News:

Welcome to World of Banished!

Main Menu

Profession: Carrier

Started by mer, May 29, 2018, 10:02:15 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

mer

It will be not possible to mod a carrier profession, right?

That would be a laborer which can receive a source storage (barn or pile), a target storge (of the same type, of course) and a kind of good, and then transports simply every bit of this good from the source to the target. 

Voeille

That doesn't look like a thing that can be modded. It's exactly like donkeys in LIF: Forest Village, carry X from A to B.

What you can do in Banished is build a specialised market/wagon/market stall (some mods include those) that can only hold one type of goods, for example only stone. Then, you can place it where you want stone and the vendor will bring it for you. It's not perfect for what you want, but the closest you can get I think.

mer

LIF? But yes, exactly that's the wanted thing: Carry X from A to B.

The problem with the vendor is that he interferes with the 'daily work' of the other craftsmen. If I wish to collect wool and leather nearby the tailor, he cannot work anymore as soon as the vendor will take everything he can get for himself. But the aim is, for example, to get those pieces of wool and leather that are spread all over the map instead of being available to the tailor. And that means: collecting it from the most distant places, not from near ones. The vendor lacks, in a manner of speaking, the 'from A'-part, but that would be important for usage.

Voeille

LIF is a series of games called Life Is Feudal, Forest Village is one of those games, and it's basically like Banished with a few differences, one of them being the aforementioned donkeys.

Yes you can't influence the source storage point for vendors, they will go anywhere they need to stock their market.

rkelly17

Quote from: mer on May 29, 2018, 11:21:38 AM
LIF? But yes, exactly that's the wanted thing: Carry X from A to B.

The problem with the vendor is that he interferes with the 'daily work' of the other craftsmen. If I wish to collect wool and leather nearby the tailor, he cannot work anymore as soon as the vendor will take everything he can get for himself. But the aim is, for example, to get those pieces of wool and leather that are spread all over the map instead of being available to the tailor. And that means: collecting it from the most distant places, not from near ones. The vendor lacks, in a manner of speaking, the 'from A'-part, but that would be important for usage.

I may not understand your point, so take that into account. I always build my tailors (also blacksmiths, etc., etc.) very near a market. That way the vendors do all the traveling to collect materials into the market and the tailor just has to go to the market to stock up. Is that not what you are looking for? In most cases Banished does reward you for spreading production across the map rather than creating specialized villages.

RedKetchup

Laborers is the only profession that has been elaborated by the developper that is "non-building" related. and its code is totally hidden. the only professions we can add are all "building related" and attached to a building. in this game we cannot add a 3rd row of workers. once they are adult, they are laborer, you give them a job and they becomes specialized worker assigned to a specific building. you cannot add a specific job without attaching it to a building, they will go idle and have a question mark over the head.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

mer

QuoteIs that not what you are looking for?
No, it isn't. The vendors are much too slow as they look for more or less everything. A well-equipped tailor can make more than 180 coats per year, a marked-near placed one is strolling around two third of a year as the vendor still needs other things, and maybe reaches 50 or even less. And the tailor had only been one example. Stocking the piles nearby the trading points with firewood for fast comepnsation after 'shopping' would be another thing.

Quoteyou cannot add a specific job without attaching it to a building
But that should be no real obstacle, should it? Call it 'peons hut' or something like that... My guess was that specifyinga source, a target and a good are the really impossible things.

elemental

#7
I don't know of any mods that work the way you have described, but there are two barns in CC that you might be interested in. Or if you don't use CC then perhaps someone here could make their own standalone version of them.

http://blackliquidsoftware.com/index.php?/articles.html/storage/distribution-barn-r411/

The distribution barn fills up just like a normal barn, then you can tell its worker to empty it. The worker will take whatever is in the barn and put it in other nearby storage buildings.

http://blackliquidsoftware.com/index.php?/articles.html/storage/resource-depot-r42/

The resource depot is basically a trader that doesn't trade. You tell it what to store and the worker goes and collects those goods from wherever they are on the map. When you want to use the goods you tell the depot to empty those goods and the worker will put them in nearby stockpiles or barns. It's a good way of collecting stuff from far across the map for local use, but you do have to micromanage it. There was an old mod called warehouse (I think) that did the same thing. That one was around before CC made their version of it.


Edit to add that it was Red who made the original Warehouse mod. I don't know if that one still works but it is still here on WOB.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=15

And there is also a new version:

http://worldofbanished.com/index.php?action=downloads;sa=view;down=242


Nilla

Banished has its limitations, yes that's right, but somehow; that's also it's charm. You need strategies to overcome the problems. Logistics is definitely one of them, maybe even the main problem. I have never seen a tailor produce 180, but I suppose, that it could, with perfect conditions. But the question is; do we really need these perfect conditions? Wouldn't it make the game more "flat", easier to play, when you've once learned this "perfect way"? And is it really the perfect way? Do you need a tailor, that produces this much on one spot? Maybe if you want to sell the coats, and in that case we would have another boring "super export product". But if you produce the coats for your people; someone need to carry these coats all over the map, maybe back to where the wool came from, where they are needed. A lot of carrying instead of producing.

This wasn't really meant to criticise your idea @mer. In fact, if it was possible, I would find it good, if anyone would make such a function. I like, that this game have different aspects and different possibilities. If there are things, I don't like or I find, brings the game in a direction, I don't want it to go, I don't need to use them. 

mer

#9
Limitations can have charm, yes, but for me, this special one is only annoying.
So, without a carrier, I guess I will stop playing soon. It's a huge pity that the development stopped as it's really a nice game already, and a couple of - in my opinion - small changes would make it fine. But the lack of directed transport makes the limitations I could live with too much limiting.

(According to the tailor: he is where the wools come from. See https://imgur.com/a/XLD7whA . The unneccessary transport already occurs - if the laborers and vendors would leave the wool and leather alone, it would be okay. But the disperse it to everywhere... where it's not needed. It has to transported back.)

The specialised barns maybe help a bit, but as I said, they interfere with the 'daily work' as they suck up first everything nearby. And I play only the base version as every mod tend to make the game unstable on my PC. So, I use only one for map making (to have plains), and even that is disabled afterwards. That is, I have no CC mods now.


RedKetchup

probably what you need to use is those carts from RK Ed !

there is one for every flag! you put 1 vendor in it from time to time and he take care to fill it up !
and your tailor would always have materials to work with.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Nilla

Yes the cart would be an option, or even better, the specialized market, that can hold more. But since @mer says, that he/she can't use many mods, I guess RK Ed is too big and I haven't seen that you've published the carts as a separate mod (or have you? @RedKetchup, I guess such a mod wouldn't be all too big)

The location of your tailors seem perfect to me @mer and 180 really an impressive outcome. I would be very satisfied and not look all too much on the wool and leather in far away markets and barns. Let there be 20 wool here and 10 leather there. It's not what's missing in your tailor shop, that counts; it's what's actually lands there. And it seems to be a lot. Sometimes frustrating? Yes, I can understand that. But also a challenge, to find strategies to "fool" these limits. The kind of challenges I like with this game.

mer

The carts may be a solution, yes :-) . However, I'm actually unable to find "RK Ed" ad BanishedIndo, my source for mods until now...?

Nilla

No, it´s still beta and only here on WOB. But I warn you; it´s large.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=409

galensgranny

I use the carts from RK Editor Choice and they are great to put next to a workplace!  I am using his Beta 11 Version.  I think it might not be as file heavy as the recent Beta 12.  But, he doesn't have the download link up anymore for Beta 11, unfortunately.

@RedKetchup, maybe you would consider releasing your carts as a separate option for those whose computer's can't handle too much, since they are a fabulous item.