Docs · Current plan
Hideouts
docs/roadmap/scopes/ownership/hideouts.mdEdit on GitHub
Milestone: In the tree (M1)
Extends: Houses locks, organizations
Player loop
An organization owns one building. Members use its door, its storage, and its processing machine. The contraband convoy starts here.
In scope
- One hideout prefab: an existing structure with a lockable door, a storage box, and a process machine.
- Ownership is the organization id. Members can lock and unlock. Others cannot.
- The processing slot from organizations turns the machine on. Without that upgrade the machine refuses and logs.
- A placed convoy start marker for contraband.
- The building is placed in the world by the server setup, then assigned to the organization. Players do not noclip a base into the map.
Out of scope
- Player-bought private homes. That is housing.
- Instanced interiors, furniture, or a new building mesh.
- More than one hideout per organization in the first slice.
Assets
Shell: Prefabs/Structures/Houses/Garage/Garage_E_01/ or a village house, parented like EL_Building_Base (Building_Base.et). Door and key: EL_Door_Base, EL_LockComponent, HouseKeyItem.et, identifier set to the organization id by EL_HouseManagerComponent. Machine: ItemProcessor_Base. Stash prop from LNGC: Prefabs/Props/Crates/ShineStash.et. See sources.
First slice
A DebugWorld hideout assigned to a test organization. A member unlocks the door and processes. A non-member is refused at the door and at the machine.
Depends on
- Organizations
Housesdoor, key or lock component, adapted to an organization idProcessing- Contraband for the job that uses the building
Proof
- World: member in, non-member out.
- Persistence: ownership and lock state survive a restart.