Landlord's Super

Landlord's Super

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phantom_ Jan 11, 2023 @ 2:01am
Is it possible to drive Jimmy's Reliant Robin looking car?
Is it possible to drive this? I can click on it, it seems locked, can you unlock it later in the story? Whats the deal here?

Photo for reference: https://cdn.discordapp.com/attachments/704842976433668208/1062672139163013150/image.png

I found patch notes from MinskWorks from their 2019 annual newsletter, but I can't find any topics talking about how to actually get access to this thing...

Would be pretty convenient for hauling materials I own into town for the local jobs.

Thanks.
Last edited by phantom_; Jan 11, 2023 @ 2:23am
Originally posted by MinskWorks:
This is something I really wanted to implement - hence the Jalopy referenced colour scheme. The main issue is time and cost to implement is just too big for the current budget when based on our weekly sales.

To give more insight, the scope of the feature is quite large. I couldn't just add a drivable vehicle as there needs to be reason to drive it (where are you going, why?). In my mind that means expanding the playable environment, and adding in structures such as a lumber mill, where you'd be able to buy and collect building goods at a discounted price. That's a huge undertaking on it's own. Then there'd be the need to add meta elements to the car, like fuel management. I'd then need to add a petrol station, a character at the station, a fuel system, fuel cans that save and load fuel amounts, and update existing power tools to utilise fuel.

So it's not something I'd want to half-arse into the game, I'd want to do a proper job of, but a project this niche just can't support it right now.
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Showing 1-9 of 9 comments
twocvbloke Jan 11, 2023 @ 7:03am 
The recent update made the car (in reality, a Reliant Regal Supervan, not a Robin) locked, so to "get access", one has to break the window(s) of it to gain access to steal the blank audio cassette inside for use with the walkman to add your own custom tunes, currently not drivable, assuming it ever becomes so, would be a neat option to bung him a tenner to take it off his hands given he's not exactly using it while tanked up in the pub... :)
phantom_ Jan 12, 2023 @ 12:40am 
Originally posted by twocvbloke:
The recent update made the car (in reality, a Reliant Regal Supervan, not a Robin) locked, so to "get access", one has to break the window(s) of it to gain access to steal the blank audio cassette inside for use with the walkman to add your own custom tunes, currently not drivable, assuming it ever becomes so, would be a neat option to bung him a tenner to take it off his hands given he's not exactly using it while tanked up in the pub... :)

Well yeah, I thought maybe it would be something he might mention when you go talk to him - in the 2019 newsletter, found here[minskworks.net], states:

"Most exciting of all though, is Jimmy’s dilapidated old Royal Runner which, if you can ever get it running again, is not only fully drivable, but can be used to transport supplies and tools with ease. The Royal is Landlord’s very own Jalopy.

While focus in Landlord’s is very much about building your property up to living standards in order to earn a passive income off, the world has become so big that we needed a way for players to transport stuff from one side of the map to the other *relatively effortlessly. Though the Royal is an excellent solution for this, it might be a while before you’re flush enough to upgrade from your trusty wheelbarrow…

*breakdowns / fuel issues may occur."

To me this implies there is some way to get the car started... is it some kind of secret? Is it even possible? Very peculiar.
twocvbloke Jan 12, 2023 @ 8:02am 
Given that was from very early, pre-early access stuff, it may have turned out to be difficult to implement, so its' development is either on hold, or is ongoing behind the scenes, for now, it's just a decorative item as far as I'm aware...
phantom_ Jan 12, 2023 @ 9:55pm 
Originally posted by twocvbloke:
Given that was from very early, pre-early access stuff, it may have turned out to be difficult to implement, so its' development is either on hold, or is ongoing behind the scenes, for now, it's just a decorative item as far as I'm aware...

Ah, thats unfortunate. It would be really handy. Are there any mods or anything for the game that add a vehicle of some kind that the player can drive? I'll have to take a look. Thanks for your help.
The author of this thread has indicated that this post answers the original topic.
MinskWorks  [developer] Jan 13, 2023 @ 2:16am 
This is something I really wanted to implement - hence the Jalopy referenced colour scheme. The main issue is time and cost to implement is just too big for the current budget when based on our weekly sales.

To give more insight, the scope of the feature is quite large. I couldn't just add a drivable vehicle as there needs to be reason to drive it (where are you going, why?). In my mind that means expanding the playable environment, and adding in structures such as a lumber mill, where you'd be able to buy and collect building goods at a discounted price. That's a huge undertaking on it's own. Then there'd be the need to add meta elements to the car, like fuel management. I'd then need to add a petrol station, a character at the station, a fuel system, fuel cans that save and load fuel amounts, and update existing power tools to utilise fuel.

So it's not something I'd want to half-arse into the game, I'd want to do a proper job of, but a project this niche just can't support it right now.
twocvbloke Jan 13, 2023 @ 10:36am 
Originally posted by MinskWorks:
I couldn't just add a drivable vehicle as there needs to be reason to drive it (where are you going, why?).

For early interim wheres and whys, I'd personally go with moving bricks, bags, supplies and tools between the three jobs for Tam, Tott and Kash, in a "slightly faster than the 'barrow" way, fuelling at the moment isn't an issue given the compressor & saw are "infinite fuel", so could just go with that, granted it's easy for a player to suggest this, given I've no idea how you would actually create such features behind the scenes... :)

And of course, how to stop people trying to go under the bridge by the copshop to see what's on the other side, given other cars can go that way off on a magical mystery tour, without creating a visible barrier that would also need to block those too...
phantom_ Jan 13, 2023 @ 6:23pm 
Originally posted by MinskWorks:
This is something I really wanted to implement - hence the Jalopy referenced colour scheme. The main issue is time and cost to implement is just too big for the current budget when based on our weekly sales.

To give more insight, the scope of the feature is quite large. I couldn't just add a drivable vehicle as there needs to be reason to drive it (where are you going, why?). In my mind that means expanding the playable environment, and adding in structures such as a lumber mill, where you'd be able to buy and collect building goods at a discounted price. That's a huge undertaking on it's own. Then there'd be the need to add meta elements to the car, like fuel management. I'd then need to add a petrol station, a character at the station, a fuel system, fuel cans that save and load fuel amounts, and update existing power tools to utilise fuel.

So it's not something I'd want to half-arse into the game, I'd want to do a proper job of, but a project this niche just can't support it right now.

Yeah I understand, its a massive undertaking, especially for a game that already has many complex systems. I appreciate the explanation, financial feasibility is definitely something that plays a part. It would be great to see in the future obviously, but as you said, its a very niche project.

Originally posted by twocvbloke:
For early interim wheres and whys, I'd personally go with moving bricks, bags, supplies and tools between the three jobs for Tam, Tott and Kash, in a "slightly faster than the 'barrow" way, fuelling at the moment isn't an issue given the compressor & saw are "infinite fuel", so could just go with that, granted it's easy for a player to suggest this, given I've no idea how you would actually create such features behind the scenes... :)

A pretty good idea, but again - to create a driving script, modelling for the player when inside the car, all that, I would imagine it would make the game more resource intensive perhaps.

Originally posted by twocvbloke:
And of course, how to stop people trying to go under the bridge by the copshop to see what's on the other side, given other cars can go that way off on a magical mystery tour, without creating a visible barrier that would also need to block those too...

Another consideration, breaking the game would become a lot easier... there'd be lots of things to think about when adding a feature such as this.

I mainly just wanted to find out if it was possible, since nobody seemed to question the existence of this car on the side of the road in any other threads... it kind of piqued my interest. But hey, if its just a nod to Jalopy and a bit of an easter egg for now, thats all good. Would be great to see what is to come in the future. :)
twocvbloke Jan 13, 2023 @ 9:41pm 
Yeah, I just see it as a nod to the Laika in Jalopy with its red door, and I even have the picture frame of the Laika in my caravan as I enjoyed many an hour playing Jalopy (and being naughty and getting access to Istanbul before it was officially accessible, that was fun getting past the invisible walls!), it's just one of them "would be nice" things, but not a priority... :)
_An0nymous_ May 8, 2023 @ 7:48pm 
I'm so late, but you can just break the window and steal the cassette
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Date Posted: Jan 11, 2023 @ 2:01am
Posts: 9