World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: jone1488 on December 11, 2017, 09:21:05 PM

Title: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: jone1488 on December 11, 2017, 09:21:05 PM
Hi,

I have a crop request regarding corn.

- Sweet Corn & Indian Corn as edible vegetables

- Dry Corn as inedible which can be milled into Corn Meal (similar to flour).  Then Corn Meal can be baked into Corn Bread, Corn Muffins, Tortillas, etc...

I currently have been using CC's inedible corn so it can get milled, but that has prevented my banni's from enjoying corn on the cob saturated with butter  :(

I appreciate all the great mods.

Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: brads3 on December 12, 2017, 02:00:57 AM
simple solution to this dilema would be to have a greenhouse for the fresh corn and fields for the milled corn.this way maybe there could be an inedible corn and the greenhouses would give edible corn.with the greenhouse mod above all CC mods.do you have RED's fodder garden mod?i think that is the only greenhouse that has corn.i would test it and see if it will work. i have not used the inedible mods. my concern is it might turn all corn of all mods inedible.
     if using mod order can override and cause some food to be inedible and others edible,please let us know. other players may find a trick like that to be a  handy option.
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: taniu on December 12, 2017, 02:19:18 AM
As for corn - as converted into flour in mills - this is in all mods starting with mod CC - DsWilage, EBWindmill. Tjurko Mill -Tom Sawyer, RKOldBakeryHouse, Medieval Town version 2.04 -RedKetchup, KidWorkPlace v1,5 and Kid - Bakery & Garden, CC Stacked Shops and Homes - Kralyerg -e.t.c  I do not know if the corn is edible or not as flour ?
Roasted Corn - there is a mod "Christmas Mod" and as a separate mod "Xmas Mark" - Kid1293 is such a position
examples
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: taniu on December 12, 2017, 02:45:08 AM
corn - put in a greenhouse is a good idea like Barley, Sorghum, I would ask you to add some sweet potatoes  :D
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: jone1488 on January 08, 2018, 08:32:09 PM
Ya'll missed the point of what was asking for.

I know their currently is mods that convert corn to flour.  I was wanting corn meal that then could be used in a bakery to create other baked goods.

As I mentioned in my original post that I using CC inedible corn mod so my banni's won't eat it before I have a chance to turn it into flour.

Corn is one of those crops depending upon when it is harvested, it can be either a vegetable or grain. Hence the request for dry corn.  Typical the corn we at as a vegetable is harvested while the kernel is still soft. Were as dry corn is harvested in the late fall early winter after kernel has harden.  I have seen dry corn harvest with a snow on the ground.  Typical if farmer has mixed crops and is raising dry corn it will be the last crop harvested because it can be left in the field longer that most of the other crops.

My opinion (which is worth less than 2 cents) grains should be inedible that they need to be processed before using.

I was hoping that some of the great modders out there might be kind enough to add a couple corn crops and addition chains to their bakeries.  Such as fish taco's.

Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: Gatherer on January 09, 2018, 12:52:18 AM
And snowballs, twinkies, snickers and twix. Can't have bannies without snickers. I was thinking of setting up triple monitors anyway just for the inventory window.
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: Nilla on January 09, 2018, 03:04:42 AM
Quote from: Gatherer on January 09, 2018, 12:52:18 AM
And snowballs, twinkies, snickers and twix. Can't have bannies without snickers. I was thinking of setting up triple monitors anyway just for the inventory window.

:D ;D ;)
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: brads3 on January 09, 2018, 07:02:25 AM
i can make corn flour and corn bread.problem is the game sees cornflour separate from flour,so the corn flour can not be used to make other goodies using the bakeryplus mod.CC now has made all grains interchangeable and a generic flour as output.
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: triangle on January 14, 2018, 05:36:51 PM
I liked the way anno 2070 tea & rice fields has animated garden buildings that auto sprays its crops as a very eco friendly way of doing it.

(http://www.meister-uwe.de/Anno/2070Gebaeude/Farmen%20und%20Fabriken/slides/Reisfarm.jpg)

can we do it this way similar with a workplace like fishery that produces x amount of resource per amount of time with animation like grain wind mill ?
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: Turis on January 15, 2018, 02:42:20 AM
I agree with @jone1488 . Corn should be edible right off the field. Either by boiling it or as popcorn. A mod like this would be a nice companion to @triangle 's tiny indian tepees.
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: RedKetchup on January 15, 2018, 02:46:39 AM
Quote from: Turis on January 15, 2018, 02:42:20 AM
I agree with @jone1488 . Corn should be edible right off the field. Either by boiling it or as popcorn. A mod like this would be a nice companion to @triangle 's tiny indian tepees.

it is not ? corn is a vanilla crop
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: Turis on January 15, 2018, 03:44:16 AM
Whoa! Is it?
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: Discrepancy on January 15, 2018, 03:56:23 AM
Quote from: RedKetchup on January 15, 2018, 02:46:39 AM
Quote from: Turis on January 15, 2018, 02:42:20 AM
I agree with @jone1488 . Corn should be edible right off the field. Either by boiling it or as popcorn. A mod like this would be a nice companion to @triangle 's tiny indian tepees.

it is not ? corn is a vanilla crop

Quote from: Turis on January 15, 2018, 03:44:16 AM
Whoa! Is it?

Yeah...  lol


so we want a mod that just adds another crop; an inedible grain called 'Dry Corn' to be made into 'Corn Meal' to then need buildings to process?

I would prefer to make a mod to make: another crop; an inedible grain called 'Dry Corn' to be made into 'Flour' which can be used anywhere needing flour....

haha
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: triangle on January 15, 2018, 04:55:01 AM
QuoteYa'll missed the point of what was asking for.

I know their currently is mods that convert corn to flour.  I was wanting corn meal that then could be used in a bakery to create other baked goods.

As I mentioned in my original post that I using CC inedible corn mod so my banni's won't eat it before I have a chance to turn it into flour.

I may solve that by way of using a grain grinder to mash whatever you need into whatever else it turns into.

don't get your hopes up too fast though I still need to texture it. and maybe someone else can handle the code for it.

want wheat into flour? ..done!  corn into cornmeal ..done!
enter the graingrinder 800bc for all your grinding needs.  =)

all you require is grains + 1 conan the barbarian

(http://i65.tinypic.com/25ggugm.png)
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: Turis on January 15, 2018, 05:03:43 AM
Well, let's be more antique!

(https://upload.wikimedia.org/wikipedia/commons/thumb/a/af/White-Mortar-and-Pestle.jpg/1200px-White-Mortar-and-Pestle.jpg)
Title: Re: a Silo is what you need
Post by: triangle on January 15, 2018, 11:53:44 PM
QuoteCorn is one of those crops depending upon when it is harvested, it can be either a vegetable or grain. Hence the request for dry corn.

what about a Grain Silo "workplace" that can also store inedible grains with a very large storage capacity that turns all assorted crops into various inedible grains, wheat into flour, corn to cornmeal etc.

you may not be able to prevent bannies from taking ALL the corn in the Storage Shed that they take food from but if you place a Grain Silo Workplace and place that building between the basic storage shed and a trading post it may work.

so farmers harvest the crop then take it to a normal storage shed then >tell the traders to take ALL the crop and store it at the trading post. once you fill the tradepost empty the trade post by set crop to 0 > then the traders take it to the closest place able to store it > Grain Silo which is a storage shed and also a workplace.

the Grain Silo workplace workers use crops stored to make drycrops and now your drycrop turns into an inedible grain> your baker gathers the drycrop from the Silo and makes corn muffins, cornbread.. whatever.

if the grain silo is a workplace bannies shouldn't be able to get the harvested food from it to take then eat, just set the volume high enough to store all the grains as if it is a storage shed.

whoever codes the grain silo should be able to sort that out whether a storage shed can also be a workplace that bannies can't take resources from.

*runs away*
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: taniu on January 16, 2018, 03:52:38 AM
@ jone1488  is added to the "Christmas Mod 2017" and the older version of 2016 is the "WARM SNACKS" stand - it gives us the dish - Roasted Corn [Corn + FireWood] older version is a separate mod "Xmas Mark"
corn as a dish - I do not know? - addition to salads or dishes  - for example
Corn soup with shrimps and potatoes ·
Mexican dish with zucchini and corn ·
Tart with chicken, broccoli, sweet corn and egg ·
Potato and corn casserole in American style -
Regards :)
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: brads3 on January 16, 2018, 08:47:31 AM
your silo idea is possable. a workplace that inputs corn or wheat or other grain.out puts equal amount of non-edible grain.however,all work places after that point would have to be coded to accept non-edible grain.the bakeries and other grinders that we have now,will not work with the new grain.so you would need a chain of mods dedicated to the new item of non-edible grain.

    though it is an extra step,this concept could be used for fruit and vegetables,etc. you would make a fruit jam or pickled vegetables,or canned fruit instead of canned pears. the drawback is the workshop would use all the available grains up or fruits.it would work until the barns ran completely out of grains,rather it be corn,wheat,rye,etc. the only tweak control would be by the modders using worktimes.so 1 worker would do x thousands of units per year,x2 for 2 workers,etc.that would slow them down from using all available grains.

     
Title: Re: Sweet Corn, Dry Corn, & Indian Corn Crops
Post by: triangle on January 16, 2018, 08:54:46 PM
Quoteyou would need a chain of mods dedicated to the new item of non-edible grain.

Resolving one problem sometimes creates several others, but if it's not worth efforts in sorting it all out early we may not be able to benefit from those changes later.

design/build, redesign/rebuild.

Quotethe drawback is the workshop would use all the available grains up or fruits

use the trader method to manage the amounts you want canned.
if there is say a yield of 1000 pears then assign 4  traders to quickly take 800 (they carry 200 max per trip I think in wheel barrows) then dump those 800 back into the Grain Silo and everyone is happy.  :)

the only problem that I foresee is having many storage sheds spread out and don't ask me why but Traders seem to like to go for that one shed on oposite side of the map that only has like 3 stored rather then the closer sheds that has 3000.

The mechanics of priority thinking is somewhat incomplete with probably a usual easy answer: oh we made that by design to work that way so it's not too easy.. yeah that's the ticket..now back to what I was doing because I am on a deadline too late to fix that now sorry.

re-edit:
Before someone takes that out of context as a direct Ignorant derogatory statement aimed @ a programmer who made a great impressive game all by himself..

Yes, there is already an Increase Priority Option in the Control Panel however you shouldn't require to micromanage every action the bannies do per whatever task they are assigned to doing, Also I am pretty sure they don't even know what you are asking them to do by clicking a storage shed if it is already built.

Using the increase priority option does have its usefulness but separately parts of structured base code maybe could have been designed to work a little better with individual priority thinking processes.

-check storage location A, then check storage quantity A
-check other storage locations B, then check other storage quantity B
>if storage A is closer and has more quantity then go to location =A
else goto storage =B

rather then what ends up happening:
where are you going? noO not that shed THIS one!  *increase priority*clickity click*   
--> trader wanders off into the sunset whistling while he works meanwhile all the bannies are gathering & eating up all the pears.

you all get my points I hope and no I'm not knocking the way it must be for someone doing all this code by himself, that part is amazing to me, just saying it's not perfect is all.