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Choo Choo [ a Little Project ]

Started by RedKetchup, May 30, 2016, 09:57:23 AM

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Turis

Are you taking into consideration the volume and weight of the different crates carrying beef, tools, clothes, etc...? A crate carrying tools would be smaller and weights more than a crate full of clothes.

RedKetchup

Quote from: Gatherer on June 13, 2016, 03:38:46 PM
Quote from: RedKetchup on June 13, 2016, 03:22:49 PM
a silver mine can be done, and use silver to be mint into 20-50 coins.... it doesnt matter to the process. i dont see why it would be a problem if you can also create 50 coins for each silver ore you pickup.
these 50 coins can also be used to buy 50 apples.

But that's not solving anything. You just reversed the problem you had with crates filled with beef, tools and clothes and their value and production numbers.

If a steel tool is worth 20 trade value = 20 coins, and one potato is worth 1 trade value = 1 coin it makes no sense to me to actually use coins. They just make one more unnecessary step in trading. In the old days a single coin was worth a lot. You would buy an axe and a sack of potatoes with 1 coin each. Imho coins should have at least a value of 20 a piece. Unless you want to introduce different coins with different values.

then if there is no coins.... how you want to exchange directly ? with a menu of each possibilities ? 40 item at exponential of 40 ?
20 apples for 20 plum ?
20 apples for 20 pear ?
...
20 apples for 20 pecan ?
...
20 apples for 20 wheat ?
...
20 apples for 20 cabbage ?
20 apples for 20 potatoes ?
...
20 apples for 1 steel tool ?
12 apples for 1 ron tool ?
....
same for all the plum, pear, walnuts, leathercloth, iron tools ? and ect ?


-------------------------


what if a coin worth 20 value ?
you get 65 apples. then 3 coins = 60 => 60 value for 65 apple ?
you get 28 cabbage. then 1 coins = 20 => 20 value for 28 cabbage ?
you get 22 wild food, 1-2 coat, 3-4 logs... 4-6 chickens, 160-200 beef......

you cant find a common number for all the possibilities because you cannot tell how many items you want for the number of coins you want.
the only number common to everything is : 1 value
then 1 value = 1 coins is the most common sense.
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RedKetchup

Quote from: Turis on June 13, 2016, 03:50:02 PM
Are you taking into consideration the volume and weight of the different crates carrying beef, tools, clothes, etc...? A crate carrying tools would be smaller and weights more than a crate full of clothes.


eliminating crates = eliminating all these "weight" problems too since we are not creating crates, we are creating the items directly
and each items have their own "weight". the game take care to spawn the number of "items" on the ground depending the number of "weight" they have setup in their files.
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RedKetchup

Quote from: Gatherer on June 13, 2016, 03:40:13 PM
Quote from: RedKetchup on June 13, 2016, 03:20:41 PM
about a place to store coins : the problems with the fact we cannot create flags is a mess again in this game !
what is the flag i need to give to coins ??

Using the Iron flag seem as the most logical choice.

but if i give "iron flag" .... the coins will be stored in the open vanilla stockpile  :-\
because the stockpile allow "iron" to be stored there (and barns cannot accept "iron" ^^)
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RedKetchup

i just sent Luke another email... (last 3-4 mails i never got answers)...

QuoteHello Luke !



it has been a while since i email you .....





i know at some point you asked and talked about allowing us to "share our ideas" about Banished...

and I know you are not very supportive about allowing to create our own "flags" and "limits"...



I was wondering about the possibilty to be able to "target" specific "RawMaterialItems" in addition of flags. Is this idea would be realist ?



like in example of storage function, the ability to store a specific RawMaterial instead of just Coal | Wood | Stone | ... and be able to target | Coal | Wood | RawMaterialClay | RawMaterialBrick; for example ?

this idea would be extremly appriciated to all of us who still keep doing mods for your game.



I hope you will take some moment to evaluate this idea and hope to get an answer about your thoughts on this idea.



Regards,

RedKetchup.
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RedKetchup

i did all that code for my 4 merchants and i can say ....

works great !!!!


i ve got to upgrade my merchants to be able to carry 500 weight though because was very long to gather 100 iron or stone LOL
thats awesome to watch them working hard :)
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Discrepancy


gerns

fantastic job red-----now i can make scenes along the transconntinental railroad---- omaha to sacromento-----thank you.thank you ,you are the best ------i hope you continue with the egypt  mod someday

RedKetchup

#53
the 4 Train Stations Export merchants are done :)

i added +1 coal for all the good but food
so it takes +1 log, +1 coal to export goods for coins.

i added a little wall in the back so you dont see the "non wanted stairs" beneath the Gare exterior floor.
and i replaced the signs to change Import for Export
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RedKetchup

#54
Replaced "Pack" by "Sell" in the Merchant stations

i just did all the menu for the Train :) and i am facing a little bug. i have no idea why some icons are missing in the menu. ^^
i am trying to figure out why it does that :P

the only icons which show up are all the coats and the ale , and also the stone/iron/log/coal icons LOL
but none the food or textiles or firewood/herbs show up.
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RedKetchup

LOL well !!!!! ....

everything i ve done to try to make them show up all.........
didnt worked  >:( :-[ :-X :'(

i even took 2 hrs to copy all the ressources files and icons and make it LIKE IF i was making a very new resource (like my coins, or milk, or bread, or clay ....)  ... and it didnt even worked.
it refused to show up.

it will stay there unless @kralyerg  find how to make them work because me ...... i am speechless (with the mind completly blown up)
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kralyerg

That one's easy.

To make the little icon show up, it needs another line in the code.

Down in the rawmaterial section of the code, there's a line, like:

String _name = "Egg";

It needs the extra line for the "small" icon.

String _name = "Egg";
String _nameSmall = "EggSmall";


That _nameSmall is what appears in the drop down menu.  If that line isn't there, it will be blank.

Luke put it in some things, like the coats, because the Tailor menu shows the icon, but for most things he left it all blank.  But the lines are already in the spritesheet, and the icons already exist, you just need to link to them with that one line.  We had to do it all over the place with CC, too.  Kind of a hassle. :)

RedKetchup

thats what i did :(

i copied all the /RawMaterials/ folder into my own mod
i added all the "Small" icons in each resource that was missing
   String _nameSmall = "AppleSmall";

and added in my resource file , and called all the
      "Template/RawMaterials/RawMaterialApple.rsc:rawmaterial"      
      "Template/RawMaterials/RawMaterialBean.rsc:rawmaterial"      
      "Template/RawMaterials/RawMaterialBeef.rsc:rawmaterial"      


and didnt worked :( i gonna retry again now

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RedKetchup

so i retried and still not showing.

sent you my code @kralyerg  if you can have a look, please :)
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RedKetchup

#59
Good news everyone !! @kralyerg  found the problem :)

all the icons are there now :)
all this because Luke was so Lazy /shrug


Edit : i also made the cost prices showing up too now :)
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