Author Topic: Kid Bakery & Garden V1.1  (Read 7350 times)

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Offline Kyana

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Re: Kid Bakery & Garden V1.02
« Reply #60 on: October 14, 2018, 02:32:28 PM »
I think they are grain, but they could be flagged only edible. I think
I have seen them stored in my grain storage and fruit/veg storages'

Online embx61

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Re: Kid Bakery & Garden V1.02
« Reply #61 on: October 14, 2018, 02:45:26 PM »
If you only make them Edible the bannies not receive the health bonus.

Water is only edible. Bannies see it as food but not gain any health bonus for drinking water.
Water was not really modded as food extension but more as a resource for other production chains but it is logical to give it the Edible flag.

What elemental says is true but only if players place specific orders at merchants.
A merchant which arrives without having an specific order can bring about anything fitting the flags he is allowed to carry.

All raw materials are loaded when the game starts and directly available to the merchants.
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Offline Kyana

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Re: Kid Bakery & Garden V1.02
« Reply #62 on: October 14, 2018, 04:25:13 PM »
Thats too bad about the food flags.

I wish water and flowers like violets and tullips were not edible, just misc items. I have pefumery industry and they eat all my stuff for production :P.. And i only get about 300 violets from the cropplot instead of 980 food i normally get from that size.

What is the usefullness or purpose of having a specialized food market? Like a fruit market? I was thinking of making an area for bakery but then i need pumpkins, flour, kernels, spices and seed oil in that area.. And i dont want bannies to eat my spiced pumpkin pie. Is having specialized markets in the bakery area without houses near a good idea so i use it for trading? But then i get stuff in there i dont need there...

So why do we have fruit / protein / grain / veggie market stalls :P?

Online embx61

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Re: Kid Bakery & Garden V1.02
« Reply #63 on: October 14, 2018, 04:39:59 PM »
You have separate food markets because some players asked for them.
What else can water be? In real life it is edible.

Not sure why flowers are edible, have to ask RedKetchup but you now want the food stuff not to be edible because it cuts into your perfumery line and this same thing happened with flour, and others, too years ago  ;)

But doing this will create storage problems.

Some flags have like 50 or even more items under them. The game not allow more then working with 20 flags for everything.
So if a market has the protein flag everything which is under that flag can be stored and so it can happen that you have a market and hope it get stored with Veneson (Protein) but if that market is allready filled with other stuff which is protein no venison can be stored until some is taken away by bannies.

So one good thing, making some stuff not edible so it can be fully used for production chains, have a downside related to markets/storage and there is nothing we can do about it.

All in all, Banished is not the perfect game, it never will be. This is not directly the fault of Luke the developer and not the fault of modders/players either.
The game is just too rigid developed with modding more as a addon and therefore problems like with storage etc. will always occur.

That is what I meant with that the game is not up to par with all the mods/resources released and we all have to just live with that.
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Offline elemental

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Re: Kid Bakery & Garden V1.02
« Reply #64 on: October 14, 2018, 05:45:10 PM »
You're certainly right that Banished isn't perfect. The modding that has been done is amazing, considering all the limitations in the game. The other thing is that we all play it slightly differently, so different mods suite different play styles.

Offline RedKetchup

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Re: Kid Bakery & Garden V1.02
« Reply #65 on: October 14, 2018, 05:51:33 PM »

Not sure why flowers are edible, have to ask RedKetchup

my flowers are not edibles

RawMaterialFlowers.rsc


RawMaterialDescription rawmaterial
{
   SpriteSheet _spriteSheet = "UI/RKEditorChoiceEditionSpriteSheet.rsc";
   StringTable _stringTable = "UI/RKEditorChoiceEditionStringTable.rsc";
   String _name = "Flowers";
   String _nameSmall = "FlowersSmall";
      
   int _lowCreateCount = 4;
   int _highCreateCount = 8;

   int _weight = 2;
   int _createChance = 1;

   RawMaterialFlags _flags = Custom7;

   float _carryScale = 0.66;
}
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Offline Kyana

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Re: Kid Bakery & Garden V1.02
« Reply #66 on: October 14, 2018, 06:37:30 PM »
No but tullips and violets and the other 2 are edibles :P, that was what i was talking about :)

@ embx, did you ever eat a violet :P? Or a tullip? Im from netherlands and i never heard of anyone eating tullips..


Yes the modders did a great job! It made banished so much better.
« Last Edit: October 14, 2018, 06:47:30 PM by Kyana »

Offline RedKetchup

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Re: Kid Bakery & Garden V1.02
« Reply #67 on: October 14, 2018, 06:56:49 PM »
Yes the modders did a great job! It made banished so much better.

thanks you
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Offline Maldrick

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Re: Kid Bakery & Garden V1.02
« Reply #68 on: October 14, 2018, 09:32:57 PM »
Since it comes up, I think not having separate flags for each food type is the most glaring design flaw with this game, honestly.  It's exacerbated by mods but it's a problem playing the base game, also.  Food diversity is a key mechanic in the game, one of the few, yet there's really no way to maintain it in an orderly way like just about everything else.

I say that with a preferred playstyle of building self-sustaining towns.  Balancing textiles is a similar problem for this but there are ways around that.  Same for other things that share flags.  There really isn't one with the food groups and that's the one that really matters.  With micromanaged towns where running in its own isn't the goal it's almost entirely a non-issue, though.

The limited flags, in general, is the only thing that's a constant irritant about the game for me because of that playstyle preference.  It's only frustrating because the game is about perfect for what it does in about every other way.

Actually, @Kyana touches on something I've always wanted to experiment with but have a lot more to learn before tackling anything like it.
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Offline kid1293

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Re: Kid Bakery & Garden V1.02
« Reply #69 on: October 14, 2018, 10:34:01 PM »
OKAY.

Has everyone got a piece of the pumpkin now? :)
Start a new thread, please.

Offline RedKetchup

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Re: Kid Bakery & Garden V1.02
« Reply #70 on: October 14, 2018, 11:45:02 PM »
OKAY.

Has everyone got a piece of the pumpkin now? :)
Start a new thread, please.

haha  ;D
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Offline Kyana

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Re: Kid Bakery & Garden V1.02
« Reply #71 on: October 15, 2018, 06:32:18 AM »
Sorry Kid, i was actually thinking about your pretty thread about pies and us talking about other stuff :P

http://worldofbanished.com/index.php?topic=2627.msg54181#msg54181
« Last Edit: October 15, 2018, 06:47:44 AM by Kyana »

Offline kid1293

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Re: Kid Bakery & Garden V1.02
« Reply #72 on: October 15, 2018, 02:15:05 PM »
Thanks. No harm done :)

Offline kid1293

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Re: Kid Bakery & Garden V1.1
« Reply #73 on: November 08, 2018, 05:26:27 AM »
Hello everyone!! Deep down in the big big pile of mods I have updated Bakery & Garden!

Version 1.1 - Finally made a wall that looks okay.
The Abode from Houses for Sale is added. Thanks @Abandoned !
Two houses which I turned 45 degrees to make @Paeng happy.

Be happy! :)

http://worldofbanished.com/index.php?action=downloads;sa=view;down=335

http://worldofbanished.com/gallery/2582_08_11_18_5_13_17.png
Kid Bakery & Garden V1.1



Offline Paeng

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Re: Kid Bakery & Garden V1.1
« Reply #74 on: November 08, 2018, 01:50:57 PM »
Two houses which I turned 45 degrees to make Paeng happy.

I am!   :D
Heads are round so thoughts can take a turn
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