Idling creates happiness of varying types. According to the rsc files, the following types exist. I may have missed some.
Entertainment:
Tavern
Goods:
Trading Post
Market
Health:
Hospital
Safety:
Well
Spirit:
Cemetery
Chapel
Edit: I see there is a sixth type, but no one idles around these two buildings.
Detraction:
Mine
Quarry
The hospital idlers must be the thrill-seekers and risk-takers of Banished.
Different types of happiness; interesting. Wonder what effect the different types might have. Or do you suppose each type just represents one of the 5 stars? I wonder are there also five types of health?
Quote from: mariesalias on August 27, 2014, 11:40:50 AM
The hospital idlers must be the thrill-seekers and risk-takers of Banished.
The hospital idlers are the idiots of Banished >:( ;)
Hmm, I read it as 5 types of happiness that contribute to the overall happiness of the idlers. From game play, I don't think you have to have all of them. I did not have Taverns for the longest time, for example, and I still had 5-star health and happiness in my towns.
I often have no wells, and never have taverns. I usually have five stars. Maybe these five types of happiness were related to a feature that was not in the released game?
markets and TP, graveyards and churchs have a nice good happiness circles around them, which affect all houses around them.
"Happiness circles," wait, what? :o
those happiness circles :)
and also quarries and mines have the opposite, it suppresses the happiness around them :)
:o
This changes the strategy when placing homes a bit.
I see there is a sixth happiness type, called Detraction. That is what mines and quarries possess, but no one idles around them.
Do we have access to the sizes of the various happiness and detraction circles? Would some kind person please list them here? :)
I think these are the numbers.
Building Happiness Idle Range
Cemetery Spirit 0 30
Chapel Spirit 3 35
Hospital Health 5 30
Market Goods 0 45
Mine Detraction 0 30
Quarry Detraction 0 30
Tavern Entertainment 3 30
Trading Post Goods 5 20
Well Safety 2 20
Quote from: slink on September 29, 2014, 06:11:17 AM
I think these are the numbers.
Building Happiness Idle Range
Cemetery Spirit 0 30
Chapel Spirit 3 35
Hospital Health 5 30
Market Goods 0 45
Mine Detraction 0 30
Quarry Detraction 0 30
Tavern Entertainment 3 30
Trading Post Goods 5 20
Well Safety 2 20
I'm assuming that 0 is the highest desirability because of how many people I see idling in the 0 locations.
When I tried and failed to do a hospital mod I was also trying to move the hospital's health happiness to the herbalist. After seeing this I think that I might have left out a modded version of this table. I'm going to look at it again.
I'm also interested in the "Detraction" item. These locations actually seem to decrease happiness inside their circles. I wonder whether it might be a good thing to put some detraction on other more negative structures when doing mods.
Did
@RedKetchup add some spirit happiness to his small chapel?
@rkelly17 I'm pretty sure that he did. He also added one to his statues. :)
what about being around the fountains? go there?
Since the
@RedKetchup fountains are based on the well, I expect they do as well.
Interesting about the Tavern. So the building itself provides happiness too, not just the ale in it?
Yep.
Cool. Good thing I've built them at most markets then :)
I assume the happiness sort of doubles up with market-tavern setups, as they are different types of happiness?
The bannies sure love a drink tho! I think all of them should attend AA meetings :-X
@rkelly17, I think Idle is the distance from the building that they will "hang around". For the cemetery that is zero because they wander around inside of it. It is also zero for the quarry and the mine, presumably because they stay away from those.
yes
Little Chapel Spirit 3 20
Quote from: RedKetchup on August 27, 2014, 07:57:43 PM
those happiness circles :)
and also quarries and mines have the opposite, it suppresses the happiness around them :)
@RedKetchup where can I find the mod you used to make the image attached to your reply #7 on page 1? I downloaded something called a debug tool, which allows you to get up to all kinds of mischief, but I did not see a way in it to display the happiness circles.
yes the debug tools.
i dont know if has been put in a mod or not, it is part of toolkit version of the game.
EDIT : found it http://banishedinfo.com/mods/view/664-Debug-menu (http://banishedinfo.com/mods/view/664-Debug-menu)
Yes, that's the one I installed. How do you get it to show the happiness circles?
lol i ve just checked that tool... and ... i dunno ! i have no idea how i did that ! i see nothing in that tool :S i could have done that ?
like if it is missing something lol. can we have a different one for when in toolkit simulation game ?
i need to check
LOL, well, at least I know if I'm going crazy, I'm not going crazy alone!
Let me know if you figure anything out, I want to check if
@slink's markets have happiness circles.
Quote from: irrelevant on April 08, 2015, 05:34:59 PM
LOL, well, at least I know if I'm going crazy, I'm not going crazy alone!
Let me know if you figure anything out, I want to check if @slink's markets have happiness circles.
haha
well it is where you open the little menu bar where it says 'deer population'
it is the toolkit debug tool that is different :S
check my screenshot
What is the toolkit debug tool? How do I install it?
When I look at my download, it says "toolkit debug tool," but when I click on the "deer populatioin" pulldown, nothing happens.
@irrelevant : http://www.shiningrocksoftware.com/mods
then look for the section :
Banished Toolkit 1.0.4 Build 141123 | The mod kit is currently version 1.0.4 Build 141123.
When downloaded the .zip, follow instructions of README.HTML
the Banished Toolkit, is actually the test environment for mods, before they're packaged and able to be shared with others.
Quote from: irrelevant on April 08, 2015, 05:51:05 PM
What is the toolkit debug tool? How do I install it?
When I look at my download, it says "toolkit debug tool," but when I click on the "deer populatioin" pulldown, nothing happens.
yeah you would need to install the toolkit itself
I've read the instructions and they are totally opaque to me, embarrassingly enough.
Can someone tell me in english what file I need to copy from this zip and where I need to copy it to? :D ;) :-[
Or do I rightclick and extract the entire contents of the .zip to the "banished" folder?
Quote from: irrelevant on April 08, 2015, 06:10:22 PM
I've read the instructions and they are totally opaque to me, embarrassingly enough.
Can someone tell me in english what file I need to copy from this zip and where I need to copy it to? :D ;) :-[
if it was just a few files ;)
1. ) Download zip
2. ) extract .zip to a location i.e. c:\banished-toolkit
3. ) copy banished game \windata\data0.pkg to c:\banished-toolkit\bin\windata\
4. ) Install DirectX End User Runtime : http://www.microsoft.com/en-us/download/details.aspx?id=35
5.) Install Visual Studio 2012 Redist : http://www.microsoft.com/en-us/download/details.aspx?id=30679
6.) Almost done! run the file BuildResources.bat
will take a while...
7.) You now have a test environment for your own mods :P
c:\banished-toolkit\bin\x32 or x64 \ Application-x??-profile.exe will be the "game" with extended debuging etc.
@chillzz so you are saying in step 2 that I am creating a completely new folder to extract this zip to?
Quote from: irrelevant on April 08, 2015, 06:10:22 PM
I've read the instructions and they are totally opaque to me, embarrassingly enough.
Can someone tell me in english what file I need to copy from this zip and where I need to copy it to? :D ;) :-[
Or do I rightclick and extract the entire contents of the .zip to the "banished" folder?
@RedKetchup btw this was not intended to be a dig at you. I was simply admitting that I am pretty much tech-illiterate. ;D ;D ;D
hehe sorry.... was in preparation for the raid that will start in few minutes ^^
yup you will need to pass by all the 'i want to mod - but i m noob" phase to install that toolkit p ^^
Quote from: irrelevant on April 08, 2015, 06:28:24 PM
@chillzz so you are saying in step 2 that I am creating a completely new folder to extract this zip to?
correct. and it should contain all files from within the zip.
Quote from: RedKetchup on April 08, 2015, 06:50:43 PM
hehe sorry.... was in preparation for the raid that will start in few minutes ^^
yup you will need to pass by all the 'i want to mod - but i m noob" phase to install that toolkit p ^^
Quote from: chillzz on April 08, 2015, 07:27:57 PM
Quote from: irrelevant on April 08, 2015, 06:28:24 PM
@chillzz so you are saying in step 2 that I am creating a completely new folder to extract this zip to?
correct. and it should contain all files from within the zip.
Thanks to you both. I'll give this a go on Friday.