Processing stations
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Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[5][6][2][7][8]
- Artisan buildings are required to be placed on freehold (and node) plots to unlock placement of processing stations.[5][1][9]
- Each processing profession has four processing stations that unlock as players progress through their artisan building tech trees.[10][11][1]
- Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[12] – Kory Rice
- Master and grandmaster processing can only take place on freeholds.[1][13]
- Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[15] – Steven Sharif
- Processing stations have queue slots that allow jobs to be queued at that station.[16] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[17]
- Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
- A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[18] – Steven Sharif
- There will also be time-related and gameplay elements that require the player to interact with processing stations.[16] These elements act to throttle the introduction of processed materials from raw gatherables into the economy.[15]
- There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[15] – Steven Sharif
- Processing times, yields, queue times, and job sizes can increase based on node progression, service building upgrades, node policies, and relics.[19][16][8]
- That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[8] – Steven Sharif
- Processing stations are distinct from crafting workstations that are used to craft finished goods.[13][6]
- The developers are considering a decay system for processing stations similar to item decay for gear.[20]
- Q: Do processing stations wear out over time? Do they have to be repaired?
- A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[20] – Steven Sharif
Processing queue slots
- Freehold processing stations allow a number of authorized users to queue processing jobs at the station. These jobs will be processed sequentially.[17]
- Node processing stations allow users to queue a number of processing jobs each. Each user's jobs are processed sequentially, but concurrently with any other user's jobs at that station.[17]
- If five people wanted to use one station at the freehold, you have to wait in line; and then that comes into the family system we talked about on the freehold livestream, where you have limited access to whoever is viable for the stations. But, for any service buildings in the node, it's all personal. So, you can queue up as much as you want and then someone else can just come by and use the same station and then queue up for their station.[17] – Mike Han
- The number of available queue slots can increase based on node progression, service building upgrades, node policies, and relics.[19][16]
- Different processing job sizes affect how much processing can be done within each queue slot.[21][16]
- Job size is another thing that we could do. So, you probably don't want to use three entire slots just to make three pieces of oak wood, but if you had a job size that was 20, you'd be able to make all 20 of those with the one job size. [21] – Kory Rice
List of processing stations
- Apprentice Crushing Station
- Farms
- Fishery
- Freehold farms
- Metalworking stations
- Mills
- Novice Debarking Station
- Stables
Fuel
Processing stations require fuel to process the required grade of materials.[14][1][13][15]
- If a processing job is cancelled, only the fuel is lost.[22]
- For processing, you could cancel the job also. So, let's say you accidentally scheduled [the] wrong one and the only thing that gets consumed is the fuel. So fuel is basically a sink for these jobs.[22] – Alex Khudoliy
List of fuels
Processing professions
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See also
عجارملا
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Development Update with Freehold Preview.
- ↑ 2.0 2.1 البث المباشر, 2023-04-07 (31:49).
- ↑ 3.0 3.1 فيديو, 2023-11-30 (46:59).
- ↑ 4.0 4.1 4.2 4.3 فيديو, 2023-11-30 (48:22).
- ↑ 5.0 5.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 6.0 6.1
- ↑ البث المباشر, 2022-06-30 (1:08:02).
- ↑ 8.0 8.1 8.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (40:20).
- ↑ فيديو, 2023-06-30 (15:34).
- ↑ مقابلة, 2023-07-09 (33:55).
- ↑ البث المباشر, 2023-06-30 (33:26).
- ↑ البث المباشر, 2023-06-30 (37:30).
- ↑ 13.0 13.1 13.2 13.3 فيديو, 2023-06-30 (16:02).
- ↑ 14.0 14.1 14.2 14.3 البث المباشر, 2023-06-30 (38:18).
- ↑ 15.0 15.1 15.2 15.3 15.4 البث المباشر, 2022-02-25 (1:12:27).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 البث المباشر, 2023-11-30 (1:26:16).
- ↑ 17.0 17.1 17.2 17.3 17.4 فيديو, 2023-11-30 (39:15).
- ↑ البث المباشر, 2023-11-30 (1:28:10).
- ↑ 19.0 19.1 فيديو, 2023-11-30 (43:43).
- ↑ 20.0 20.1 مقابلة, 2023-07-09 (54:46).
- ↑ 21.0 21.1 فيديو, 2023-11-30 (45:47).
- ↑ 22.0 22.1 فيديو, 2023-11-30 (45:02).