Author Topic: request - stackable forester/hunter/gatherer/herbalist buildings  (Read 1339 times)

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Offline Gatherer

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #15 on: August 31, 2017, 08:06:18 AM »
Don't forget that foresters cut mature trees which are needed to grow herbs. Placing a herbalist and a forester together will reduce herb output.
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Offline poop4

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #16 on: August 31, 2017, 12:37:43 PM »
not if you set the forester to plant only

Offline Necora

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #17 on: August 31, 2017, 08:08:05 PM »
In the pine set all of these buildings have a 1x1 or 2x2 footprint and are designed to be arranged with the forest tower in the middle (1x1) surrounded by a road, then the other buildings fit around the road (2x2 with 1 road tile at the corner). The total compound takes up a 5x5 area. With the radii being the same, there will always be a tile overlap, however I went one further and made the radii of the hunter, trapper, gatherer, and herbalist 3 tiles smaller than that of the forestry tower, so when built together in this config the radii of the other buildings all fit snug within the radii of the forestry tower, no outside overlap.

Offline RedKetchup

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #18 on: August 31, 2017, 09:19:09 PM »
i wish there is simply a way to close/open this radius circle :P
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Offline Gatherer

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #19 on: September 01, 2017, 08:04:52 AM »
not if you set the forester to plant only
But that would fill most of the available tiles with trees. Gatherer and Herbalist output would be affected again.
Fiat panis

Offline kid1293

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #20 on: September 01, 2017, 09:56:51 AM »
@poop4

I have followed the discussion and thought I had a solution. Not so.
The standard footprint does not allow for any moving of the center.
I tried and came up with either a ghosted (trees grow up through the roof)
or an all roadtiles version.

The roadtiles version is simply a 2x2 footprint with a 1x1 workplace in one corner.
like this
.x
..

Since footprints overlap you can turn 90 degrees and build another corner.
The bad thing is that there is a footprint that does not allow the workplace
to be adjacent to a wall. Well, you can't have it all.

The radius of each building is a perfect match. I choose not build a living
space since it would grow too big for that. You have to come up with something.

Here are screenshots of a 2x2 combo with forester, hunter, gatherer and herbalist.
If you are positive to this I will upload.

Offline RedKetchup

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #21 on: September 01, 2017, 10:19:10 AM »
but at some point....

gatherer hut : 5x7 = 35 tiles
forester lodge: 5x6 = 30 tiles
herbalist hut : 6x7 = 42 tiles
hunter lodge: 6x8 = 48 tiles
---------------------------------
total of tiles :  155 tiles

a 2x2 footprint to replace 155 tiles ?? ?? ..... dont make sense at all @kid1293  ^^
do something like a 8x10 footprint, at least (8x10=80) with a road in center..
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Offline kid1293

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #22 on: September 01, 2017, 10:39:57 AM »
but at some point....

gatherer hut : 5x7 = 35 tiles
forester lodge: 5x6 = 30 tiles
herbalist hut : 6x7 = 42 tiles
hunter lodge: 6x8 = 48 tiles
---------------------------------
total of tiles :  155 tiles

a 2x2 footprint to replace 155 tiles ?? ?? ..... dont make sense at all @kid1293  ^^
do something like a 8x10 footprint, at least (8x10=80) with a road in center..

Did it ever occur to you that the building is just a placeholder?
Tom Sawyer's hunter has just a sign on the ground. That's enough.
No-one is living in 155 tiles. Isn't that a waste?

Offline RedKetchup

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #23 on: September 01, 2017, 10:49:31 AM »
No-one is living in 155 tiles. Isn't that a waste?

i dont consider that as a waste, it is game mechanic and space constraint, it is building working space
but you can do whatever you want my very good friend :)
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Offline kid1293

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #24 on: September 01, 2017, 10:56:54 AM »
The game is not set in a fixed position. We prove that every day.
You build houses that the game never heard of. (overlapping)
And yet there is not a thought about saving space?

Yes, we are friends and I think we can agree that this is a way
for an easy game. But many people want it easy. Just to relax. :)

Offline poop4

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #25 on: September 01, 2017, 09:05:22 PM »
necora,
that's really close. it definitely solves the footprint problem, but it still has those pesky sloppy circles. i tried your set, but i still had overlap, is there a super new version of your mod i don't have?

kid,
that also looks great. i'm not sure what you think the problem is. you say it can't be built by a wall, you mean the buildings can't touch? i don't understand how you "failed"

kid and red,
for me, it's always been strange that there needs to be buildings to hunt, gather, cut down trees, etc. but i like the game mechanic of having to invest logs, stone, and possible other materials in order to be able to do these things. i don't think the building costs should be changed, so it would be weird if a 1 square building needed 32 logs and 12 stone to build, for example. that's why i suggested the multi-story concept. i'm fine with all 4 buildings taking up as much space as, say, the forester lodge does now, so if it were made 3 squares narrower, the other 3 building "legs" could replace the 3 missing squares of width, does that make sense?
for me it's mostly about the circles lining up, i'm not super obsessed with the buildings taking up the absolute least amount of space

Offline kid1293

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #26 on: September 02, 2017, 01:34:21 AM »

Hi @poop4 !


I tried to write a long explanation but messed up. It only made things worse.
Here is a picture to show what I mean by not being able to to build close to a wall.


I have a few things to do before you can have it.

Offline Paeng

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #27 on: September 02, 2017, 02:17:39 AM »
but at some point...

RedK and Kid, you both have good points about this... for us players it's always a thin line between staying realistic / wasting or saving space / looking good  :D

What always irks me about the large structures of forester, gatherer and herbalist is the lack of storage and living quarters, which you always need to build in addition to the work places - that's what really jacks up the "wasted" real estate.

My favored solution would be to a) maintain a reasonably sized footprint for the work space, but b) have buildings with an overlap tech second floor for the living quarters, and c) storage in (small footprint) underground cellars...

That way I feel one could maintain any of these hubs without wasting too much space, but still look reasonably sized for a production hub.


Just my 2 cents...  ;)


EDIT

Storage here means general storage to provide the hub with tools, clothing, food etc... not storage for huge piles of logs or other heavy loads...
« Last Edit: September 02, 2017, 02:27:41 AM by Paeng »
Heads are round so thoughts can take a turn

Offline poop4

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #28 on: September 02, 2017, 03:04:27 AM »
kid,
i see. well, i'd probably never have them near other buildings (except each other), but i see why you'd want to fix that

Offline kid1293

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Re: request - stackable forester/hunter/gatherer/herbalist buildings
« Reply #29 on: September 02, 2017, 05:41:41 AM »
After hours of testing I think I want the ghosted version.
It makes no real difference. If it is as roadtile the bannies walk through anyway.
I already need to have a remove button. Roadtiles cant be clicked.
So ghosted it is. Now they can be built all the way up to a house or wall.
I have added an empty roof just to fill the space if you don't build all four.

edit - @poop4  Your wish is fulfilled, the circles are concentric (radius=30)
The button is under vanilla toolbar - resources

Here it is. (with source)

http://worldofbanished.com/gallery/2582_02_09_17_5_40_25.png
request - stackable forester/hunter/gatherer/herbalist buildings


« Last Edit: September 02, 2017, 05:59:04 AM by kid1293 »