World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: embx61 on April 22, 2017, 09:25:58 PM

Title: EB Markets Set - Updated July 27 2018
Post by: embx61 on April 22, 2017, 09:25:58 PM
EB Markets Set - Updated July 27 2018

http://worldofbanished.com/index.php?action=downloads;sa=view;down=273 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=273)
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 22, 2017, 09:53:43 PM
Thank you very much, I am downloading now @embx61 :)
I have an idea already in mind for my blacksmithing. :D
Title: Re: EB Markets Set - April 22 2017
Post by: RedKetchup on April 22, 2017, 10:06:28 PM
WoW Looking awesome EB !!!!!
;D ;)
Title: Re: EB Markets Set - April 22 2017
Post by: brads3 on April 22, 2017, 11:09:22 PM
nice set. what about a general 1 for food,clothing,tools, and firewood with a capacity anbout 3000?
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 23, 2017, 12:02:35 AM
I already have a market what includes tools, clothing, textile, fabrics, fuel, food

It is called the Farm stand and have capacity of 4000.
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 23, 2017, 12:08:24 AM
I found a little error and upload a fix in a minute.
6 downloads so far so it should be okay.

I had two textures assigned to two different markets but could do with one but forgot to link to it.

The newer version will make less calls (Call to 1 texture instead of 2) and it makes the PKM somewhat smaller.

Need to delete old version Minerals and/or Materials Markets as does two are affected before loading the new version or just keep playing with this version till ready for a new map as no gameplay changes are made.
Title: Re: EB Markets Set - April 22 2017
Post by: Gatherer on April 23, 2017, 02:28:25 AM
Lovely little mod.
Title: Re: EB Markets Set - April 22 2017
Post by: Paeng on April 23, 2017, 02:55:20 AM
Yes, nice spread of the various flags  ;D
Title: Re: EB Markets Set - April 22 2017
Post by: TheOtherMicheal on April 23, 2017, 07:01:04 PM
I know this is becoming a habit and it's an irritation for mod makers to have to do this but is there the chance of an alternate download link? I'm getting the problem discussed elsewhere where the mod downloads about halfway and then decides that it's complete.
So far the best I've got is 4.5Mb out of 9.4  >:(
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 23, 2017, 07:13:11 PM
Quote from: TheOtherMicheal on April 23, 2017, 07:01:04 PM
I know this is becoming a habit and it's an irritation for mod makers to have to do this but is there the chance of an alternate download link? I'm getting the problem discussed elsewhere where the mod downloads about halfway and then decides that it's complete.
So far the best I've got is 4.5Mb out of 9.4  >:(

I'm happy to sponsor a dedicated Dropbox account that can be used for all the devs to upload their mods.  I wouldn't charge them for the use, and they would all have access to it to set up their folders etc as they want.  No string attached. 

I don't know about google drive, and the $$ for a large storage account would be. 

Alternatively, with modders permissions, I can upload a copy of each mod to my own dropbox (once I get it, haha) and share the links as needed in the forums. 
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 23, 2017, 07:18:46 PM
I put it on google drive as a RAR file. This also include the string table

Download (https://drive.google.com/file/d/0B1Pi5G-4I06jQ05WLV9FanRYaG8/view?usp=sharing)
Title: Re: EB Markets Set - April 22 2017
Post by: TheOtherMicheal on April 23, 2017, 08:06:12 PM
Thanks very much for that @embx61

And @QueryEverything has anyone told you lately that you are pretty damned awesome? I don't know if anyone wants to take up your suggestion but it's very generous and incredibly nice of you to make the offer.
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 24, 2017, 02:41:31 AM
Thank you very much @TheOtherMicheal :)  Least I could do :)
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 25, 2017, 09:34:52 PM
@embx61 just having a play around now in my 'startup' setting, and I was wondering about a couple of things:

Altering (or adding, :) ) the markets with: 
--  Tools & Clothing - often times players may build tailor & blacksmith together
--  Blacksmithing:  Tools, wood, iron, & coal (materials) (a personal fave)
--  Tailoring: Clothing, wool, leather, linen, feathers & reeds (not sure on the flags)  realised this was "textiles", sorry :)

-- "Hunting Store":  Protein, Textiles, Crafted
     --> Protein = Venison & game, etc from hunters (Vanilla & new); Textiles = leather, wool & feathers; Crafted = Fishing Gear, Gathering Basket, Hunting Gear (from @Discrepancy )

With the view that a hunters outpost (and small forestry) would have:  Hunting Store, Blacksmithing & Textilers (or, a combined Tools & Clothing)




Just a couple of starter ideas :)  Thank you for reading :) :) :)
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 25, 2017, 10:13:06 PM
Give me some time and I will add 2 markets as I am currently working on another farm house from those pictures Gatherer posted.

A blacksmith market and a hunter market will be done if that building is finished.

If people put a Tailor and a Blacksmith together then they can use the Textile and Blacksmith market together to serve both buildings.

I can add tools to the Textiles market but you still miss out on coal, wood, and Iron so need the blacksmith market anyway to serve a Tailor and Blacksmith.




Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 25, 2017, 10:17:46 PM
Thank you @embx61 no rush, no time frame on it.  :) As I mix and match different start areas I am finding new ways of putting things together, and it's how I came up with the "Craft" option in a hunters market, I was going to use DSS Production, and wondered how to get all the tools out to the hunting ground :) 
:)
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 26, 2017, 12:38:43 AM
No rush?

Okay, somewhere in 2024 it will be done  :P

But seriously I have the Blacksmith done but what do you want to flag the coal as?
In CC Coal is Minerals(CoalFuel) but that means it can store all kind of minerals in the market as well.

But if I flag the coal as Fuel it stores Firewood as well.
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 26, 2017, 12:51:58 AM
That's a tricky one @embx61 :)
I think it will need to be in as Mineral(CoalFuel) as I believe most coal produced is now that flag, and just have to hope that the stockman doesn't go too crazy bringing in other materials :) 

Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 26, 2017, 01:44:18 AM
Okay @QueryEverything

I set the flag to CoalFuel

Yeah, you will have that problem with Protein too as that dumbass Vendor will bring all kind of Protein except of course the Venison. LOL

Working now on the Hunting Market :)

It will be swift because I can use same textures with just add a little bit to them here and there.

Should be done tonight as I cannot sleep as I need my mind occupied. :(
Good thing is I am on STD
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 26, 2017, 02:24:53 AM
Okay @QueryEverything

New Version 107.03 is up :)

Added to the set a Blacksmith and a Hunting Market.

Have fun and put those vendors to work :)
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 26, 2017, 02:45:26 AM
Thank you, got them now, new game here I come :) 
(Good excuse to trash that last map, lol)  Hahahaha
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on April 26, 2017, 02:48:52 AM
Maybe it will work in a save. I only added two markets to the set but I am not 100% sure.
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on April 26, 2017, 07:19:30 PM
Oh no, they do work, but, it's a good excuse to trial another map.
Also, to avoid the diptheria outbreak ;) hahahaha

And yes, they do work @embx61  :)

Here you can see it fits in well with @Necora 's mods: Maritimes Collection: Prince Edward Shore Fisheries (http://blackliquidsoftware.com/index.php?/files/file/161-maritimes-collection-prince-edward-island-shore-fisheries/) and Maritimes Pine Set V103 (http://blackliquidsoftware.com/index.php?/files/file/166-maritimes-pine-set-v103/) :)


And here is the Blacksmith set as well. :)
Alongside:
Small Town Rowhouses 2 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=209) (Blacksmith & Tailor) by @kid1293
Kid - Yard Cover v1.1 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=272) by @kid1293
Bits & Pieces Part 1.02 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=226) (Storage Crates) by @kid1293 
BETA - DS Small Village: Production (beta 2) (http://worldofbanished.com/index.php?action=downloads;sa=view;down=258) (Village Workshop) by @Discrepancy
Maritimes Pine Set V103 103.01 (http://blackliquidsoftware.com/index.php?/files/file/166-maritimes-pine-set-v103/) (Pine Lumber Cutter) by @Necora

These are all in the very start area, with specialised stockpiles sorted, and the original stock pile removed, a large (no pictured) market in its place.

Title: Re: EB Markets Set - April 22 2017
Post by: tanypredator on May 04, 2017, 11:56:32 PM
Quote from: embx61 on April 26, 2017, 01:44:18 AM
Yeah, you will have that problem with Protein too as that dumbass Vendor will bring all kind of Protein except of course the Venison. LOL

Can you please explain, what is that problem with vension (or maybe it is already solved)? I've noted that food market vendor behaved a bit strange - he first took small amounts (dozens) of food (including vension) to market, then finally began to take usual amounts (hundreds), and only after that he took all vension out of market!

Speaking of 'hunter' market - bannies usually take food only once from one source, I'm afraid, that they wouldn't take fruits, vegs and cereals from food market and then vension from 'hunter' market.

One more thing that I thought when playing with your new markets: why should 'blacksmith' market take tools? I thought he should take materials, used by blacksmith, and then blacksmith put his tools into some storage, from where 'tools and fuel' vendor take them to where banies live. Just as suggestion, I'm ok simply building blacksmith where materials are stored :)
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on May 05, 2017, 12:45:34 AM
@tanypredator

The blacksmith and hunting markets were added on after a request from @QueryEverything with the requested flags.

Because markets are using flags it can be that the hunting market stocks all Protein and then there is maybe no room left for the Venison so I was just joking there. QueryEverything wanted  a market close to hunters so it stores the gathered venison, leather and such, but it will of course store all the other proteins, textiles, as well.
Same for the blacksmith market.

I have no clue why the food market acting strange unless the code is somehow wrong.
This is the code for the food market.

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Grain | Vegetable |Protein | Fruit;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 1800;
}


MarketDescription market
{
float _fillLimit = 0.99;

FillType _fillType
[
{
RawMaterialFlags _flags = Edible;
float _ratio = 0.598;
}
{
RawMaterialFlags _flags = Grain;
float _ratio = 0.100;
}
{
RawMaterialFlags _flags = Vegetable;
float _ratio = 0.100;
}
{
RawMaterialFlags _flags = Protein;
float _ratio = 0.100;
}
{
RawMaterialFlags _flags = Fruit;
float _ratio = 0.100;
}
]
}




Title: Re: EB Markets Set - April 22 2017
Post by: RedKetchup on May 05, 2017, 01:09:34 AM
edible , you dont put edible there... just the grain % vegs % pro % fruit%
Title: Re: EB Markets Set - April 22 2017
Post by: tanypredator on May 05, 2017, 01:22:22 AM
Thank you for answers, embx61, probably, food vendor just got rid of excessive proteins (they do such things, don't they?). I'll test again, maybe just some bugged game it was.
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on May 05, 2017, 01:42:36 AM
Quote from: RedKetchup on May 05, 2017, 01:09:34 AM
edible , you dont put edible there... just the grain % vegs % pro % fruit%

Ah, I see.

So the first code is okay but get rid of Edible in the second part and the divide the percentage to 4.
So about 0.249 for each
Title: Re: EB Markets Set - April 22 2017
Post by: RedKetchup on May 05, 2017, 01:47:02 AM
yup

just put 0.25
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on May 05, 2017, 01:48:12 AM
Hi @tanypredator I was the one that asked for 'Blacksmith', I asked for the tools so that as the tools were made, that they would also go into the merchant storage, that way all the local Bannies would always have tools available for distribution :)
It meant that I didn't have to have a huge storage area for the tools too :)  It's a 2-in-1 thing :D   

I suppose though, if we were to make it a true Blacksmith merchant, then we would also need to include the other BS items that have been added such as @Discrepancy Wagon Parts, but I don't know if they already are counted in the storage class that @embx61 added to this merchant :)

I also asked for the Hunters market, again for a 2-in-1 storage/distribution, so I didn't need multiple storage and markets in my Outposts that I have around the map for mainly just (at this moment) hunters & butcher & a tailor (using the mini ones from Kid's Workplace Mod), so I just had the small ones dedicated for this purpose. 

@RedKetchup created a mod that had the merchants carry more, WheelbarrowBigger (http://worldofbanished.com/index.php?action=downloads;sa=view;down=256) which may be of use for you :)


{{Oh, I see answers have happened since I started this post an hour ago ...  sidetracked by YouTube ;) }}
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on May 05, 2017, 02:14:56 AM
Okay, I followed RedKetchup's advice and got rid of that Edible part in the fill part of the code.

Uploaded Version 17002 to reflect the change. Should be Save compatible.

@QueryEverything

Discrepancy have the baskets, fishing gear, flagged as Crafted (Custom0)
My blacksmith Market don't have that flag.

But do you really want this flag? As @Nilla pointed out these are the products, just as the tools, the blacksmith create and normally you want only products what the blacksmith is using to create his stuff. If I add (What is easy to do) the Custom0 flag it will also store all other Custom0 items the blacksmith will not use at all like glass, glassware and such.
Title: Re: EB Markets Set - April 22 2017
Post by: Paeng on May 05, 2017, 04:12:57 AM
Quote from: embx61 on May 05, 2017, 02:14:56 AMCustom0 flag it will also store all other Custom0 items the blacksmith will not use at all like glass, glassware and such.

No, that's not good...


Quote from: QueryEverything on May 05, 2017, 01:48:12 AMso I didn't need multiple storage and markets in my Outposts that I have around the map for mainly just (at this moment) hunters & butcher & a tailor

Well, sometimes you need to consider that the assigned flags will have a "global" impact... I don't think it's really cool to spread flags for hunters and tailors just to serve some distant outpost, when at the same time this will swamp regular or dedicated markets as well.   :)
Title: Re: EB Markets Set - April 22 2017
Post by: embx61 on May 05, 2017, 04:35:23 AM
Yeah, I agree @Paeng.

The limitation we can only use flags and not assign direct resources to the markets makes it hard to make certain markets and to function properly.

And the more resources are added the harder it will get.

I personally think that players can either put a full market down (A bit of about everything) or put separate markets together to suite their needs for that area.

It can be either 3, 4 or 5 markets to full fill the need for that area and combining for example those 3/4/ or 5  into 1 yet again will bring storage problems in the long run as the markets get flooded with stuff the players rather not have there.

That was honestly the whole purpose of the market set so players can add several needed small markets to an area where they are in need of certain materials and not others instead of dumping a big 1 market what sells all down.
Title: Re: EB Markets Set - April 22 2017
Post by: QueryEverything on May 06, 2017, 05:32:04 AM
Quote from: Paeng on May 05, 2017, 04:12:57 AM
Quote from: embx61 on May 05, 2017, 02:14:56 AMCustom0 flag it will also store all other Custom0 items the blacksmith will not use at all like glass, glassware and such.

No, that's not good...


Quote from: QueryEverything on May 05, 2017, 01:48:12 AMso I didn't need multiple storage and markets in my Outposts that I have around the map for mainly just (at this moment) hunters & butcher & a tailor

Well, sometimes you need to consider that the assigned flags will have a "global" impact... I don't think it's really cool to spread flags for hunters and tailors just to serve some distant outpost, when at the same time this will swamp regular or dedicated markets as well.   :)

Yup, figured on the global impact, and so far it hasn't actually been too disastrous :)  There hasn't been over crowding with nonsense in 1 market and nothing in another, and maybe every 5 years or so I go through and recalibrate the markets.  Clearing them all out, letting the Vendors run around a bit, then reclaiming them, and off we go again, but, in saying that, that was happening anyway with the large markets regardless, so I don't find it challenging :)

I'm just happy that @embx61 didn't think me too crazy and was very kind to have made the couple of extra ones for me, they are great, and working out well.  :)