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Advanced Crop Seeds - Printable Version

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Advanced Crop Seeds - MackGideon - 12-12-2016



What if there was a building, say like the archaeologist, called a Horticulturalist or a Botanist that took fruits and vegetables by the thousands... And experimented on them for hours and hours... And produced improved strains of plants? Like what we've been doing since the dawn of time?




It could make use of SEED DIVERSITY and similar mods. It could input vast amounts of, say for example cabbages, and after much Labor output different variants of cabbage. High yield, fast growing, frost resistant ones? Ones immune to disease or drought?




It could maybe even allow export of existent seeds? (Eg: 4000 wheat -> 1 Wheat Trade Seed)




Im talking about some end-game output stuff here, the sort of crops that sustain huge populations with minimal effort.




Thoughts?





Advanced Crop Seeds - MackGideon - 12-12-2016


As an afterthought, you could have an upgrade to this building called a Mad Botanist that created seeds of hybrid plants? Or cultivated deer-lettuce and duck-squash? Lol I need sleep ?




Advanced Crop Seeds - Feneris - 12-12-2016


That sounds like something way outside the limits on modding. Long story short, you can't really alter the coding to change how the game works, merely exploit what is already there.




Advanced Crop Seeds - Kralyerg - 12-12-2016



There's no way to "create" new seeds.




The only way to get a seed is through the trading post, and there's no way to limit which seeds are offered.





Advanced Crop Seeds - MackGideon - 12-12-2016


Quote:
1 hour ago, Kralyerg said:




There's no way to "create" new seeds.




The only way to get a seed is through the trading post, and there's no way to limit which seeds are offered.




Ah, ok. I wasnt sure how crop seeds were handled by the game.




Can you still have"tweaked" crops with boosted stats? Ie: $8000 for the seed but bonus yield?





Advanced Crop Seeds - Kralyerg - 12-12-2016



Not really. The quantity that is produced is set by the individual resource. Not by the field, or building that produces it.  Like, if you have a building that produces corn, it just says "produce corn" in the code, and then the quantity is looked up based on the corn resource.  So each little basket of corn that is produced at the corn field is always the same quantity.  There's no way to force it to produce more than the set amount.




Unless you made a brand new resource "GMO Corn" then you could have boosted quantities, but then the game wouldn't see it as the same resource as the other corn for other production purposes (like milling into flour). Yes, even if you called it Corn and then other one was Corn it would still see them as different, because it goes based off of filename, not the name that is displayed on screen.