Author Topic: Farmyards Continued  (Read 3204 times)

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Offline kid1293

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Re: Farmyards Continued
« Reply #30 on: September 06, 2020, 10:04:28 AM »
V1.2 is in the download. A major update!

I have added 9 more farmyards and the trees as deco.
The mod is now finished and I will not add any more.

Enjoy!

http://worldofbanished.com/index.php?action=downloads;sa=view;down=589

http://worldofbanished.com/gallery/2582_06_09_20_7_04_13.png
Farmyards Continued



Offline brads3

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Re: Farmyards Continued
« Reply #31 on: September 08, 2020, 06:23:38 AM »
i had an idea with the farmyards. was working with CC Journey which has ghost square tiles. took the ghost crop tile and placed them under the garden spaces of 1 of the farmyards but not under the whole plot. it made the corn and cabbages stand out more.

not sure if you want to add the texture under the gardens or maybe make a set of tiles players could use. might be neat to have the mud for a tile that players could use in pig pastures to decorate with too.i have seen players look for sand tiles and others now and then. i thought it improved the farmyard quite well.

Offline brads3

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Re: Farmyards Continued
« Reply #32 on: September 08, 2020, 07:01:29 AM »
i made some pics. in the 2nd below the road is some of the tiles and near the cabin are some other flower tiles.the dark tile is marsh or mud along the country road. the 2 below that are plantation tile.

Offline Abandoned

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Re: Farmyards Continued
« Reply #33 on: September 08, 2020, 08:59:27 AM »
Kid Farmyards are made so they match with any terrain they are placed on, and should work with non-Kid mods without problem.  As Kid said, the mod is finished and he will not be adding to it.

Kid Settler Deco mod has flower beds that ghosted items can be placed on and will also prevent bannies from walking on. 

http://worldofbanished.com/index.php?action=downloads;sa=view;down=586


Offline lol99

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Re: Farmyards Continued
« Reply #34 on: September 28, 2020, 03:49:51 AM »
What mod are sweet potatoes from? (didn't find it in string table).
Is there a compatibility patch for this carrot and carrot from CC?

Offline Abandoned

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Re: Farmyards Continued
« Reply #35 on: September 28, 2020, 04:33:59 AM »
@lol99 Kid Market Food BBQ uses kid's sweet potatoes and the mod adds the crop, seed can be bought from the trading post.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=206

Offline lol99

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Re: Farmyards Continued
« Reply #36 on: September 28, 2020, 07:39:21 AM »
Ok, thanks. I already have this mod installed, but, unfortunately, without string tables to.
Anyway, adding the SweetPotato entry to this file's string table helped.

Offline Glenn

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Re: Farmyards Continued
« Reply #37 on: February 11, 2021, 02:15:04 PM »
As this is one of my favourite mods so I was wondering what the crop yield differences are between having a field worked by one person and a field worked by two people.

Have you thought of making a selection of bigger fields of say 10x15 or 12x10?

Offline kid1293

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Re: Farmyards Continued
« Reply #38 on: February 11, 2021, 03:03:58 PM »
Two persons make the job faster.

Too large farmyards are hard to place. But it is an idea.

Offline Glenn

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Re: Farmyards Continued
« Reply #39 on: February 12, 2021, 01:08:25 PM »
Thank you, I have been creating larger fields by combining farmyards with fenceless animal pens ie sheep, chickens, pigs and cows

With the yields it is hard to tell if two people yield more food than one.

Offline theonlywanderer

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Re: Farmyards Continued
« Reply #40 on: February 12, 2021, 06:37:36 PM »
@Glenn

Two people will not yield more food per field, only get it done faster.   It can seem like more food if one farmer wasn't getting the entire job done before winter and the rest was lost to frost every time.   So when you add the second farmer they are now able to get the entire crop planted faster and harvested faster and most likely in time before winter so they get the entire crop, ie..  appears to  be more food now.  I think this is where the ideal 11x11 farm was deemed the perfect size due to only one farmer needed and able to get it completely cleared in time.

The other scenario would be having a food crisis and just needing that food faster so you assign as many farmers to a field as possible to get it planted faster and harvested faster.


Offline Nilla

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Re: Farmyards Continued
« Reply #41 on: February 15, 2021, 12:17:43 AM »
I've played big games using the farmyards and 2 workers do give the double (or almost) amount. My main strategy was to first use one worker and later when I wanted to increase the amount of food/tools/clothes fast, add a second. Farmyards work differently than normal farming where it works the way you say @theonlywanderer.

Offline Abandoned

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Re: Farmyards Continued
« Reply #42 on: February 15, 2021, 04:57:05 AM »
Added note, unlike crop fields, the farmyards produce year round.  I add a few of the included deco crops to the farmyards so that it appears there is something to harvest during the winter months.  The farmyards were made with warmer or no snow climates in mind. 

Offline Glenn

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Re: Farmyards Continued
« Reply #43 on: February 18, 2021, 02:24:19 PM »
As much as I love this mod there is one thing that I have noticed that is missing from most of your mod sets which is the absence of a large barn/storage facility.

Please correct me if I am wrong

If you ever have the time I would love a selection of barns and storage buildings
   
•   Small, medium and large ( eg vanilla barn size)
•   Specialised – general, food, tool, cloths etc.
•   A selection of textures similar to what you have done in Garden Shed, or Tiny Downtown but a variety that would blend in with your other mod sets.

There is a nice storehouse in Tiny Downtown - a larger version would be perfect

Offline assobanana76

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Re: Farmyards Continued
« Reply #44 on: March 04, 2021, 06:28:20 AM »
@kid1293
Are they saved game compatible?
thanks a lot!
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!