<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8298-stiles/&do=hovercard" data-mentionid="8298" href="<___base_url___>/index.php?/profile/8298-stiles/">@stiles</a> the two buildings in the second pic are the maple boiler and cider press [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" /> . They are small lots, both 1x3, with a basic pot over a fire for the maple and a small apple press for the cider. They are meant to be small little things you could pop in a court yard or a yard of a house or something. We're thinking tiny industry here! They will both produce a respectable amount of syrup and cider, but not too much. I might make larger versions for the Sherbrooke set.
A still... yes. I was going to use the turpentine still as a base for whiskey still. It will be smaller than the current turpentine still, but a bit larger than the maple and cider buildings. I'm thinking 2x2 or 2x3.
Hunter... yup can do, would be a nice addition.
Storage and market... there is one storage building at the moment, I used the turpentine still and took away the stove and still, it makes a great double level storage for materials and textiles. I definitely want some small storage bits too, I get so tired of seeing stock piles everywhere! I can't decide between general storage with a few F-variants or resource specific storage. What would you prefer?
Residences... love the idea of ones that can be placed 'above' the humble industry. I will definitely give those a go.
Fur trapper... I found a nice pelt texture the other day and thought about it. I kinda want to wait and see if <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/4-shockpuppet/&do=hovercard" data-mentionid="4" href="<___base_url___>/index.php?/profile/4-shockpuppet/">@ShockPuppet</a> or someone comes up with something for that, I know the discussion is on how to implement it with respects to just producing something out of nothing or actually having a wild resource to harvest. I like that lodge idea, I thought about something similar a while back but wasn't sure how to implement it. I also guess you could have the traps spawn like wild foods, and then when harvested they produce a type of pelt.
All good ideas! Isn't there a trout lake out there too? A lake would be interesting, even from a decorative point of view too.