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_consumeMaterials without a _produceMaterial?

Started by seanth, July 15, 2017, 06:57:03 PM

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seanth

Can a building consume a raw material but not produce anything? I keep coming back to the idea of food spoilage, and the only way I can think of modeling it is to have homes and storage buildings consume the various food types. I'd just test it, but since I'm limited to playing Banished using a wineskin, I haven't tried setting up the modkit under wine.

Something like:

ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialWood.rsc";
int _count = 30;
}
]
}
]
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
int _workRequired = 0;
float _workTime = 4.0;
}

Bartender

I have tried such a thing a few times, but unfortunately it doesn't seem to be possible. The only way I can think of that would kind of give this effect is if you for example let the building consume 2 logs and let it produce one log in return. That would be a very artificial method though, and I don't think the building would be able to have any other function next to this.

It's a shame that we can't do it, because I feel that tho game has many ways to acquire resources, but not a lot of ways to get rid of them.