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CC Terrains

Started by kralyerg, April 12, 2017, 07:29:18 PM

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kid1293

This is what Kralyerg gave me to use.
He said it was the workaround they used with CC.
Almost the same but the custom flags are a bit different.
Either way they cover all.


Merchant _merchants
[
{
StringTable _stringTable = "Dialog/StringTable.rsc:merchant";
String _merchantName = "MerchantFood";
int _itemCount = 15;

RawMaterialFlags _sellFlags = Edible | Protein | Grain | Fruit | Vegetable;
RawMaterialFlags _wantFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = 0;
}
{
StringTable _stringTable = "Dialog/StringTable.rsc:merchant";
String _merchantName = "MerchantGoods";
int _itemCount = 5;

RawMaterialFlags _sellFlags =  Wood | Stone | Iron | Fuel | Custom3 | Custom4 | Custom5;
RawMaterialFlags _wantFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = 0;
}
{
StringTable _stringTable = "Dialog/StringTable.rsc:merchant";
String _merchantName = "MerchantGeneral";
int _itemCount = 20;

RawMaterialFlags _sellFlags =  Tool | Health | Edible | Textile | Clothing | Alcohol | Custom0 | Custom1 | Custom2 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _wantFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = 0;

ComponentDescription _additionalItems
[
]

SelectGroup _naturalResources
[
Crop,
Orchard
]
}
{
StringTable _stringTable = "Dialog/StringTable.rsc:merchant";
String _merchantName = "MerchantSeed";
int _itemCount = 2;

RawMaterialFlags _sellFlags = 0;
RawMaterialFlags _wantFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = 0;

ComponentDescription _additionalItems
[
]

SelectGroup _naturalResources
[
Crop,
Orchard
]
}
{
StringTable _stringTable = "Dialog/StringTable.rsc:merchant";
String _merchantName = "MerchantLivestock";
int _itemCount = 2;

RawMaterialFlags _sellFlags = 0;
RawMaterialFlags _wantFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = 0;

ComponentDescription _additionalItems
[
]

SelectGroup _naturalResources
[
Livestock,
]
}
]


RedKetchup

#16
the difference with that one :

the general merchant, the one who was selling you everything before (food resources seeds....) they dont sell you food anymore.
i personally prefer my list. it is exactly same as before , the resource merchant got a bit of love (making him more resourcefull)^^
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kid1293

OK. I buy that.
Will use your list with vanilla merchants and very much liked resource merchant. :)

Nilla

OK, thank you. Now I understand a bit more! Sorry for suspecting this mod, as it turned out that @embx61 was the "bad guy" ;). Anyway I solved the problem in another way; by demolishing the vanilla trading port and all buildings, that produces goods, that can't be sold in the jetty ports. I really don't need any more trading goods anyhow.