World of Banished

Conversations => General Discussion => Topic started by: Paeng on March 31, 2017, 05:57:31 AM

Title: Vendor Capacity
Post by: Paeng on March 31, 2017, 05:57:31 AM
I'm just curious - can the vendor with the wheelbarrow be modded to carry more than 500 weight?
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 08:23:14 AM
probably. it is set in citizens.rsc
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 09:00:50 AM
Quote from: RedKetchup on March 31, 2017, 08:23:14 AMprobably. it is set in citizens.rsc

Cool... this came to me when I saw Embx' idea about a saddler (http://worldofbanished.com/index.php?topic=1603.0), looking at possible uses beyond just trade...

Maybe it's possible to make a chain where cured leather > pouches/bags > saddles etc. could be given to the vendor (the one with the wheelbarrow) to carry  a bit more... not a super-vendor with super-powers, just a bit more, like 6 or 700 instead of 500 or so...  just enough to not upset balancing, but make it worthwhile to build that chain...

* Or maybe a new profession like your "muscle worker", with the behavior of a vendor... if that can be "cloned"
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 09:31:16 AM
you cannot specify for an item or a building specifically. it is the whole profession.
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 09:49:36 AM
Quote from: RedKetchup on March 31, 2017, 09:31:16 AMyou cannot specify for an item or a building specifically. it is the whole profession.

So there is no way to "upgrade" the profession 'vendor' (or any other profession), except by starting a new game with the modded one? Meh...  :(
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 10:20:02 AM
not sure if a new game is required... i think the results are instant
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 10:48:38 AM
Quote from: RedKetchup on March 31, 2017, 10:20:02 AMnot sure if a new game is required... i think the results are instant

Oh, okay... but you would still need to load the "new" vendor from outside (like an add-on)...  another global thing that cannot be changed inside a running game, right?


Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 10:58:51 AM
in fact...
the default of = 100 weight is set in citizens

but for vendors and traders they are overwritten in their profession list.

i dunno if works cause i didnt tried....

but you should find what you need in this .pkm :)

i ve set the vendor and traders to 700 (instead of 500)
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 11:25:49 AM
euh .... hold on !

they still carry 500 :S
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 11:38:01 AM
i dont know if it is a limited hidden feature.... but they still carry 500 max !!

Profession vendor : "base"
{
String _text = "ProfessionVendor";
String _toolTipText = "ProfessionVendorTip";
String _deathText = "ProfessionVendorDeath";

int _sortPriority = 1400;
bool _transient = false;

int _inventorySize = 700;

RandomSelection _deathSelector
{
float _years = 25;
float _population = 100;
}
}

Profession trader : "base"
{
String _text = "ProfessionTrader";
String _toolTipText = "ProfessionTraderTip";
String _deathText = "ProfessionTraderDeath";

int _sortPriority = 1500;
bool _transient = false;

int _inventorySize = 700;

RandomSelection _deathSelector
{
float _years = 25;
float _population = 100;
}
}



i ve put 700 but they still go to 500 only.

gonna go test with a new created profession like my stockers from warehouse.
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 11:45:31 AM
HA !!

if i create one , like my stockers in Warehouse 2.0 ....

it does work !

inventory = 700


so why doesnt work for vendors/traders ??
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 12:01:02 PM
Quote from: RedKetchup on March 31, 2017, 11:45:31 AMso why doesnt work for vendors/traders ??

Hardcoded?
But hey, I really appreciate this effort of yours, thanks...  :)


To expand a bit, for those who wonder - I'm not after a "cheap cheat" to increase things haphazardly... what I'm after is to create something like a goal, something worth building up to improve on certain things... something Banished really lacks.

How I would use this - I'd have the normal vendors until I can build e.g. Tanner, Saddles, Carts etc... (the list can be flexible/depending on available special structures)... once those are set up and producing, only then would I allow myself to load in this little add-on to increase vendor capacity...

Of course such a side-mod could be "abused" (loaded from the beginning as a "cheat") - not a danger for myself, as I have that much self-control, and it would add something interesting to strive for that I would not want to destroy by going the easy way... it's a slippery workaround at best, but if that is the only way to kinda boost in-game scenarios, I'd go for it...


Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 12:02:13 PM
in fact what is happening......

the game create a 2nd vendor profession and a 2nd trader profession instead of overwrite :S
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 12:04:25 PM
so maybe the thing would be or would worth to try is .... "overwrite" the vanilla market and vanilla trading post
and see how it reacts
Title: Re: Vendor Capacity
Post by: embx61 on March 31, 2017, 12:12:30 PM
That is odd indeed Red.

I just looked through the resources files and all I could find were indeed just the citizen, profession files we can alter for volume limits.

So for the vanilla traders/citizens/vendor it is a hidden whatever? Just weird and does not make any sense.
I tried a rawmaterial mesh I made in game once to test and that sucker was twice as big as a house and the bannies just carried it away and stored it like it was nothing. ROFL!
So the bannies having the strength is not an issue :)

I know Luke is all by himself but some more documentation and/or samples would be nice for us modders.
For example, hire a temp who writes some more in depth documentation about modding or even better and easier release some of the meshes.
I understand that textures can be an issue but then just release some of them without the textures so at least we can figure out how to do for example animations.

I not asking for all of them but the mesh for the example white chicken and fig tree would be nice to learn more of Luke's implementations of animations.

Luke most understand that besides playing modding is a big part of it as well to keep a game going strong.

EDIT He did release the meshes of the samples LOL. I must have had a brain fart when I was replying :)
Still have no clue about animations though even with the samples :(
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 12:43:59 PM
lol i just tried to put template/market.rsc and tradingpost.rsc....

you see the compiler working them.... but in game if i check the files and data of the .pkm ?? it is empty. all it has is index and resources. thats all. nothing about the templates.



edit : the first part of the toolkit is processing them into .crs
but the 2nd part of the toolkit, to make a package with it .... it is not processing them.

it is like it "compare" the file with something... and skip
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 12:47:43 PM
Quote from: RedKetchup on March 31, 2017, 12:04:25 PM"overwrite" the vanilla market and vanilla trading post and see how it reacts

LOL - I had a sneaking suspicion that the vendor carrying capacities might be tied generally to the traders and markets when your first try did not work right... yeah, very odd indeed  :-X


Quote from: embx61 on March 31, 2017, 12:12:30 PMLuke most understand that besides playing modding is a big part of it as well to keep a game going strong.

Yeah, just looking at the current works done by modders this fact should be screaming at him... I'm not sure why he seems to be so hesitant to open up things a bit more... I mean, the added limits are nice, but tbh - just a drop in the ocean...  :'(


EDIT

Oops, our posts just crossed... hmmm, getting weirder instead clearer... I'm falling out of my limited depth  :(
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 12:59:12 PM
so ... it doesnt really process if it doesnt want to ... if i create different market/TP ... it will create the new ones , with the "new profession with same name" and you will get 2 vendor 2 traders.

there is something hardcodded that prevent the process.

so unless you start a new profession (even with same name) the new profession will have your 700...
but no way we can change the original ones.
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 01:10:54 PM
HA !!!!!!!

i catched the little silly squirrel !!!!



you are good to go now :)


http://worldofbanished.com/index.php?action=downloads;sa=view;down=256 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=256)
Title: Re: Vendor Capacity
Post by: embx61 on March 31, 2017, 01:11:50 PM
@Paeng

I don't understand it either. The source code/engine code is all compiled code anyway.
All what modding is, is that the programmer implement hooks which tie into the program code.

In short, the more hooks are opened up the better the modding support.

It is even more funny that anyone who don't want to buy the game just can play it with the executable which is included with the modkit which is a free download from even Luke's own site.
Okay, it has some more checks and can make the game a bit slower because of that, but it is just Banished with some extra check code. No cracks needed, NONE!

Title: Re: Vendor Capacity
Post by: embx61 on March 31, 2017, 01:14:27 PM
What was the little squirrel Red?
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 01:19:10 PM
Quote from: embx61 on March 31, 2017, 01:14:27 PM
What was the little squirrel Red?

:) the game was considaring the fact that the "vendor" and "trader" profession with the same name as the one in game .... were different from the original one because the profession folder it was not at the same place as the vanilla game : Game/Profession/Profession.rsc

but was in Profession/Profession.rsc like all the example provided with the toolkit like Apiary example.
cause that , for the toolkit, it was not the same trader/vendor even if it was exactly the same name of files and same name of professions.


i ve got the idea from big resolve we got about the New Community Toolbar ^^
Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 01:29:29 PM
so.... dont follow the example provided with the toolkit . they are WRONG lol
it can work sometimes, most of the time... but they are WRONG lol
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 01:33:08 PM
Quote from: RedKetchup on March 31, 2017, 01:10:54 PMHA !!!!!!!
i catched the little silly squirrel !!!!

Haha! And it works like a charm... super cool, you did it again  :D
(see attached)

Now to work out some booster-override scenarios...  :P


Title: Re: Vendor Capacity
Post by: RedKetchup on March 31, 2017, 01:35:07 PM
so you dont need a new game ? it changed immediately in your old save ?
awesome.
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 02:06:16 PM
Quote from: RedKetchup on March 31, 2017, 01:35:07 PMso you dont need a new game ? it changed immediately in your old save ? awesome.

Yep, plopped it right into a 75-year old town... no sweat  ;)
Title: Re: Vendor Capacity
Post by: Paeng on March 31, 2017, 02:30:17 PM
Quote from: embx61 on March 31, 2017, 01:11:50 PMIn short, the more hooks are opened up the better the modding support.

Okay... so did he fail to include these hooks? And is it super hard now to add them, after the fact, so to speak?

I still think he severely underestimated the "cute little monster" he created, and how much people would (try to) get into it...
Sure, Banished alone has a small community, but I think the genre per se has a huge potential community - not only looking at big ones like SC, but new oevres like Forest Village, Ostriv, Ancient Cities - to name a few...