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Plantation for sale!

Started by kid1293, May 30, 2016, 08:49:53 AM

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kid1293

#15
Gatherer - You are on to something, but I want cucumbers to be clinging
to something, not free standing in a field.

Seriously, CC have them so it's not a new thing.
I thought about Goji berries, but they want warmer climate.

I can squeeze the plant down and make it a rhubarb plant. maybe

And as Tom Sawyer said, they could be sweet potatoes.

but who needs a building with a big oven inside?
Make bread. Done
Dry meat. Done
...
Aaah... a toolmaker for DesoPL, he always wanted that.

You see, there are things to concider

Liberty - the barn is under Garden Shed in download.

kid1293

After serious consideration and soil samples from the field
I think it's best to go with Tom Sawyer's suggestion: Sweet Potatoes
(not to mention the mushroom bribe.) :)

As usual - it's somewhere in the Garden Shed

Now all that's left is a rather plain manufacturing building with a solid foundation.
I can demolish and build something else but it won't be cheap.

The Pilgrim

@kid1293 how about using the building for a cordwainer (someone who make shoes). They shoes could be made out of leather and used for luxury goods or for trade.

kid1293

#18
Yes, I thought of manufacturing trade goods since almost
all useful stuff is made by CC or NMT or others.

A cordwainer seems a little ..stretched.. I don't know.

Since there is a powerful oven/fireplace inside something with metal
could be done ?

Edit: Or just another food production
I wish I could use WildOats mod from tanypredator without
red flags... then we all could have Oat Cookies  ;D

Gatherer

How about a food preserver? Would need pottery though to store preserved food.

Jams from fruit and berries, pickled eggs and veggies (this would require vinegar that could be made by a brewer from apples), pemmican from venison,...
There's never enough deco stuff!!!
Fiat panis.

kid1293

#20
Gatherer - I would love to have pickled veggies because I like them
but it seems so complicated.
Claycollector-pottery/Vinegarbrewer and if the intermediate products
should be edible or not. Where to store them...  It feels like CC :)

When I started to mod I wanted to make a whisky distillery with
barley and hops fields, malthouse, large vats for fermentation
and of course the distillation building itself.
edit: And how to age the whisky? The little people in Banished
drink ale almost from the tap at the tavern, hehe...

It turned out to be too complicated -
I was happy when I could make mead from honey

Then I think of this building we are talking about and I want to use
the fireplace - and not for pizza :)

Well, it will eventually solve itself.

Glenn

If you're thinking little ways to enhance the game you could cast your mind to things such as;

Water troughs   --  when I build fenceless pastures I tend to group several together around an area of natural bush in which I place a small pond and a water tower to give the illusion of watering the animals.

Shelter sheds     --  an assorted variety of freestanding shelter sheds would complement fenceless pastures

Aqueducts     --  as it is impossible to create rivers in banished a network of stone or timber aqueducts to move water into your agricultural areas would be very pleasing to the eye.

The more variety the better
Keep up all your good work

kid1293

Water troughs - Very nice idea. Will look into it. Gonna grow some bushes first :)

Shelter Sheds - It's not possible to have things freestanding in a pasture.
They are 'built-in' with the model. If I you want other shelters you have to place
them beside the pasture

Aqueducts - Hmmm, could emmanate from a hill and stretch out / between fields.
Trouble with roads though.

kid1293

#23
@Glenn - I could build a couple of 'shelter' models (be it roof/bushes/water whatever)
and place them beside or in the vicinity of the pastures. Can you think of a 'function' for
those shelters? I don't want to waste to much on props.

Edit: could be combined with a house and larger area for servicing the pastures

Edit2: Have to go food shopping. Back later

Glenn

#24
Kid,

With shelter sheds I was thinking of one as simple eye candy only with perhaps a few other props around it such as hay bales or hay stacks.

I already put other props (the same animals that are in the surrounding pastures, fencing timber, a barrel or two etc. )  in these areas as eye candy only.

They all are placed in the area of natural bush between the fenceless pastures and create a very pleasing rural effect.

But having said hay bales, I wonder if it would be possible to have a pasture/crop field that produces hay bales.

Having lived on the land in Australia for 20 years I know it is very common for grazing properties to have open sided sheds (roof only ) for the storage of hay bales.

The more I think about hay bales the better I like it – but as it is not actually possible for animals to eat the hay they would have to be a trade commodity only.

Perhaps we could have a farm commodity supplier – a building that supplies items such as saws, nails, salt licks, molasses, fencing wire etc.
Another eye candy idea is the old fashioned Aussie sheep plunge dip.

Mind you I don't think everything is about having a function in the game, to me it's more about creating an environment that is as eye pleasing as is possible while still making your village/society as self-sufficient as is possible.

All my best

Tilleen

Hello,

The shelters could be storage, possibly specifically for the hay that Glenn mentioned.

I assume that it is not possible to have a pasture consume items, like a blacksmith would. Would it be possible to consume hay and produce nothing, the expectation being that what it produces is the cattle, sheep...?

This could be the building or the pasture.


kid1293

I went for the middle-road in this:
I made some bushes and water together with a pile of hay
and made them part of the pasture. (instead of a shelter)
The pasture is in download under Garden Shed.

kid1293

Back to the plantation.

I need help with numbers!
Here's what I got for a Tequila production chain.
Quote
Agave field - 10x10  (one plant -> one agave)
gives 100 Agave  (value=12 weight=15)
max value=1200

Agave Masher - (one agave -> 12/15 agave pulp)
100 Agave gives 1200/1500 Agave Pulp  (value=1 weight=1)
max value=1500

Agave Distillery - (50 agave pulp -> 8/10 tequila)
1500 Agave Pulp gives 240/300 Tequila  (value=10 weight=1)
max value=3000

All this when the harvest is at maximum,
all workers educated and no one drinks the tequila.
As you can guess, they drink the Tequila almost as fast as
it is being produced.

It's a happy people. :)

Now, I need someone to check if these numbers are OK.
They are maybe not balanced but - a Tequila for 80?
That would be a large profit (or a real party).

tanypredator

The only thing I can say is that food crops give 700 max value per 10*10 field (you have 1500, not 1200). But if I count right, files say that 9*10 orchard can bring 1300 apples (never had that much), which can be converted to 433 ale with value 2600.

And models look nice together :)

kid1293

The value of an agave is 12 (the weight is 15)
so a 10x10 field is 1200 in value

This is not food.

The max for wheat in 10x10 is 100x28=2800 (educated)
The max for apple in 10x9 is 20x65=1300 (educated)

The max ale value for wheat is 280x8=2240 (educated)
The max ale value for apple is 433x8=3464 (educated)

The agave mashing only makes it a little more valuable (educated)
but a nescessary step to the final product. This is not food.

The max tequila value (10x10) is now 3750 (have changed input to 40)

Do you know any additional steps or buildings that could be fun to have
with this mod? (Of course - salt and lemon :) but it's not going to happen)