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NEW STORAGE AND MARKETS

Started by brads3, April 17, 2017, 12:40:50 PM

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brads3

SLINK is very missed here. she made this market set that included a farmers market and an industrial barn,as well as several others. they are quite handy since they could store everything. the industrial would even store stone,which is probably how i found the mod. i would have wished the set had a "f" variant to give it more variety.
  now with all the new item flags and additions such as fodder and thatch, we do need new storage barns. a full set similar to SLINK'S with 3 texture options would be very useful. the sizes she used  work well. many times i use the industrial barn early in games to keep from overfilling the start pile. as time goes on and we all play more with the 1.07 changes ,we may find we need both a set of barns and markets. very much appreciated.thany you gutys and gals.


Here is a pic of SLINK'S set :

kid1293

You mean this one?
Found it on an 3d model's site.

I agree - with all new stuff there is a need for storage.

embx61

I currently working on some markets for different flags/limits. I know there was a request for at least a health market.

I have almost finished the food (Edible and non edible), Textiles (Clothing, Textile, Custom2(Fabrics), and Health - Herbs, and anything else what have the health limit/flag, CC have a few of those.
I was thinking adding at least a Fuel only (All fuels) and a Tools market. Tools maybe a share with either crafted or Construction materials market?

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brads3

yes EMBX,i think tools should go with the industrial and construction.you might want to make a crafted 1 too.
  KID, that looks rightdo you have SLINKS mod? http://worldofbanished.com/index.php?action=downloads;sa=view;down=18. the pics on the download page are the older version. she did fix that. they would keep lumber,clothing,and thatch dry.

embx61

Okay Brads3 :)

I make at least a fuel only one - So woodfuel, fuel, Custom3(Industrial Fuel) and a tools one combined with industrial(Not sure how many limits to include in there) and/or crafted(Custom0).

Industrial is what exactly? Materials(Custom4), Construction(Custom5), Logs, Iron, and Stone all together?

So a Fuel market, a Industrial market with tools?, a Crafted market with tools?

What limits we have left is then misc(Custom7), Forged(Custom1), Minerals(CoalFuel), and Luxuries(Alcohol) Not sure about the luxuries one because they normally get stored in a tavern to give happiness so not sure a market is needed for luxuries.

Maybe some (Minerals and forged) can be included in another market? Or make also markets for them?

If the Industrial gets too many limits I can split them up in maybe like:

Construction = Custom5, Tools.
Materials = Stone, Logs, Iron, Custom4.

Then maybe Minerals, Forged, Crafted and misc together? or split them into Minerals and Forged. Crafted and Misc?

Pooh, I cannot look at all those limits anymore LOL





[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

brads3

thats part of the dilema,haha. you sound confused too. what goes with what???the way most are used to playing has completely changed.when i think of minerals ,i think of iron ore,copper ore,tin ores, as well as silver and gold. but i understand the precious minerals are separate.lately i have not played a long enough game to be used to all the changes. it has been a lot of testing various mods and then their updates.i am open to your ideas and a variety. thank you all.

QueryEverything

They look good @embx61 :)

The way I place storage is as follows:

Hunters outposts:  protein barn (RK's) & leather storage (this normally ends up being a small 'general' barn and will often fill before the textiles are placed

Blacksmiths:  tool storage, wood gatherer (CC & log gatherer), iron vendor, materials vendor (coal, but fills with other)
This way I have a dedicated area setup for multiple blacksmiths and vendors gather the required resources for tool making

Tailors:  clothing storage; textiles storage for leather and wool (other times on a CC water map - reeds & feathers)

Where possible I use vendors in different mining towns, clothing sectors and hunting outposts.

It is such a nuisance (though, I understand why it's been done the way it has), that you can't define an 'item' to be stored, you only can nominate the flags.  In the above cases, small vendor carts / buildings would look something like:

hunter:  1 x Cart with Proteins & Textiles (venison & leather storage & bonemeal)
blacksmith:  3 carts, or 1:  wood, iron & materials  PLUS  tools
tailor:  2 carts, or 1:  textiles & clothing

But, each player plays differently and may not like storing resources in such a manner, or they are happy for 1 large 'storage sector'.  I just like to micro store.  Haha :)

In outer regions I also include @kid1293 puzzle market health & fuel :)
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Nilla

Looks great. As I've said in some other threads, I'm a bit overwhelmed of all new things the last few days. Your markets look very nice. Is the larger building a store? I do love @Tom Sawyer´s Nordic lanthandel (little store). It would be nice to have some other designs of a country store, that "sells" all consumers goods. Some other stores for raw materials are also useful. But I agree with you all, as long as you can't define what material you want there and not only the "flag", it's not easy to make it right.

I have played around with many stores of this kind; NMT, Nordic warehouse, Slink´s versions and also some of the CC special storage. In all of these games, it always comes to a point, where some of theses special stores are full of some material I don't need there and contains nothing of what I wanted. But nevertheless I think, they work better than general stores/markets.

brads3

QUERY, do you only have 1 blacksmith for the entire map? 3 baanies busy to keep 1 worker busy is crazy. i should learn to setup more like you and NILLA some. i don't worry about productivity and getting the most outputs. as long as my food workers are producing 500 food each on average,i can keep expanding.i build each village to take care of itself with their own bs,tailor,and woodchopper.
  in the middle of the forests i use the forestoutpost barn. that little barn fits out there and stores a good amount of mixed items.toward the outer edge, drop a general pile or SLINKS industrial storage. lately i use NECORAS pine wharehouse. it is smaller plus it is an updated storeage.if i set up a village to handle several forests,i use 1 of the mini general markets to supply clothing and tools.etc. as i spread out on the map away from the start point ,i do use the dock wood finder to keep my chopper from gettinig behind.it depends on how i am playing too. if i start with a fort area,i will use either 2 of SLINKS markets to supply it or the small markets. in small towns,1 vendor that brings in a little of everything works.i do miss my super vendor that took care of everything.
    the concern lately is some of the storage barns don't handle all the different products since the new tags.most of my mods are still 1.06 so it doesn't matter as much. there does seem to be times when the workers have to travel farther to put an item away though.as more mods get upgraded,this problem will get worse i am sure.

Paeng

Quote from: Nilla on April 18, 2017, 03:46:29 AMIt would be nice to have some other designs of a country store, that "sells" all consumers goods.

100% agree... because

Quoteit always comes to a point, where some of theses special stores are full of some material I don't need there and contains nothing of what I wanted.

That's my experience as well... in the end I often use many of these tiny specialized markets more or less as decoration only, not as a means of "good" distribution  :(  Sure, it's cool to have e.g. a blacksmith waggon near the blacky etc., but for better distribution (much needed!) I always fall back on those markets that have a decent cap and a good mix of goods...

I love modular, but I think markets in particular should be less granular, so they offer everything whithin their circle (the SoI of a "true" market). I kinda like the two DS markets (1x food, 1x materials) - I'd probably prefer if that gets opened a bit more, like adding 1x textile and 1x misc or something like that...

Same for (specialized) stockpiles - we now can/need to build so many different ones... I feel they could consolidate more groups of items as well.

In the end we probably need a good mix of all these types... large ones to ensure good and central distribution of ALL goods, medium ones to supply smaller communities with basic goods and small or tiny ones to supply pinpoint locations (producers, far away locations etc.)...

Probably not a very helpful post, I'm still trying to wrap my head around this, too...  :-[
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Gatherer

Markets need to come with overhang (overlap?) technology to conserve space.
There's never enough deco stuff!!!
Fiat panis.

QueryEverything

Quote from: brads3 on April 18, 2017, 08:29:50 AM
QUERY, do you only have 1 blacksmith for the entire map? 3 baanies busy to keep 1 worker busy is crazy. i should learn to setup more like you and NILLA some. i don't worry about productivity and getting the most outputs. as long as my food workers are producing 500 food each on average,i can keep expanding.i build each village to take care of itself with their own bs,tailor,and woodchopper.
  -----

No @brads3 I have a number of blacksmiths & tailors.  In the starting location I have 1, maybe 2 at the most, but then I build a larger area that has only just blacksmiths in it, or mining related items (smelters etc).  I use the wagons and mini markets for the wood, iron, coal (material) to bring in as much as they can to help with this, so my blacksmiths don't have to keep running off to find resources.  I also have a tiny (CC storage cellar) for tools.

Ideally I'd like a market cart that specialises in the common production chains (as above).  Wagons, or carts etc that will stock items for the chain, including the output.
So - a combined one with:  wood, iron, coal (material) + tools; this would be a good one for the blacksmiths location.
Or, for tailors:  clothes, textiles etc
butchers & bakers:  grains, vegetables, fruit, protein

Not to replace the individual carts of the different flags/limits available. 
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brads3

QUERY,that is where SLINKS small markets comes in. it has the blacksmith,industrial,textile,and the food groups plus a farmers market as well. they aren't small but it is a nice set for splitting items up with.

QueryEverything

Thanks @brads3 but they are too big for what I am wanting.  Think more like Kid's Puzzle Market, but slightly different, for farms mainly.  :)
I've added my thoughts in another thread, here :)
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