![]() ![]() Lodi ed il suo territorio nella storia, nella geografia e nell'arte. ^ "Lodi Sister City Committee | Lodi, CA"."Lodi, le 300 opere d'arte sepolte E il museo che non c'è da sei anni" (in Italian). ^ Gastaldi, Francesco (27 February 2017).Maioliche lodigiane del '700 (in Italian). ^ "Gli stabilimenti produttivi in Italia".You should also add the template : CS1 maint: url-status ( link).A model attribution edit summary is Content in this edit is translated from the existing Italian Wikipedia article at ] see its history for attribution. You must provide copyright attribution in the edit summary accompanying your translation by providing an interlanguage link to the source of your translation.If possible, verify the text with references provided in the foreign-language article. Do not translate text that appears unreliable or low-quality.Consider adding a topic to this template: there are already 2,986 articles in the main category, and specifying |topic= will aid in categorization.Machine translation, like DeepL or Google Translate, is a useful starting point for translations, but translators must revise errors as necessary and confirm that the translation is accurate, rather than simply copy-pasting machine-translated text into the English Wikipedia.View a machine-translated version of the Italian article. ![]() Houses can now be linked to multiple Markets, not just the closest one.Houses register with existing Markets on creation and upgrade, so they get proper delivery of goods.Improved prioritization of Market to sell available goods based most urgent need of nearby houses.Fixed bug where markets would repeatedly deliver certain goods to houses that were full.Markets are no longer affected by Happiness multiplierįixed worker units removing items from Market when supplying other buildings Workers that were delivering to unspecified Houses will prioritize the nearby Market instead Updated tutorial to reflect new House / Market system Fixed some load issues that might result in Houses refusing to buy even with a full market nearby.Markets now have reserved capacity for each potential item type, so excess supply of a lower-tier good will not block deposits of higher-tier goods.Market display now includes bars representing supply of each goods type, followed by a grid of each owned item type.Market can also be upgraded to allow more aggressive selling to nearby Houses.Markets will sell more aggressively if they have a surplus of a particular item type, which rewards faster goods supply.Dairy used instead as category in Food Market Fixed error instructing players to bring Planks to the Food Marketįixed markets accepting non-compatible goodsįood 'Gourmet' category moved to Specialty Goods.Fixed bug where workers attempt to deliver to an incredibly far and even inaccessible market instead of a nearby house.Added limited range of 20 block circular radius for markets being able to interact with housesįixed erroneous 'no recipe selected' tooltip on Market.Added building maximums for all markets, that increase with Base level.Markets that are highlighted and/or selected will show active radius Deleting House or Market will no longer highlight its old position when previously linked buildings are highlighted.Gourmet moved from Specialty Goods to Food Market.Markets have a Max Quality Tier that is determined by number & upgrade level of nearby or road-linked Houses.Markets only consume goods when there is sufficient capacity.Markets now consume items (and generate happiness) directly.Fixed missing area-of-effect tile highlights on Houses when placing houses and markets.Houses with center outside market radius, but with valid footprint connection, will link to market.Market radius is now circular (instead of octagonal) and displays area of effect during placement / highlight.The buildings that provide goods for the Food Market are the Farm (Grain, Herb, Sugar, Berry, Carrot, Potato, Tomato, and Cactus Fruit), Forrester (Apple, Pear, Dragonfruit), Pasture (Milk, Eggs, Chicken, Beef), Kitchen (Cooked Fish, Cooked Chicken, Cooked Beef, Bread, Apple Juice, Pear Juice, Berry Juice, Butter, and Cheese), Fishery (Fish), and Food Mill (Flour). ![]() These items are what the Food Market will purchase. They have a list of items they will purchase to supply the houses. Market buildings do not stock items like production buildings. ![]() A fully upgraded level ten house wants 6 points in Basic Food. Houses must be connected to the Food Market by pathway. The Food Market is a building that automatically distributes and sells Basic Food to nearby houses. ![]()
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