World of Banished

MODS Garage => Tutorials => Topic started by: RedKetchup on February 20, 2017, 12:01:58 PM

Title: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 20, 2017, 12:01:58 PM
I am posting some picture of what we, CC, me, Kid, Disc, Necora have decided for our limit and flags. we of course based our decision on CC which is the mod most used by thousands of people and also the fact that CC is the mod that use the most all flags. we tried to adapt it on what we "non-CC devs" maybe can need for ourselves.

(http://worldofbanished.com/gallery/37_20_02_17_12_01_26.png)


(http://worldofbanished.com/gallery/37_20_02_17_12_01_02.jpeg)



in your resource file where you call your building and link it to your toolbar file:

you add those lines:

      "Template/Citizen.rsc:storage",
      "Template/Market.rsc:storage",
      "Template/Market.rsc:market",
      "Template/StorageBarn.rsc:storage",
      "Template/StorageCart.rsc:storage",
      "Template/StorageYard.rsc:storage",
      "Template/TownHall.rsc",
      "Template/TradingPost.rsc",
      "Template/UtilityLimits.rsc",
Title: Re: New Limits and Flags of 1.0.7
Post by: Gatherer on February 20, 2017, 02:28:59 PM
Interesting.
Title: Re: New Limits and Flags of 1.0.7
Post by: Hawk on February 20, 2017, 02:38:35 PM
Thanks for posting that Red. I see there's still a couple of unused slots. Cool!  :)
Title: Re: New Limits and Flags of 1.0.7
Post by: elemental on February 21, 2017, 05:01:39 PM
Yes, thanks for posting.

Trade category is good, should allow us to have "export only" versions of various products, and I like the coins/precious category too. Maybe we'll be getting a bank (for storage)?

Sad that there's no homewares category, so we can't have a homewares shop selling "luxury" homewares (candles, pottery, bedding) that provides happiness (basically it would be a different type of tavern). Crafted almost covers this but you'll end up with all sorts of stuff in that shop. (luxury rope, so soft on your skin...)
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 21, 2017, 05:16:13 PM
Quote from: elemental on February 21, 2017, 05:01:39 PM

Sad that there's no homewares category, so we can't have a homewares shop selling "luxury" homewares (candles, pottery, bedding) that provides happiness (basically it would be a different type of tavern).

the game has still a problem with this kind of mechanic....

get 2000 ale in tavern and get your citizen not working for a moment... you will see all those 2000 ale disappear in a minute lol with no real significative happiness boost in their window status. already the ale worth 8 (made from 3 value material) then imagine gems, jeweleries and crafted things that worth maybe 16-24-48 value ^^ in a minute , if not working... they can make a treasure of 500,000 g disappeared in few winks of the eye hehe
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on February 21, 2017, 05:19:34 PM
since the banis won't use items like housewares,they may as well all go to trade. be nice if we ever solve how to make the happiness more a factor in the game and use the housewares,silverware,and other products we produce. if work effort could be set to depend on happiness level and we could then affect it negative and posative then these goods become more important.
    the tags will take time to get used to. it is a weird list. some are so specific and others are way generalized.hopefully it does give us more control and we won't overstock barns with items we aren't using as much.
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on February 21, 2017, 05:23:04 PM
RED that is rough. we are getting robbed. the other extreme is i try to clear to far from the center and in winter the banis freeze,starve, or just take time getting back to the fields . guess i make trade value but kill banis. what kind of governors are we???? lol
Title: Re: New Limits and Flags of 1.0.7
Post by: elemental on February 21, 2017, 05:40:41 PM
More happiness isn't really needed, is it. It's so easy to generate. Give them a graveyard and a tavern and that's about all they need. But it would be nice to actually do something with candles and all those other items, other than just ship them out to someplace else.
Title: Re: New Limits and Flags of 1.0.7
Post by: elemental on February 21, 2017, 05:43:49 PM
@RedKetchup  Is it possible to make a mod that reduces the amount of happiness you get from taverns/graveyards/etc?

My guess is that it's not possible because no one has done it. But happiness is really quite easy to provide in the game, it would be interesting if it could be made harder.
Title: Re: New Limits and Flags of 1.0.7
Post by: QueryEverything on February 21, 2017, 05:44:43 PM
@RedKetchup I know we can have 'inedible' options for some food (Kral has his mods), can something similar be done for "Crafted", so that we can have a storage barn for "Crafted" items, but the vendors from the markets can't pillage them?
Or would that also mean that the Traders staff can't use them either to fill the trading posts?

In any event, we could in theory have a storage barn for "Crafted", and have set up in the manufacturing districts?
I would set one up next to my trading post, or use the 'warehouse' and control the flow of goods.
Would also stop the 'crafted' items filling a standard barn .... 

Just thinking out here :D
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 21, 2017, 07:06:22 PM
it is not possible to put a number that would reduce the number of hapiness, neither to make it bigger. no control

all storage need to have flags , and this is with flags you can control what goes there.
so if you want to have a storage that hold this and not hold that  you need to give it a flag (or not give it another flag)
market too use flags. if they dont have that certain flag , they wont try to steal it.

normally vanilla storage dont have these specific flags, but i know you use CC and CC has changed flags almost everywhere^^
so if you have a market that has "crafted" of course they will fill up from barns that had "crafted" set. you cant control what is getting out of barns storage and who are picking up from barns. it is free open and welcome to anyone.
as warehouse, you cant control to give citizens (or market'ers) who can takes things... they hoard and dont let anyone enter ^^
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on February 21, 2017, 08:06:01 PM
there was a discussion a while ago dealing with happiness. i don't think we ever reached a conclusion on a better way to control or use it. that's the only way i see that we could get the banis to use those extra items and have an affect on the game. banis eat food and use tools,eat medicine,and wear clothes. household goods don't fit any of those.
       houses use firewood. can we add something to that part of the code? split the firewood into 2 parts and set the house to use x amount of firewood+ x amount of something else per year??
   how much control over the education code do we have??? i take it after a child becomes school age and they don't go to school we can not add to the banis eduaction level at all? say a bani didn't go to school and 3 yrs goes by is there a way then to add to his education level which would increase his productivity?
   the only other way i come up with is the houses themself can be upgraded by using those housewares,blanklets,furniture,etc. then the upgraded house uses less firewood. i think this way causes more problems than  it solves.

   poor banis slave away making items they never get to use. they send it on a boat to the rich people somewhere living in the kingdom. kinda like paying taxes aint it?
Title: Re: New Limits and Flags of 1.0.7
Post by: Paeng on February 22, 2017, 02:27:58 AM
Quote from: brads3 on February 21, 2017, 08:06:01 PMis there a way then to add to his education level which would increase his productivity?

No, once he turned "Laborer", that's it... no "2nd education path" there...


Quotepoor banis slave away making items they never get to use.

Just like in real life...  :)
Title: Re: New Limits and Flags of 1.0.7
Post by: Discrepancy on February 22, 2017, 02:38:03 AM
Quote from: Paeng on February 22, 2017, 02:27:58 AM
Quote from: brads3 on February 21, 2017, 08:06:01 PMpoor banis slave away making items they never get to use.

Just like in real life...  :)


:o

'death to materialistic desires!'


let's keep the forests alive.
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 22, 2017, 01:18:09 PM
Quote from: brads3 on February 21, 2017, 08:06:01 PM
there was a discussion a while ago dealing with happiness. i don't think we ever reached a conclusion on a better way to control or use it. that's the only way i see that we could get the banis to use those extra items and have an affect on the game. banis eat food and use tools,eat medicine,and wear clothes. household goods don't fit any of those.
       houses use firewood. can we add something to that part of the code? split the firewood into 2 parts and set the house to use x amount of firewood+ x amount of something else per year??
   how much control over the education code do we have??? i take it after a child becomes school age and they don't go to school we can not add to the banis eduaction level at all? say a bani didn't go to school and 3 yrs goes by is there a way then to add to his education level which would increase his productivity?
   the only other way i come up with is the houses themself can be upgraded by using those housewares,blanklets,furniture,etc. then the upgraded house uses less firewood. i think this way causes more problems than  it solves.

   poor banis slave away making items they never get to use. they send it on a boat to the rich people somewhere living in the kingdom. kinda like paying taxes aint it?

we cannot do any of these :( sorry @brads3
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on February 22, 2017, 02:28:44 PM
REd can we add to the luxury side so that when banis are idle instead of them just drinking our ales they would use up furniture,candles,bedding, or other household items?? or would all the items have to be tagged as luxury items?
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 22, 2017, 02:40:56 PM
Quote from: brads3 on February 22, 2017, 02:28:44 PM
REd can we add to the luxury side so that when banis are idle instead of them just drinking our ales they would use up furniture,candles,bedding, or other household items?? or would all the items have to be tagged as luxury items?

euh ... the thing is you need to go with flags, you can't target a specific resource or 2 ... so if we accept the fact we go with flags ....
the command is :

HappinessDescription happiness
{
   HappinessType _happinessType = Entertainment;
   bool _requireWorker = true;
   bool _requireStorage = true;
   RawMaterialFlags _requiredTypes = Alcohol;
   int _idleRange = 3;
}

i guess , probably, under reserve... a change in this line to add more tags....

   RawMaterialFlags _requiredTypes = Alcohol | Custom0;

should work... under reserve though... sometimes this game has hidden "rules" ^^
Title: Re: New Limits and Flags of 1.0.7
Post by: elemental on February 22, 2017, 02:54:02 PM
Quote from: Discrepancy on February 22, 2017, 02:38:03 AM
Quote from: Paeng on February 22, 2017, 02:27:58 AM
Quote from: brads3 on February 21, 2017, 08:06:01 PMpoor banis slave away making items they never get to use.

Just like in real life...  :)


:o

'death to materialistic desires!'


let's keep the forests alive.

Is that what the DS tents are for? Environmentally conscious bannies?
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on February 22, 2017, 05:23:27 PM
ok,so we have a way for banis to use the extra items we have.might not be the best solution but will work. now we wait for CC to see what tags they use for specific items. to we have any control on how much  of the goods they use?? say set to a % or amount ale + a % or amount furniture,etc? or as you pointed out ,not let them  take all the ale?
Title: Re: New Limits and Flags of 1.0.7
Post by: kralyerg on February 22, 2017, 05:48:47 PM
Quote from: brads3 on February 22, 2017, 05:23:27 PM
ok,so we have a way for banis to use the extra items we have.

They don't really *use* it in the code that RK posted. It just has to be present.

Basically, it says that if there is a worker working there, and alcohol in it's storage, then it gives happiness. If there's nothing in stock, or there's no worker, then it doesn't give happiness.  If you made one just like that but it stored Fuel, they wouldn't actually use the firewood, they would just hang out there and be happy because the firewood was in stock.

I don't believe that their desire to consume alcohol can be copied to other flags.
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 22, 2017, 07:05:22 PM
but that part isnt about storage... is about to take an item flag and get there and get happiness...

it is exactly same thing with the apothecary. the raw material flag = Health

so they pickup whatever "health" and go to apothecary and get "health"
was the same thing when i made "soap" = health .... they took the soap and go get health making a nice tea with ... soap!

the only thing as i said, depends of "hidden rules" if you put something else than "alcohol" for tavern , or something else than "health" at apothecary .... still will work accordingly with hidden rules ? :)
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on February 22, 2017, 07:48:22 PM
RED i don't mean to make you think hard. i know you is busy recoding mods. i figured while the modders was busy i'd brainstorm and see if we players could come up with a way to use various items and maybe make the game more interesting. i do agree with you the game has "hidden"rules inside it. there are guidlines and they are not all foolproof. sometimes the game does what it wants for no apparent reason.
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on February 22, 2017, 09:03:43 PM
Quote from: brads3 on February 22, 2017, 07:48:22 PM
RED i don't mean to make you think hard. i know you is busy recoding mods. i figured while the modders was busy i'd brainstorm and see if we players could come up with a way to use various items and maybe make the game more interesting. i do agree with you the game has "hidden"rules inside it. there are guidlines and they are not all foolproof. sometimes the game does what it wants for no apparent reason.

yeah like the hidden rule we cant make millions numbers appear even if we go over the million and we changed the number box sizes :(
Title: Re: New Limits and Flags of 1.0.7
Post by: Bartender on April 01, 2017, 03:49:04 AM
This is a good initiative to keep things organised :).

I have tried to use it, and one thing I thought of is that it might be better to also include updated templates for StorageBarn, StockPile and TradingPost. I edited the first two myself, but I don't quite know how to make the TradingPost work with this.
Title: Re: New Limits and Flags of 1.0.7
Post by: RedKetchup on April 01, 2017, 07:06:00 AM
here some files make by the genius @kralyerg :)


there was a little problem about the automatic buyout window... but it has been fixed last update 1.0.7B
Title: Re: New Limits and Flags of 1.0.7
Post by: embx61 on April 01, 2017, 11:10:19 AM
Thanks.

I had coded the Trade post fix myself but after comparing mine with Kralyerg's one his was coded cleaner in some areas.

Title: Re: New Limits and Flags of 1.0.7
Post by: Bartender on April 01, 2017, 11:20:01 PM
Thanks! That fixed the tradingpost indeed. I'm still getting an error when I open the TownHall window for the first time, and for some reason my resource is being listed twice, but I guess those are just me having made a mistake somewhere ;)
Title: Re: New Limits and Flags of 1.0.7
Post by: grykon on December 03, 2023, 11:49:11 AM
This list is very interesting. So, could you then create a secondary chicken animal, but instead of it laying eggs to be consumed in eating, they could be listed as "textiles" and then you could have a supply line that uses these "textile" eggs to turn them into a new food item so your production line isn't fighting with normal consumer needs? I'm just thinking this opens up whole new possibilities.
Title: Re: New Limits and Flags of 1.0.7
Post by: catty-cb on December 03, 2023, 08:08:31 PM
Can't answer your modding question, but from a players point of view I wouldn't want to lose the eggs or chickens as food, feathers on the other hand if you could have a chicken that had different kind of feathers to the normal ones   :)

Time here mid-afternoon on a Monday (NZ)
Title: Re: New Limits and Flags of 1.0.7
Post by: kid1293 on December 04, 2023, 05:01:28 AM
You can set the eggs as 'Protein' and omit them as 'Edible'.
They will not be eaten but can still be stored in the barn.
Title: Re: New Limits and Flags of 1.0.7
Post by: kralyerg on December 04, 2023, 06:38:28 AM
Inedible Eggs (https://drive.google.com/file/d/0B2oKJ9gdaP7dTGpDOExvLUNKWjg/view?usp=drivesdk&resourcekey=0-JMfLvgUVXclS3Qv4dIuc5w)
Title: Re: New Limits and Flags of 1.0.7
Post by: grykon on December 04, 2023, 08:50:31 AM
Quote from: catty-cb on December 03, 2023, 08:08:31 PM
Can't answer your modding question, but from a players point of view I wouldn't want to lose the eggs or chickens as food, feathers on the other hand if you could have a chicken that had different kind of feathers to the normal ones   :)

lol Well, think like sheep, you get wool from them until 1 dies, then you get mutton. Same type effect with this chicken...When they die, you get the meat for the chicken, but until it dies you get an "egg". But it just has to be "processed" first. Obviously you wouldn't want this chicken as an early game option as you have to build the production line to use the "egg" and turn it into food. You just wouldn't have the citizens fighting with the production chain for the resource that way.

Quote from: kid1293 on December 04, 2023, 05:01:28 AM
You can set the eggs as 'Protein' and omit them as 'Edible'.
They will not be eaten but can still be stored in the barn.

That's awesome, could do this with a number of animals, basically duplicating the already modded animals but alter the resource from them so that it isn't used immediately by the populace and can go to the production chain to turn it into something else. Thanks!
Title: Re: New Limits and Flags of 1.0.7
Post by: brads3 on December 04, 2023, 04:14:46 PM
be aware that this can cause another issue. you will have food stored that bannies can not eat and can lead to starving bannies.
Title: Re: New Limits and Flags of 1.0.7
Post by: grykon on December 05, 2023, 03:37:54 PM
Quote from: brads3 on December 04, 2023, 04:14:46 PM
be aware that this can cause another issue. you will have food stored that bannies can not eat and can lead to starving bannies.

Of course, that's why it would be part of a production chain. Have to have something like "Production Line Eggs" or whatever food. Of course there would still be players that wouldn't pay attention and their game would go *plop*