World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: kid1293 on February 10, 2020, 02:24:43 AM

Title: Farmyards Continued
Post by: kid1293 on February 10, 2020, 02:24:43 AM
Hi. I have updated to V1.2!

Kid - Farmyard

Farmyard 01 - 5x5 Apple, wheat, bean, egg, firewood
(http://worldofbanished.com/gallery/2582_10_02_20_2_07_02.png)

Farmyard 02 - 5x5 Berry, corn, potato, egg, firewood
(http://worldofbanished.com/gallery/2582_10_02_20_2_07_34.png)

Farmyard 03 - 7x8 Corn, cabbage, bean, pear
(http://worldofbanished.com/gallery/2582_10_02_20_2_08_18.png)

Farmyard 04 - 7x8 Wheat, cabbage, potato, milk (goat), firewood
(http://worldofbanished.com/gallery/2582_10_02_20_2_08_46.png)

Farmyard 05 - 5x5 Oats, milk, pear, tools, clothes
(http://worldofbanished.com/gallery/2582_10_02_20_5_21_56.png)

Farmyard 06 - 5x5 Apple, oats, milk, and carrots
(http://worldofbanished.com/gallery/2582_10_02_20_8_58_07.png)

Farmyard 07 - 4x8 Berry, corn, cabbage, potato, and egg
(http://worldofbanished.com/gallery/2582_10_02_20_11_01_49.png)

Farmyard 08 - 7x8 Wool, wool clothes, oats, potato, and carrots
(http://worldofbanished.com/gallery/2582_11_02_20_9_35_40.png)

Farmyard 09 - 5x5 Corn, tomato, pepper, and egg
(http://worldofbanished.com/gallery/2582_16_02_20_2_00_53.png)

Farmyard 10 - 7x6 Apple, Brussel sprouts, pumpkin, and turkey.
(http://worldofbanished.com/gallery/2582_06_09_20_6_53_10.png)

Farmyard 11 - 7x6 Honey, corn, beans, and berries.
(http://worldofbanished.com/gallery/2582_06_09_20_6_54_19.png)

Farmyard 12 - 6x6 Chestnut, oats, carrots, and sweet potato.
(http://worldofbanished.com/gallery/2582_06_09_20_6_55_11.png)

Farmyard 13 - 6x8 Pork, leather, apples, and mushrooms.
(http://worldofbanished.com/gallery/2582_06_09_20_6_56_06.png)

Farmyard 14 - 6x8 Milk, beef, leather, and corn.
(http://worldofbanished.com/gallery/2582_06_09_20_6_56_56.png)

Farmyard 15 - 6x8 Milk, beef, leather, and oats.
(http://worldofbanished.com/gallery/2582_06_09_20_6_57_38.png)

Farmyard 16 - 6x6 Eggs, and duck meat.
(http://worldofbanished.com/gallery/2582_06_09_20_6_58_19.png)

Farmyard 17 - 5x5 'Three Sisters' Corn, bean, and squash.
(http://worldofbanished.com/gallery/2582_06_09_20_6_58_57.png)

Farmyard 18 - 6x6 'The Bog' Cranberry.
(http://worldofbanished.com/gallery/2582_06_09_20_6_59_37.png)

Title: Re: Farmyards Continued
Post by: kid1293 on February 10, 2020, 02:25:05 AM
Abandoned requested some deco, so I added my scarecrow and some deco crops.
I will check for more deco to be added before I update.

(http://worldofbanished.com/gallery/2582_11_02_20_11_35_29.png)

The crops are made to cover those empty winter fields if you want to.
There are also 'seasonal deco crops'. They disappear in winter.
Good for decorating around the back of a house.
They are hard to place during winter and early spring though.

The trees are also added as deco.
Title: Re: Farmyards Continued
Post by: kid1293 on February 10, 2020, 02:28:40 AM
I will now make a farmyard including 'tool repair'. The bannies are not stupid!
They take their discarded tools and repair them. The same with clothes.
They can last many generations :)

It is slow going to make or find new models. There will be many repeats.

edit - Farmyard 05 done. Check picture above
Title: Re: Farmyards Continued
Post by: moonbelf on February 10, 2020, 07:08:17 AM
Wow @kid1293 this is awesome. Thank you for doing all this :)
Title: Re: Farmyards Continued
Post by: kid1293 on February 10, 2020, 07:14:37 AM
 :) thanks

Next up is something with Discrepancy's carrots. I just love them.
Maybe sheep for wool... ? or wool clothes directly?

I am going to play a little Master of Magic too :)
Title: Re: Farmyards Continued
Post by: moonbelf on February 10, 2020, 09:04:13 AM
Wool clothes directly? Wow but which would be more productive, the wool itself or the clothes?
Title: Re: Farmyards Continued
Post by: kid1293 on February 10, 2020, 09:33:32 AM
:) Just letting my thoughts drift. If you have a sheep in the backyard, you probably end up
making some clothes from wool, so why not skip one step.
Never mind, it wasn't really thought through.

But I want carrots :)
Title: Re: Farmyards Continued
Post by: Gatherer on February 10, 2020, 11:52:06 AM
I like these farmyards idea a lot. But what about winter and snow? Will there be a no winter mod to complement them?
Title: Re: Farmyards Continued
Post by: Abandoned on February 10, 2020, 12:03:31 PM
@Gatherer Kid released a climate No Snow mod in My Rescue Mission Story #46  here:

http://worldofbanished.com/index.php?topic=3190.msg62756#msg62756

In other climates adding a few decorative plants and veggies make it appear as if there is still something there to harvest. 
Title: Re: Farmyards Continued
Post by: kid1293 on February 10, 2020, 09:03:51 PM
A new farmyard picture #6.

@Gatherer - It is up to you to call your bannies inside in the winter.
The plants disappear and as @Abandoned said it will look empty.
Title: Re: Farmyards Continued
Post by: kid1293 on February 10, 2020, 11:04:55 PM
:) And number 7.
Title: Re: Farmyards Continued
Post by: Jumbo67 on February 10, 2020, 11:52:27 PM
Hello kid
wonderful idea with the farms
maybe you could make cheese out of milk
or honey with bees
I also find sheep and wool suitable for a farm

I already used your first farms, unfortunately they are often inactive due to the firewood limit.

Sorry for my english, will be translated by google  :-[
Title: Re: Farmyards Continued
Post by: Nilla on February 11, 2020, 04:03:20 AM
Very nice especially for an Adan and Eve start.
Title: Re: Farmyards Continued
Post by: kid1293 on February 11, 2020, 04:11:57 AM
Thanks. I will try to make new farmyards more diverse.
Honey is a good thing. @Abandoned mentioned it too.

Hej @Nilla
Do you think I should squeeze one or two farmyards even smaller?
For a 'just-the-necessary' start like Adam & Eve?
Title: Re: Farmyards Continued
Post by: Nilla on February 11, 2020, 05:14:37 AM
I haven´t tested these farmyards but they look small enough for one family. Is the production so high that it can support more than one big family? In that case, maybe a smaller one for Adam and Eve that really can support up to 5-6 people with everything they need for the start. That would be practical for people who hate micromanagement.
Title: Re: Farmyards Continued
Post by: kid1293 on February 11, 2020, 06:22:54 AM
I think the production is low enough. It is fair to say that a family
can survive and with the larger plots, they can even trade a little.

No need to change. And Adam & Eve... They have the whole map
why do they need to go small? Silly me. ::)
Title: Re: Farmyards Continued
Post by: kid1293 on February 11, 2020, 09:46:21 AM
  :) Farmyard V1.0 is now in the downloads!
Title: Re: Farmyards Continued
Post by: Glenn on February 11, 2020, 03:10:47 PM
Wonderful - one of your best yet
Title: Re: Farmyards Continued
Post by: kid1293 on February 11, 2020, 03:14:33 PM
Thanks.
And thanks to people on the forum who started me working on it. :)
Title: Re: Farmyards Continued
Post by: Abandoned on February 12, 2020, 06:25:32 AM
 :) Thanks @kid for adding the deco vegetables and scarecrow.  These farmyards are terrific.
Title: Re: Farmyards Continued
Post by: brads3 on February 12, 2020, 06:48:37 AM
these look super. between this,your workplace mod,and the many decorative mods, the farms have come to life. with the farmyards,you have so many options for ideas. you could add the glad trellace from the settler deco and do grapes,or some bushes and do berries. waiting to see what ideas other players come up with.
Title: Re: Farmyards Continued
Post by: Abandoned on February 12, 2020, 07:04:36 AM
Berries are included in the 2nd 5x5 farmyard that was made.  Other mods have deco flowers and bushes that can be added.
Title: Re: Farmyards Continued
Post by: Abandoned on February 15, 2020, 06:29:07 AM
That first 5x5 farmyard reminds me of when I first moved from the city to the country.  Many times I had to stop the car and wait until the chickens crossed the road.  Why did the chickens cross the road you ask?  They crossed the road to get to the other side where the neighbor's apple tree was.  ;D  They would be picking at the apples on the ground that fell from the tree.  ;D
Title: Re: Farmyards Continued
Post by: kid1293 on February 16, 2020, 02:16:50 AM
:) Version 1.1 is in the Downloads.

It contains a new farmyard. Corn, tomato, pepper, and egg.
Also included are all the plants as deco. Both 'standard' snow-covered and
'seasonal' disappearing in winter.

Have fun :)
Title: Re: Farmyards Continued
Post by: Abandoned on February 16, 2020, 01:38:20 PM
@kid1293 The farmyards all look very nice and there is a nice variety  :)  One small correction needed, there is no toolbar description for the last farmyard added, #9.  Thanks for adding all the deco vegetables and scarecrow  :)
Title: Re: Farmyards Continued
Post by: Abandoned on February 16, 2020, 03:24:28 PM
Thanks for fix @kid1293   :)
Title: Re: Farmyards Continued
Post by: The Pilgrim on February 20, 2020, 04:18:41 AM
An interesting thought could be groups based on complimentary planting. For example, the Native Americans taught early colonists about planting corn, squash and beans together. The corn stalks act as a trellace for the bean vines and together they provide shade for the squash.
Title: Re: Farmyards Continued
Post by: kid1293 on February 20, 2020, 04:24:54 AM
Hi Pilgrim.

Nice but it demands new models of everything. I am taking a break now.

How about the Colonial Houses? They never made it here...
Title: Re: Farmyards Continued
Post by: The Pilgrim on February 22, 2020, 08:55:57 AM
I will get those up shortly.  I have been offline for quite a while, mostly just checking in by mobile.  I'll try to get that posted this afternoon.
Title: Re: Farmyards Continued
Post by: Goblin Girl on April 16, 2020, 02:15:19 PM
I just discovered these.  How wonderful they are @kid1293 !  You did a great job as usual. 

Title: Re: Farmyards Continued
Post by: kid1293 on September 06, 2020, 10:04:28 AM
V1.2 is in the download. A major update!

I have added 9 more farmyards and the trees as deco.
The mod is now finished and I will not add any more.

Enjoy!

http://worldofbanished.com/index.php?action=downloads;sa=view;down=589 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=589)

(http://worldofbanished.com/gallery/2582_06_09_20_7_04_13.png)

Title: Re: Farmyards Continued
Post by: brads3 on September 08, 2020, 06:23:38 AM
i had an idea with the farmyards. was working with CC Journey which has ghost square tiles. took the ghost crop tile and placed them under the garden spaces of 1 of the farmyards but not under the whole plot. it made the corn and cabbages stand out more.

not sure if you want to add the texture under the gardens or maybe make a set of tiles players could use. might be neat to have the mud for a tile that players could use in pig pastures to decorate with too.i have seen players look for sand tiles and others now and then. i thought it improved the farmyard quite well.
Title: Re: Farmyards Continued
Post by: brads3 on September 08, 2020, 07:01:29 AM
i made some pics. in the 2nd below the road is some of the tiles and near the cabin are some other flower tiles.the dark tile is marsh or mud along the country road. the 2 below that are plantation tile.
Title: Re: Farmyards Continued
Post by: Abandoned on September 08, 2020, 08:59:27 AM
Kid Farmyards are made so they match with any terrain they are placed on, and should work with non-Kid mods without problem.  As Kid said, the mod is finished and he will not be adding to it.

Kid Settler Deco mod has flower beds that ghosted items can be placed on and will also prevent bannies from walking on. 

http://worldofbanished.com/index.php?action=downloads;sa=view;down=586

Title: Re: Farmyards Continued
Post by: lol99 on September 28, 2020, 03:49:51 AM
What mod are sweet potatoes from? (didn't find it in string table).
Is there a compatibility patch for this carrot and carrot from CC?
Title: Re: Farmyards Continued
Post by: Abandoned on September 28, 2020, 04:33:59 AM
@lol99 Kid Market Food BBQ uses kid's sweet potatoes and the mod adds the crop, seed can be bought from the trading post.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=206
Title: Re: Farmyards Continued
Post by: lol99 on September 28, 2020, 07:39:21 AM
Ok, thanks. I already have this mod installed, but, unfortunately, without string tables to.
Anyway, adding the SweetPotato entry to this file's string table helped.
Title: Re: Farmyards Continued
Post by: Glenn on February 11, 2021, 02:15:04 PM
As this is one of my favourite mods so I was wondering what the crop yield differences are between having a field worked by one person and a field worked by two people.

Have you thought of making a selection of bigger fields of say 10x15 or 12x10?
Title: Re: Farmyards Continued
Post by: kid1293 on February 11, 2021, 03:03:58 PM
Two persons make the job faster.

Too large farmyards are hard to place. But it is an idea.
Title: Re: Farmyards Continued
Post by: Glenn on February 12, 2021, 01:08:25 PM
Thank you, I have been creating larger fields by combining farmyards with fenceless animal pens ie sheep, chickens, pigs and cows

With the yields it is hard to tell if two people yield more food than one.
Title: Re: Farmyards Continued
Post by: theonlywanderer on February 12, 2021, 06:37:36 PM
@Glenn

Two people will not yield more food per field, only get it done faster.   It can seem like more food if one farmer wasn't getting the entire job done before winter and the rest was lost to frost every time.   So when you add the second farmer they are now able to get the entire crop planted faster and harvested faster and most likely in time before winter so they get the entire crop, ie..  appears to  be more food now.  I think this is where the ideal 11x11 farm was deemed the perfect size due to only one farmer needed and able to get it completely cleared in time.

The other scenario would be having a food crisis and just needing that food faster so you assign as many farmers to a field as possible to get it planted faster and harvested faster.

Title: Re: Farmyards Continued
Post by: Nilla on February 15, 2021, 12:17:43 AM
I've played big games using the farmyards and 2 workers do give the double (or almost) amount. My main strategy was to first use one worker and later when I wanted to increase the amount of food/tools/clothes fast, add a second. Farmyards work differently than normal farming where it works the way you say @theonlywanderer.
Title: Re: Farmyards Continued
Post by: Abandoned on February 15, 2021, 04:57:05 AM
Added note, unlike crop fields, the farmyards produce year round.  I add a few of the included deco crops to the farmyards so that it appears there is something to harvest during the winter months.  The farmyards were made with warmer or no snow climates in mind. 
Title: Re: Farmyards Continued
Post by: Glenn on February 18, 2021, 02:24:19 PM
As much as I love this mod there is one thing that I have noticed that is missing from most of your mod sets which is the absence of a large barn/storage facility.

Please correct me if I am wrong

If you ever have the time I would love a selection of barns and storage buildings
   
•   Small, medium and large ( eg vanilla barn size)
•   Specialised – general, food, tool, cloths etc.
•   A selection of textures similar to what you have done in Garden Shed, or Tiny Downtown but a variety that would blend in with your other mod sets.

There is a nice storehouse in Tiny Downtown - a larger version would be perfect
Title: Re: Farmyards Continued
Post by: assobanana76 on March 04, 2021, 06:28:20 AM
@kid1293
Are they saved game compatible?
thanks a lot!
Title: Re: Farmyards Continued
Post by: kid1293 on March 04, 2021, 06:47:48 AM
@assobanana76
Adding them should be okay.
Removing them could pose a problem. (forgotten, extra resources in some barns are not there. Crash)
Title: Re: Farmyards Continued
Post by: assobanana76 on March 04, 2021, 06:59:21 AM
Quote from: kid1293 on March 04, 2021, 06:47:48 AM
@assobanana76
Adding them should be okay.
Removing them could pose a problem. (forgotten, extra resources in some barns are not there. Crash)
sorry. My English is not perfect..
if I understand it well, adding them to a saved game should not crash unless, after I have them built, I remove them, right?
what I have often asked myself .. if the game crashes, can I always go back to a previous save by disabling the mod that caused it? (game on Steam)
thanks!
Title: Re: Farmyards Continued
Post by: Abandoned on March 04, 2021, 09:18:31 AM
@assobanana76   You understood right  :)  It should be safe to add Farmyards to a saved game, just do not remove.
Title: Re: Farmyards Continued
Post by: Glenn on March 04, 2021, 02:55:00 PM
Yes the game crash will happen when the mod you removed has produced something that is still in the game.

So if you add a farmyard that produces an item such as a potato, and the potato is in a barn then the game will crash - the mod is gone but the item (potato) is still there.
Title: Re: Farmyards Continued
Post by: Gatherer on March 04, 2021, 03:24:17 PM
Even if code for farmyard potato is copied directly from the vanilla game file?
Title: Re: Farmyards Continued
Post by: Glenn on March 04, 2021, 04:57:55 PM
You're correct,  if it is a vanilla copy resource then I imagine the game wouldn't crash if a mod is removed.

I was only using potato as an example, but the principle remains the same - if a removed mod leaves an item behind then the game generally crashes and you need to go back to a saved game before the mod was added.

I find that adding mods to a saved game is generally not a problem, ( depending on what it is) but removing them can be.
Title: Re: Farmyards Continued
Post by: assobanana76 on March 08, 2021, 01:13:56 AM
thank you so much!
this greatly changes the perspective!
many times after a crash, the only answer i had was to punch the screen !!  ;D
now I understood what the problem was !!  8)

does it matter in what order I put it in the list of mods already active?
Title: Re: Farmyards Continued
Post by: Glenn on March 08, 2021, 03:26:20 AM
Yes and No

You may have two mods producing the same item and the one on top of the list order will override the lower mod.
Kid has seedling producing mods as does an old CC greenhouse mod - if the old CC mod is above Kid's mod then the icon changes colour and the value is reduced to comply with the CC mod.
Other effects can be seen in the task bar where the icons do not display correctly and only show dots.

However, I find in the majority of cases simply adding a mod to the bottom is the best way to go, but  you should check as anything is possible - check, save, exit and restart the game.
Title: Re: Farmyards Continued
Post by: brads3 on March 08, 2021, 10:17:49 AM
check this-http://worldofbanished.com/index.php?topic=1790.0
Title: Re: Farmyards Continued
Post by: assobanana76 on May 05, 2021, 01:03:41 AM
thanks!!