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Backyard Garden

Started by The Pilgrim, October 20, 2016, 06:11:55 PM

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The Pilgrim

Would someone be willing to make a backyard Garden? It would only have one worker and produce a moderate amount of common garden veggies. (medieval/early colonial period... Carrots, onions, turnips, ect). It was most common that a large amount of a families food came from a small garden, and was supplemented from food grown in the village fields.

kid1293

You can easily make that with a small patch of cropfield and a fence.
That way you can have any building (and where) to place.

The Pilgrim

The problem with using the crop field is that you only get one crop. This would be to establish a limited, yet more realistic, variety of basic vegetables.

kid1293

One way (maybe the only) is to cultivate a generic plant (Garden Vegetable)
with only flag 'vegetable', not 'edible', then take it somewhere and divide it into
different standard, edible, vegetables.
Should be a one-man job but I think you will need two persons to do this.

The Pilgrim

What about something like cc's apiary that makes small amounts of both honey and beeswax?  Maybe have it make carrots, a smaller amount of onions, and an even smaller amount of turnips and have it cap it's total production at say, 200 or so food per year.

kid1293

Good thinking, but then you are locked to a fixed size
of the garden. Not so versatile...

If I may I will have a go at 'generic vegetables'.
I was thinking of two small buildings to put close to the garden.
A small 2x2 storage for 'vegetables' only and (you never guess)
a 1x1 vegetable shed for sorting the vegetables.
I just love those small sheds. :)
I can maybe get a random function from the shed, so there
will be a small output of all sorts of vanilla vegetables.

Right now it's time for kitchen work. (Chicken and herbs) :) :) :)

brads3

and then the 1 gardener can tend to several garden spots scatterred thru our towns? corn tomatoes,squash,onions,peas..... good idea.

kid1293

Sorry brads! He will be working at one place.

See it as another production chain.
Raw material in and vegetables out.
I will keep to vanilla vegetables, or it will
be too complicated.

kid1293

So, here I am again.
Just a teaser, I will test some more.
As usual - It seems to work.   ;)

The Pilgrim

Just thought of a problem. The garden is really meant for early game, but we can't guarantee that vegetable seeds would be part of the start. Is there any way it could be done without requiring seeds. I remember from the cc forums that there is no way to force one particular seed or another at startup.

kid1293

#10
No, I don't know any other way.

edit: I correct myself - by making a new start condition it could be
possible to always start with generic vegetables. I can have a go at that
but it will probably collide with everything else that comes up with start conditions.

A question - easy, medium or hard? (how many people and other stuff)

Kristahfer

Just what I was looking for.

brads3

can we get a fruit instead of the pumpkins??? how big a garden space, whats the production yield for 1 yr??? does the game need to know the type of veggy to grow the plants themself?? or could u say the gardener canned those different veggys and combined with the shed u get "canned veggys" as an output?? therefore bypass the need for all those individual seeds? i always figured when the pilgrims or anyone were to bugout or leave some place,they would b smart enuf to take some seeds with them.

kid1293

Short answer. Brads - it fits nicely with vanilla vegetables,
no canned vegetables. No fruit. Orchards don't fit to mix.
You just wait. I'll test start conditions in two hours or so.
Right now life is intervening.