> An easier method than blueprints, that is being suggested, is to have > a building shop sell the occassional 'house in a box' which would be a > container with 36 walls (the plots would be 11x11 with the outside row > not directly buildable, to allow space for entrance and exit) a door, > and a bed to reality. > > What is the difference here? - a 'house in a box' would be a blueprint too, no? The point being made is that the store would sell a 'token' representing a building template the player would like to be built on site - the templates tells the apply invocation which maps to create and link to the exit it creates. You could call it a 'house kit' a 'blueprint' or even a 'doggydoo' if you like - you would need an arch to implement it in any case. Also I am not sure what a 'global unique map' is but I was under the impression that to instantiate a building from a blueprint you should write a copy of the appropriate map (a committed "template" in the maps module) to the *var/maps* directory. I believe this is how/where the weather code generates and stores the modified world maps with the weather effects. Building a house from a template should be as simple as grabbing the slaying field from the blueprint object to find the templates directory (e.g. /templates/house1) containing the maps in the template, replacing the return exit coordinates and perhaps some inventory checkers (set slaying to match a marker in the player's inventory so they can access their vault and trophy rooms) and then writing the new maps to the var/maps folder and poping a unique exit object on the world map on the zoned tile(s) the blueprint was invoked on. Naturally the map templates contain buildable areas, however even an 'empty' entirely buildable map would require a template since they would need a map size and return exit in the very least. Also most of the template maps I have worked on contain a few maps linked together (the basic house template I made has a basemement, a main floor and a upstairs.) > I do like the idea of quested items though (rather than blueprints as > such), something like a buildable chessboard would probably be a > suitable quest reward. > > > A good mixture of buildable areas and quest linked 'perks' like the guilds have (new floors, altars, trophy rooms...) would be best I believe.