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greenhouse questions

Started by littbarski, May 05, 2025, 07:58:57 AM

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littbarski

Hello, sorry me again  ::)

We have some, but not all in our family the best computer gaming hardware, so we would prefer to play without the mega mods or your editor's choice, RK.

But we like the idea of greenhouses.
There is a tomato greenhouse as standalone by Kid - does this work just as it is without new production chains?
There are the greenhouses in the Garden Utility by RK - are those the same greenhouses as in the Editor's choice? If yes (or actually also if no), any chance to see one day another barn there in the Garden Utility, as this one is just very different from the other buildings we use (mostly vanilla or vanilla-like).

And in general: is the idea of greenhouses just that you can have more food in winter?

kid1293

Yes, my greenhouses work standalone to produce food.
Some are in mods with the needed things for growing available.
You have a lot to explore. :) Abandoned made me do many greenhouses.
Then you have the Patches, the Hedgerows, and the Farmyards if you
want to secure food production. :)

littbarski

hello Kid, I would be glad to use some greenhouses, I only find the tomatos in download search?

kid1293

Here are some. Enjoy

Animal Shed Plus
https://worldofbanished.com/index.php?action=downloads;sa=view;id=613

Bakery Garden Alt (lots of possibilities, experiment)
https://worldofbanished.com/index.php?action=downloads;sa=view;down=533

Fairy Tale (good greenhouse, needs compost. available through Compost Heap)
https://worldofbanished.com/index.php?action=downloads;sa=view;id=536

Friendly Blue (needs fertilizer through Cleaning Shed
https://worldofbanished.com/index.php?action=downloads;sa=view;id=587

littbarski

Thank you very much, would not have found them :). Will try Animal Shed Plus or Bakery probably.
So far we are very happy with the mods from RedKetchup and many from Kid :).

littbarski

yes, the Animal Shed Plus is really great, thank you for the work for Banished. I like especially those mods who just add something similar to Banished or something that looks like an vanilla-like building upgrade.

The animals looks also nice, and when they are just like part of the building (ilke partly behind a wall) it just does not matter that they don't move.

if I may ask:
- are those additional food building just that - additional :), so they don't actually change much of any production chain?
- when I use for example some milk building (dairy), should I only use one mod? (there is RK's red creamery and an old mod by him from 1.0.4)
- where can I see how much a wind mill or water mill produces (flour, but perhaps also wood) ?

RedKetchup

i dont think there is a problem but make sure you keep RKEC on top to get RKEC numbers and tables.
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littbarski

#7
ok thanks again, I think I have understood and setup nearly everything (for the first weeks).

About the greenhouse (Tomato) and perhaps the Old Town Stable (eggs, milk): is this a large amount of food and like a bit cheating, or is it ok to use those two mods as I need workers as well and the food amount is not that large?

...and: the Old Town mod adds additional ressources to the town status window, but I can't find those ressources (like craftmenship) in the Old Town. Will I have those ressources later in game with vanilla or old town buildings? Or are those then always zero?

Abandoned

Greenhouses produce all year long so production numbers will be higher, use only 1 worker for lower production.  Animal sheds, patches, and hedgerows also have higher production, use less workers or stop work during winter months.

The extra categories were added when the game was updated to 1.07, vanilla and earlier mods (that were updated) also do not have items in those categories. Old Town and most other Kid's mods do not produce those kinds of items, RK's do.

littbarski

thank you again. I wondered only as the extra categories do not appear when I only play vanilla without mods. But the Old Town mod lets them appear, as well as other mods of course.

But I saw that I need them indeed for cloth at least (just discovered New Flora)

littbarski

so I think it is fine with the new categories :).
As said New Flora and the Wild Bees appear really very nice addition, I tried the version that tanypredator gave here as a link in a comment (17MB version):
https://worldofbanished.com/index.php?action=downloads;sa=view;id=106

(Would this be the last version and working, so perhaps an idea to put it directly in the downloads?)

Also by tanypredator is the Wild Grouses:
https://worldofbanished.com/index.php?action=downloads;sa=view;id=415

This is interesting too, but the Download is only the source, I tried with the toolkit but unfortunately I am not able. Is there a pkm (working) for the wild grouses?

Yes, true that this is not directly about greenhouses anymore, but as it is a bit similar (alternative food collection) and I don't really have much more questions, I just add it here.

kid1293


littbarski

thank you, this and the new flora really adds something to the world. I also managed even to build the source from the link my self (my first build ever - ok everything was made ready).

Well, I already wanted to write that I don't have any question yet. But when I thought about the animals and saw the source files, I had the idea: do you think it is possible to change a bit the odd fast turning movement of the cows and sheep from vanilla? Somewhere in those files there should be like a turning speed?

kid1293

No turning speed that I know of, only the animation that is built into the model.

littbarski

yes, I mean the animation resource file, which could be changed (reason for my other topic).
The cows always stand there, walk a bit, and then suddenly move around their own very quickly to look into another direction. While Banished is in general a very beautiful environment to look at, this is not so well made.