City RPGI decided to test myself at Torque coding. Nothing better than a new City RPG added to the pile. :3
Anyways, I started from scratch, no base, nothing.
Planned FeaturesI'm planning to keep this CityRPG mod away from the typical crime roulette of the others. You will need different materials for different bricks, mining different resources, judges, sueing, detaining criminals, a new wanted system, warrants, materials for shop owners to sell, different types of gas, electricity, 2 different countries with one city (Each "country" will have their own laws, their own taxes, their own everything), legal and illegal transactions, witness reporting (No more kill-someone and automatically be wanted! Someone MUST report you or get caught by the city's cameras), lawyers, advertising, different types of foods, baking, cooking, fishing, chopping different types of trees. I'm also going to implement farming, textiles and companies. The "state" will have all of the available materials, tools and items but at +%50 of what they should be worth to encourage player companies. I plan on adding a way that players can make their own companies, decide how to pay their employees and what their company is for (IE: Banks, hospitals, processing plants, manufacturing, ad companies, hotels, apartments, taxi service, etc). Plenty of vehicles with 3 different types: Electric, diesel, and gasoline. I will NOT enable setPlayerTransform. Players must use the elevator bricks (fixed version of Kalphiter's Elevators) and eventing. Events will consume power. More power generators (Only one available for now is an infinite supplier. As soon as I can figure out special BLBs, I will add more). Limited inventory (game as in, amt of materials, amt of food) to encourage the use of crates and vehicle's trunks. Different vehicles will obviously have different capacities. I plan to use L as the unit for volume. Also, evidene, security cameras, police home-raiding, frging metals, medicine, diseases and a 5 minute deathban. There will be a limited amount of money which will be given out by the state in buying materials, loans, etc. That money is to be returned to the state via lot taxes, transaction taxes and confiscating. Which is why I plan on legal transactions and illegal transactions with a mechanic for money laundering.
Actually Implemented Features- Different materials for bricks. If you plant a brick with a brown color, you need wood. Metallic color, said metal, transparent colors, you need glass and it's tint. Grey scale, stone. Other colors will be plastic. The different materials will have different healths whenever someone decides to break into your house or arsoning it.
- ELECTRICITY! YES, YOU HEARD ME! Lights can ONLY be spawned in special light bricks. Music bricks consume energy. If you manage to power 5x music brick and the rest of your house, you're free to play loudass music. JVS doors also consume electricity. Garage doors, elevator doors, etc. (Thanks Lugnut for your advice and everyone else that helped in the coding help topic and Melting Plastic for his Logic Bricks Add-On which I got an idea on how it works)
- Chiseling! If you repaint a brick once it's placed, you can chisel it to remove the paint and have it return to its original color or you can waste more paint with the same color of the brick.
- New mechanism for painting. No more painting opaque blocks with transparent paint. Certain bricks cannot be repainted. (Trees, pumpkins, etc)
- Able to build 1/2 a brick off your lot. This will solve issues when buying small lots and wanting to expand. When the gamemode is finished and hosting, if it's abused, I will remove this.
- Moderators (Ability to kick with warnings, not much else)
- Logs. Chatlogs, joinlogs, leavelogs, add-on loading logs, kick logs, ban logs, mute logs, moderator logs and admin logs.
- Calendar (12 months, 5 days per month, 300 seconds per day. Why? Because farming will be relative to the month of the year and otherwise, each month would be too loving long)
- Different bricks cost different amounts of paints to paint.
I did not intend this for release so my BL ID is hardcoded but seeing all of the complains on the other CityRPGs, I will replace my BLID with a pref and release the mod as soon as it's done or in the beta stage if you guys wish it.
PS: I'm making it taking into account that it will be hosted on a potato.
Command and Conquer!Civilization V in Blockland, basically. I have the basic functionality working and I decided to use 7x7 bricks. Why? Because
forget you and your even symmetry! 6x6 was too small and 8x8 too big.
Features:
Building full buildings - Working!
Demolishing existing structures to build - Working!
Different biomes - Working!
Chunk saving/loading - ~7% - On Hold
Multitool for hosts to add their own game content - Working!
Structure Rotations - Working!
Researching - Planned!
Player diplomatics - Planned!
Player wars - Planned!
Easy Mapmaking - Working!
Specific Structures - On it!
Units - Planned!
Great people - In doubt. Should I or does it kill the fun?
Images:
Biome-specific Bricks (More to come!)

Left: Dense Forest
Top: Small Mine
Right: Pine Tree Forest
Bottom: Forest
Structure Demolishing (Pine trees used as an example)

Structure Rotations (Mine used as an example)


Structure Building (Mine used as an example)

I might post a video later when I get more done to show off the functionality.
Datablock conflict, being remade.Structures
Planned Made To be revised Most of the structures can be built out of stone, wood, cast, metal and concrete. Some won't.
Walls - Defensive structure.
Guard Towers - Defensive + Warning structure.
Gate - Defensive structure | Troops and civilians need a way in/out.
Capital - Important structure. You will be able to build far away from the castle. Protect this!
Well - Aquifire structure. If you colonize in a mountain or in a dessert far from water, you'll need this. The water is limited in a region. Be cautious.
Warehouses - Storage structure. Useful for imports/exports so you make sure that a "friendly" player doesn't make you import a spy and reduces civilian smuggling.
Market Place - Trade structure. Allows civilians of other players to trade in your territory. Gives you tax income and supplies if you decide to purchase them.
Windmill - Food structure. Yellow because ugly as forget. Turns grains into dough to feed your people.
Watermill - Power-producing structure.
Small/Medium/Large Houses - Home structure. Increases natality rate and houses civilians.
Residential/Commercial Building - Home/Marketing structure. Increases natality rate and housing/trading rate.
Lumberjack Hut - Wood-producing structure.
Lumbermill - Wood-producing structure.
Dock - Transportation structure. Allows ships to dock for loading/unloading. Increases crime and mortality rates.
Dock House - Food-producing structure. Houses civilians, produces fish. Increases mortality and crime rates.
Barracks - Defensive/Millitary structure. Trains troops and gives them housing.
Forge - Tool/Metal-producing structure. Increases mortality rates and crime rates, makes tools and weapons to be used. Also makes metals burnable at low temperatures.
Blast Furnace - Metal-producing structure. Increases mortality rates and creates steel.
Bloomery - Metal-producing structure. Increases mortality rates and creates iron from its ore.
Quarry - Stone-producing structure. Increases mortality rates.
Field - Food-producing structure. Increases crime rates.
Factory - Supply-producing structure. Increases mortality rates.
Granary - Storage structure. Stores food for moments of which food doesn't get produced.
Mine - Ore-producing structure. The placement of the mine mattes alot. It will determine the ores that will be withdrawn.
Trees - Defensive/Wood-producing structure. The lumberjack will chop trees in a certain area around it. Once they all get chopped, it will be useless. You can lay out roads for the lumberjacks to expand their range or plant trees yourself.
Paths. Same coloring rule as above. Paths may be built with stone, wood, metal, concrete and asphalt.
Railroad - Quickest and most efficient. Requires stations and the trains a stuffload of coal.
Stone Road - Has a low transportation speed and may decrease the supplies caused by shattering due to it being cobblestone. Good for small towns.
Wooden Road - Lowest transportation speed and may break if anything heavier than a cow commutes through it.
Concrete Road (Regular Street) - Medium transportation speed. Your regular pavemented streets you see in suburbs.
Asphalt - Highest transportation speed. May increase local temperature in exchange of efficient transportation.
Bridge - Allows transport through mountain cliffs and lakes/oceans. Requires a stuffload of materials.
Passenger Trainstation - Civilian transports. Increases crime and mortality rates. Also provides revenue.
Freight Trainstation - Supply transports. Increases crime, mortality and smuggling rates. Also provides revenue.
Seaport - Supply oversea transports. Increases crime, mortality, smuggling and pollutes the water. Also provides revenue.
Airport - Passanger and supply air transports. Increases crime, mortality, smuggling and pollutes the air. Also provides revenue.
Air pollution's effects: Lowers the rate in which trees and crops grow.
Water Pollution's effects: May shut down your water pumps, destroy your watermill and can kill your crops.
Mortality Rates: Rate in which your citizens die.
Natality Rates: Rate in which your citizens
forget and take out the trash after 9 months are born.
Smuggling issues: Increases supply and crime. You do not get the tax money and your local police force will have a harder time with criminals.
Crime issues: Can lead to riots, higher mortality rates and lowers supplies.
Riot issues: Structure destruction.
Supplies: You need them to build anything and everything in your city.
Tax revenues: Set by the host to avoid abuse.
Currently doing:
Making structures more beautiful.
Fixed a parsing error when building bricks.
Fixed bricks not placing next to eachother.