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Nilla--Funsted; Industry Mining in the North

Started by Nilla, June 12, 2018, 01:37:02 AM

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kid1293

I am listening.

You test first  :D  then I can change my windmill to your numbers.

RedKetchup

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galensgranny

Nilla, in the US there are many mills that make and sell both lumber and firewood.  For example: http://wagnersawmill.com/, http://www.cliffordlumber.com/,  and http://americanwoodyards.com/.  They deliver it too, though in a limited area.  It makes total business sense for the mills to use their "not good for building lumber" pieces as firewood for sale, cut into nice sized pieces and kiln dried.


I do agree, though, it seems odd in a way for a workshop to make tools and also clothes.  But, after the smithing is done, they do a great cleanup, so when they make the clothes the cloth stays clean.  :)

kid1293

@RedKetchup

So now we can cheat by having your mod loaded and build a simple woodcutter
who produces 5-8 firewood from 1 log ?

RedKetchup

Quote from: kid1293 on June 13, 2018, 02:59:25 AM
@RedKetchup

So now we can cheat by having your mod loaded and build a simple woodcutter
who produces 5-8 firewood from 1 log ?

no cause the simple vanilla woodcutter in my mod will take 2 logs for the 5-8 firewood

but if they take another woodcutter from another mod, not updated, yes they can cheat.
but between you and me, when they want to cheat... they always find a way to cheat ^^ like more logs and more stones..... mods.
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kid1293

Quote from: RedKetchup on June 13, 2018, 03:00:45 AM
but if they take another woodcutter from another mod, not updated, yes they can cheat.
but between you and me, when they want to cheat... they always find a way to cheat ^^ like more logs and more stones..... mods.

I agree. Let's try the numbers. They sound reasonable.
Are you changing vanilla woodcutter too?


RedKetchup

i have 1 wood cutter, thats the vanilla one which has been re-designed and re-modeled. i changed ALL the vanilla buildings in RK Ed mod :)
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RedKetchup

oh i suggest you to add the cutter yard template and call the consume-produce paragraph in your mod :) (and dont forget to put more time like 5 works units.)

      "Template/CutterYard.rsc:consumeproduce",



ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialWood.rsc";
int _count = 2;
}
]

ComponentDescription _produceMaterial = "Template/RawMaterialFirewood.rsc";
ResourceLimit _resourceLimit = Fuel;
}
float _workTime = 5.0;
ToolType _toolType = Axe;
int _workRequired = 5;
int _initialProduct = 0;
}
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Discrepancy

I like the formula @RedKetchup :)
I will do this also for my separate mods.


but my combined mod has gone down a different road of also altering the log drop, tree ages, playing around with warmth requirements in housing to make it more noticeable etc, etc...
@Nilla , i am going to have to find an alternative for a trade good as firewood and logs will not be an option unless we want deforestation of the map.

kid1293

Just one thing more - NOT 5-8 . That's punishment!
I can go with 6-8 (double vanilla, was 3-4)

I will use 6-8 for my choppers.

RedKetchup

Quote from: kid1293 on June 13, 2018, 04:54:36 AM
Just one thing more - NOT 5-8 . That's punishment!
I can go with 6-8 (double vanilla, was 3-4)


hahaha right  ;D
you can go with your settings :) i prefer this in RK Ed :)
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brads3

am i reading this right that if we use an upgraded sawmill mod, it will affect our older mills and woodcutters? so the older woodcutters will be too productive?

kid1293


brads3

even if the upgrade is loaded below the other mod?

kid1293

Probably so. The real change is in firewood material file. That file is usually not in any mod.