Project Workforce: Automation

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Author: Mitriil

Last revision: 17 Jun at 08:33 UTC

File size: 9.65 MB

On Steam Workshop

Description:
Thank you all for 3000+ mod subscribers! I am impressed how well this mod did!

This mod adds new workbenches and thralls to gather basic resources

Steam Workshop ID: 3736563544

Hello there!

I’m Mitriil and I want to present to you my first ever mod: Project Workforce! The core idea of the mod revolves around interactive automation. It adds 12 new workbenches and 4 new professions and focuses on gathering the most basic of resources: Stone, Ironstone, Coal, Wood, Bark, Resin, everything plant- and animal-related.

This mod is my attempt to scratch my own desire to have some automation in a game that revolves around capturing thralls for them to do nothing beyond existing. I attempted to fix it with 4 new types of workbenches: Mining Camp, Lumberjack Camp, Farmer Table and Rancher Table. Following this, the Exiled Lands also populated by 3 new professions: Miner, Lumberjack, Farmer and Rancher. But beware, as this mod is not a simple "place workbench = generate resources". It involves quite a bit of interactive elements.

Here are basic rules on how to use it:

1. It is not enough to place a bench, you will have to catch a thrall of the respective profession to start producing resources.
2. Each type of workbench is split into 3 tiers: Basic, Advanced and Master. This is not just for show, as each workbench only accepts its respective quality of thralls: T1 thralls can only work at a basic workbench, T2 thralls can work at Basic and Advanced workbenches, and T3+ thralls can work at any workbench.
3. Every workbench accepts only specific tools: Basic works with stone and iron, Advanced with Steel, Hardened Steel and Acheronian, and Master can work with Star Metal and higher.
4. To make these workbenches much more interesting than to just place them somewhere in your base, each of them gives bonus yield to the gathered resource, depending on the amount of resource nodes around them! Miner Camp counts rocks, ironstone and coal, and Lumberjack Camp counts trees.
5. To discourage placing an unholy amount of benches in one place to generate a lot: if they are placed too close(1500 units) to each other – there will be no bonuses.
6. Farmer Table, unlike other benches, works in close tandem with base game Planters. Each planter needs a seed and will grow that exact plant(result items will appear in Farmer Table inventory). In addition, add sickle and purified water in the inventory and you can boost yield even further.
7. Rancher Table works closely with base game Animal Pens. For each grown animal inside those pens you will recieve specific meat, hide, extra drop and head depending on the tool your Rancher works with. For now only Cleaver or Skinning Knife, with more ideas to come.
8. You most likely would like to play with the stack increase mod just for good measure.

As I mentioned before, this is my first mod. I did a bit of testing, yet I know nothing about proper procedures, compatibility checks (besides the document with reserved ID’s) or server stability, so use it with this in mind, and if you are willing – provide feedback so I may have more concrete targets.

WARNING: currently, my benches use UE5 complex collisions because my DevKit is sick and it doesn’t want to import proper collision meshes, so DO NOT spam hundreds of benches in one place for your own performance.

Things to be done at a later date:

1. Add food as a bonus catalyst to boost Miners and Lumberjacks? yield (I know how to do it, I just want to take a break from developing. I spent too much time on it in a decently short time period)
2. Add T4 and T4 Purge thralls, since for now they are only up to T3.
3. Develop a Crafting UI Widget to output tooltips and expected bonus yields and so on. (This one will be done pretty soon!)
4. Properly edit an animation at Miner Camp to work with pick and sound. (This I straight up have no idea how.)
5. Somehow limit thralls to only work at one workbench and one only. For now, one Miner can work at every Mining Camp in the area, which is far from ideal, but I don’t think its even possible, so don’t hold your breath.
6. Right now, Miner Camp and Farmer Table workbenches are slightly edited versions of in-game assets, and Lumberjack camps are straight up Carpenter Worktables. If any of the talented people, who can create or creatively edit in-game assets, were so kind as to do some cool meshes for me – I would be most grateful.
7. For now Ranchers use same visual assets as Farmers, I will attempt to create something unique, but for now i have no idea what.

With that being said, I welcome everyone interested to try this mod and leave your feedback on incompatibilities, suggestions, bugs, and maybe I will act on them (if I can or if it will be interesting enough to tackle)!

Discord!

I have created a basic Discord server[discord.gg] for anyone interested to chat with me, report bugs and suggestions in a way easier manner than here. Everyone welcome!

Tips:

I’ll just throw this in here. If you like this mod and for some reason think that you want to thank me or support me with more than kind word, you can do so here.[ko-fi.com]