-
Notifications
You must be signed in to change notification settings - Fork 190
Smith/Mason Guildhouse Overhaul #1070
base: main
Are you sure you want to change the base?
Conversation
The smiths now have to follow Osha regulation or they get kicked out of the guildhouse, key your aprons and leather gloves on at all time |
theyre just going to craft one anyways if i dont add it
any key can deadlock the door from the inside, so the blacksmiths and masons can both deadbolt that door. its moreso supposed to exist as a dropoff point for materials or items, like a semi-airlock, hence the stockpile machine being there too |
Ahh rigth, always get confused with the arrow |
fixing some areas that i fucked up
@Real-MAGNUM area should be fixed btw, if you still have issues let me know |
map changes are king |
Still conflicting |
About The Pull Request
Turns the Dwarven Quarter into one large building that fits both blacksmiths and the masons together as one semi-functional guild, turning the quarter into a guild-house, basically. This is my first mapping change and PR for anything in a LONG time, so bear with me.
Why It's Good For The Game
This is part of a group of things i'm going to be doing to try to improve the Armorsmith and the Weaponsmith, and this is one of the first steps i'm taking. Making it easier to smelt by giving ease of access (and also preventing groups of people from harassing them while they are trying to do it) would probably make the job a lot nicer, as well as turning both jobs into two people that work together with their apprentices to make equipment. Sharing the load of work will make wait times shorter as well, so you don't have a line of six people waiting for the same exact item for half the round.
Also partly because I didn't like the look of this section of Rockhill anyways, so I am a little biased against it. Better to improve it now before the interior town gets changed (supposedly) rather than wait for it to come and leave it as is.
Main floor
Floor 2, Quarters
Roof