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Ouestion for designers

Started by Ishtar, June 19, 2015, 04:21:27 PM

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Ishtar

I have noticed that the market fills up with logs, iron, stone and most of all firewood, is it possible to remove those items from the menu. ? also the storage barns are another problem I have come across.. I fine that goods stay in one place.. workers on the other side of the village waste a lot of time walking to get goods, (tools as a example). this also affects there health because they only eat fish and gathered food from that area, (for another example).  So is it possible to put a list like the trader has.and a storeperson who moves around topping up the desired list in these barns.. but at the same time letting villages access those goods?? this would also help in the market by having a list like structure. I havn't try those mods that concern themselves with this so any help choosing them would be great.. looking forward to the Med village and castles.. just want the logistics sorted.. Thanks..

chillzz

yes a mod developer could edit the basic market, but usually won't..
what you are describing is the intended way of the game.


producers put food / items in the storage barns
market vendor collects them and put them in the market.


Citizens living in the market radius (yellow circle), would gather firewood and food for their homes at the market.
Citizens outside the market radius would gather firewood and food at their closest location.


Goods producers (tools, clothes etc) inside the market radius would pick their resources from there.
Goods producers outside the market radius would pick at the closest location where (wood/iron/stone) is available.


Basically : outside the radius, they'll wander to a location where there is enough of what they are looking for.
So to optimize production and health, make sure to have most of the buildings inside a market radius.
the vendors are actually the ones streamlining the logistics :)




there are plenty market mods available, for food only, tools only etc.
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irrelevant

There are at least three mods that make specialized markets.

New Medieval Town by @RedKetchup http://worldofbanished.com/index.php?topic=911.0
Small Markets by @slink http://worldofbanished.com/index.php?action=downloads;sa=view;down=18
Colonial Charters

I doubt whether what you are asking for is possible, but these mods give you a great deal of flexibility in your logistics.

chillzz

#3
Elfecutioner "Smaller Vendor Buildings" (with redketchup buildings) :
http://banishedinfo.com/mods/view/681-Smaller-Vendor-Buildings-Compilation-beta


Elfecutioner "General Store" :
http://banishedinfo.com/mods/view/87-Elfecutioner-s-General-Store


Iceblade "Industrial Market" :
http://banishedinfo.com/mods/view/84-Industrial-Market


XubXub "Fruitmarket" :
http://banishedinfo.com/mods/view/648-Fruit-Market


DarkSide "Localshop" :
http://banishedinfo.com/mods/view/38-Local-Shop


Downloadmyheart "Emporium" market & storage :
http://banishedinfo.com/mods/view/226-EMPORIUM-A-Market-Storage-Building


Necken "Markarts (miniature specialised markets)"
http://banishedinfo.com/mods/view/626-Markarts-miniature-specialised-markets


and of course the ones @irrelevant mentioned.  with my personal favorite : New Medieval Town by Redketchup!
Markarts is useful for production buildings far away in my opinion..


** edit


Quote from: Ishtar on June 19, 2015, 04:21:27 PMSo is it possible to put a list like the trader has.and a storeperson who moves around topping up the desired list in these barns.. but at the same time letting villages access those goods??


Warehouse Inc. by RedKetchup has that functionality .. a warehouse (storage) with the trader list, with a dedicated worker getting and releasing the goods/food. No access for regular citizens though.
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RedKetchup

Quote from: Ishtar on June 19, 2015, 04:21:27 PMSo is it possible to put a list like the trader has.and a storeperson who moves around topping up the desired list in these barns.. but at the same time letting villages access those goods??


as soon you put specialized workers in a barn-like you change the way it works.
- or you are turn it into a market-like type of building : things can be store and picked up by simple folks, the items and % are set by the moddler (not the player can't decide)

- or you turn it into a TradingPost-like type of building : simple folks cannot take or put anything in/from it(only the traders), but the items and % can be set by the player

the perfect world would be to combine both feature, but they are completly incompatible in the game code and impossible to realize, unfortunatly.
the game code (which we cannot change) is too rigid and weak to allow us to do that.

the best is try to find out the best strategy possible with all the dozens of markets available in mods :)
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Ishtar

Thanks guys... ill try and fine a solution within the mods shown to fit my plan of attack.... hmmmm I see a whole of gameing in my future. to get this right.. cheers..