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#71
General Discussion / Re: I am trying to get back to...
Last post by RedKetchup - October 01, 2025, 01:20:55 AM
Fooder farmer, Florist, Stable and Fodder Barn

Fooder Farmer is a kind of Forester lodge but it plants only Fodder resource.
Florist is a kind of Gatherer Hut but it only harvest flowers. both are meant to work together cause the fodder will make spawn the flowers to harvest. The florist doesn't plant. Flowers is used to make perfume.

Horse Stable is producing Fertilizer if you nourish them with Fodder and Water. Fertilizer is used in the Greenhouses.

the Fodder barn will hold Fodder but it can happends it will also hold other materials Flag.

Fodder Florist Stable and Fodder Barn

Last ones for tonight.
#72
General Discussion / Re: I am trying to get back to...
Last post by RedKetchup - October 01, 2025, 12:04:55 AM
Added the Greenhouse (transparent windows are so awesome, it gives a nice touch)
and added the water well (for drinkable water) and the Water Tower (more productive than the well)

Greenhouse and Water

keep in mind, this water well cannot be used to extinguish the fires.

#73
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by RedKetchup - September 30, 2025, 11:29:17 PM
they not connected, it is just the game doing it. it is recommanded to place some housing in a forest hub for example...
because the shuffle of jobs the game is doing. when it will shuffle, the game will attribute the gatherers, foresters, herbalist, hunters from the nearest housing...

a thumb rule is to take for granted the game is not made to accept 2 differents thing to the same building, giving a dual purpose (like put housing capability to a forester lodge for example). the game is not set to accept that.
#74
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by Necrolex - September 30, 2025, 11:08:49 PM
It's a shame we can't do that, because it would help a lot.
If I'm not mistaken, there are Mods that have houses that connect to a production building, but I don't remember where I saw it, or if I'm getting something confused.
#75
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by RedKetchup - September 30, 2025, 10:37:49 PM
Quote from: Necrolex on September 30, 2025, 10:22:16 PMIf you do it the other way around, it will take a long time to adjust.

yeah thats the game is doing it, it is hidden code (hard coded like we say) the game is made to shuffle all the jobs time to time. when you see the game "stop momentarailly' a few seconds, it is shuffle the jobs and place all the workers from nearest house. this is something the developper did to optimize his game.

if you take out the // , and crash, then it doesnt accept the code, code is invalid.

but really the // is telling the compiler to not read what you write after. when you want to put note in the .rsc file , like to remember something, you put a // or a /* paragraph */ to tell compiler to ignore

Kid will tell you the same thing

thats what i think, your idea is totally not working
#76
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by Necrolex - September 30, 2025, 10:22:16 PM
I put in this code and ModKit showed errors, but I told it to continue and it compiled.
In the game, it seems it's necessary to build the house first, and then the professional building.
If you do it the other way around, it will take a long time to adjust.
#77
General Discussion / Re: I am trying to get back to...
Last post by RedKetchup - September 30, 2025, 10:20:32 PM
Added the 2 Little Chapels made by EB back in time, 7 years ago.
and added my 2nd Forester Lodge which Only plant my new set of tree models.

the 2 Little Chapels made by EB and the New Trees forester

all at the root toolbars :)
#78
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by RedKetchup - September 30, 2025, 09:46:21 PM
if you want to have the modkit really read it you need to take out the //

WorkPlaceDescription workplace
{
    // no actual work done here once the building is built
   Profession _profession = herbalist;
   Profession _pickupProfession = null;
}
#79
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by RedKetchup - September 30, 2025, 09:40:57 PM
euh ... you know what // means ?

it means and tells the compiler to not take care of what coming next (it is only a way to mark some notes in the code for ourself) it means disregard what come next and don't try to execute

/*

blah blah blah
blah blah blah
blah blah blah
blah blah blah
blah blah blah

*/

is a way to disregard a whole paragraph.
#80
Mod Talk / Re: Guaranteed Housing for Pro...
Last post by RedKetchup - September 30, 2025, 09:38:07 PM
did you put that "herbalist house" next to the herbalist hut ? because thats normal, the game is designed to do that when the game shuffle all the jobs. it assign the workers from nearest housing. try that with the furthest house and wait the shuffle to see what happends (and make sure to set another building between )