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CodeAndLoathing Aug 17, 2015 @ 11:36pm
London Warehouse Mod
This is a proof of concept version of the mod.

The latest version can always be found at : https://github.com/CodeAndLoathing/ssmod-londonwarehouse/releases/

Current version is https://github.com/CodeAndLoathing/ssmod-londonwarehouse/releases/tag/2015-08-18-alpha

This mod adds a new menu in London (Wolfstack Docks) where you can buy and sell your warehouse. Currently only 1 echo to buy / sell (for testing), with 18 different goods such as fuel, supplies etc that can be stored and retrieved. Upon purchase, you can activate your warehouse from the Wolfstack Docks menu to show your warehouse as a shop (hiding the regular shops) or deactivate it to return to the normal shops.

Need feedback in terms of functionality and what would be appropriate, balanced pricing? What items should be supported for storage?

you'll have to extract the zip and copy the cnl-warehouse folder inside your addons folder to install. so it should look like /addons/cnl-warehouse/entities if done correctly. the new addons folder doesn't support images so if you want to see images you'll have to copy the images from the addon folder to /images/sn/icons/

album of how it works http://imgur.com/a/bgPVN/all and with more items now : http://imgur.com/a/dMman/all

The way it works with fuel for example - you can sell 1 fuel for 1 stored fuel, and you can buy 1 fuel for 1 stored fuel (if you have it). Ie, you use the shop interface to convert fuel into stored fuel and vica versa. This can easily be extended to cover any item type by adding a new stored quality. Your inventory of stored items can be found under Hold / Curiosities
Last edited by CodeAndLoathing; Aug 18, 2015 @ 10:24pm
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Showing 1-15 of 41 comments
The Flummox Aug 25, 2015 @ 5:57am 
Linking storage space to player home is one way you could go. The better your property the more space you can rent out. This model would add extra utility to property owning, which could use some more perks.

Here's a totally pulled-out-of-my-♥♥♥ example: a 5 hold Wolfstack Wall-Safe purchaseable at game start, a 15 hold Wolfstack Wine Cellar if you purchase the Townhouse, and a 25 hold Wolfstack Warehouse when you finally nab a Mansion. The cost of the 5 hold could be 100, then the other two would cost half the price of the property: 500 for the 15 hold Wine Cellar, and 5000 for the 25 hold Warehouse.

Or you could have storage space be independant of property. Pick some storage space options and have the price be calculated as a certain number of echoes per unit of storage (50 per unit would be 500 for a Size 10 Warehouse, etc).

If you can somehow make storage space part of player upkeep, such as having to pay some echoes for rent every time the player gets a Free Evening, that would maintain the pressure the game puts on the player to keep making cash. Or both! Make renting an option AND make purchase an option, with renting ultimately costing more in the long run but being cheaper for starting players. Of course, people will be able to cheese the Something Awaits to avoid paying if you go with this.

As for what you could store, I'd recommend limiting it to trade goods (things you can sell at Wolfstack Exchange) so that the fuel/supplies game isn't trivialized. Call it London regulations: fuel is unsafe for private storage and supplies draw rats. Or something. If you want fuel/supplies storage to be a thing I'm sure a lot of players would appeciate the breathing room it'll afford them, but be aware that it'll make the game easier by a measure at the beginning.

Also, having quest unique items in storage (such as the Seal of the Red Science) could possible break quests. Or not! I don't know modding, but it's a concern to look out for.
thrasymacus Dec 6, 2015 @ 9:08pm 
I extracted to Addons and copied the icons across as instructed and got the latest update. Re opened program but can't find an option to buy warehouse.
*edit* Ok, I sorted it and my warehouse is up and running. Need all the space I can get on my wee Corvette.
I was hoping to store my misallaneous quest stuff like this Red Seal of Science. But anways, great mod.
Last edited by thrasymacus; Dec 8, 2015 @ 6:26pm
Nanako =^.^= Jan 9, 2016 @ 3:57am 
i'd like to see almost any kind of item supported. If you can store it on a ship, you should be able to put it in a warehouse. This kind of thing should really be for storing quest items, and unused equipment for later, not for trade goods we can sell anyway

The only exceptions should be passengers and clay men. Or i guess anything of an extremely volatile nature.

I'd say you should operate on a blacklist, not a whitelist. Don't ask what you should be able to store. Assume we can store everything, then ask what should be specifically excluded

I definitely agree with linking it to size of player home, too. I'd say 10/25/50 cargo spaces would be appropriate for each of the player homes.
Last edited by Nanako =^.^=; Jan 9, 2016 @ 4:04am
CodeAndLoathing Jan 10, 2016 @ 9:13pm 
@thrasymacus, @Nanako - quest items are a little iffy because it can potentially break the game. ie, say they are checking your progress in a quest by checking if you have an item, and you don't, that can lead to weird, potentially game breaking, behavior.

@Nanako - in terms of operating it as a blacklist that is not feasible within the "plugin" architecture they provide because of the way the "plugins" work - you have to explicitly specify the items to be traded else they don't show up.
Nanako =^.^= Jan 11, 2016 @ 4:24am 
Originally posted by CodeAndLoathing:
@thrasymacus, @Nanako - quest items are a little iffy because it can potentially break the game. ie, say they are checking your progress in a quest by checking if you have an item, and you don't, that can lead to weird, potentially game breaking, behavior.

No it can't. Any item, with the exception of passengers and a very few select things, can be tossed into the zee at any time. There are a very few items that are specifically given in and used for quests, and almost all of them are "Curiosities" that don't take up hold space anyway. The ones that aren't, are passengers.

The vast majority of "quest items" i was referring to, are the items that are required for certain quests as one of the possible uses of them. Things like fluke cores, the figurehead of the eater of names, scintillack, etc. There's zero issue with allowing these things to be stored

RE: Feasibility of blacklisting: I meant as a matter of policy, not a technical implementation. You should meticulously check through every cargo item in the game, and for each one, include it unless there's a reason not to. Rather than only searching out and including specific things.

Here: http://sunlesssea.gamepedia.com/Cargo

Don't include any of the Passenger items. Don't include blemmmigans, prisoners, tomb colonists, or live specimens (they should need food so they can't live in a warehouse, obviously), don't include clay men since theyre mostly alive, and don't include sphinxstone because that would open up a lot of exploits.

Otherwise, include everything on that page.

Then include everything on this page. All of them, no reason not to: http://sunlesssea.gamepedia.com/Ship_equipment

Except possibly the serene aquarium, since that's a live fish. maybe don't include that specific one
Last edited by Nanako =^.^=; Jan 11, 2016 @ 4:44am
sandshark233 Feb 2, 2016 @ 7:46pm 
I agree with Nananko for the most part. One reason why I can think of to have it not tied to the estate is that it would make it easy for your next captain to inherit all your unique/very expensive items (Apocyan Chesspiece, Sunlight-filled Mirror Catchbox, etc.) and equipment. That would destroy this game's replay value, which is one of the best things it has going for it.

I think a better solution would be to make the player pay geometrically more money for storage space. (Say 500 echo for the first 10 units, 1000 for the next 10 (20 total,) 2000 to bring it up to 30, 4000 to have 40, and so on.) It's pretty easy to make 1000 echoes in the early game, once you're on your second or third captain and have figured a few things out.

But yeah, definitely should have a pretty all-inclusive mindset (within reason) with regard to what players can and can't store.
Michelle Nox Feb 3, 2016 @ 9:37am 
I'm mostly with Nananko as well - live things shouldn't be storable - but Clay Men aren't "really" alive, and sad as it is, they are viewed rather as things by many Londoners. It might make you a bad person to store them like things, but it should still be possible...
Other than that, I'd like every other Cargo item to be included - I was disappointed to find that I could store neither flares nor Watchful Curios in my freshly acquired warehouse...

In general though I wanna say THANK YOU for this mod, it is a big help! :)
jep Feb 10, 2016 @ 8:38pm 
So very much wish I had this already. Great idea on how to implement it!
Jel Feb 21, 2016 @ 2:01am 
The only thing I can think to suggest is to switch "BUY" and "SELL" to "TAKE" and "STORE", respectively.
Michelle Nox Feb 21, 2016 @ 1:32pm 
Originally posted by jel2658:
The only thing I can think to suggest is to switch "BUY" and "SELL" to "TAKE" and "STORE", respectively.

If that's possible, that would be a good idea. (Also I'm not sure if that's only in my game or if it's maybe not possible to edit, but the amount number of the stored goods doesn't update when I "buy"/take out stuff. Only when I switch tabs and go back to the Shop tab, it shows the new amount?)
Btw, Solacefruit doesn't need to be one of the storable items, since it's not a Cargo item and doesn't take up hold space :)
jep Feb 21, 2016 @ 2:44pm 
Are you sure about that, nightowl? Pretty sure it took up inventory on mine.

And no, I don't think it's possible to change the BUY/SELL stuff. That's part of the engine.
Michelle Nox Feb 21, 2016 @ 4:21pm 
Yes, it definitely doesn't take up hold space on my ship! (maybe that could be a side effect of a mod though? I don't think however that that would be an effect of any of the ones I use... Not intentionally at least ;) )
jep Feb 21, 2016 @ 8:43pm 
Hah, was just about to post a correction to myself and saw you'd posted weird how Steam sometimes takes forever to notify of new posts).

BTW, I'm currently almost done with a mass-conversion of all but a few selected goods to stored goods. I'll be looking to check in new code to the mod or fork it to make my own. The one downside is that I'll be using auto-generated ids rather than hand-assigned ones. This means that the ids for current stuff will change and you'll either need to unload everything from your warehouse before updating or you'll have to go in and hand-convert your savefile.
Michelle Nox Feb 22, 2016 @ 2:53pm 
Sounds good, jep! Unloading everything before an update wouldn't be that a big trouble - and definitely worth it if it means more storable goods! :)
jep Feb 24, 2016 @ 9:36pm 
Okay, so I checked my code in and sent a pull request to CodeAndLoathing (asking him/her to accept my changes). Until it's approved, you can download my version here:
https://github.com/jephub/ssmod-londonwarehouse

BTW, I included most everything, including blemmigans, Clay Men, prisoners, etc. Let's assume that as part of the warehouse you have someone who can take care of them. It's not any more unrealistic than prisoners not eating supplies. :D
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