For zombie girl 02, I must have had the North and South reversed in my head when I wrote the messages. I just corrected the 2nd message but I didn't see that I had made this mistake 2 times. I correct it right away.
1. I try to prevent that from happening, but I didn't have to have my full attention when I created certain regions. I'll check that out.
2. I have to add lines of code in the teleportation so that it doesn't work if you walk from one teleport tile to another. It's planned but I haven't had time to do it yet.
3. I would have liked to create a code that allows each room to appear 1 by 1 but it's a much too long code to write because if for example I do this for 1 house with 6 rooms, it makes me create a code with a lot different possibilities. the base has 3 houses with 7 rooms + the farm which has 14. The code will be so long that it could make the game crash.
The choice of the room to be repaired is the name of the normal room. In addition, each room is indicated when it needs to be repaired, just follow the walkthroughs and what the NPCs say. Example: Kate says as she joins the base that she is going to create a workshop in the living room of the 2nd house. Or Sophia offers to transform the kitchen of the 3rd house into a workshop of items to use in battle.
Pay attention to the movement of NPCs in the base. Some of them will be in rooms that have not yet been repaired and will offer new building ideas. Potion laboratory, shooting range, combat items workshop, ...
Yeah, coding could be an issue, and it depends on how much you plan to do. It's also the difference between tearing it all down and redoing it or making minor tweaks.
One thing you could consider is allowing rooms to be repaired ahead of time. So instead of using the quest trigger to unlock the room being repaired ("I have no need of this for now") just let the player repair the rooms in advance. Would also speed up some portions of gameplay since sometimes you have to run back and forth to unlock the quest point to repair the room then run back to tell them a room is ready to recruit (EG: Jessie). Just a change in dialogue. If flag = 0 then "There all clean. Ready for someone to move in" If flag = 1 then "This room would be perfect for X" where X is the survivor you can invite to that room.
Difference in execution I guess.
Going back and checking Kate's recruitment process I finally noticed it only mentions the 2nd house when you finish repairing her room and that's only as an afterthought with the tutorial messages about increasing food/water costs for each survivor you add. It also hints about it when it says 'the living room of the house next door' in her character introduction. Though her walkthrough for workshop just says 'start by building her a workshop' instead of upgrading the workshop that technically already exists. She never actually outright says she is creating a workshop because the workshop is created immediately after recruitment and she just vanishes out of sight.
I guess it's embedded, but not in places you'd expect to see it. You also can't 'pay attention to the movement of the NPC' since she just poofs and appears indoors of the 2nd house which is not visible unless you go into the house which theoretically you don't need to after collecting all the cloth.
Maybe add a transition quest step to build the workshop? Move her outside House 2 after recruitment and when its not mealtime and when you talk to her she asks you to clean up the living room and provides you the materials for the first level. Then reword the Workshop lvl02 quest to 'improve her workshop' so it doesn't imply you need to build it and you would already know its in House 2.
It's just a bit clunky as a new player since you build her room in house 1, get a few lines after you repair and at the tail end of a tutorial message about food and supplies per survivor which is very similar to the messages you get when you repair the kitchen (hence why I blew past it and missed the note at the end). Then she vanishes and doesn't mention it ever again.
Sophie is an example of things linking together partially. She actually stands outside House 3 till you repair a room for her. This tells you her room is in House 3 and it's even Room 1 of the house. When its repaired she stands in the kitchen and tell you a workshop can be made there. Telling you the kitchen would be her workshop.
Lin gets a room in House 2 and tells you she would like a lab which is the kitchen of house 2. Though the flags here are broken since you can actually repair the Kitchen before recruiting Lin to give Lin a lab even though you technically have no clue who that is.
Kate gets a room in House 1 and her workshop is in 'the living room', but I thought it would be House 1's living room, but instead she is in House 2.
Charlotte stands outside of the Farm so you know she needs a room in the Farm, but good luck guessing it's room 6 unless you read the walkthrough.
Jessie is even worse since she stays on her farm and wants room 8 in the farm. Again, just have to plow through all the other rooms unless you read the walkthrough.