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Request: Alcohol made inedible

Started by Gatherer, October 18, 2016, 11:03:06 PM

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kid1293

There is a middle way to solve it.
You make the tavern NOT provide happiness with the 'Entertainment' flag

You remove this:
HappinessDescription happiness
{
HappinessType _happinessType = Entertainment;
bool _requireWorker = true;
bool _requireStorage = true;
RawMaterialFlags _requiredTypes = Alcohol;
int _idleRange = 3;
}


and change it to this:

HappinessDescription happiness
{
HappinessType _happinessType = Goods;
}


Then they will only store the alcohol. They will not drink it.

Discrepancy

:)

yes, I did think of doing that.

But instead a future Pick & Hen update, will have another extension brewery that has the option to make a resource called 'Export Ale'. It will be flagged as an inedible food, purely produced for trade.

kid1293

Maybe a good idea with Export Ale.
The brewers steal each others booze, so you would have to change
every sort of tavern, pub, mead stall....

Tom Sawyer

Quote from: kid1293 on November 21, 2016, 12:55:46 AM
... Then they will only store the alcohol. They will not drink it.

That sounds interesting @kid1293. If the building has no happiness while alcohol is stored, then they can store it without consuming it? This could solve some issues and maybe even release a new flag. I will test it a bit...