World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on September 08, 2017, 10:14:27 PM

Title: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on September 08, 2017, 10:14:27 PM
NMT3.0Series: Forest Center for 1.0.7

http://worldofbanished.com/index.php?action=downloads;sa=view;down=358 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=358)

NMT3.0Series: Forest Center

(http://worldofbanished.com/gallery/37_08_09_17_9_31_09.jpeg)

Description:
This is a mod that adds a NMT Forest Center to your game that will allow you to build up to 4 forest districts from the choice of 6 diff ones.


- Building:

Forest Center : 11x11 tiles. cost 24 wood. 1 worker.
A NMT30 Forest Center is used to set a center with districts for forest work. Also can be worked to help to get resources. A forest center allow you to build up to 4 districts. The worker also will help your districts by providing extra resources.

To be able to build districts, you absolutely need to cover all the "road tiles" inside with a very specific path tool. Roads wont allow you to build districts. It is mandatory to use the specific tool provided in the toolbar.


- Tools:

Forest Center Path: This is the tool you need to apply in the appropriate tiles inside the Center to allow you to put districts. Cost nothing to apply out of 1 building unit work.


- Districts:

Hunter District: A NMT30 Hunter District is used for hunting wild animals. Cost 30 wood, 8 stones to build. This hunter district allow you to hire up to 3 hunters and has a range of 40 tiles. This special District allow you to kill deers more often than the vanilla one.

Gatherer District: A NMT30 Gatherer District is used for gatherering wild foods. Cost 30 wood, 8 stones to build. This gatherer district allow you to hire up to 4 gatherers and has a range of 40 tiles. The extra range allow you to possibly get more food or be more constant.

Herbalist District: A NMT30 Herbalist District is used for gatherering wild herbs and restore citizen health. Cost 30 wood, 8 stones to build. This herbalist district allow you to hire up to 2 herbalists and has a range of 40 tiles. The extra range allow you to get more herbs.

Forester District: A NMT30 Forester District is used to define an area to selectively cut down trees and plant new seedlings. Cost 30 wood, 8 stones to build. This forester district allow you to hire up to 4 foresters and has a range of 40 tiles. It will cover more range than usual and can possibly plant something different in very rare case. (fruit trees looking)

Barn District: A NMT30 Barn District is used to store alot of different things available from a forest center. Cost 48 wood, 12 stones to build. This special district barn allow you to store all the food, tools, herbs, textiles, and it allow you to store wood and fuel. it has a capacity of 12,000 weight to compensate the logs/firewood burden. It is kinda a barn and storage yard in same time.

Woodcutter District: A NMT30 Woodcutter District is used to make firewood from logs. Cost 24 wood, 4 stones to build. This woodcutter district allow you to hire up to 3 woodcutters. A woodcutter district will allow you to chope alot of firewood quicker than usual; specially if combined to a Barn District.


Enjoy !!

(http://worldofbanished.com/gallery/37_08_09_17_10_12_20.jpeg)
(http://worldofbanished.com/gallery/37_08_09_17_10_49_20.jpeg)
(http://worldofbanished.com/gallery/37_08_09_17_10_49_45.jpeg)


EDIT:

oh i forgot to tell :

all the models have been made inside the upper right corner and they all have a road toward south and west...
so if you put a district in the other quarters, please, don't forget to TURN "R" your model so you get the clear path towards roads inside the Forest Center :)


3.2 UPDATE:
- Added Lumber as new resource. Lumber is mainly used in some mods like CC or Necora Mods. It doesnt have any purpose in NMT3.0 mods. Lumber and the Lumbermill is totally optional.
- Added a new district: Lumbermill District. A NMT30FC lumbermill district makes Lumber, a new resource, from logs. Cost 32 wood and 6 stones to build, this new building can employ up to 3 cutters.
- Added also the Lumbermill as a standalone 6x6 tiles.
- Added a maximum of 2 herbalists in the Herbalist District and standalone.

3.3 UPDATE:
- Changed the numbers of the Lumbermill stand-alone and Lumbermill District. instead to use 5 logs to make lumbers, you only need 2 logs now.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Gatherer on September 09, 2017, 01:19:38 AM
Looks fantastic! You've outdone yourself yet again.

Thanks Mr. Red.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Savidan on September 09, 2017, 06:10:49 AM
WHouuuuu nice :)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Abandoned on September 09, 2017, 06:22:02 AM
Oh my gosh, look at those.  Outstanding and 6 buildings to choose from.   :)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Kimbolton on September 09, 2017, 09:58:26 AM
A Wonderful surprise Red! This is awesome. Thanks so much!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: taniu on September 09, 2017, 12:27:54 PM
@ RedKetchup  :DThank you very much - nice set, nice surprise :) :D :D.He tests Mods "The North" v 5.3.  Not all mods I can use lack mods EB and DS Mods cause an error.
What a pity! :'( Cheers!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: embx61 on September 09, 2017, 01:00:34 PM
The North changes quite a lot and I was able to only load the Village Set so far in the North without crashing.
No other mods were activated.

At least that is something :)

But when I tried to load another one of my Mods it was a instant crash.

We have to wait till the North is more compatible with 1.07 I guess.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 09, 2017, 03:27:49 PM
thanks all. yeah they all very simple and still very beautiful :)
even if i had to change the surrounds and the footprints of those, they totally look like the originals. they kept the same feel :)

as someone stated he could put more than 1 district at same place, cause the footprint is only 3x3 roads....
PLEASE don't do it ! Play fair. it is all about the respect you give me by playing the rules i've set!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: grammycat on September 09, 2017, 03:47:00 PM
Such a wonderful surprise!  Thank you-I've already tested it ingame and love it.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: adelegarland on September 10, 2017, 03:37:55 PM
Wow!  These are great!!  Can you make them standalone as well?  I Love the textures and looks of these buildings, very nicely done!  Love them!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Kristahfer on September 10, 2017, 11:15:11 PM
@RedKetchup , I have tried to remove the individual districts and have not found the trick to do so. I can remove the Forest Center and pathing required to place the individual districts with out issue. But removing the individual districts I am unable to do so. Tried removing the pathing and then the entire Center and all of the added districts but I then end up with only the individual districts left, which I can not remove. What am I doing wrong?
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 10, 2017, 11:53:50 PM
oh i am sorry.
i know i told myself that i should put a trash icon on those for removing....
and i forgot :(

gimme a day and i ll do a fix with a trash icon to click to remove each district.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Kristahfer on September 11, 2017, 05:21:11 AM
Thank you for the update. Great little mod, I will be using it a lot.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 11, 2017, 05:23:12 AM
Quote from: Kristahfer on September 11, 2017, 05:21:11 AM
Thank you for the update. Great little mod, I will be using it a lot.
you are welcome :)
thanks you ALOT for the bug finding :)

it will be available soon as i finished the other little things people asked :)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 11, 2017, 05:58:35 AM


3.1 UPDATE:
- Added and fixed the Districts with a trash icon for remove purpose.
- Added limits on the Forest Center window and added +1 worker
- Changed the footprint so it follows the pasture footprint depending on the ground texture set you are using.
- made sure all the name of the building fits and not overwrite the workers spinners.
- Added all the districts as standalone for people who wished and asked for. they will have a 6x6 footprint as standalone. the standalone will have a radius of 30, same as vanilla.
- fixed a bug about the forester district that didnt had its 40 tiles radius.

Enjoy !!!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Abandoned on September 11, 2017, 06:27:50 AM
Thanks for update, Red, and for adding stand alone, nice.  :)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: adelegarland on September 11, 2017, 08:10:08 AM
As Always - THANKS!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 12, 2017, 04:58:47 PM
so ? how it goes with this ?
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Kristahfer on September 12, 2017, 06:25:59 PM
@RedKetchup The updates work fantastically. I really like the change in ground cover. Great work.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: adelegarland on September 13, 2017, 03:48:18 AM
@RedKetchup I am using these in all my new settlements!  They look great and work fantastically well.  One suggestion, additional workers in the Herbalist.  Otherwise, perfection!
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Paeng on September 18, 2017, 04:10:02 AM
Just now playing with the new Forest Center... cool idea, saving some space, too...  :)

Since the "Districts" are modular, would it be possible to make one with housing? A dream would be a 2-storey overlap(tm) house...  :)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 18, 2017, 04:58:28 AM
Quote from: Paeng on September 18, 2017, 04:10:02 AM
Just now playing with the new Forest Center... cool idea, saving some space, too...  :)

Since the "Districts" are modular, would it be possible to make one with housing? A dream would be a 2-storey overlap(tm) house...  :)

the big thing i am scared about housing in districts... since they only have "road" tiles (3x3 of my special road tiles)... you can click and put as many as you want in the district. knowing alot of people dont care to cheat... i am scared that some people will put 50 of these housing in 1 distrct.

i already thought about that ... the idea i've got was to make a "forest theme housing" : which i thought to call : Camping District.
but like i said, i am kinda scared some people will awefully cheat with that.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Goblin Girl on September 18, 2017, 06:11:45 AM
I'm not trying to be rude by asking this, but if they cheat, who cares?  It's a single player game, so it's only their own experience they'll be ruining.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Paeng on September 18, 2017, 01:39:48 PM
Quote from: RedKetchup on September 18, 2017, 04:58:28 AMscared some people will awefully cheat with that.

Well, my feeling is you should not take such a burden onto your shoulders... I mean you can't hinder folks who want to "cheat" - they'll always find a way anyway.

Maybe that's just the way they like to play, but basically all they do is cheat themselves... I'm with GoblinGirl on that one.


I alway figured that modders work for thinking players, not the casuals who just want to plop together a huge city with some simple mouseclicks.   :-X  :D
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: embx61 on September 18, 2017, 01:52:55 PM
While I agree with you Goblin Girl that some people cheat does not mean that some modders want to supply mods so to they can cheat with them.

I am in that same boat as Red and I just have a hard time producing cheats.
I have not any fun creating cheats as I would never play with them so why should I create a Mod I will never play with myself?
To please the cheaters?

I think you have to look at it from this angle what Red means.

Some other Modders have a different view and just try to make everybody happy so do create cheats for them when requested.
All fair and square as nobody is forced to play with them but not all modders can just as easily create cheats.
There are also gray area's what is a cheat and not.
Is ghosted a cheat?
As it is mostly decoration (No real gameplay mechanics value but just visual) I not see it as a cheat.

Some can say the overlap technology is a cheat too but houses 2 or 3 floors was a common thing in medieval towns so not out of place.
There is a reason Red called it New Medieval Town.

How I feel about tiny 1x1 production buildings which produce the same as their bigger counter parts is well known and not going to debate it further.

But I will never play with them, so I will not mod them.

Now we have 6 (or more) building requirements I already read 'complaints' that buildings would need lumber to be build in the near future.
God forbid the players have to DO something in game like setting up 1 easy extra chain to create lumber from logs.
No, everything has to be so easy even a Cave man can do it.

Now some modders will even refrain from using lumber as a building requirement so the players who like to see this added are left in the cold and so the cheats are soon ruling the Banished World.

All that tiny stuff released have done it's magic on sizes too as even a 4x4 house is considered big these days by quite a few.
It is mostly all about being easy, tiny, and cheap to build and it just saddens me as even my beloved wife, who was not a avid gamer at all, never had any problems playing Banished without the tiny stuff and even she considered them as a way what make the game way too easy. Go figure.

Why the cheaters not just use Debug to cheat is beyond me. Let them use Debug and there is no need for tiny stuff as 1 click on a button gives you instantly Free to build, more peeps, more Iron, more wood, more food, and so on and on. Select so that bannies not freeze to death and die from hunger and they hardly have to build anything at all.

So at last, it is not about this or that mod, it is the overall idea what I sense that about everything has to be easy, cheap, and tiny so that a failure is not even possible anymore.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Gatherer on September 18, 2017, 03:07:56 PM
But we're not all playing Banished as a survival game. For me it has become a city builder. I don't mind simple production chains and I will gladly use lumber as a building requirement.

All of you have valid points. So how do we decide who is more right?

Personally I would like to see ghosted houses for Forest Center and I'm not a "cheater".
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Abandoned on September 18, 2017, 03:16:24 PM
Unbelievable
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: embx61 on September 18, 2017, 05:42:35 PM
Quote from: Abandoned on September 18, 2017, 03:16:24 PM
Unbelievable

"@RedKetchup , please tell me that all these beautiful buildings you are making are not going to require a production chain of lumber? If all the great new sets are going to require iron ore production and lumber chains I think Banished will soon be losing more member. 

And please no one tell me "if you don't like it don't use it"   I won't."

and

" :) good to know, thanks Red, I would hate not to be able to use your great new NMT buildings, they are fantastic."

and

"The big problem, more steps, more workers needed.   ??? "


I agree a 100% that the above IS indeed unbelievable   ::)

As long as it is not easy, tiny and/or cheap it is not worth playing with. I get the message!

yeah, the NMT buildings are fantastic but not fantastic enough to build up a easy lumber chain to see them in their glory it seems.  ::)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: grammycat on September 18, 2017, 09:13:24 PM
You cannot tell an artist how to create-it comes from within.  I think your love for the game inspires your work so do it your way, and I'm glad you share it with us non-modders.  I just recently started using the iron ore conversion chain and found I liked it very much so maybe lumber will be similar.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: galensgranny on September 19, 2017, 02:08:21 AM
Quote from: RedKetchup on September 18, 2017, 04:58:28 AM
Quote from: Paeng on September 18, 2017, 04:10:02 AM
Just now playing with the new Forest Center... cool idea, saving some space, too...  :)

Since the "Districts" are modular, would it be possible to make one with housing? A dream would be a 2-storey overlap(tm) house...  :)

the big thing i am scared about housing in districts... since they only have "road" tiles (3x3 of my special road tiles)... you can click and put as many as you want in the district. knowing alot of people dont care to cheat... i am scared that some people will put 50 of these housing in 1 distrct.

i already thought about that ... the idea i've got was to make a "forest theme housing" : which i thought to call : Camping District.
but like i said, i am kinda scared some people will awefully cheat with that.

I always thought it weird that even though there are buildings for forester, gatherer, hunter and herbalist, that the workers can't use them to warm up while working.  They don't even store things in them.  The buildings take up so much space, but the buildings themselves are of no use.  That's why I like the small  versions, just a person with his bow (or gun?), person with a basket, etc.  They don't really need a useless building. 

So, I also think it would be great to have an overlapping house on your Forest Center buildings, Red Ketchup (http://worldofbanished.com/index.php?action=profile;u=37).  Then it would be more like the buildings for the hunter, gatherer, herbalist and forester are actual buildings that people can go into to get warm, and a bite to eat.  I like your forest center very much.  Or, if it is possible, maybe the buildings can be made to store what the people hunt or gather, but that probably isn't doable (that's how it should have been originally, in my opinion).


I don't understand any concerns about supposed "cheating", since Banished is not a multiplayer game.  People play in all sorts of ways, sometimes just as a "style a city" without wanting to play the game.  I do that sometimes.  Sometimes I use the debug menu to supply the needs of the people while I experiment with the different buildings that I am not all that familiar with.   Sometimes one just wants to escape reality for a bit without having to plan or think much, making pretty towns just for looks.  When I want to actually concentrate and plan, then I actually play The Game.   

Quote from: embx61 on September 18, 2017, 01:52:55 PM
So at last, it is not about this or that mod, it is the overall idea what I sense that about everything has to be easy, cheap, and tiny so that a failure is not even possible anymore.

That is not so.  Not in general. 

You really do not like tiny, embx61!   Well, I like all sizes.  Some big, some medium and small.  There is a place for all sizes, even within the same town.  Just like in real life, there are large, medium and small houses and large, medium and small work places.

I am glad that there are several modders and they don't all have the same ideas about things, since not all players have the same ideas about how they would like the game.   Even the same person switches up how they play at different times. There is no one right way.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Tom Sawyer on September 19, 2017, 03:03:11 AM
The eternal disput of decoration vs function.^^ I only want to say that "cheat" is actually not the right term in a single player pve game. It's rather about keeping the game working. Besides the fact that ghosted houses can be endless stacked in each other to make a big city on 3 x 3 road tiles (where people can argue to not do this or to not care) it is also messing up usability and visuals. Usability because you get no feedback anymore when placing buildings in a not intentional way if they are ghosted. Already a double click creates a second house at the same place and you cannot reach the interface. And messing up visuals because bannies will walk through walls of ghosted houses like magic. It looks very strange and I don't understand that people with a focus on visuals do like that. I always make a plan of tiles and paths for new object to get a good result in game and tweak it when testing.

In short and only my opinion without the intention to make people mad.. it makes sense to define a logical placement. To create well functioning and nice looking mods. Not because of any cheating or survival thing.
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Paeng on September 19, 2017, 05:28:21 AM
Quote from: galensgranny on September 19, 2017, 02:08:21 AMI always thought it weird that even though there are buildings for forester, gatherer, hunter and herbalist, that the workers can't use them to warm up while working.  They don't even store things in them.

Yes, to me that's the big flaw of vanilla Banished (and I believe that Luke just took the easy way out because he did not want to code workplaces to accommodate storage and/or residents as well)... anyway, that's the way it is, so we need to deal with it  :)

Take the tailor - once I reached his capacity, what do I do? Build another large, useless building for one worker? No, I pop in another clothesrack (e.g. a 2x1 from Kid) and employ a second worker - like a snap-on. I still need to provide housing and storage anyway...

I could reason the same way for lots of vanilla buildings, but I think the point is made  ;)


As for ghosted items - well, as decor they are without alternative. But they also enable workarounds, like second floors, reaching unreachable places (like treehouses, Mountain Lodges) and so on, things that are otherwise locked to players, mainly because of the shortcomings of the modkit, or missing hooks, or lack of terraforming, or whatever...


I take most mods as they come, trying to understand (and play) the philosophy they own... some are for me, some are not, some can be worked-around, some cannot, some can be improved with suggestions or requests, some cannot... to me, that's cool... and what counts in the end is that I had another good night of building something that pleases my senses  :)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: RedKetchup on September 19, 2017, 05:41:16 AM
there is some incompatibilities between some feature.

like you can add storage to a woodcutter and make it like a tavern, but if the main feature is a "walking around" feature like gatherer/forester/herbalist, you cannot add the storage feature to it.

about housing... is same, it will lead to a crash. maybe it the the "UI" that crash ? perhaps
maybe by adding a 2nd TAB kinda like townhall/TP ... can resove a crash ? i dunno
everytime you try to play with "UI" it is very hard and easy to break apart like an elephant in a grass shop
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: RedKetchup on September 19, 2017, 05:57:30 AM
3.2 UPDATE:
- Added Lumber as new resource. Lumber is mainly used in some mods like CC or Necora Mods. It doesnt have any purpose in NMT3.0 mods. Lumber and the Lumbermill is totally optional.
- Added a new district: Lumbermill District. A NMT30FC lumbermill district makes Lumber, a new resource, from logs. Cost 32 wood and 6 stones to build, this new building can employ up to 3 cutters.
- Added also the Lumbermill as a standalone 6x6 tiles.
- Added a maximum of 2 herbalists in the Herbalist District and standalone.


(http://worldofbanished.com/gallery/37_19_09_17_6_01_13.jpeg)
Title: Re: NMT3.0Series: Forest Center for 1.0.6-1.0.7
Post by: Paeng on September 19, 2017, 06:02:23 AM
Quote from: RedKetchup on September 19, 2017, 05:41:16 AMthere is some incompatibilities between some feature.

Oh yeah, I understand that very well... there are lots of shortcomings in the code, where Luke either did not think far enough, or did not feel they are necessary. I made my peace with that, all in all there are plenty enough things that work well... in large part due to the huge work, time and thought that you modders put in!  :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: galensgranny on September 19, 2017, 06:26:23 AM
Quote from: Tom Sawyer on September 19, 2017, 03:03:11 AM
... Besides the fact that ghosted houses can be endless stacked in each other to make a big city on 3 x 3 road tiles (where people can argue to not do this or to not care) it is also messing up usability and visuals. Usability because you get no feedback anymore when placing buildings in a not intentional way if they are ghosted. Already a double click creates a second house at the same place and you cannot reach the interface. And messing up visuals because bannies will walk through walls of ghosted houses like magic. ...

Where are the ghost houses that bannies can walk through?  I want to see that!  ;D   I know that Kid has ghosted upper floors, but bannies can't walk through them- not that we can see, at any rate.

QuoteBesides the fact that ghosted houses can be endless stacked in each other to make a big city on 3 x 3 road tiles

Maybe someone would do that for actual play and not just fooling around for a giggle. Though, I can understand that some creators have a strong feeling towards their creation and can't stand to think that their creations might be "misused". 
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: galensgranny on September 19, 2017, 06:44:06 AM
Quote from: RedKetchup on September 19, 2017, 05:57:30 AM
3.2 UPDATE:
- Added Lumber as new resource. Lumber is mainly used in some mods like CC or Necora Mods. It doesnt have any purpose in NMT3.0 mods. Lumber and the Lumbermill is totally optional.
- Added a new district: Lumbermill District. A NMT30FC lumbermill district makes Lumber, a new resource, from logs. Cost 32 wood and 6 stones to build, this new building can employ up to 3 cutters.
- Added also the Lumbermill as a standalone 6x6 tiles.
- Added a maximum of 2 herbalists in the Herbalist District and standalone.


Wow, that's great, Red Ketchup!  :) Now I need more buildings that need lumber.  Hmmm, maybe a fancy town hall, or better, ghosted houses to go on top of the Forest Center buildings (not the windmill, of course).  If the ghosted houses need lots of lumber, glass for windows, and clay tile roofs (made with your clay chain), that should dissuade those who might stack lots of ghosted houses in one spot.  And it would give more use and purpose for your lumber cutter and your clay chain.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: Paeng on September 19, 2017, 07:32:38 AM
Quote from: RedKetchup on September 19, 2017, 05:57:30 AMLumbermill

Cool new item  :)

For now I just built the standalone, just as a "decoration" in a virgin forest, hahaha  :D

Hoping for a lumber chain, too  ;)
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: RedKetchup on September 19, 2017, 07:49:58 AM
i cant make 2nd floor housing for these cause these forest buildings have really too much random different shapes
i cant do something that would stand on top an hunter, or gatherer or herbalist districts in same time... they would need to have all their own 2nd floor
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: galensgranny on September 19, 2017, 08:06:11 AM
Quote from: RedKetchup on September 19, 2017, 07:49:58 AM
i cant make 2nd floor housing for these cause these forest buildings have really too much random different shapes
i cant do something that would stand on top an hunter, or gatherer or herbalist districts in same time... they would need to have all their own 2nd floor

Oh, yes, I see.  That would be too much. 



Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: Tom Sawyer on September 19, 2017, 08:26:16 AM
Quote from: galensgranny on September 19, 2017, 06:26:23 AM
Where are the ghost houses that bannies can walk through?  I want to see that!  ;D

Bannies run through every ghosted object. The only way to stop them is to build something not ghosted at the same place or around it to fix this path issue. I don't fight against ghosted houses. Just tried to explain from a modders point of view why these "createplace" markers make sense and that it is more than a cheat protection or to prevent you from being creative.^^

Probably it will be the best if Red just makes some ghosted houses for the people... I will never do. ;D
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: Goblin Girl on September 19, 2017, 08:51:18 AM
@embx61, I completely agree that a modder, using their own free time to create things for the joy of it, should not create things that they have a problem with.

I disagree though, that people who play the game differently from you are necessarily cheaters.  For example, I've found that the normal hard, medium, and easy starts aren't quite what I'm looking for, so these days I always start on hard, then use Debug to add in 8 more citizens.  I don't raise the number of resources available, so in fact I am starting with far less food, tools, coats, and firewood than Luke's hardest start.  This creates the setup I like.  Am I wrong for doing so?  Sometimes I play to survive against nature.  Sometimes I play for the enjoyment of growing an ever-more complex town, and I enjoy waiting for the traders to bring me what I want/need.  And sometimes I just want to see if I can create tableaux as amazing as the things Paeng does.  (Spoiler:  evidently I cannot, even for free.) 

I don't think any of these are me having badwrongfun.  I think they're just me, a retired person, whiling away an afternoon playing a game that I enjoy. And I think there are probably other ways to play that are equally fun for other people. It's all good.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: brads3 on September 19, 2017, 08:53:54 AM
not sure i should add this suggestion. taking PAENG's argument that the main building of the forest pieces should be the house,there is a way fake it.
by "fake it" i mean looks in game play like it should but the parts technically don't function the way they look.add a lean to house addition or shed to the buildings. it attaches to the main building and looks like a regular shed but the function is that of the house.taken together the forest set now has housing for each part.
      it does fall under EB's cheats though.someone could missuse it.

       i will add to the overall arguement though. i like PAENG's theory on why LUKe didn't add housing to various buildings.that made sence.originally thought to be added but chose the easy way instead.that works both ways too. the woodcutter was originally developed to have 3 workers and since had to be modded that way. this is 1 building i like to use the mini options for.out in a forest would a forester and hunter walk all the way to town to get firewood? no,they would cut and use the logs they already have right by their house or work areas.this is where the smaller mods come in handy.you set a small wood chopper in each area and then you have firewood supplied where it is needed without moving it all over.
     i understand the  reasons the game only allows a bannie to do 1 job but that is not historically correct.in reality a person would do many things to take care of themself and their family.growing up on my grandparents homestead farm,we had animals,gardens,crop fields,and we hunted and picked apples and berries. with a A&E start, the player has to manually do this by changing the jobs of the 2 bannies.this type start is where the smaller buildings or mods are more needed.you don't have the resources or time to build a large workspace.
    there is room for both sets of ideas. if all the modders thought the same way,we would have only 1 set of options.i am glad we have modders with different ideas and styles.i might not always like every mod from a modder or download every mod. i can build towns that use mods from every 1 though.i actually enjoy the way 1 modder's ideas and mods compliment and work with another's.that is 1 of the neat things about the game.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: brads3 on September 19, 2017, 09:21:05 AM
GG,i don't find that use of the debug to be a cheat. i actually have done similar before. i took the last set of nomads and the count and started a new town with them.i did figure they would have took enough supplies for a year with them and increased some of the resources. thing is yes i started with more bannies and therefore population would grow faster but it means you need to build faster too.using the debug to change a game startup isn't wrong.i could also see someone not wanting to use traders so they debug and give themself all seeds or animals.one advantage to banished is you write your own rules.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: The Pilgrim on September 19, 2017, 09:25:33 AM
The ghosted houses thing is a moot point. A house has to have some kind of footprint. Shock and I tried it when we initially started playing around with the modular construction aspect of the New England Mod. If the house doesn't have a footprint, the bannies never occupy it.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: Tom Sawyer on September 19, 2017, 11:34:08 AM
@RedKetchup I played around with your Forest Center and I have a question because the feeling you found something interesting. Your path tiles are a road object with a special map type, right? And your districts require this map type so I have to prepare the ground for them .. But what the hell is the type? It seems not to be Fast or Faster, also not Occasional or something else. Can you tell us? :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: galensgranny on September 19, 2017, 12:12:49 PM
Quote from: The Pilgrim on September 19, 2017, 09:25:33 AM
The ghosted houses thing is a moot point. A house has to have some kind of footprint. Shock and I tried it when we initially started playing around with the modular construction aspect of the New England Mod. If the house doesn't have a footprint, the bannies never occupy it.

"Ghost" is not the right term then, for what I was meaning.  Kid made "floating" higher floors in his stone house set.  There must be a foot print somewhere then, but his higher levels can be put on top of other buildings, not only the base floor for his set, and bannies move in.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: Paeng on September 19, 2017, 03:30:18 PM
Quote from: galensgranny on September 19, 2017, 12:12:49 PMKid made "floating" higher floors in his stone house set.  There must be a foot print somewhere then, but his higher levels can be put on top of other buildings, not only the base floor for his set, and bannies move in.

Yes, that's the same like Red's "overlay technique"... the actual footprint is a 1x4 strip (or could even be a 1x1 spot), the rest of the model is just overhanging.

Red kinda initiated it, Kid is using it, CC uses it (quay houses), the North uses it for the tavern or the school... in my opinion it's totally valid method to create e.g. a second floor, and many other uses.

:)
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: RedKetchup on September 19, 2017, 03:45:29 PM
Quote from: Tom Sawyer on September 19, 2017, 11:34:08 AM
@RedKetchup I played around with your Forest Center and I have a question because the feeling you found something interesting. Your path tiles are a road object with a special map type, right? And your districts require this map type so I have to prepare the ground for them .. But what the hell is the type? It seems not to be Fast or Faster, also not Occasional or something else. Can you tell us? :)

there is another one valid :
PathType _pathType = Tunnel :)

Tunnel is more obscur than the other ones and found only inside 1 template but as legit as all the other :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: Tom Sawyer on September 20, 2017, 02:15:02 AM
Ahh.. Thank you for clarification. Clever idea. So you invented a new special building requirement of preparing a building site for certain constructions. I don't have a concrete idea but maybe it also can be used for something else one day.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: RedKetchup on September 20, 2017, 02:35:10 AM
to know all the apects of what i did... you can download the source code in the Laboratory section :) i know you have access :) you are member of "modders" group.
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: carolinafan95 on September 24, 2017, 09:38:27 AM
Thanks for the lumber mill, I'll add it to my next gameplay. Keep up the great work. :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7
Post by: katbarf on October 15, 2017, 02:03:04 AM
This is beautiful. Thank you for making it. I was a little derp and couldn't get it to work. My workers were taking forever to build the "road" part but had built the forest center first.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on January 17, 2018, 11:58:43 PM
3.3 UPDATE:
- Changed the numbers of the Lumbermill stand-alone and Lumbermill District. instead to use 5 logs to make lumbers, you only need 2 logs now.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Roughwaves on February 02, 2018, 10:08:11 PM
Great mod, thanks for making it.
Ran into one problem though, I was playing muted and clicked to place a forestry building on the created 'roads' and didn't hear the placement sound, so I clicked again... and again.. and again. And tried another building, on another spot, clicked several times.... Long story short, I have a builder requirement of about 100 now just for that area, and my poor bannies and building buildings under buildings, constantly bring resources.

I tried trashing the district, romavin gthe roads afterward, messing with terrain elevation, removing buildings, to no effect. Am I missing something or should I just load a previous save? Or eat the time/resources(possibly game killing at this point).

Cheers!
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on February 02, 2018, 10:15:53 PM
yeah thats an error you will never make again. the idea is good but ... the execution is not great.

next time , do not click a dozen of time.


sorry if that has big flaws.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Hawk on February 03, 2018, 02:41:45 AM
I've run into similar issues as @Roughwaves did. For some reason I have no sound when playing Banished, although I have sound in all other games.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on February 03, 2018, 03:30:09 AM
Quote from: Hawk on February 03, 2018, 02:41:45 AM
I've run into similar issues as @Roughwaves did. For some reason I have no sound when playing Banished, although I have sound in all other games.

it is built on 100% road blocks maybe thats the reason the game doesnt give the sound of it :( we absolutely have no control on that, thats game code
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Hawk on February 03, 2018, 04:26:00 AM
I know the mods don't have anything to do with my lack of sound. I didn't mean for it to sound that way.  :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Hawk on February 03, 2018, 05:19:22 AM
If I remember correctly, the issue is the Forest center buildings don't make a spot on the ground when placed, before building.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on February 03, 2018, 06:31:20 AM
the way i intended: you put the center. once built, you do all the special roads inside with the road tool i provided with it. once they are done, there, you can choose 4 districts to put inside. you need to pay attention at the design of the model and use "r" or "t" to rotate it in a way the building has always its 2 entrances facing the 2 entrances of the forest center (with the back of the district facing the deadend corners.

thats the way i intented it.


now , i know personally i can deal with that, but most people ? some poeple i not sure if they are enough "bright" to pay attention and handle it correctly :P
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Hawk on February 03, 2018, 07:04:43 AM
Once I got used to building the center, it wasn't a problem. It's just until you get familiar it.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on February 03, 2018, 07:11:38 AM
Quote from: Hawk on February 03, 2018, 07:04:43 AM
Once I got used to building the center, it wasn't a problem. It's just until you get familiar it.

oh of course, and this is normal, since you are coming here ^^
was talking about somes on steam.......

::)
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Hawk on February 03, 2018, 02:56:49 PM
Oh! Steam users. OK! That's not me. I'll back off.  :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on August 17, 2019, 07:14:44 PM
I love the look of the Forest Center in the pictures. Unfortunately, I cannot get it to work. All of the buildings are red when I try to put them down. I did do the crossroads with the tool included but it did not make a difference.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on August 17, 2019, 09:56:13 PM
Quote from: Okiepat on August 17, 2019, 07:14:44 PM
I love the look of the Forest Center in the pictures. Unfortunately, I cannot get it to work. All of the buildings are red when I try to put them down. I did do the crossroads with the tool included but it did not make a difference.

in the forest center toolbar, there is a special road icon. you need to build the roads inside the center so you are allowed to building your districts
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on August 18, 2019, 01:49:29 AM
Do the laborers build those roads also? I just realized I did not see them do that.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on August 18, 2019, 06:49:52 AM
bah yes, they need to build the roads :)

here a picture. you see all the arrows ? specially the arrows in the sections ? it need to be build with the special road provided in the same forest toolbar, and the builders need to have processed it.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on August 18, 2019, 10:02:09 AM
Thank you for all your help Red! I can't believe I didn't make the connection between the arrows and roads (given that arrows ALWAYS mean roads in Banished)!
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on August 18, 2019, 10:18:14 AM
Quote from: Okiepat on August 18, 2019, 10:02:09 AM
Thank you for all your help Red! I can't believe I didn't make the connection between the arrows and roads (given that arrows ALWAYS mean roads in Banished)!

no worries :) better to ask than delete the mod :P
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: LOsmond on August 28, 2019, 05:13:17 AM
Beautiful :)
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on August 31, 2019, 06:36:36 PM
Quote from: RedKetchup on August 18, 2019, 10:18:14 AM
Quote from: Okiepat on August 18, 2019, 10:02:09 AM
Thank you for all your help Red! I can't believe I didn't make the connection between the arrows and roads (given that arrows ALWAYS mean roads in Banished)!

no worries :) better to ask than delete the mod :P

No danger of me deleting the mod! That plus the barn on the outside and a few houses at the edge of the circle and it's good to go. Plus the stand-alone woodcutter and sawmill in town. The only things missing are a tailor and blacksmith but since they really don't fit with the Forest Center setting that's understandable, though I would love to see them as stand-alone with the same basic design.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 06, 2019, 04:13:19 PM
Hello,
does the Forest Center Herbalist gather Flax from your other Mod ?
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on September 06, 2019, 05:31:01 PM
Flax and cotton along with the herbs.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 06, 2019, 07:45:22 PM
Mmh ,silly.
My Herbalist only collect Herbs ,but my Forester collect Cotton ,Flax and Logs !?!
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: brads3 on September 06, 2019, 08:15:03 PM
did you add the forest center mod below the RKEC? any other mods that could be affecting the gathered items?
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on September 06, 2019, 09:03:38 PM
The secret to the Forest Center is....be sure to put a worker into it. He/she seems to gather more stuff than everybody else in there. I know mine is bringing in double the meat and leather that my two Hunters get. And he gets quite a bit of everything else also. Once I have the people, I'm going to add a second one to see how they do.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 07, 2019, 04:39:59 AM
I will try today  a new attemp....
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: Okiepat on September 07, 2019, 05:26:31 PM
Why do you have so many foods as inedible? What do you do with them if your people can't eat them?
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 07, 2019, 06:03:43 PM
Refining for better Results...
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on September 08, 2019, 12:48:32 AM
no the herbalist doesnt search for the new things like cotton and flax. of course the foresters doesnt matter, they pickup a tile and plant a tree. everything there is picked.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 08, 2019, 03:52:17 AM
Aha, thanks for clarification!
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 10, 2019, 04:04:46 AM
Hello ,
may i ask if you could please update the Forest Center Gatherer , so that they
not only collect Mushrooms,Blueberrys,Roots and Onion but also the other wild fruits
from your RKECfull mod ?
And maybe the Herbalist to collect Flax and Cotton ?

Greetings...
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: elana on September 10, 2019, 09:06:41 AM
I've read this thread.  Question:  Is this mod fully compatible with red's Editor's Choice Full 1.3.1 mod (placed after it, of course in the mod activation window of Banished).
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: MarkAnthony on September 10, 2019, 09:11:09 AM
Quote from: elana on September 10, 2019, 09:06:41 AM
I've read this thread.  Question:  Is this mod fully compatible with red's Editor's Choice Full 1.3.1 mod (placed after it, of course in the mod activation window of Banished).
If you are asking if the Forest Center mod is compatible with RKEC Full 1.3.1 the answer is yes.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: elana on September 10, 2019, 09:47:19 AM
I guess i haven't looked beyond the standard woodsman hut so far - 1.3.1 is new to me.  Awesome, and new.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 10, 2019, 11:36:03 AM
Quote from: MarkAnthony on September 10, 2019, 09:11:09 AM
Quote from: elana on September 10, 2019, 09:06:41 AM
I've read this thread.  Question:  Is this mod fully compatible with red's Editor's Choice Full 1.3.1 mod (placed after it, of course in the mod activation window of Banished).
If you are asking if the Forest Center mod is compatible with RKEC Full 1.3.1 the answer is yes, and an even better answer is - the Forest Center is already included in RKEC Full 1.3.1.   8)

Are you shure about that?
When i install only RKEC Full , than there is no Forest Center in the Toolbar !?!
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: MarkAnthony on September 10, 2019, 11:58:49 AM
I am so sorry for the misinformation. I am so used to having the Forest Center with RKEC I forgot it did have to be added separately.  I just went back to my ModMan to check my notes after your message. I forgot that yes, Forest Center is NOT included in RKEC (in any version) but yes it is fully compatible, I play with them all the time when doing an RKEC game.

I apologize for incorrectly saying they were together.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 10, 2019, 12:10:49 PM
 :)
No Problem !!!
But it would be nice if the Forest Center Gatherer and Herbalist gather those new things from RKEC Full !!!
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: RedKetchup on September 10, 2019, 01:32:14 PM
hello.

will see tonight to try to update it to 3.4 (with RKEC stuff to gather.)

but it is a fact the buildings models have been integrated in rkec , but not the forest center. when i designed the hunter/gatherer/herbalist/forest_barns... i directly took my models of forest center to make those. this is how it has been integrated.
Title: Re: NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*
Post by: TaylorItaly on September 10, 2019, 06:08:34 PM
That would be nice.

Aha, because the RKEC Gatherer looks like the FC Gatherer ,i didn`t build it,
cause i thought he don`t gather the recourses anyhow; so i had thought in the wrong direction.... ::)