Mgnat: Will we need a plot of land to put a 'factory' on
Mgnat: ?
Stewart: Mgant: yes, the plots are called "lots"
Eric: Mgnat, yes, a factory will occupy one "lot"
Mgnat: ok, cool
Stewart: just forget about the "p"
Mgnat: he he
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L`Au-Delà: Will the factories give you an indication that you treat them well?
Stewart: L`Au: yeah, there will be visual feedback about the state of the factory
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maia: Will your skill affect your factories' production?
Wintermute: skill doesn't effect production
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fluorescence: Do you have to own a lot to create a factory on it? And can you own multiple lots?
Stewart: You don't have to own a lot to plant something on it, since there can be public lots, but you can't plant a factory on a lot owned by someone else
Stewart: And you can own multiple lots
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Eric: There will be what, 8 lots per hub stew?
Stewart: (And, to an old question: yes, 8 lots per hub)
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striatic: can factories be owned communally?
Stewart: And factories aren't really owned by anyone: only the lots are owned
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steve: are there environmental laws for the factories?
Wintermute: we will model pollution in version 3.0
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L`Au-Delà: can lots be owned by a group?
Wintermute: grups don't own (yet)
Eric: Group wnership is orobably not in version one,
Stewart: But group ownership is something that we will work on later
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nerochiaro: what about the fact that one can't "camp" on a factory and wait to collect resources as they spawn ?
Wintermute: if you can get to the lot.. you can pick from the factory
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GreyArea: but if a factory is on a private lot, does that prevent others from swiping stuff from it?
Stewart: GreyArea: yes
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zerth: will there be "weed" factories that supplant useful factories, like dandelions:)
Stewart: Zerth - good question: I don't think we'd thought of that before
Stewart: could be :)
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L`Au-Delà: Can I protect my factory so someone is not feeding it bad stuff when I am away?
Wintermute: you can close your hub off
Wintermute: so others can't tamper with htem
Wintermute: them..
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fluorescence: If you own a lot, will you be able to choose whether it's private or not?
Wintermute: actually.. we don't have the concept of lot locking yet
Wintermute: but it could mimic building locking
Wintermute: lock = permission list
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GreyArea: Kowh's question is interesting, will "factories" produce seeds?
Wintermute: yes.. rarely
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striatic: will some factories not need much maintenance at all? but maybe not produce much? .. kinda' like a raspberry bush at the side of a road? Maybe even occur naturally?
fluorescence: Will different factories need different levels of maitenance?
georgie parker: fluorescence - different factories will have different requirements for maintenance
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striatic: i guess my question is if there will be any 'naturally occuring' factories .. like wild growth.
Stewart: Striatic: yes to naturally occuing factories
Stewart: And they [factories] will occur naturally, and some will be growing in public areas
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Emily: will sad factories produce lower-quality stuffs?
Wintermute: factories will always produce something.. even when sad
Wintermute: just not that often
Wintermute: emily: sad factories will produce fewer items / time period
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L`Au-Delà: What will be the probability of a seed?
Wintermute: low
Wintermute: .01%?
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L`Au-Delà: Can we cross pollenize factories?
Wintermute: no breeding...
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striatic: can you sell a factory to someone else/
Wintermute: you can sell the lot the factory is on
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nerochiaro: are you planning to have "tuning" period when you will adjust factories to make sure that they don't produce too much and throw all the game economy out of balance ?
Stewart: nerochiaro - yes, we call that "beta" ;)
Eric: GNE will be one big tuning period :)
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Kowh: Can you feed factories anything, and only some of them have good or bad effects? Or only feed them things that have good or bad effects?
Wintermute: kowh: you can feed them anything
Wintermute: kowh: but only 1 type of item will make them happy
Wintermute: we may expand that 1 to many.. later
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striatic: can there be a charlie chaplin item, and if i stick him in a factory he goes whizzing around all the gears?
Wintermute: striatic: nope...
Wintermute: unless you draw it :)
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striatic: the factory goes with the lot then?
Wintermute: 1 factory per lot for now
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L`Au-Delà: How do you know what is good for a factory?
Eric: l au: trial and error
Eric: and also common sense.
Eric: items will ahve alignments with a pantheon of "gods"
Eric: and so will factories.
Eric: so it wwill make some sense.
Eric: and some of it will make sense in a crazy kind of way.
Kowh: L'Au: Trial, error, and hearsay. I'm sure some people will come up with care and feeding manuals. :)
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striatic: could you explain these 'alignments'?
Stewart: striatic: later, later :)
Stewart: Striatic: Gods, shrines, etc.: Nov 25 - http://gne.net/features/devchat.gne
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fluorescence: Can a factory be removed at all?
Wintermute: factories cannot be removed..
Wintermute: but if you built a house on top of one.. it would "go away"
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striatic: is there a spectrum of things that are good for a factory - some 'more good' than others?
Kowh: Will everything have an effect?
Twisted Mysitc: Can you feed them things with alternate effectes, IE Purple water to make the apples Purple
Wintermute: there is only a 1 to 1 ratio of factory to good food right now
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zerth: so the harvest will be a combination of the factory's freshness, your freshness, and its recent diet?
Eric: zerth, that is the idea.
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Mgnat: Is there going to be a base input into the factory system? Say water or energy.
Stewart: Mgnat - what do you mean by base input?
Stewart: Will water be good for all factories?
Stewart: (etc)?
Mgnat: Something that is at the bottom. One factory might produce something good for another, but in the end there is one base input. A bottom to the factory tree.
Stewart: Mgant - ah, in that case, no - it'll be fairly chaotic and circular
Stewart: at least, it is not *designed* with one base input in mind
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striatic: ooh .. i could hire someone to work in my factory right? so i can spend all day chasing people with marshmallow daggers?
Stewart: Striatic, yes :)
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zerth: any benefits from having them in a particular lot/hub? i.e. less pollution/better
zerth: *fill in locational type resource*
Wintermute: zerth: not yet
Wintermute: any factory can be planted in any place (currently)
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fluorescence: Will hubs have properties, like cement ground or smoggy air, etc?
Eric: fluoresence: yes, to an extent. there will at least be a terrain type.
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devjoe: so I can't staff a car factory with robots and feed it steel?
Stewart: devjoe - you could, in a sense - just that you don't staff it yourself
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fluorescence: Will there be factories that can make something out of raw materials, if you supply it the raw materials /as well/ as whatever it needs to run?
Wintermute: they are only "seed" based right now
Stewart: Flour: for raw materials, those factories will be called "other players"
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Mgnat: What external supply will be input into the system. Seeds?
Wintermute: the devs :)
Wintermute: initially
Wintermute: to bootstrap the thing
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striatic: what about the commerce aspect ..
striatic: instead of trading actual raw goods, can i trade in access to the factory?
Stewart: striatic: there won't be 'contracts' in code that will be flexible enough to handle that, but you can make whatever arrangements you want with the other players :)
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devjoe: so how would I go about creating a new type of item? Once I have developed appropriate skill to do so, of course.
Wintermute: devjoe: ask us after we launch :)
Stewart: devjoe: as Winter said - there will be an 'inventor' class, but that comes way later
Wintermute: we are trying canned objects and making pathways to start...
Wintermute: and see how that all works before we add more new templates to the system
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Kowh: A vending machine style store would be useful to sell these raw materials, but thats unrelated to factories.
Stewart: Kowh: the player-run stores will be like vending machines
Wintermute: you stock them with what you want.. and set the sale prices
Kowh: You'd put items in, and prices for them.
Kowh: Get out money if players buy from them.
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striatic: like i lock the baker out of my orchard if they don't pay me every week?
Wintermute: striatic: you can let whoever you want to use your factory.. if you own the lot it is on
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Mgnat: vending machine run by the devs?
Wintermute: mgnat: vending machines run by the players
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fluorescence: Can factories be set so that someone has to give the factory some good feul before they can take anything from it?
fluorescence: So that somebody can't take all the materials when somebody else has put in lots of time feuling their creation
Wintermute: flourescence: if a factory is very sad.. there is still a chance you can get items out of it.. but the chance is lower
Kowh: Flu: That would fall under restricted access. Don't let people who'd do bad things have access to it. ;)
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striatic: will the factory keep a running count or log of everything it has produced in its history?
Wintermute: striatic: it might keep an internal log for us :)
striatic: aw .. just for you?
striatic: but i want a counter on my website that says 'over 1 billion served' :)
Wintermute: it will certainly count internally how many things it has produced
Wintermute: because that is what is used for when it dies
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L`Au-Delà: Will the factory produce multiple types of items or only one? Will the type of item vary depending on the fuel?
Wintermute: only 1 type for now
Wintermute: apple tree... makes apples...
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L`Au-Delà: Will you know what type of tree is coming from a seed or is it random?
Wintermute: the seed will explain what it is.. like "an apple tree seed"
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striatic: could be a cool johnny appleseed character class? plant and move along .. :)
devjoe: seems like there certainly could be, striatic.
devjoe: if he was really good at planting trees, other people might even pay him to plat trees on their land.
Wintermute: a factory will rarely produce a seed to make another of itself
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Eric: How many factory types will there be? Will all items come from factories?
Wintermute: "raw goods" will come from factories.. and most compound or complex items will come from combining raw goods
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maia: Could some people be say, gardeners, that are payed to take care of many factories?
striatic: maia: yes.
Wintermute: the gardener class might have more skill at getting items out of factories
devjoe: if each player can only pick a limited amount from a tree in a given time, I can well imagine that farmers would hire other people to help pick more stuff from their trees.
Wintermute: devjoe: certainly
devjoe: And some people might well make a living servicing many factories that way.
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Kowh: Will planting a seed have a 100% chance of producing a factory?
Kowh: If not, you could hire a gardener to gain a better chance of a seed growing.
Wintermute: yes for the gardener
Wintermute: 100%
Wintermute: only gardeners can plant seeds though
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striatic: how do you get a seed if you don't already have a factory?
Wintermute: we seed the game with seeds
georgie parker: buy one ?
Stewart: striatic: from public factories, or, yes: buy one
Stewart: (from someone else who got it from a public factory that the dev manually inserted)
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fluorescence: if someone with less skill plants a factory, can it have a lower efficiency level than if someone with more skill were to plant a factory of the same type?
Wintermute: gardening skill will allow you to plant higher level factories
Wintermute: there won't be weaker or strong factories
Stewart: Flour: to clarify, if someone with less skill plants it, it will do the same as if someone with a higher skill rating plants it
Stewart: but, some people will not have enough skill to plant certain things
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L`Au-Delà: What is the shelf life of a seed?
Wintermute: the same shelf life as gne
Emily: forever and ever and ever...
georgie parker: seed doesn't necessarily mean something organic to plant in the ground...
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L`Au-Delà: So I can hog seeds and sell them later?
Mgnat: corner the apple tree market?
Mgnat: by cornering the seeds?
striatic: hoard seeds and then regulate supply?
Wintermute: I suspect seeds will be very high priced :)
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striatic: an idea - might be interesting to see what happens if you allow chopping down trees for some short term gain.
Kowh: More short term production for less to none later production?
Stewart: may-ay-be
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striatic: what about people?
striatic: if they like one factory most and all only plant the same factory and create an imbalance?
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Mgnat: so a factory on a public lot will be open to poaching?
Wintermute: yes mgnat
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greywolf: I missed most of this so if this was already covered I'm sorry, will the factories produce at least one seed before they die?
Wintermute: greywolf: since it is based on a probability function.. it might not produce a seed
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Kowh: Will we be able to make seeds through recipies, i.e. combine seeds to make a different seed?
Wintermute: seeds only come from factories... and devs
Wintermute: so we can cheat
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greywolf: and is the life span [of a factory] going to be short or long?
Wintermute: it will be based on how many items it has produced
Wintermute: we might set them at say... 1 million
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fluorescence: Does a dead factory just take up a lot untill somebody builds something over it?
Wintermute: nope... it poofs
Wintermute: you get a nice fresh lot back
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striatic: not trees falling over and fertilizing the ground ?
striatic: or old factories seeping poison into the earth?
Wintermute: striatic: you can imagine that yes
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L`Au-Delà: When can we expect to play with those factories.
Wintermute: after items and the map
Stewart: L`au - yep, we need the map first
Wintermute: so we have a place to put them
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devjoe: when will we get the map?
fluorescence: What's the approximate time we're looking at before we have a map?
Wintermute: after items
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Emily: and items will be ready...
Eric: how about "when the time is right"
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greywolf: 1 last question, will it take a long time for the factories to produce or will it be immediate?
Wintermute: greywolf: they start pumping right away
Wintermute: greywolf: assuming you pick them
Eric: You have to ineract with a factory to get the goods, wolf.
Wintermute: like you "pick" the apple tree and it might give you an apple
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striatic: any factories that can co-exist with houses?
striatic: like backyard garden?
Stewart: straitic: still undecided
Wintermute: maybe....
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fluorescence: Maybe two lots could be annexed together, and one lot could be a yard?
fluorescence: maybe they could be sold as packages then
Stewart: it'd be cool, but for various reasons it is overcomplicated
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Kowh: Player owned zones, like in some MUs?
Stewart: Kowh: there are 'political' entities - thnk towns, villages, cities, etc.
Kowh: I meant zone in the MUD sense, just a collection of rooms, i.e. a house of many rooms.
Stewart: Oh, yes - there will be houses of many rooms
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Wintermute: there is a dev chat log about polilitcal stuff
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Stewart: The leader of a town might also be the leader of a group and make that town a group-only place
Stewart: but, if the players make the arrangements among themselves, and trust each other enough, they can make it work just as if the group owns a whole town
striatic: so maybe have communally owned factories that way?
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striatic: org owns a hub, hub is 'org only' and contains a public factory?
Wintermute: public lots/hubs cannot be closed
Stewart: We are using "public" in the sense of "controlled by the GNE public lands trust" or something
Stewart: "public factory" just means a factory on a public lot
Wintermute: public means owned by the devs in a sense
Stewart: no one can restrict access, etc.
Mgnat: but I think maybe comunity factory
Mgnat: on a private lot in a hub owned by and org
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fluorescence: Can private lots be opened though?
Stewart: Flour: you can change the settings of any lockable area any time you want (i.e., turn it on or off)
Stewart: Yes
Eric: flour, private hubs can be unresitricted, but that would not make them public in the sense that we are using the term.
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striatic: we were discussing in GNEwbie Boogie - trying to set up factories through the ORg that only memebers could use - will that be at all possible?
Stewart: Sorry - yes, striatic - yes to only members can use it -- but again not formally, in the system, as part of the code
Wintermute: but if some players in an org owned a lot .. they could control it on behalf of the org
Stewart: that is an arragement that players have to come to themselves
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fluorescence: Okay, so public hubs can not be made private, but private hubs can be made public right?
Wintermute: you might be able to donate private land to the public trust
Wintermute: but that would be a 1 way transaction
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striatic: how would you lock non memebers out?
Wintermute: you could lock all.. but people you assign to a list
Wintermute: such as all your best buddies
Wintermute: or all members of org x
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Kowh: Some MU*s allow locking to a guild, or locking to "keys".
Wintermute: we aren't going to have keys
Wintermute: or locks... just permissions lists
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Kowh: Could you lock to a org/circle, instead of just a list of people?
Kowh: A list of people would require maintenance...
striatic: i think it would be usefull to automate the permission list so you could set the list to include certain orgs or circle.
Stewart: Striatic: yes, by specific people OR contacts OR groups
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Mgnat: separate permision lists for the same land depending on if you are on it or not would be nice
Stewart: Mgant - we had something like that in the prototype
greywolf: if it's like it was before, you could just give someone permission once to enter your house but that didin't mean they could come and go as they wished
Wintermute: greywolf: it will mean it in the big game... no "knocking"
Stewart: in the prototype: if *I* count *you* as a friend, then you can enter my house whenver you want
Stewart: it won't be that simple anymore though
Wintermute: but you can make your house more secure than before
Wintermute: you can have private rooms.. (like the closet)
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fluorescence: Eric- Right. By making a private hub public though, I meant that you could unlock it so that people could come through at their whim, as opposed to not letting anybody in
Eric: right flour, a private property can be public in that sense, in the sense that it is unlocked and accessible to the public.
Wintermute: you can leave your front door open :)
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Kowh: Does contacts lock have granulatiry, i.e. only friends and above?
Wintermute: yes kowh
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striatic: can you have a banned list?
striatic: like, "everyone in group x allowed, except player y and d" ?
Wintermute: you could have a locked out list
Stewart: striatic: yes - "only this group" or "not this group" or "not this person"
Stewart: it'll get complicated ....
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Mgnat: like access lists on a firewall?
Stewart: yes, and won't that be fun to administer?
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Kowh: Some MUDs have a random teleport spell for bored people. Randomly teleport to any room in the MUD. :)
Wintermute: we'll have a teleporter....
Wintermute: but it's limited to "known" locations..
Wintermute: but I'll save that for another chat
Stewart: teleporting will be expensive
This is very rudimentary. I have gone through and tried to match the questions with the answers. I also edited out alot of coments for the moment. Please coment on it. I need help deciding how this should look and what else might be included.
as Mgnat said on October 30, 2003 12:31 PM | TrackBackHi Mgnat!
Brilliant! Just what I needed. When trying to read the missed-devchat at midnight after a hard days work...its great to just read the meat instead of processing all the chatter. Thanks for this great job :)
Cheers
RavingOak