Author Topic: Kid Bakery & Garden V1.1  (Read 9401 times)

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Online kid1293

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Re: Kid Bakery & Garden V1.1
« Reply #75 on: November 08, 2018, 01:52:59 PM »
 :)

Offline Goblin Girl

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Re: Kid Bakery & Garden V1.1
« Reply #76 on: November 08, 2018, 02:59:11 PM »
Oh, I love diagonal houses!  Thank you!

Offline Paeng

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Re: Kid Bakery & Garden V1.1
« Reply #77 on: November 08, 2018, 03:06:45 PM »
Yeahhhh  :D

Three Cheers To You, Goblin Girl!   :-*
Heads are round so thoughts can take a turn
Editor's Choice here

Online kid1293

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Re: Kid Bakery & Garden V1.1
« Reply #78 on: December 23, 2018, 01:22:17 AM »
Sincere request for input!

I have decided to stop spamming the trader with all extra food stuff.
Same food, different name. Sorry @RedKetchup but I just can not find
the use for all your crops. Most food recipes work on vanilla resources.

I am going back to vanilla output on Bakery Garden farming plots.
I have some simple models which I will include.
It will be potato, corn and some vegetables deco.

I have -
Removed RK's crops and added vanilla.
Added some deco.
Added the angled houses in a straight variant.
Redone the toolbar now when there are so many buttons.
Moved Bakery Garden to 'Themed Mods'.

Now the question.
What do I do with Tropical Greenhouse?
It IS big enough to house a grain field if I want that. But Mango and Pineapples  ::)
Come on, it is just for the look and I think it is fun only at first. It has to go.

If I make it a grain field, I can use tany's Wild Oats model and get Oats as output.
Then you have a steady source of grain, which is very positive.

What do you think?


Online Gatherer

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Re: Kid Bakery & Garden V1.1
« Reply #79 on: December 23, 2018, 01:40:08 AM »
I actually like the option to grow peas, carrots and turnips. They've become staple crops when using your greenhouses. At least keep those please.

I've turned to having standard set of crops in my latest games: potato, bean, cabbage, squash, tomato, pepper, wheat, peas, carrots, turnips. And only apple and pear orchards.
There's never enough deco stuff!!!
Fiat panis.

Offline hopledor

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Re: Kid Bakery & Garden V1.1
« Reply #80 on: December 23, 2018, 02:57:31 AM »
Sincere request for input!

I have decided to stop spamming the trader with all extra food stuff.
Same food, different name. Sorry @RedKetchup but I just can not find
the use for all your crops. Most food recipes work on vanilla resources.

I am going back to vanilla output on Bakery Garden farming plots.
I have some simple models which I will include.
It will be potato, corn and some vegetables deco.

I have -
Removed RK's crops and added vanilla.
Added some deco.
Added the angled houses in a straight variant.
Redone the toolbar now when there are so many buttons.
Moved Bakery Garden to 'Themed Mods'.

Now the question.
What do I do with Tropical Greenhouse?
It IS big enough to house a grain field if I want that. But Mango and Pineapples  ::)
Come on, it is just for the look and I think it is fun only at first. It has to go.

If I make it a grain field, I can use tany's Wild Oats model and get Oats as output.
Then you have a steady source of grain, which is very positive.

What do you think?



I totally agree with these choices.
I only have one suggestion. It's about deco stuff.
Can you make some that will not have snow on them during winter to put into the greenhouses ?
Like the ghosted crates from your crates mod.

Because these greenhouses seem to have problems :) :

http://worldofbanished.com/gallery/10838_23_12_18_2_49_03.jpeg
Kid Bakery & Garden V1.1




Online kid1293

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Re: Kid Bakery & Garden V1.1
« Reply #81 on: December 23, 2018, 03:22:47 AM »
Uh oh... thanks for pointing that out.

It is actually not the plants that are snow covered, it is the ground.
I use the same growing-plot with/without ghosted greenhouse
I never thought about the snow. I'll see what I can do.

edit - @hopledor  I have looked. Where are the planters coming from?
I didn't make them.
« Last Edit: December 23, 2018, 03:33:14 AM by kid1293 »

Offline hopledor

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Re: Kid Bakery & Garden V1.1
« Reply #82 on: December 23, 2018, 04:49:47 AM »
The planters are from CC.
I don't know if there are other ghost planters on any mod. (edit: I tried RK GardenWall planters too and as expected all are with snow too)
Puting them in greenhouses was not so smart as they freeze during winter, 
So your next planters will be very welcome :)
« Last Edit: December 23, 2018, 06:15:33 AM by hopledor »

Online kid1293

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Re: Kid Bakery & Garden V1.1
« Reply #83 on: December 23, 2018, 08:12:48 AM »
Not much problem. I copied the planters from greenhouses and made them ghosted.
I can now grow potatoes in the snow :)

The planters fit their corresponding ghosted greenhouses (4x3 6x4 7x7)
but can of course be used anywhere. No modular planters this time  :(

Online kid1293

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Re: Kid Bakery & Garden V1.1
« Reply #84 on: December 23, 2018, 08:24:09 AM »
small update on the situation

I realize I have opened a Pandora's box when it comes to what/what not to put on menus.
I will do as @Abandoned suggested to me - Leave Bakery Garden as it is and make an
Alternative version with vanilla crops. More job but I have to think about the future.

The Alternative version WILL have pumpkins, spices and sunflowers as the recipes
demand those resources. The mod was originally made to bake Pumpkin Pie. :)

I think I put the hothouse (7x7, the one with the tropical fruits) on hold for now.
It seems I can not decide what to do with it.  :-X

Criticism to waste bin. Happy faces welcome.  ;) :D

Offline JM

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Re: Kid Bakery & Garden V1.1
« Reply #85 on: December 23, 2018, 09:27:45 AM »
The previous version is somewhat overpowered. No material building costs, no need for seeds. Just a little work. Then high output, higher than field output of the same size - at least in harsh climate. And if I send more people there, the output is even bigger. So if vanilla crops replace exotic ones and otherwise nothing changes, then it will make no sense to buy seeds and grow it in the field.

It should not be so cheap. Benefits such as high, regular and weather independent output should be somewhat balanced.
Perhaps the greenhouses could be heated: 5 firewood + some work = 50-80 pumpkins.


Online brads3

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Re: Kid Bakery & Garden V1.1
« Reply #86 on: December 23, 2018, 10:26:35 AM »
i dont think the outputs are too high in a harsh climate yes they will give more than a field. however,you are growing food year round so a greenhouse of the same size should give you double at least of a field the same size. correct me if i am wrong,but i think the GH gives less than  2x a field of the same size.

Offline JM

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Re: Kid Bakery & Garden V1.1
« Reply #87 on: December 23, 2018, 10:40:12 AM »
Same output here, fields 9x7, greenhouses 6x4 (peak's valley, harsh climate)

//edit

mild climate - don't know, I am harsh-only :)

6x4 = 24, 9x7 = 63; so GH gives 2.5x more per tile
« Last Edit: December 23, 2018, 10:48:17 AM by JM »

Offline hopledor

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Re: Kid Bakery & Garden V1.1
« Reply #88 on: December 23, 2018, 12:06:53 PM »
I like the output as they are too.
Maybe I even think the 6x4 is a little bit low.
I understand your point but to me many kid's mod are mostly about simplicity and efficiency in smaller spaces (with style of course :) )
And I like to play on small maps or in mountains so I need these tools.

Also you can't really compare the numbers with a cropfields because your farmers are available as laborers between harvesting and seeding.
And the shed make the 6x4 more like a 6x5 or even more if you consider several greenhouses. You have to let space between them for pathing, with cropfields you don't. 
So if we go this way the true use of space for a 6x4 is 7x6.
With a worker never available for anything else, the output could be higher  :P

Offline JM

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Re: Kid Bakery & Garden V1.1
« Reply #89 on: December 23, 2018, 01:42:10 PM »
But what if I have two farmers? They can both work in the same 7x6 greenhouse. The field size must be doubled to 18x7, so the ratio is 3/1. And output of fields and orchards is influenced by the weather, so the long-term ratio will be even higher.

But you are right, field farmers are available as laborers between harvesting and seeding, that's a big advantage. I did not realize this.