Economy breaking structures in 1.7 - Printable Version +- BlackLiquid Forums (https://www.blackliquidsoftware.com/forum) +-- Forum: Banished General (https://www.blackliquidsoftware.com/forum/forumdisplay.php?fid=6) +--- Forum: General Colonial Charter Discussion (https://www.blackliquidsoftware.com/forum/forumdisplay.php?fid=16) +--- Thread: Economy breaking structures in 1.7 (/showthread.php?tid=877) |
Economy breaking structures in 1.7 - mellowtraumatic - 02-05-2017 And here I was, wishing that the animal pens dropped more leather. [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" title="xD" width="20" /> Economy breaking structures in 1.7 - ShockPuppet - 02-05-2017 So what you're saying is we should limit pens to 1 of each. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> Economy breaking structures in 1.7 - QueryEverything - 02-06-2017 Quote: meep .... no ... ugh! Economy breaking structures in 1.7 - Jonathan Ford - 06-19-2017 The pens should require some sort of input of food. Maybe grain. As you couldn't possibly feed the animals on such a tiny block of land. Economy breaking structures in 1.7 - elemental - 06-19-2017 That's a good idea. Grain (but which one? or should they use Red's fodder instead?) and also water. Would make a good override mod for those who like realism. Plus it would be a good use for water, which doesn't have a lot of uses at present. <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3-kralyerg/&do=hovercard" data-mentionid="3" href="<___base_url___>/index.php?/profile/3-kralyerg/">@Kralyerg</a> could you please mod this? [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> Economy breaking structures in 1.7 - stiles - 06-20-2017 te fodder and perfume use water like craxy now. there is also more leather products by EB. i agree these pens can be overused.i only use them in like a fort setting where it is limited for space. thatch has different options coming in the next update.i would like to see RED expand the fodder to a dairy barn to produce milk and fertilizer.i think a combination of thatch and fodder and mayb a grain might be a good option for a future fodder field mod.i do know at the moment RED has his hands full with the <abbr title="New Medieval Town">NMT</abbr> upgrade. Economy breaking structures in 1.7 - Jonathan Ford - 06-21-2017 How does red's fodder work? Economy breaking structures in 1.7 - elemental - 06-21-2017 Red's fodder is basically hay. You can grow fodder in a crop field or you can build the fodder farmer, which is sort of like a grass forester. Red's stables use fodder and water to make fertiliser (manure). Then Red's greenhouse takes fertilizer and water to make food all year round. There is a flowers/perfume production chain in there too. The fodder could easily be used by the animal pens, too. Economy breaking structures in 1.7 - Ketchup - 06-22-2017 ^^ <abbr title="Colonial Charter">CC</abbr> crew really need to give me all their code LOL joking of course ! Economy breaking structures in 1.7 - Jonathan Ford - 06-23-2017 Thanks. That fodder sounds like a good idea. |