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Discrepancy work in progress

Started by Discrepancy, May 31, 2017, 04:43:52 AM

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elemental

These Thompson people sure have their fingers in lots of trading pies.

I was hoping you would make some more quay pieces. These look great.

tuggistar

In the picture new items and especially the quay looks cool. :)

Discrepancy

Quote from: elemental on May 13, 2018, 10:09:36 PM
I was hoping you would make some more quay pieces. These look great.
Quote from: tuggistar on May 14, 2018, 09:39:04 AM
In the picture new items and especially the quay looks cool. :)
Quote from: Kristahfer on May 14, 2018, 04:12:52 PM
If you have seen the "Quest For Fire" a movie about paelo peoples learning to work with fire. The is one scene where they have not eaten for some time and see a herd of Mammoths and being drooling and frothing thinking about all that good stuff just waiting... Well that is just about how I feel every time you post something you are working on. And the v2 update of DS Thompson Merchants has also given me that same feeling. Your work is just fantastic. Thank You !!!

Thank you :)
I think everyone will enjoy the merchants. There are already 7 specialist traders made and working in game, and I have another 2 models that I am working on.




An update to DSLumberMill coming soon,
there was indeed an issue with the 1x1 wharf piece being unable to be demolished, this has now been rectified for next version.
Unfortunately the update is not going to be save-game compatible. File names & mod structure has been changed & rewritten.
Lumber is now called Timber, the mill is now called Timber Mill.... and Timber will be flagged in wood limit (for now...)
I am having fun 'smoothing' out my buildings UI boxes, and have decided to add 'info' tabs to production buildings and storage places to give the player some more valuable in-game info :)





Hawk

I gotta say, I like the info tab.  ;D
[b][i]Hawk[/i][/b]

[color=#800000][i]Yes, I can multitask. I can listen, ignore and forget all at the same time.[/i][/color]

RedKetchup

stop doing so much ! or i ll give you my RK Ed and will ask you to enhance it like you do for your mods :P
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Tom Sawyer

#185
Yes, the DS Modding Factory is unstoppable.^^ I like your work on the UI. It goes in an interesting direction of improving the game. I still have my issues with this bitchy UI system but pretty sure there is some potential and more things to unlock.

I have taken away my hands from lumber in 6.1 (for now). It comes in game where you put it and how you name it. Does your renaming have a certain intention or is it just a better name? I called my wood export guy Timber Trader because I thought timber somehow includes also logs. Seems not really so. This material is still confusing me. ;D

RedKetchup

Quote from: Tom Sawyer on May 15, 2018, 02:55:57 AM
Yes, the DS Modding Factory is unstoppable.^^ I like your work on the UI. It goes in an interesting direction of improving the game.

@Discrepancy is THE UI Master !
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child_of_air

I was playing with your Celtic village last night, and would like to request a few more buildings to make the set complete. It's hard to use this set with your other sets because the buildings don't match and clearly, they are from different eras. So, please consider adding a few more buildings, such as:

Gatherer
A Fishing dock
A Trader, most of the traders we currently have clash horribly and look way too modern/Tudor
Graves or some sort of mounds, to bury the dead?
An additional texture for your sheds/cellars that match this set
More variations to barns and storages

Thanks so much for your hard work, I'm really enjoying this set. :)



Discrepancy

Quote from: child_of_air on May 16, 2018, 02:46:19 PM
I was playing with your Celtic village last night, and would like to request a few more buildings to make the set complete. It's hard to use this set with your other sets because the buildings don't match and clearly, they are from different eras. So, please consider adding a few more buildings, such as:

Gatherer
A Fishing dock
A Trader, most of the traders we currently have clash horribly and look way too modern/Tudor
Graves or some sort of mounds, to bury the dead?
An additional texture for your sheds/cellars that match this set
More variations to barns and storages

Thanks so much for your hard work, I'm really enjoying this set. :)

:) thanks, yes I would like to get back into updating the celtic village, a lot more is planned with that one. Hopefully after I finish some things on a few other mods I will get back to it.

child_of_air


Nilla

Maybe I should find a better thread but I'll ask here anyway.

I want to build a hospital in my present game. I have your "Townhouses" mod loaded and the Bryggen houses has a hospital, that's much nicer than the vanilla. My question: Does it have a happiness radius? If yes, how big? If no, maybe something to think about in an future upgrade.

Discrepancy

yes it has a happiness of Health and radius of 21. It requires a worker to be active.

Discrepancy

Important update:

I have spent the last day looking at all of my idea notes and having a think of where I want my mods to go and what production limits seem important. This of course started a chain-reaction in thoughts...

I will first get to the limits:

I will keep Wood as Logs only, same as Stone & Iron. Food as is.
Herbs/Medicine, Tools, Clothing, Alcohol will all remain as is, with being consumable resources.
Fuels will be Firewood (woodfuel) and Coal (fuel).
I'm going to put all fabrics and textiles together under textile limit.
CoalFuel will be Ores (minerals in CC), containing Iron, Silver, Copper Ores
Custom0 will be Crafted Goods & Utensils - Iron Fittings & Wagon Parts, pottery, flags, candles, lamp oil, linseed oil, fishing & hunting gear, etc.
Custom1 will become my Metals & alloys (forged in CC) it will contain things like Copper
Custom2 for now, will be Glass just like the North (fabrics in CC), this is still a limit I'm unsure of and might change.
Custom3 will remain as Metallurgical Fuels (industrial fuels) - coke & charcoal
Custom4 will remain as Raw Materials and contain Clay, Sand, Lime, Fertilizer, Thatch
Custom5 Construction/Building Materials - Bricks, Roof tiles, Timber
Custom6 Gold & Gemstones
Custom7 Silver
Custom8 Coins
Custom9 Aged/Stored/Warehoused items - this is a personal mod need; needed as an individual limit to restrict trade.

This will still mean my mods will be compatible with other mods using vanilla / North / or CC limits (except for the Custom9 perhaps playing havoc to a nordic bank), but...




And so I must apologize to all players and other modders alike.

For I am now going to concentrate on putting all of my material into one packaged mod, meaning all other mods apart from a few small updates are for now: 'on-hold'...

why?
because as the more my mods get complicated, and use more and more resources, the constraint in my creativity seems to be held back.
:)
Creating a series of 'split-apart' mods is fine if I didn't have a wandering mind when making 3d models... i might start making a house but before I know it, I've made a building that resembles a blacksmith.
As a player before that loved the diversity of looks in same functioning buildings, I have become a modder with a desire to alter and expand... and constrict.
My mods are getting too big to work by themselves and also some too small to work without others...
The introduction of advanced resources is both a curse and a cure....
And so, I want to make the vanilla game harder ... in my own way as I thought about when originally playing and later when I first stepped into modding.
I have a few thoughts and done experimenting with changing resource production and requirements and wish to expand upon it and give this to the community.
But the only way is to use most of what I have already made in various mods, and this is where it get messy. I don't want to make a patch mod, I have tinkered with it but it has been too difficult and confusing to keep up with all of my updates and work correctly in a load order.

So I will be working on a single collective mod to contain most if not all of my mod content (still unsure as to contain Celtic Village...), along with a large amount of unfinished/unseen content that I struggle to find the time to spend on to finish (clay crafts, fishmongers, and various other once off models I've made and never released).

My RL is getting more and more busy and time-constrained for modding as the world tinkers on insanity ;)
But, I need to see where this ride will take me... and it'll be easier, if for now I've only got to push the one cart.

stay tuned for more.

Gatherer

It will be interesting to follow your work on this unified mod.

Your new proposed limits seem sensible to me for the most part. Thatch as a raw material only, raises a question on how much will be available on the map and in what way.

With that being said, as long as you have fun modding you're on the right path.
There's never enough deco stuff!!!
Fiat panis.

elemental

I'm not particularly concerned about limits, but looking at your list I see three whole limits used for gold, coins, silver, gemstones. I don't know what you are planning but that seems like a lot. Do they really all need to be separate? You might want more free limits later on, depending on what you might decide to add in future mods.