base camp expansion workshop 2 in wood (1/8) #52158
Merged
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Summary
Content "Base camp workshop 2 expansion from wood only"
Purpose of change
Create a workshop expansion that leaves room for further workshops and with recipe progression that works.
Describe the solution
@kevingranade may want to take a look at this as it's slightly more complicated than the previous "routine" series of expansions (not hugely, but still).
The starting point is a massage of the existing workshop expansion, where the building has been compressed to leave room for future expansion.
Apart from that, the recipes were split into a single recipe for the pottery part (clay crucible), and the rest for the smithy part. The recipe progression was massaged such that the tools required to supply the next step of the smithy progression could be made before that step, resulting in a longer chain than the source template. Additional items have been added to the recipes as well, to cater for the change of requirements (flatjaw tongs, hotcut, drift).
It can be noted that there is no recipe for a grinder, as that's not something that you need a smithy to make. Also, construction of the building and the "normal" furniture in it requires a fair number of tools, which has not been taken into consideration.
It was also found that the fake items didn't work properly and that some recipe (copper based) required a "normal" stove/fireplace/... rather than a forge to work.
Describe alternatives you've considered
At the end, the choice was made to stick as closely to the existing version as possible and change only what needed to be changed.
Testing
Building the whole expansion out of the single construction material introduced in this PR and build each tool required by the construction recipes via the construction menu. Materials for these were spawned, as was charcoal and tinder (for the kiln/forge/fireplace).
Additional context
This is what it looks like when finished.
There's something odd going on with pseudo items and fake items. They seem to try to solve the same problem but are defined in different places, and I'm not sure they all work (the definition of pseudo items in conjunction with the definition of the "real" item seems like a better approach than a file with definitions of fakes). That's not something that's in the scope of this PR, though.
As indicated, the existing workshop probably has issues with some or all recipes, which ought to be investigated elsewhere). Likewise, the changes to the tool requirements may warrant an update of the legacy construction recipes by someone who understands what's safe and what's unsafe when it comes to modifying recipe lists where recipes may be under construction in a save loaded into a game version that's been updated.
Note that the blacksmith recipe chain is shared by all other blacksmith recipe users, so all of them have to be changed in lockstep if a change is required (the existing blacksmith expansion plus a number of base camp version that have blacksmithing in their hubs), while making sure not to break saves.