxe] [100]
    History [Rank\1] [player] [1]
    History [Rank\Bought] [player] [+1]

    Notify [[gamertag] is now Rank One!] [global]
    Else
    MessageBox [Insufficient Funds.]

    Code: [Select]
    If
    Has History [Rank\1] [player] [true]
    Then
    MessageBox [You already have this rank. Do you want the next rank?] [a=[Buy Rank Two for 500 GP?][Rank\2]
    Elseif
    HasInventory [player] [goldpieces] [>=] [100]
    Then
    Inventory [player] [take] [goldpieces] [100]
    Inventory [player] [add] [woodpickaxe] [100]
    History [Rank\1] [player] [1]
    History [Rank\Bought] [player] [+1]
    Notify [[gamertag] is now Rank One!] [global]
    Else
    MessageBox [Insufficient Funds.]

    Script Name: Rank\Two

    If
    Has History [Rank\1] [player] [false]
    Then
    MessageBox [You need the previous rank.] [a=[Buy Rank One for 100 GP?][Rank\1]
    Elseif
    Has History [Rank\2] [player] [true]
    Then
    MessageBox [You already have this rank. Do you want the next rank?] [a=[Buy Rank Two for 500 GP?][Rank\2]
    Elseif
    HasInventory [player] [goldpieces] [>=] [100]
    Then
    Inventory [player] [take] [goldpieces] [100]
    Inventory [player] [add] [woodpickaxe] [100]
    History [Rank\2] [player] [1]
    History [Rank\Bought] [player] [+1]

    Notify [[gamertag] is now Rank One!] [global]
    Else
    MessageBox [Insufficient Funds.]

    Code: [Select]
    If
    Has History [Rank\1] [player] [false]
    Then
    MessageBox [You need the previous rank.] [a=[Buy Rank One for 100 GP?][Rank\1]
    Elseif
    Has History [Rank\2] [player] [true]
    Then
    MessageBox [You already have this rank. Do you want the next rank?] [a=[Buy Rank Two for 500 GP?][Rank\2]
    Elseif
    HasInventory [player] [goldpieces] [>=] [100]
    Then
    Inventory [player] [take] [goldpieces] [100]
    Inventory [player] [add] [woodpickaxe] [100]
    History [Rank\2] [player] [1]
    History [Rank\Bought] [player] [+1]
    Notify [[gamertag] is now Rank One!] [global]
    Else
    MessageBox [Insufficient Funds.]

    Then just copy the script for Rank 2 for as many ranks as you need, just changing the rank numbers.

    Other guides in this series;

    Mixed Block Mine: http://totalminerforums.net/index.php?topic=16308.msg170643#msg170643
    Lottery: http://totalminerforums.net/index.php?topic=16308.msg170643#msg170643

    Thanks for reading and let me know if you'd like to see more!

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