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EB Markets Set - Updated July 27 2018

Started by embx61, April 22, 2017, 09:25:58 PM

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QueryEverything

Thank you @embx61 no rush, no time frame on it.  :) As I mix and match different start areas I am finding new ways of putting things together, and it's how I came up with the "Craft" option in a hunters market, I was going to use DSS Production, and wondered how to get all the tools out to the hunting ground :) 
:)
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embx61

No rush?

Okay, somewhere in 2024 it will be done  :P

But seriously I have the Blacksmith done but what do you want to flag the coal as?
In CC Coal is Minerals(CoalFuel) but that means it can store all kind of minerals in the market as well.

But if I flag the coal as Fuel it stores Firewood as well.
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QueryEverything

That's a tricky one @embx61 :)
I think it will need to be in as Mineral(CoalFuel) as I believe most coal produced is now that flag, and just have to hope that the stockman doesn't go too crazy bringing in other materials :) 

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embx61

Okay @QueryEverything

I set the flag to CoalFuel

Yeah, you will have that problem with Protein too as that dumbass Vendor will bring all kind of Protein except of course the Venison. LOL

Working now on the Hunting Market :)

It will be swift because I can use same textures with just add a little bit to them here and there.

Should be done tonight as I cannot sleep as I need my mind occupied. :(
Good thing is I am on STD
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As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

Okay @QueryEverything

New Version 107.03 is up :)

Added to the set a Blacksmith and a Hunting Market.

Have fun and put those vendors to work :)
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As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

QueryEverything

Thank you, got them now, new game here I come :) 
(Good excuse to trash that last map, lol)  Hahahaha
[color=purple]~ QE, I query because I like learning new things.  [/color]

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embx61

Maybe it will work in a save. I only added two markets to the set but I am not 100% sure.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

QueryEverything

#22
Oh no, they do work, but, it's a good excuse to trial another map.
Also, to avoid the diptheria outbreak ;) hahahaha

And yes, they do work @embx61  :)

Here you can see it fits in well with @Necora 's mods: Maritimes Collection: Prince Edward Shore Fisheries and Maritimes Pine Set V103 :)


And here is the Blacksmith set as well. :)
Alongside:
Small Town Rowhouses 2 (Blacksmith & Tailor) by @kid1293
Kid - Yard Cover v1.1 by @kid1293
Bits & Pieces Part 1.02 (Storage Crates) by @kid1293 
BETA - DS Small Village: Production (beta 2) (Village Workshop) by @Discrepancy
Maritimes Pine Set V103 103.01 (Pine Lumber Cutter) by @Necora

These are all in the very start area, with specialised stockpiles sorted, and the original stock pile removed, a large (no pictured) market in its place.

[color=purple]~ QE, I query because I like learning new things.  [/color]

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tanypredator

Quote from: embx61 on April 26, 2017, 01:44:18 AM
Yeah, you will have that problem with Protein too as that dumbass Vendor will bring all kind of Protein except of course the Venison. LOL

Can you please explain, what is that problem with vension (or maybe it is already solved)? I've noted that food market vendor behaved a bit strange - he first took small amounts (dozens) of food (including vension) to market, then finally began to take usual amounts (hundreds), and only after that he took all vension out of market!

Speaking of 'hunter' market - bannies usually take food only once from one source, I'm afraid, that they wouldn't take fruits, vegs and cereals from food market and then vension from 'hunter' market.

One more thing that I thought when playing with your new markets: why should 'blacksmith' market take tools? I thought he should take materials, used by blacksmith, and then blacksmith put his tools into some storage, from where 'tools and fuel' vendor take them to where banies live. Just as suggestion, I'm ok simply building blacksmith where materials are stored :)

embx61

@tanypredator

The blacksmith and hunting markets were added on after a request from @QueryEverything with the requested flags.

Because markets are using flags it can be that the hunting market stocks all Protein and then there is maybe no room left for the Venison so I was just joking there. QueryEverything wanted  a market close to hunters so it stores the gathered venison, leather and such, but it will of course store all the other proteins, textiles, as well.
Same for the blacksmith market.

I have no clue why the food market acting strange unless the code is somehow wrong.
This is the code for the food market.

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Grain | Vegetable |Protein | Fruit;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 1800;
}


MarketDescription market
{
float _fillLimit = 0.99;

FillType _fillType
[
{
RawMaterialFlags _flags = Edible;
float _ratio = 0.598;
}
{
RawMaterialFlags _flags = Grain;
float _ratio = 0.100;
}
{
RawMaterialFlags _flags = Vegetable;
float _ratio = 0.100;
}
{
RawMaterialFlags _flags = Protein;
float _ratio = 0.100;
}
{
RawMaterialFlags _flags = Fruit;
float _ratio = 0.100;
}
]
}




[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

edible , you dont put edible there... just the grain % vegs % pro % fruit%
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tanypredator

Thank you for answers, embx61, probably, food vendor just got rid of excessive proteins (they do such things, don't they?). I'll test again, maybe just some bugged game it was.

embx61

Quote from: RedKetchup on May 05, 2017, 01:09:34 AM
edible , you dont put edible there... just the grain % vegs % pro % fruit%

Ah, I see.

So the first code is okay but get rid of Edible in the second part and the divide the percentage to 4.
So about 0.249 for each
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

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QueryEverything

Hi @tanypredator I was the one that asked for 'Blacksmith', I asked for the tools so that as the tools were made, that they would also go into the merchant storage, that way all the local Bannies would always have tools available for distribution :)
It meant that I didn't have to have a huge storage area for the tools too :)  It's a 2-in-1 thing :D   

I suppose though, if we were to make it a true Blacksmith merchant, then we would also need to include the other BS items that have been added such as @Discrepancy Wagon Parts, but I don't know if they already are counted in the storage class that @embx61 added to this merchant :)

I also asked for the Hunters market, again for a 2-in-1 storage/distribution, so I didn't need multiple storage and markets in my Outposts that I have around the map for mainly just (at this moment) hunters & butcher & a tailor (using the mini ones from Kid's Workplace Mod), so I just had the small ones dedicated for this purpose. 

@RedKetchup created a mod that had the merchants carry more, WheelbarrowBigger which may be of use for you :)


{{Oh, I see answers have happened since I started this post an hour ago ...  sidetracked by YouTube ;) }}
[color=purple]~ QE, I query because I like learning new things.  [/color]

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[color=teal](Gently) Please: if you download mods please rate them, this helps & encourages the modders. :) [/color]