Managing materials limit (and others)
#7
hmm, let me try. there are some wagons that RED made at WOB. they do store the specific flags. you can store minerals specifically in piles via CC. you can not state specifically which mineral, so you can't split iron ore and coal any more than wheat from oats.

there are older mods that can split food down to grain,fruit,meat. older markets are more bannie friendly in that they won't store new flags. an older 1.06 market will store goods the bannies use and not the excess items that need processed like furniture or tin. there are exceptions.

as far as i know, an item generally has 1 flag. there may be an exception. when using the CC compatability 1.07 mod. this mod bridges or merges the old flags and new for some items. hence lumber can store as logs.

you can not set the production buildings to a separate limit than the main limits. that is game coded. the modders have a limited amount of control.

let me do some history. CC was a huge project. the team has done an awesome job at adding a lot of mods and merging many many mods into the MM as well. when the CC team started out, there was the old 1.06 limit flags. houses could only accept 3 materials for building construction. to overcome this, CC added production chains to produce higher grade goods. this way luxury houses could require pipes or furniture,etc. as you can see from the chains in the game, it is a complex situation.

each higher grade item was given a trade value. there are also output #'s for each production workplace. the CC team had to balance these outputs and trade values across several chains and items. in game this is hard to control. you end up with too many pipes and not enough building materials or needing some other item more than it is being produced.

with the new limit flags there is more control than before. but the best option remains as it was- trade excess goods away. really isn't much else that can be done.

storage is a separate situation. at the time the game was given the upgrade to the 1.07 flags,the CC team had already started making its own game. the latest CC mod the CC journey was upgraded to use the new flags. but it was done very quickly. the CC general markets will store everything. both what the bannies need and all other goods that need processing as well.

i use a combination of older mods,1.07 mods, some CC,etc. i have played with the CCJ and prior CC mods with the 1.07 and newer mods. for towns , i generally use a different market than the CC markets. this way goods are stored in town that the bannies use such as food,tools, clothing,and firewood. i have RED's carts to help store surpluses for trade posts. this helps move those goods faster. i also have some older wharehouse mods that will help move iron,logs,and textiles for production areas. this keeps many of the items that need processed in work piles near the mines or foundry.

the mod order i am currently playing is RKEC with DS IND and CC TFA. with the compatability 1.07 everything is running smooth. you can check it out at TOM's site-https://www.banishedventures.com/

it has over 130 mods.
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Messages In This Thread
Managing materials limit (and others) - by Seona - 01-15-2017, 12:50 PM
Managing materials limit (and others) - by stiles - 01-15-2017, 03:59 PM
Managing materials limit (and others) - by Seona - 01-15-2017, 04:14 PM
Managing materials limit (and others) - by Seona - 01-15-2017, 05:43 PM
RE: Managing materials limit (and others) - by stiles - 07-06-2021, 08:55 PM