Modules! You know them. You love them. You use them to make lots of planks. (Just so we’re all clear, modules are the category of objects that are used by your colonists to do things in buildings: workbenches, beds, ovens, chairs, and even doors.)
Modules have been in a weird place for awhile.
Specifically, modules don’t fit very well into the workshop economy. You can improve your workshops, but it doesn’t have much of an effect on the speed at which you can make new modules – this is governed by an obscure ‘construction’ skill that almost never sees enough use to get leveled.
At the same time, we were facing an issue with certain workshops such as the carpentry workshop; there just isn’t a lot for them to do. Set them to auto-produce planks and forget them, basically.
Lastly, there just weren’t a lot of ways for us, as game designers, to interact with modules. They’re either buildable or not. We want the ability to do things like give players modules that they couldn’t otherwise acquire.
So, what to do?
Happily there’s an elegant – and fun! – solution to all of this. It’s a new system coming this month; Boxed modules! Essentially modules, themselves, as a commodity. Boxed modules will be produced by workshops and then “unboxed” when needed.
The process is as follows:
- Queue up the module(s) you want to construct in an appropriate workshop.
- A Boxed Module will be produced by your workshop using the materials that module usually requires. This’ll go into your stockpile or wherever people tend to dump things in your colony.
- The next time you queue construction of that module (or if you have one already queued), someone will pick it up and quickly unbox it in the appropriate space!
This will allow you to do things like produce beds in advance and then place them all at once, or (disclaimer: probably not in the first build) disassemble modules back into boxed versions to move them about.
This has the additional benefit of tying into your overall progression! Have a skilled carpenter? A real fancy iron smelter? These benefits will mean faster production of modules for you – and that very production will help skill your overseers up.
Lastly, we can use this system to enact Fun Stuff, granting modules via special conditions, like giving you a nice memorial plaque commemorating the time you got your entire military killed in a single battle. And hmm, what’s in that odd crate those Obeliskians dropped off…?
It’s going to be an exciting time!