Everon, 1989 · life/RP for Arma Reforger

Docs · Roadmap

Resources

docs/roadmap/scopes/work/resources.mdEdit on GitHub

Phase: Release Extends: Gathering, Processing, Resources, Trader

Player loop

A civilian gathers a raw good, processes it at a machine, and sells the product for cash. This is the legal work loop and it already exists in code. Release makes the chains real on the playable world.

In scope

  • Keep the chains DebugWorld already has: apples and other crops, logging, mining, and the cement, gravel, and sand lines.
  • Each node names its tool, yield, and cooldown in config. Each machine names inputs and outputs in config.
  • Sell remains the trader. Gather and process do not mint cash by themselves (EL_JobManager rewards stay zero unless a job scope says otherwise).
  • A broken node (missing item prefab, empty recipe) logs and that node does nothing.

Out of scope

  • New ore meshes, new crop models, or a crafting bench. The bench is crafting.
  • Contraband nodes. Those are contraband, using this same action code.
  • Dynamic market prices.

Assets

Stay on the nodes and machines already in this repo:

Chain Where
Apple → juice t_malus_domestica_2s.et, AppleJuicer.et (3 apples → {1DBD99E6347DE1AD}Prefabs/Items/Drinks/AppleJuice.et)
Plum, tomato, cabbage t_prunus_domestica_2s.et, TomatoCrop.et, CabbageCrop.et
Log → plank + kindling CuttableTree_Pinus_Sylvestris_2f.et, axe {9CAC68BA551417A4}Prefabs/Tools/Axe/Axe.et, Sawmill.et
Ore → bar MiningArea.et, pickaxe {23341E2840F5ACB4}Prefabs/Tools/Pickaxe.et, Furnace.et (iron nugget {6853E2E2AE878611} → iron bar {BCD1E8CD7F975074}, same for copper and gold)
Cement, gravel, sand piles under Prefabs/Props/Construction/, bags under Prefabs/Items/Resources/

Prices for these paths are already in Configs/Shop/ShopPrices.conf. LNGC gather zones are a radius grant; do not replace EL_GatherAction. See sources.

First slice

The playable world, not only DebugWorld, has one farm chain and one industrial chain a new player can finish: gather, process, sell, cash in inventory.

Depends on

  • EL_GatherAction, EL_ProcessAction, destructible nodes
  • Trader cash payout
  • Civilian jobs only if a job requires the chain; the chain itself works while unemployed

Proof

  • The existing gather and process guard tests stay green.
  • World: one farm chain and one industrial chain on the playable world pay cash at the trader.
  • A malformed recipe still refuses before it changes inventory.

Suggest a changeAll docs