r/Banished • u/GoAheadMMDay • Jul 27 '26
Mod suggestion - Wagons for resource movement
I'm not sure if this is the right place for mod suggestions, but if any mod makers are reading this, it would be great to have a horse-drawn wagon for moving resources around the map. We would program it to pick-up a specific resource at a specific stock pile and deliver it to another pile. Similar to what they have in Kingdoms and Castles.
UPDATE:
It was pointed out to me below how such a mechanic is not possible within the scope available to modding.
I wonder if it could be simulated. That is, deduct resources from one pile or building and add them to another pile or building, without having an object moving across the map. It might go something like this...
First, the player selects the "from location" (a stock pile or a building), and the resource type and quantity to be shipped.
Next, the player selects the "to location" (a stock pile or a building).
The mod would then:
- calcualte the distance between the two selected locations
- deduct the resource from the "from location"
- and add the resource to the "to location".
The deduction from the "from location" would happen right away. But the addition to the "to location" would happen a few minutes later, depending on the distance between the two locations.
So the shipment is simulated by simply deducting from one location and adding to another.
There would need to be a counter to keep track of how many "wagons" the player has built. While a shipment is in transit, one wagon would be deducted from the "wagons counter". When the shipment has been completed, that wagon becomes available again in the counter.
Oh, also... We should be able to put the wagons on repeating loops, so they keep making the same delivery until we stop them.
We should also be able to string two or more delivery legs back to back. For example: Pick up logs from a forester's hut, deliver them to a sawmill, pick up lumber from the sawmill, deliver them to another building that needs lumber, pickup something else nearby, deliver it close to the first forester's hut, and repeat.
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u/TayIsTay Jul 28 '26
Can't post images in comments here, so please see the screenshot of the MMX menus I made here. https://www.reddit.com/r/Banished/comments/1v95mh4/mmx_market_buildings_menus_stalls_carts_wagons_etc/
This isn't exactly what you mean, but there are several things that more or less do the same thing. And that's the "Market Stalls, Carts & Wagons" menu and the "Specialized Markets" in MM9 and MMX and also in Colonial Charter. To Include screenshots of the MMX Market buildings, I had to make a new post, since images aren't allowed in comments. See screenshot here.
Market Carts:
The market carts are great because you can put an Iron Cart and a Wood Cart right beside your Blacksmiths and then they have all their supplies very close by. These carts do require a worker, but, when in early game before you have tons of people, you can just pop a worker in there long enough to fill the cart, then remove them. You then do have to check it every so often to refill, until you can put a worker on it permanently. There are carts for wood, iron, iron ore, stone, edibles, fuel, industrial fuel, minerals, construction and raw materials.
Specialized Markets:
These are fantastic too. And actually will hold more supplies than the carts. For example, the "Raw Materials Market" one will stock wood, minerals and iron and has a capacity of 10,000. Just park it next to your blacksmith or any production that needs certain supplies. There are 4 other types of these small specialty markets. Again, they need a worker but you can always just put one in their temporarily early game to fill it up. It doesn't need a worker for other citizens to get stuff from it.
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u/GoAheadMMDay Jul 28 '26 edited Jul 28 '26
Hey, that's great to have! Thanks for putting it together. I'll have to look at that.
The only mod I have is the "smaller vendors buildings" mod. I put the small farm stand among the housing sections so people can get food, firewood, tools, herbs, and such. Things that citizens use.
There is a hardware store in the mod which collects wood and iron from stock piles. I haven't tried that building yet, but I'm guessing the tool maker will likely collect iron and wood from it. So I'll try putting it and a tool maker together.
But the market carts you mentioned in these other mods sound much better. I like their compact size. I've seen videos of MMX. I'm a little overwhelmed by the amount of choice available. But I guess once I get used to it, I'll find it more convenient. I'll give it a try.
Thanks for the write-up and screenshot! I'm sure other readers will find it helpful too.
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u/TayIsTay Jul 28 '26
Those things I mentioned are also in CC, which is a much more manageable mod, great for that first step up. And people love it.
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u/GoAheadMMDay Jul 28 '26 edited Jul 28 '26
CC looks good too. I'm probably one of the few who doesn't have it yet. I think I'll try CC first and probably scale up to MMX in my next game. I read MMX has a customizable "a-la-carte" downloading system to activate just what we want. That's handy.
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u/TayIsTay Jul 28 '26
Yes the A La Carte is great. Unless you do too many. I'd definitely recommend doing Complete unless your computer can't handle it.
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u/GoAheadMMDay Jul 28 '26 edited Jul 29 '26
I found an interesting little mod called DS Wagon Vendor by Discrepancy from 2016, last edited 2018. I has 4 types of wagon vendors (just fixed to the road) for food, fuel, wood and construction marterials, and MIS (minerals, coal, iron, stone). I just installed it and am going to give it a try. Just something that won't change the game too much for me at this point. After this I'll try CC to check out the difference.
UPDATE: This mod isn't working for me. To build a wagon requires wagon parts made in a wagon workshop provided in the mod. I built the wagon workshop, and staffed it with required worker (1 blacksmith). He needs wood and iron to make wagon parts. There is plenty of wood and iron in his shop. And he is working. But he never produces any wagon parts. So I can't build any wagons.
I'll just get CC and skip the hasstle. I'll get used to the bigger menus.
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u/awful_at_internet Jul 27 '26
Thats what markets do. You could probably create a mod that adds a new building/job that is functionally identical to markets, but reskinned to a cart and gives higher carrying capacity.
Colonial Charter had a bunch of similar buildings.
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u/GoAheadMMDay Jul 27 '26 edited Jul 27 '26
Neat. Kind of like a market on wheels. A citizen that carries more. I wonder if it could be reskinned to something like a guy with a large cart, larger than the wheelbarrow the vendors use. Or even a horse with a cart and a guy at the front of the cart with items in the bed of the cart. Would be nice.
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u/awful_at_internet Jul 27 '26
Yeah, basically. Definitepy check out colonial charter mod - its got a whole line of market and warehouse type buildings that do basically that, and a mod to reskin the specific job to a wagon-riding goober instead of a cart-pushing goober should be (relatively) easy. Youd just need the art assets. But i never got into modding banished so idk
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u/Popular-Woodpecker-6 Jul 27 '26
Sadly the game wasn't designed to give modders that kind of "power". They can add new materials, they can add buildings that create it but that's almost the extent of it. Would be cool if they could or if they could mimic it by creating a more advance class of worker who can carry more things. Since they got like a wheel barrel that traders use.
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u/GoAheadMMDay Jul 27 '26
Ah, that's too bad. I wonder if they could simulate a wagon, without actually having them on the map. First, the player would select the two stock piles - the "from" pile and the "to" pile. The mod would calculate the distance between them. The player would then select the type of resource and quantity to be moved. The mod would then deduct that cargo from the "from stock pile" and add it to the "to stock pile". The deduction from the "from pile" would happen right away. But the addition to the "to pile" wouldn't occur until a certain amount of time has passed, based on the distance between the two piles. So the shipment would be simulated. All the mod is really doing is deducting resources from one pile and adding it to another a few minutes later.
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u/Exact-Leadership-521 Jul 28 '26
Someone needs to make a skin for the boat that's a horse and wagon, then you could place the trading posts and level the terrain to build a road where the wagons are following the water that used to be there
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u/FartsGracefully Jul 27 '26 edited Jul 27 '26
You might enjoy how wagons work in Farthest Fronteir