Processing stations

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Lumbersmiths processing station.[1]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[2]Steven Sharif

Alpha-2 metalworking processing station in action.[3]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[4]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[5][6][2][7][8]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[12]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[14][1][13][15]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[14][1]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[15]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[16] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[17]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[4]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[18]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[15]Steven Sharif
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[8]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[20]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[20]Steven Sharif

Processing queue slots

  • Node processing stations allow users to queue a number of processing jobs each. Each user's jobs are processed sequentially, but concurrently with any other user's jobs at that station.[17]
    • Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[4]
If five people wanted to use one station at the freehold, you have to wait in line; and then that comes into the family system we talked about on the freehold livestream, where you have limited access to whoever is viable for the stations. But, for any service buildings in the node, it's all personal. So, you can queue up as much as you want and then someone else can just come by and use the same station and then queue up for their station.[17]Mike Han
  • Different processing job sizes affect how much processing can be done within each queue slot.[21][16]
Job size is another thing that we could do. So, you probably don't want to use three entire slots just to make three pieces of oak wood, but if you had a job size that was 20, you'd be able to make all 20 of those with the one job size. [21]Kory Rice

List of processing stations


Processing stations require fuel to process the required grade of materials.[14][1][13][15]

  • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[14][1]
  • If a processing job is cancelled, only the fuel is lost.[22]
For processing, you could cancel the job also. So, let's say you accidentally scheduled [the] wrong one and the only thing that gets consumed is the fuel. So fuel is basically a sink for these jobs.[22]Alex Khudoliy

List of fuels

Item Icon Type Profession Rarity Level requirement
Ash Timber Timber Lumber Milling
Ash Woodchips Fuel Lumber Milling
Eastern Hemlock Timber Timber Lumber Milling
Eastern Hemlock Woodchips Fuel Lumber Milling
Oak Timber Oak Timber Icon.png Timber Lumber Milling
Oak Wood Oak Log Icon (Small).png Lumber Lumberjacking
Oak Woodchips Fuel Lumber Milling
Western Larch Timber Timber Lumber Milling
Western Larch Woodchips Fuel Lumber Milling

Processing professions


See also