World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Discrepancy on May 17, 2017, 06:26:46 AM

Title: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: Discrepancy on May 17, 2017, 06:26:46 AM
(https://i.imgur.com/2LG4dg8.jpg)

DS TownHouses   v3.0.2 -- 20190730

adds themed TownHouse sets: TypeAv1.0, TypeBv2.0, TypeCv3.0.
Buildings will need Timber (Lumber), Iron Fittings, Glass, Copper, Lime, Bricks to name a few materials.
Trade for them, or use with DS Industry Mining, DS Jetty & Bridge, DS Timber Mill, etc.



Type A: Comfortable Stone TownHouses:
**pictures below show incorrect construction costs as of v3.0
(https://i.imgur.com/eOyBz6K.jpg) (https://i.imgur.com/TiMPqRt.jpg)
(https://i.imgur.com/G4TvazP.jpg)



Type B: Bryggen TownHouses
Bryggen Stores . Production & Services:
(http://i.imgur.com/4v7JMag.jpg)  (http://i.imgur.com/rOIDMpQ.jpg)
(http://i.imgur.com/FQ1ktTT.jpg)  (http://i.imgur.com/mGSxnoR.jpg)



Type C: Brick Town Houses
Storage:
Deco:
(https://i.imgur.com/ONiAMjQ.jpg) (https://i.imgur.com/qHArMrq.jpg)



Download & Installation:

  - Download from the here (http://worldofbanished.com/index.php?action=downloads;sa=view;down=301) the latest version.
  - extract the file (right-click on file, and select unzip/extract/etc).
  - place DSTownHouses.pkm inside your Banished/WinData folder.
  - enable the mod on the Main Menu and Pause Menu.
  - save, quit & exit the game, then restart.


PATCHES: there are two patch mods that may be needed when using DS TownHouses.
        001 - Adds the missing demolish button to the 1x4 Brick Town House food storage. only required if using v3.0, all later versions have this included.  - download link - (http://worldofbanished.com/index.php?topic=1728.msg61972#msg61972)
        002 - Patch to fix issue with Lime and the Raw Materials flagged limit not being delivered to trading post.  - download link - (http://worldofbanished.com/index.php?topic=1728.msg62429#msg62429)

** previous versions, patches or modular versions can also be downloaded at Nexus Mods (https://www.nexusmods.com/banished/mods/66)



Change Log:

version 3.0.2 - bug fixes and minor update   -- 20190730  |  .zip = 49.3mb (50,582kb)   .pkm = 90.6mb (92,791kb)
        - fixed incorrect storage of the Type B (Bryggen) Town Market, should now only stock Food, Health, Tools, Clothing and Fuel.
        - fixed incorrect string texts on Type C house occupancy.
        - fixed incorrect ground decal on Type C 2x4 rear storage garden.
        - updated resource values: Copper, Iron, Iron Fittings.
        - added for Type C: ghosted decorative rear door.
        - added for Type C: small 2 occupant rear lean-to home.
        - added for Type C: F-key variants to rear storage gardens with higher fences.

version 3.0.1 - bug fixes   -- 20190715  |  .zip = 48.8mb (49,997kb)   .pkm = 89.5mb (91,738kb)
        - added missing demolish button to the 1x4 Brick Town House food storage.
        - increased the rows in residence tabs that was causing crash.

version 3.0 - new content   -- 20190715  |  .zip = 48.8mb (49,995kb)   .pkm = 89.5mb (91,732kb)
        - added Brick Town House set.
        - added new resources: Timber, Iron Fittings, Copper, Lime, Bricks, Glass, Linen.
        - altered construction cost of all previous buildings.
        - added storage ability to Bryggen Herbalist.
        - changes to all Bryggen production building UI's.
        - added fuel and temp ratings to all homes.
        - changes to all building fire variables.
        - added Linen as a product option for making Warm Coats at Bryggen Tailor.
        - altered some earlier Menu icons.

version 2.1 - minor update   -- 20171220  |  .pkm = 42.6mb (43,697kb)
          - update to DS toolbar menu.

version 2.0 - new content   -- 20170529  |  .pkm = 42.6mb (43,665kb)
          - added Bryggen Town House set.
         - added new resources: Bannock, Bread, Flour, Honey, Meat Pie, Cake, Water.

version 1.0 - initial release   -- 20170517  |  .pkm = 5.95mb (6,099kb)
        - adds Comfortable Stone Town Houses.





Title: Re: DS TownHouses v1.0
Post by: despo_20 on May 17, 2017, 07:02:56 AM
Wow @Discrepancy, you're unstoppable!

Title: Re: DS TownHouses v1.0
Post by: RedKetchup on May 17, 2017, 07:27:23 AM
they look awesome, very cozy houses :)
maybe just a bit too dark ?
Title: Re: DS TownHouses v1.0
Post by: Turis on May 17, 2017, 08:33:35 AM
Could you include a nordic textured F-type variant for the North mod?
Title: Re: DS TownHouses v1.0
Post by: Glenn on May 17, 2017, 10:05:50 PM
Yes, your correct, another wonderful addition to the game, and a splash of colour will makes this mod that much better
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 18, 2017, 12:31:44 AM
@Discrepancy wow, thank you :)
These will work perfectly in the new mining districts :)  I was wondering what to put near the new mining area, and voila, they appeared :)

Certainly a couple of bright colours wouldn't hurt for inner city areas, but I do like this grungier look :D
Title: Re: DS TownHouses v1.0
Post by: Nilla on May 18, 2017, 01:00:45 AM
I can agree with the rest of the comments; great houses for a mining settlement. A brighter design; bricks? painted wood, bright stones? would certainly look nicer in not industrial areas. I'm confident, that you will find something good.
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 18, 2017, 07:45:19 AM
A few screenshots with them in the mining district :)


** note:  the other mines & stonecutters are from the mod by @kid1293 his Kid - Tiny v1.3 (http://worldofbanished.com/index.php?topic=1502.0)
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 18, 2017, 07:50:59 AM
I'm not sure about a different texture for that style townhouse... maybe I brighten the AO maps a little though.

A different design townhouse is better:
(http://ds-mods.net/wp-content/uploads/2017/05/Untitled-4.jpg)
I was halfway through doing all the AO for the DSSV houses... this seemed a more interesting option.
Title: Re: DS TownHouses v1.0
Post by: kid1293 on May 18, 2017, 08:11:13 AM

Go with what you feel!


Interesting, we're finding more and more wood textures to
brighten up the day!
Title: Re: DS TownHouses v1.0
Post by: Turis on May 18, 2017, 09:40:41 AM
I prefer that you keep the roofs sloped to the front and back, but, that's just me.
Title: Re: DS TownHouses v1.0
Post by: josito on May 18, 2017, 03:38:02 PM
Love these townhouses, thanks for sharing! The red one is coming out great too!
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 18, 2017, 04:26:34 PM
Quote from: Discrepancy on May 18, 2017, 07:50:59 AM
I'm not sure about a different texture for that style townhouse... maybe I brighten the AO maps a little though.

A different design townhouse is better:
(http://ds-mods.net/wp-content/uploads/2017/05/Untitled-4.jpg) (http://ds-mods.net/wp-content/uploads/2017/05/Untitled-4.jpg)
Re: DS TownHouses v1.0
I was halfway through doing all the AO for the DSSV houses... this seemed a more interesting option.

You're the boss :)  I like the new one as well, burnt orange isn't really my thing, but, I won't mind it :)
I think some nice light colours, with the stone base texture would look good in the original build, some whites or creams maybe, which can be then decorated with bright flowers & gardens.

The one on the left reminds me of some of the more modern houses in the outskirts of London, and they have whites, beiges etc with stone base & wooden trims in that similar shape. 

But - you have to go with the flow :) 
You already have a lovely Town House series in wood and neutral tones, so I was thinking more ... colour :)  (white is a colour too, lol).

Yup @kid1293 I've noticed different woods coming out lately and have been really enjoying them.  :)
Title: Re: DS TownHouses v1.0
Post by: elemental on May 18, 2017, 04:50:04 PM
Quote from: QueryEverything on May 18, 2017, 07:45:19 AM
A few screenshots with them in the mining district :)


** note:  the other mines & stonecutters are from the mod by @kid1293 his Kid - Tiny v1.3 (http://worldofbanished.com/index.php?topic=1502.0)

You put houses right next to the coke ovens and blast furnace?!?! You mean! Very mean!   :o   ;)
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 18, 2017, 06:00:05 PM
Quote from: Turis on May 18, 2017, 09:40:41 AM
I prefer that you keep the roofs sloped to the front and back, but, that's just me.

There will be more styles eventually. I wanted to make this look like the hanseatic kontor trade buildings in Bergen, Norway:

(https://upload.wikimedia.org/wikipedia/commons/thumb/8/86/Brygge_Norway_2005-08-18.jpg/640px-Brygge_Norway_2005-08-18.jpg)

I will make more variants and colours like these. And then onto something new again. I don't want to lock myself into just retexturing one style of housing when I can keep making different ones!
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 18, 2017, 06:21:20 PM
Quote from: elemental on May 18, 2017, 04:50:04 PM
You put houses right next to the coke ovens and blast furnace?!?! You mean! Very mean!   :o   ;)

Hahaha @elemental just trying to recreate some mining eras where the miners were covered in soot, so too the whole towns :)  Next map I'll be more designer aware, and see what I can come up with, I was playing around with the houses to see what sort of look it had.

I'm thinking in the next ring out will be some Medieval houses, with the cleaner stones, but still keep the stone feel to it. :)
Quote from: Discrepancy on May 18, 2017, 06:00:05 PM
Quote from: Turis on May 18, 2017, 09:40:41 AM
I prefer that you keep the roofs sloped to the front and back, but, that's just me.

There will be more styles eventually. I wanted to make this look like the hanseatic kontor trade buildings in Bergen, Norway:

(https://upload.wikimedia.org/wikipedia/commons/thumb/8/86/Brygge_Norway_2005-08-18.jpg/640px-Brygge_Norway_2005-08-18.jpg)

I will make more variants and colours like these. And then onto something new again. I don't want to lock myself into just retexturing one style of housing when I can keep making different ones!

I like that image @Discrepancy and it has the brighter white in there as well as other neutral colours, they will look good as row houses. :) 
Title: Re: DS TownHouses v1.0
Post by: Nilla on May 19, 2017, 12:35:21 AM
Nice! My thought was on Bergen, the first time I saw the red house! :)

Without any pressure: You know, that they often have some kind of shop on the ground floor!  ;)
Title: Re: DS TownHouses v1.0
Post by: Turis on May 19, 2017, 02:40:12 AM
Quote from: Nilla on May 19, 2017, 12:35:21 AM
Nice! My thought was on Bergen, the first time I saw the red house! :)

Without any pressure: You know, that they often have some kind of shop on the ground floor!  ;)

In that case, make the shop 2x3 with a flat roof and the ground floor of the house 1x3 so both occupy a 3x3 ground space. ;)
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 20, 2017, 07:51:52 AM
... a maybe on some store frontages.

Meanwhile I'm back on this for a bit. I was doing AO mapping of DSSV houses, but had a mega stuff-up and did a batch convert of the images, without a backup and they are all ruined, so I'll have to go back through them all again...


but here are some more textures:
(http://i.imgur.com/bE36pNC.jpg)
plus I think a more 'mustard' colour, and an alternative red.
Title: Re: DS TownHouses v1.0
Post by: Turis on May 20, 2017, 08:43:43 AM
Looks great, DS! :)
Title: Re: DS TownHouses v1.0
Post by: Bartender on May 20, 2017, 09:50:12 AM
With the amount of rain that the world in Banished is getting, some buildings from Bergen would only seem fitting ;D.
Title: Re: DS TownHouses v1.0
Post by: elemental on May 20, 2017, 03:54:48 PM
Any idea why they have no ground level windows? I'm guessing you are using the historical buildings as a guide.
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 20, 2017, 08:55:30 PM
Quote from: elemental on May 20, 2017, 03:54:48 PM
Any idea why they have no ground level windows? I'm guessing you are using the historical buildings as a guide.

... I just hadn't added them in then. They are there now. Along with more front door variants, 6 wood textures, 2 roof textures, plus the mirrored versions brings these townhouses to 24 variants for each house! So far I've made 3 house styles like this so that is 72 already... I have the code written for 1 of them! haha, this is going to be slow.
and @Nilla is correct, they are mostly shop frontages on the ground floor.
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 20, 2017, 09:12:07 PM
holy moly :)  24 variants? wow, that's impressive :D
Title: Re: DS TownHouses v1.0
Post by: elemental on May 21, 2017, 02:57:43 AM
Quote from: Discrepancy on May 20, 2017, 08:55:30 PM
... I just hadn't added them in then. They are there now.

Ah Ok then. I thought there might have been some historical reason why they didn't have street level windows.
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 24, 2017, 05:41:28 AM
I'm not, by any means making these historically accurate... I've taken a fair bit of artistic license.

Well I succumbed @brads3 & @Nilla
I've made a small market shop, you can see it below, built alone, and built under a large townhouse.
(Edible | Fruit | Grain | Protein | Vegetable | Tool | Health | Clothing)
(http://i.imgur.com/LdoBkag.jpg)

All credit must go to @RedKetchup for being the inspiration for these kind of house additions.

What else on the ground floor?
I don't want to stray too far from vanilla, but exceptions can be made, a bakery is already in the works along with a town doctor.
I want to keep this interesting so I'm open to a couple more suggestions?
Title: Re: DS TownHouses v1.0
Post by: Maldrick on May 24, 2017, 05:46:08 AM
Really gorgeous, @Discrepancy .  Absolutely love that style.

Title: Re: DS TownHouses v1.0
Post by: Abandoned on May 24, 2017, 06:41:56 AM
@Discrepancy wow, absolutely love those, great colors. :)  And 1st floor shop, bakery, and town doctor, can it get any better than that?  Well, maybe with a town seamstress/tailor or something different like healthy herbal soap or candle maker.  Fantastic  :)
Title: Re: DS TownHouses v1.0
Post by: kid1293 on May 24, 2017, 06:52:15 AM
Great work!
This will go far!
Title: Re: DS TownHouses v1.0
Post by: Nilla on May 24, 2017, 07:09:39 AM
Great town houses! :) I think you're on a good way with the store, a bakery and a doctor. The doctor; is it the function of a herbalist or a hospital? A herbalist function is better in a dense town, but a hospital good as well, so I guess you can make both. I think Red has a NMT clinic and pharmacy. What else do townfolks need? Maybe a tailor, a school, an inn, a mayors office, different stores, to think vanilla. But you could also make versions of your small town kitchens and maybe a small workshop (a large blacksmith rather not in the town).

You have Bergen as model; an old trading town, especially for fish or rather preserved fish products. But the production of stockfish and other fish products would maybe not be in the middle of the town. But I think you can combine it very well with your jetty pieces. It would be interesting though, to see these houses integrated in a trading port: maybe a building like these, with storage and a home, connected to a dock.
Title: Re: DS TownHouses v1.0
Post by: elemental on May 24, 2017, 07:30:46 AM
Will the doctor be like a herbalist or like a hospital? An apothecary would be good.

Some sort of kitchen (as well as a bakery) would be good. Hopefully the bakery makes some sweet treats.  ;D

A hardware store. Stocking tools, construction, etc...

Potter, glassblower, candle maker, tailor/seamstress, furniture workshop.

A homewares or building supplies maker - except that you don't use the CC system of homewares and buildings supplies. (but I'd be very happy if you did, especially for fancy buildings)

Title: Re: DS TownHouses v1.0
Post by: Abandoned on May 24, 2017, 08:20:36 AM
@Discrepancy, did I read a couple of suggestions?  Please not all that other far-from-vanilla stuff for the trader to bring and add to inventory like cc.   
Title: Re: DS TownHouses v1.0
Post by: Nilla on May 24, 2017, 08:30:56 AM
Quote from: elemental on May 24, 2017, 07:30:46 AM
A homewares or building supplies maker - except that you don't use the CC system of homewares and buildings supplies. (but I'd be very happy if you did, especially for fancy buildings)

I agree with @Abandoned: I would be unhappy with homeware and building supplies. I'm also no big fan of goods for export only. I like my people to be able to use the things I produce, and to have the possibility to choose to export a surplus, when I get one.
Title: Re: DS TownHouses v1.0
Post by: RedKetchup on May 24, 2017, 09:45:38 AM
wow another great wonderful set of house !!!!!
i really really love your windows :)
Title: Re: DS TownHouses v1.0
Post by: elemental on May 24, 2017, 03:50:35 PM
I don't understand why some people are so allergic to having new things in the game. What is the problem with having stuff in the trading menu? That was a serious question - please explain it to me @Nilla and @Abandoned.

I do personally think the CC system of homewares and building supplies is very good for fancy buildings. It's a bit ridiculous to be building a fancy townhouse out of nothing but stone, iron, and logs. no lumber?? No glass? No furniture? No copperware? Sounds more like a hovel to me.

But of course it's Discrepancy's decision as to how he wants his mods to work. Having core mods for those who want a bland mod diet and add-on mods for those who like variety is another way to go. Difficult to do this with something like homewares and building supplies, but easily done with foods. The more food variety, the better!!  ;D
Title: Re: DS TownHouses v1.0
Post by: elemental on May 24, 2017, 04:01:47 PM
A few more suggestions:

A butchery.

A cheese shop.

Instead of just a bakery, you could have something more specific like a pie shop or a cake shop.
Title: Re: DS TownHouses v1.0
Post by: Abandoned on May 24, 2017, 04:56:09 PM
@elemental I repeat , go back to cc
Title: Re: DS TownHouses v1.0
Post by: elemental on May 24, 2017, 05:33:33 PM
You are rather rude today, @abandonded. Maybe you need some time out.

I am free to offer suggestions just like anyone else and I will keep doing so. It's discrepancy's choice what he does with his mod. If you don't like the end result you don't have to use the mod.

I asked you why you hate having extra stuff. No answer?
Title: Re: DS TownHouses v1.0
Post by: brads3 on May 24, 2017, 05:55:20 PM
do you 2 need to be separated by more than an ocean?
   i see both sides of this issue so i will try to explain it. the problem people have is too many items clutter the menus.many players only play small towns so they don't need the extra items or building requirements.i also see the desire to be able to have more items.i agree there are times a more fancy house or settlement should have more luxury type items.
   the problem is all those items can not be used by the bannies. we have tried to figure a way off and on. none of the ways to force banies to use extra items like silverware or furniture are practicle. if those extra goods are attached to say firewood. a house could burn those items instead of firewood.if a mod could be made to require houses to use 10% other goods+firewood then that would affect all houses.early in games this could cost you since bannnies would freeze without the goods developed yet. i think most would agree pottery would mamke sence to the game. but it can not be used by the bannies.it becomes an extra item to clutter up barns. this is a game limit no one yet has solved.
   i do use CC. i like the different building styles,decorations,start settings,etc. there is many good points. one of the biggest points to using CC is having all the seeds and animals.  many options people here ask for, i already have. you also do not have to build the production chain buildings. there are several mods that help overcome that.you have to pick and choose what you try to build though.
     the balance is off on many of the production chains. i find myself having way too much of several items to make a few specific items. and those items are scattered all over the map. we have limited control of markets to try to avoid it. it doesn't make sence to have silverware way over there when you only need it to trade.

        i do hope CC continues to give out smaller mod sets of some of the CC mod. though many here argue against CC,there is much that they would like.
the shipwreck and indian or fort starts need to be broken from the main game so they can be played with the new forest and NAT DIV mods. the huge assortment of crops might also be useful.
     RED's NMT set does bridge both worlds quite well. it brings fancier buildings and the rustic look and options. the dryer to make deer jerky,the smaller salt mine. 2  and 3 story houses,more decorations,a better looking medical clinic,etc. but it also brings some production chains. and TOM expanded on some of those with the NORTH mod. those 2 mods together do give you a variation  similar to CC.
    thing is there is no right or wrong way to play really. we have options and can each make our own game. at the moment we can even choose where on the toolbar some mods appear.  each modder brings their own style too. that makes the game more fun and interesting.
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 24, 2017, 06:56:13 PM
@Discrepancy I am really looking forward to these, and I can see them lining @RedKetchup canal (and Embx Windmill would fit with these too) ...  so, in answer to your question re the lower level shop fronts:

Homewares: 
1)  Store:  Tags to store, as a market, an array of goodies, so those that do have CC and more advanced mods, can have these items stocked there, if not at the least made and a suitable manufacturer.  So, those that do have Fancy Furnishings and Building supplies, can be stocked in the city centre, if they are loaded in the game
2)  Manufacture: Blacksmiths to make all your existing smithing items, but also all the tools including basic wood, through to hardened / steel (given you now have the coal mines up & running) (inline with CC & Kid's advanced tools)

Health & Wellbeing: 
1)  Store:  Apothecary (Pharmacist) Market, dispenses all health tags - so, herbs, teas & your ear candles
2)  Manufacture:  all your existing health items that your other mods already create
3)  Service:  Doctors Office, Day Spa, Health Centre:  The ability to treat the Bannies as a hospital would

Food & Nutrition
1)  Store:  Grocery shop front, Little Joe's Deli (what ever ;) ) and it stores all food tags, edibles, fruit, veg, protein, grains etc
2)  Manufacture:  Butcher, Bakery, Fish monger, Gourmet Table, Paddock to Plate etc - a couple of different shop fronts could do this, unless you went with a Paddock to Plate option, and you have a 'menu' and you set it to just what you want. 
Including:  existing meat butchery; chicken recipes (we are lacking in a butcher to dice chicken), bakers using existing recipes, adding things like:  tarts etc, Gourmet table (for @elemental Cheese ;) ) cheese making (we have milk ingame)
Also - adding recipes from your existing food manufacturing buildings, but the 'city version' (at the very least they would be stocked by the Green Grocer in storage anyway).
Oh - and because it suits the style of the building, a must have:  A Cafe!!  Stocks bakery (food tags), and ... water/tea (what tags do they have??)

Other services:  Tailor & Haberdashery, School (Advanced Studies to suit building style), Town Hall / Offices (a JP or Notary Office), Hotel or Hostel for an Inn,

And another ...  Train Station!! 
Acts as a multiple service building:  Decorative so as to fit for the train system you have out at the coal mining area, and a nomad attractor - so that the nomads 'arrive by train' :D

I think for buildings this advanced, design wise you could add things like cafes, haberdashery, day spa as well as a train station - the engineering is there, so why not add a more 'upmarket' feel with the naming of the buildings?

By allowing some of the advanced buildings to stock 1.0.7 flags, it means those of us who do use CC & others, can fill the buildings with items if we make them - without putting pressure on 1.0.6 players, or non CC players, who don't have them - nor want the recipes for the items.

I think it would be a win/win, the mod can contain all of your existing recipes from your other mods, or at the least share them, plus a couple of other advanced ideas (food & tools), but - keeps it Vanilla-ish, to stroke those that don't want to step out. 

Oh, just read back up the thread - Glassblower!  Oh, that would look absolutely sweet in there! 
I used Embx glass chain yesterday and was thrilled :) 

I think I'm done ... lol. 
Title: Re: DS TownHouses v1.0
Post by: elemental on May 24, 2017, 07:12:43 PM
Well thanks, Brad, for giving your take on it.

I don't really get the cluttered menus thing. Stuff will only appear in your town hall list after you make it or buy it. Stuff will appear on trade boat inventories but you can tell them to never bring X or to only bring Y. You don't really need to look at their long list of goods very often. So I still don't really understand why some people are so afraid of new things.

Regardless, we could easily have an add-on mod for optional shops or whatever that add new foods etc. We could even keep it fairly restrained and only offer things that are already in CC. They have cheese and sausages and all sorts of stuff already. Anyone who wants to keep it simple can use the base mod with only vanilla stuff in it. And then no one gets hurt.  :)

Title: Re: DS TownHouses v1.0
Post by: brads3 on May 24, 2017, 07:41:33 PM
oh,i am not saying 1 way is right over another. i see both points. the extra items aren't just in the TP or TH menu. they are also in markets and barns scattered.  1 thing i fin awkward is that you need to set the building  menu by each ingredient. say you want to make fruit  jell. is it blueberry,apple,etc. you have to manually change it.on a biig map you have several buildings running out of 1 ingredient and you may not realize it. like RED's butcher or dryer. it runs out of deer but you still have bison. it won't keep change b y itself. over time i have adjusted my play to deal with those issues.
  i like how EMB took the salt another direction. you need it to make saddles that actually fit with KID's wild west mod. the salt mine it uses doesn't fit me but the idea and certain pieces of that chain i did download. it was nice to have the option to pick and choose.i see that with a lot of mods though. each 1
seems to  have something you want. DS has many pieces i wish i had. the  overall building style doesn't fit me. that isn't him, that is me.  i do like the well he made along the brooks. i always liked his split markets. i agree it is good to have options.
   i solve the issue with the TP menus by using certain goods to each 1. that means the more developed a town the more TP's i need. i try to use like coats in 1,candles and furniture in another. in  large towns that works well.after a merchant comes by,the next usually stops at a different TP. so it is stocked and ready.  everyone plays different. if you had 1 TP,the list would be quite long. each time a merchant stops you then have to scroll thru it to decide what to trade.
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 24, 2017, 08:00:22 PM
Oh also:

1)  Storage/Market:  Alehouse, tavern, night spot,
2)  Manufacture:  Alehouse, Brewery, Vintner, Meadmaker, & Kombucha brewer


Maybe I wasn't done after all ;)  haha
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 24, 2017, 08:18:04 PM
Oh, what kind have chaos have i created?

These are townhouses, the mod will predominantly be housing. After reading the many comments (thanks) i am going to limit the production/services that are with it. For this set 5 different buildings.

There will be no other market . Just the basic market supplying neccessities for the bannies homes. A bakery, this is likely to be the only one that is adding new resources. So the other 3? The doctor or herbalist, maybe a tailor and something else.
When i mentioned to keep close to vanilla. I dont really want to add anything with new flags.

The more i mod and see the way things work i dont really want to add building supplies or homewares - not my cup of tea. I would sooner wait and see if luke adds the extra construction requirements. The i will add glass and lumber. But not before.

I mentioned in another post a while ago that I had already made a butcher... i never released because i couldnt find a good production for it. Im not a fan of putting 10 of something in to just suddenly double the qauntity.
Title: Re: DS TownHouses v1.0
Post by: brads3 on May 24, 2017, 08:35:48 PM
don't mind the chaos DS. must been the weather somewheres. it is o'k though. nobody got hit with a rock.....yet.just send us all to our rooms.lol
Title: Re: DS TownHouses v1.0
Post by: Abandoned on May 24, 2017, 09:31:16 PM
LOL @brads3 , you know I've stated several time why I don't like a lot of useless stuff added but I guess my comments and opinions keep getting lost in all the ridiculously long posts, or get rude comments. I answered exactly what @Discrepancy asked for and again I get criticized for my opinion.  Great new houses, thanks Discrepancy
Title: Re: DS TownHouses v1.0
Post by: QueryEverything on May 24, 2017, 10:57:23 PM

This is in reply to @Discrepancy post :)  (thank you)
Quote from: Discrepancy on May 24, 2017, 08:18:04 PM
Oh, what kind have chaos have i created?

These are townhouses, the mod will predominantly be housing. After reading the many comments (thanks) i am going to limit the production/services that are with it. For this set 5 different buildings.
{{snipped, answers below}}


Can't make an omelette without breaking some shells; just like chaos & creativity, sometimes one can't happen without the other :D
I must admit I may have added a bit more of one, than the other ;)  Strap in, it may be long ;)

-----
QuoteWhen i mentioned to keep close to vanilla. I dont really want to add anything with new flags.
So, just to make sure I'm clear, rather than Vanilla Banished (which now included additional flags), it's more Banished 1.0 6 style? 
-----

QuoteI mentioned in another post a while ago that I had already made a butcher... i never released because i couldnt find a good production for it. Im not a fan of putting 10 of something in to just suddenly double the qauntity.

What about something like your different kitchens - where you put in a few different things for recipes, but using the Vanilla base resources, so a butcher could make:
Herbed Lamb, mutton + herbs;
Chicken with Berry Jus, Chicken + Blueberries;
Ossobuco, Venison + Vegetables (mushroom, potatoes etc);
Beef with Mushroom sauce, beef + mushrooms

If you wanted in the future to add a further complex recipe idea, adding things like flour, butter, cream etc - though, that feels like a 2nd stage cooking process, not a straight up butcher.  :)  And could be added to later.  (think:  Beef with Mushroom Sauce (from butcher) + flour + water = Beef Wellington; Herbed Lamb + potatoes + veg = Sunday Roast; etc etc)
-----


QuoteThe more i mod and see the way things work i dont really want to add building supplies or homewares - not my cup of tea. I would sooner wait and see if luke adds the extra construction requirements. The i will add glass and lumber. But not before.
Re the construction:  I see your point, sadly I don't think Luke is in any rush to get things done, I hope I'm wrong and at the moment he's sitting at his workstation nutting out the next Banished version. :)    you guys (the modders) are so close to getting the requirements to unlock, it must be frustrating to know only 1 or 2 sections of code needs to change by Luke. :( *sad
-----

At the end of the day I'm happy with any decision on the final result, the ideas I posted were just creative energy - a vision of what might this village look like :) 
Although, I still like the idea of the train station ;)  but - it's your vision, I'm just happy to play with it.

Thanks for acknowledging our ideas & questions :) 


I may or may not have been playing with debug ... but really happy how the buildings are looking and working from the DS Villages sets :D
Title: Re: DS TownHouses v1.0
Post by: Discrepancy on May 25, 2017, 12:26:52 AM
Quote from: QueryEverything on May 24, 2017, 10:57:23 PM
So, just to make sure I'm clear, rather than Vanilla Banished (which now included additional flags), it's more Banished 1.0 6 style?

Not really. Vanilla banished still doesn't allow the new flags unless us modders add the relevant needed files... The new flags aren't really included in banished, luke just made changes so more could be added without crashing. I don't think the stable release when it comes out will be any different, we will still need to add the files to make it work.


Quote
What about something like your different kitchens - where you put in a few different things for recipes, but using the Vanilla base resources, so a butcher could make:
Herbed Lamb, mutton + herbs;
Chicken with Berry Jus, Chicken + Blueberries;
Ossobuco, Venison + Vegetables (mushroom, potatoes etc);
Beef with Mushroom sauce, beef + mushrooms

I don't mind this idea, it is about all I could think of, short of making and including an override to all the animals to drop a single carcass to be butchered instead of 160-200 beef/mutton/venison.


Quote
At the end of the day I'm happy with any decision on the final result, the ideas I posted were just creative energy - a vision of what might this village look like :) 
Although, I still like the idea of the train station ;)  but - it's your vision, I'm just happy to play with it.

Understood :) and i really appreciate the creative energy. Not sure about the train station though...
I like all suggestions, I might not make them all, but slowly I come around full circle and might pick things up here and there.

We are all living in the same village so to speak, so no infighting everyone!

As a modder I want to appease the players, but this isn't always possible. This is the reason I removed many resources and professions from my mods... but they aren't gone forever, I will make single mods that incorporate the buildings only required for it to work, along with overrides to my other sets for the buildings to work together.
Give me time for this though, a lot to get my head around.
I think I'll still be here in a few years or a lot more, I enjoy modding banished, I enjoy the game. So as long as our world leaders...rulers don't implement M.A.D. I'll still be here, releasing everything. I still think there is so much potential for this game, even with the limitations.
Title: Re: DS TownHouses v1.0
Post by: Nilla on May 25, 2017, 03:50:26 AM
I owe @elemental an answer.

First; I don't hate new stuff. It's totally the opposite; I love new stuff!.......BUT........

They have to make sense!

Now to the difficult part. What is "make sense"? I'm fully aware, that we all have our own definition of that. I can only try to explain what I mean.

Let's go back to the building material. I think, it was the objections from me and others to buildingsupply and homeware, that triggered your irritation, @elemental.

We are all aware of the 3-building material limits. I think we all dislike it. Of cause, even the simplest vanilla wooden house need more than 3 materials. (At least there are a lot of windows.) Fancier house might need even more, I can agree on that. I find the idea from the BL team to make packages of other material clever. But I don't like, what they made out of this idea. It makes no sense to me, to make a package of some random building materials (say 12 bricks, 1 joist and 20 logs; just the first option in the package building) call it building supply and use is as one of 3 building materials in this house. Logs (or lumber) has to be a main building material anyway. Why extra in the exclusive package? I'm pretty sure, such a wooden house includes, no metal joist, and no bricks. Why should the building supply package contain this and where are all the windows? The only purpose I can see, is to make the construction of a fancy house more complicated. But to me; it's a strange way.

Lumber is different. Of cause most houses, even the simple vanilla wood house is built from lumber, not logs. What is lumber? It's a processed log, now produced in saw mills, earlier (also) cut by hand. I see it like this: For simple houses the builder cut the logs themselves to get the lumber. The production of lumber in a sawmill is more efficient, saving material and worktime. A house could be built faster and each log be better used. So lumber, yes I like when buildings need lumber instead of logs.

Now to homeware: It's a good thought, that the Banns need some items in their houses. But in this game, they don't care about it. They are not happier, more productive or in any way better off with these items. It has no impact of the gameplay. I can accept, how it's made in CC: It's a way to make all these goods useful: If a player want to give his Bannies fancy houses, he has to produce (or buy) these things. But since it has very little impact on the gameplay, I don't like it to be "standard". If you like it that way: play CC.

I will not say much to the long lists with various goods/professions. I find more or less everything has been said somewhere else. It has been discussed since the first days of modding. I only think we can agree on disagreeing on that point! Let every modder do what he/ she feels right. Let us user, use the mods, that fit us. I'm sure we will all find something suitable! :)

By the way; We often have different opinions, but I think @brads3 said wise words in his entry! :) http://worldofbanished.com/index.php?topic=1728.msg34407#msg34407
Title: Re: DS TownHouses v1.0
Post by: elemental on May 25, 2017, 05:39:15 AM
Thank you for your reply, @Nilla . I agree that some of the combinations in the CC building supply options are a bit strange, but I think they did it like this to keep as many people happy as possible - so that you can build their fancy houses and other buildings without needing very many of their sometimes complicated production chains. But I do think building supplies and homewares are a good way to get around the very annoying limit of 3 construction materials. If that limit didn't exist then obviously the whole building supplies concept would be completely silly. Sure, homewares don't make bannies happy, but for me they add realism. That in itself (to me) is a good thing.

I do wish someone would say why lots of different foods and other items is such a bad thing. If you don't make them or grow them they have very little impact on your game. It was a serious question but nobody seems to want to answer it.
Title: Re: DS TownHouses v1.0
Post by: kid1293 on May 25, 2017, 06:12:54 AM

Quote from: elemental on May 25, 2017, 05:39:15 AM
I do wish someone would say why lots of different foods and other items is such a bad thing. If you don't make them or grow them they have very little impact on your game. It was a serious question but nobody seems to want to answer it.


I can only speak for myself. The food and it's variants are NOT a bad thing.
You can judge a civilization by what they eat.
Varied diet always means a higher level of civilization.
It means more complex chains to get the best out of the resources.


I think people don't want to spam the barn and market menus with a lot of zero content.
We see it all the time. People want bigger menus and everything minimized...
Title: Re: DS TownHouses v1.0
Post by: The Pilgrim on May 25, 2017, 06:55:53 AM
I can't speak for the whole of the CC team, but I can tell you that we have had the same discussions ongoing about the building materials recipes. You guys aren't alone and are being heard.
Title: Re: DS TownHouses v1.0
Post by: Gatherer on May 25, 2017, 08:43:43 AM
Quote from: kid1293 on May 25, 2017, 06:12:54 AM
I think people don't want to spam the barn and market menus with a lot of zero content.

Exactly this!

If there was a solution that would remove zero count items from the townhall inventory it would be awesome.
Title: Re: DS TownHouses v1.0
Post by: Nilla on May 25, 2017, 10:50:24 AM
Quote from: Gatherer on May 25, 2017, 08:43:43 AM
Quote from: kid1293 on May 25, 2017, 06:12:54 AM
I think people don't want to spam the barn and market menus with a lot of zero content.

Exactly this!

If there was a solution that would remove zero count items from the townhall inventory it would be awesome.

Agree on that.

Since I´m a bit desturbed by hi-jacking @Discrepancy´s thread about these lovely houses, I have written some more arguments in my blog. http://worldofbanished.com/index.php?topic=1741.msg34446#msg34446
Title: Re: DS TownHouses v1.0
Post by: Necora on May 27, 2017, 06:50:06 AM
@Discrepancy there was talk a while ago about store fronts for the awesome new row houses. I had an idea for CC and the row houses there, but it never took off. It would be really cool to have small market stalls 1 tile deep, as wide as the house, and road passable, that were designed as an awning and some stands that 'clip on' to the front of these houses. I think that would look really cool here.
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Discrepancy on May 28, 2017, 06:50:46 PM
Updated to v2.0

adds the new Bryggen styled TownHouse set:
(http://i.imgur.com/4v7JMag.jpg)
more pictures on first page or download page.

with all those variants the .pkm size jumped up!


v2.0  - new content .. 29May2017 ..          - .pkm = 43,665 KB (42.6 MB)   | .rar = 8,202 KB (8.0 MB)
            - added Bryggen TownHouse set.
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: maloskero on May 28, 2017, 07:32:34 PM
Dear Lord, those houses are awesome, man! Thank you very much for all the hard work that you've put into this lovely set! They seem to work really well and you moddeling and texturing skills really stood out, congratulations! Now, I don't want to sound ungratefull, but could you turn some of those little one story shops into houses? So we could get some smaller versions of those houses for our bannies to live? Forgive me for asking this and please consider this a suggestion and not a request by any means. Thank you very much, Discrepancy!
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: RedKetchup on May 28, 2017, 09:46:04 PM
yeah i agree they look awesome !
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Nilla on May 29, 2017, 01:45:15 AM
Perfect! :)
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Abandoned on May 29, 2017, 05:07:54 AM
@Discrepancy those colorful townhouses look absolutely fantastic.  I was wonder if the original stone townhouses of this set has the f-key variant for that lighter stone texture you showed on the picture with the two styles of townhouse?
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: josito on May 29, 2017, 08:03:30 AM
Holy Roman! They look fantastic! thank you so much!!
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: despo_20 on May 30, 2017, 02:25:43 AM
Wow Discrepancy! Another masterpiece!
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Freedom on June 24, 2017, 08:45:56 AM
Discrepancy, as always, great work. The Bryggen TownHouses especially have become a go to favorite. Besides looking great as a standalone grouping, they work well with and as a transition to other mod groups. Thanks for all you've added to my Banished addiction.

One observation with the Bryggen houses though: it seems my Nomads are avoiding them. For example, I accept 7 nomads which result in having 7 homeless Bannies. I build a new Bryggen house but instead of homeless Bannies moving in, other pre-existing citizens claim the house (keeping the homeless icon at 7). I then build a non-Bryggen house and homeless Bannies drops to 3. Again build a new Bryggen house and again homeless stays at 3 while other citizens move in. Add one more non-Bryggen house and poof, no homeless Bannies. All the new houses are in close proximity. Certainly this could all be coincidental, but it's sure unusual (and baffling). Looking forward to the next wave of nomads to see if this holds true... 
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Billyjoe on July 02, 2017, 05:54:11 PM
Hi, love the buildings ! just one noob question, the bakery menu says flour and water.  How do I get water as an item?
Thanks for the mod :)
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: embx61 on July 02, 2017, 06:16:05 PM
Load a mod what have a water gathering building.

There are several.

Discrepancy have a Production kind of mod (Ds small village - production is the name I believe)
Redketchup Garden wall mod or NMT mod
Water Well by me.
My Irrigation system mods add water gathering too.

Maybe there are others but not sure as so many mods are released I forget quite a few of them :)

Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: brads3 on July 02, 2017, 07:02:39 PM
what bakery needs water? usually it is butter i think.i have several options. 1 is with nothing but flour.
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: embx61 on July 02, 2017, 07:11:26 PM
My Bakery needs water and he is playing with Discrepancy's mod so his bakery need water too :)

Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: elemental on July 02, 2017, 07:33:15 PM
Quote from: brads3 on July 02, 2017, 07:02:39 PM
what bakery needs water? usually it is butter i think.i have several options. 1 is with nothing but flour.

In real life, if you want to make bread you will need water. Flour and butter makes pastry.

In the game from memory the CC bakery used to use butter and flour to make bread but they changed it to just flour (no water required).
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Billyjoe on July 05, 2017, 06:38:59 PM
Thanks for the reply... I couldn't figure it out :)
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: embx61 on July 05, 2017, 07:41:43 PM
@Billyjoe

In Banished we can share materials so one mod can use the material from another mod as long as the names are the same so the game can recognize them.

So Discrepancy have in one of his other sets a water gathering building.

Then in the other set he made a bakery which need water to produce bread. Instead of adding a water gathering building to that set as well he adds the Raw Material Water File from the other set.

Other modders share all those files as well and try to make sure we use the same naming convention so every mod what needs water can get it from another mod. The game only loads one of those files in memory and it will be the one from the mod what is highest in the Mod List. The game will read that file and take and use all the values from that file.

It is a kind of Modular system and it saves resources.

In the worst case as no mod what gathers water is loaded the player have to wait till a trader brings the water.
It is important though that the modder adds the raw material water files to every mod what uses water though or else the game will crash if a player clicks on the bread selection in the bakery as the game will not find the water files and says, Bye, I am outta here! Crash Boom!.
Title: Re: DS TownHouses v2.0 (updated 29May2017)
Post by: Jurius on November 18, 2017, 04:38:54 AM
Hello everyone, playing Banished with this awesome mod added. Very gorgeous houses and stores!
Found some thing, that doesn't an issue at all, but when you "upgrade" The Bakeri with new chimney, builders dismantle current building, some of resourses, logs, stone e.t.c. are collected back, and finaly it turns that building a new bakeri costs 13 Stones. Is it an issue, or this feature makes some sence?
Title: Re: DS TownHouses v2.1
Post by: donwolfkonecny on May 04, 2019, 12:39:52 PM
I think these buildings are lovely! They are a bit odd shaped, very tall, but perhaps they are from a climate with heavy snow.
I love the deep colors, if they were grey, I would not bother with them.
I came here looking for the answer to where to get water, and confirmed there is no accompanying water. I personally think to avoid any conflicts down the road, any mod should be self-contained, meaning either add a source of water or drop water requirement at bakerii (although you could add another requirement as you do honey).
My opinion on new items: my barn is cluttered and I can't see how many warm coats I have or anything else that starts late in the alphabet.
Here would be my preferences:
"Light" is always welcome! New skins for mushrooms that still collect as mushrooms.
Don't make any new stuff to collect unless it can be used in production chain. Otherwise it is by definition "useless" lol
As far as making furniture and silverware etc that is useless, I am fine with that as long as it's crafted and not simply collected. However it might be better if some scenarios/maps were good for producing silverware for example and not others. For example good silver mines, or poor depending on map seed. Good or bad wood production for furniture etc (maybe use a different resource than wood so poor wood production doesn't hinder construction and firewood).
I'd like to see a house upgrade require furniture and silverware to build. (I don't play CC)

But my real reason for speaking up is thus: these are great buildings but they are quite expensive. I build my village from the center out. So that means I need some houses in the center in early game. But I can't build these. But these are "townhouses" suggesting they should be in a dense urban area. But I can't build them until late game when I am producing excess stone. Could you please build a cheap inefficient version of these that can be upgraded later to the current version (and perhaps a second time?)
I also think maybe townhouses don't need great insulation because hopefully a "townhouse" is near city-center and don't have far to walk for fuel. Whereas a house for say gather, will normally be further away from towncenter so you'd like these to be more insulated.
I've tried building these townhouses away from city center. But then that looks a bit odd because they are meant to be crammed up against each other. Maybe they get a insulation bonus if they are next to another townhouse?
I prefer to build the larger estate-type non-townhouses out away from the city - few people can afford large lots in a city! lol

So yeah, can you make these beautiful buildings low cost to build and low insulation and low pop, for their first level, so I can get some built early game? Then later at least one level of upgrade possible. Maybe the second level requires furniture and silverware and curtains?

Currently by the time I can afford to build them the town is well developed and there's no more need/space for them because I had to put up a bunch of other housing just to get some buildings going.
Title: Re: DS TownHouses v2.1 (updated 20 Dec 2017)
Post by: wiscoke on May 07, 2019, 11:05:55 AM
You can start building another town on your map and then use these as your center town houses
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Discrepancy on July 14, 2019, 09:51:50 PM
updated to v3.0

(https://i.imgur.com/2LG4dg8.jpg)


Quote from: Discrepancy[May 25, 2017] (http://worldofbanished.com/index.php?topic=1728.msg34418#msg34418)...if luke adds the extra construction requirements. Then i will add glass and lumber. But not before.

The time has come... everyone has had ample time to come to terms with what I wrote back in 2017 ;)

The building construction costs have changed: Timber (lumber), Iron Fittings, Glass, Copper, Lime, Bricks to name a few materials are now requirements.
... and sorry there is no included building to produce any of them! you will need to play and wait for trade items, or (better option) play with other mods to produce them.




Change Log:
version 3.0 - new content   -- 20190715  |  .zip = 48.8mb (49,995kb)   .pkm = 89.5mb (91,732kb)
        - added Brick Town House set.
        - added new resources: Timber, Iron Fittings, Copper, Lime, Bricks, Glass, Linen.
        - altered construction cost of all previous buildings.
        - added storage ability to Bryggen Herbalist.
        - changes to all Bryggen production building UI's.
        - added fuel and temp ratings to all homes.
        - changes to all building fire variables.
        - added Linen as a product option for making Warm Coats at Bryggen Tailor.
        - altered some earlier Menu icons.



Download link (http://worldofbanished.com/index.php?action=downloads;sa=view;down=301)
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Nilla on July 14, 2019, 11:21:59 PM
Wonderful! :)
Thank you!
Can I use it in an existing game including the old version?
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Discrepancy on July 14, 2019, 11:44:07 PM
No, sorry new game.

A lot of the code has changed, including mod/folder structure, so any previous save will be trying to find something where it no longer is. (I'm also currently close to finishing an improvement update to DSSV: Production, which will also not be save compatible.)

Also, I forgot the delete button for the road-buildable 1x4 Brick Town House food storage. But that will be easily fixed with a save-compatible patch mod I will post later today for those wishing to demolish it if built in wrong spot.
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Tom Sawyer on July 14, 2019, 11:53:26 PM
I'm looking at this in game right now. Was curious about the industrial brick houses and how you use building mats since I have to make some decisions about that too. I got a crash right after clicking at the first brick house, probably an UI issue. No other mods loaded.

So from my first glance, you removed roof tiles or consider them as part of "bricks"? I had such a thought as well but not sure yet. And lime they use to make the mortar virtually right at the building site, always if bricks are used? I like that instead of adding mortar as a material as we talked about it earlier. It's more simple and realistic. How do you plan to produce lime? Not in this mod but in your industry one.
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Discrepancy on July 15, 2019, 12:05:25 AM
if you free place at the start of a game without other houses already for families you will cause a crash if a larger family tries to move into a too small a house.
I was playing around with hard coding the size of the residence tab of houses through the UI to stop larger families moving in... i even gave them all an extra line... yet someone already causes a crash ;)

The lime is being made in the industry mod, heating of stone with a fuel in an oven.

None of the homes have a clay roof-tile roof (apart from possibly a variant of the Bryggen houses, but I'm pretending it doesn't), the type C new additions have a Copper roof, so require copper in construction, the rest are a wood shingle (haha ignore the slate also).

Otherwise it should not crash.
Also like all my mods: latest on top of load list. so this above industry mining.
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Artfactial on July 15, 2019, 12:16:30 AM
This is possibly my favorite house mod around, thanks for these amazing additions!:)
Very sad that it's not save game compatible, the brick houses would be perfect for later on down the timeline of my town.
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Tom Sawyer on July 15, 2019, 12:24:40 AM
Yes, they are stubborn and move in anyway, and if not enough rows in residence UI then crash. I think there is no way to prevent them from this behavior.
Title: Re: DS TownHouses v3.0 (updated 15 July 2019)
Post by: Discrepancy on July 15, 2019, 01:48:51 AM
I'm going to update the mod very shortly, but if you have downloaded it already and don't want to again, you can download this small patch mod below.

It will add the missing the demolish button to the 1x4 Brick Town House food storage.

PATCH DS TownHouses 001
Adds the missing demolish button to the 1x4 Brick Town House food storage. only required if using v3.0, all later versions have this included.
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Discrepancy on July 15, 2019, 01:55:39 AM
and...

updated to v3.0.1

Sorry for the inconvenience everyone, a couple of small important bug fixes. If you don't wish to re-download, use the patch in the message above to demolish the 1x4 Brick Town House food storage. The other changes should not be a worry unless you are placing the small occupancy buildings with debug free build and there are families larger than 4 requiring a house.




Change Log:
version 3.0.1 - bug fixes   -- 20190715  |  .zip = 48.8mb (49,997kb)   .pkm = 89.5mb (91,738kb)
        - added missing demolish button to the 1x4 Brick Town House food storage.
        - increased the rows in residence tabs that was causing crash.
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Artfactial on July 15, 2019, 02:28:12 AM
Just as a though: removing my currently build DS Townhouses from my save and than updating the mod to build the updated houses instead won't ignore all problems and will probably corrupt my savegame all the same?
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Discrepancy on July 15, 2019, 03:18:24 AM
@Artfactial , probably.

I could make a mod with just the new houses?
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Artfactial on July 15, 2019, 03:28:43 AM
Thought so.
That...would be incredible, if you can find the time and are willing, I would love that.:)

Another thing to consider: the Steam Workshop; updating the Rowhouses there without people noticing might break saves unintentionally; I had that happen when you updated the Sawmill a while back.:) but I guess that's a risk that comes with that platform.
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Discrepancy on July 15, 2019, 03:46:52 AM
Unfortunately for the players that only subscribe to my mods on Steam, they won't be getting any of these new updates until DS Mining Industry is out of beta... which I think will be a while off. This was a conscious decision I had made when I realised I needed to release the mod as a beta form and with regular updates for player feedback.

:)

I have separated the new housing already.
I tested with this (DSTownHousesTypeC.pkm) mod at top of list, then DS Industry Mining next (optional, or if you want to trade for resources) then DSTownHouses v2.1, all seemed to work fine.
I have added the download to the Nexus Mods page as an optional file: HERE (https://www.nexusmods.com/banished/mods/66?tab=files) (didn't think I should add another download here as essentially the same mod, and already have too many versions.. ie Blast Furnace)

Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Artfactial on July 15, 2019, 04:20:35 AM
Ah, that's a good solution indeed, especially with the tweaking of the Mining Industry project.

Thanks a bunch, I'll add the rowhouses type C to my save and let you know if I find anything off with that one in particular!:)
To be clear: I have had the Blast Furnace mod in my game, but haven't build any of its buildings yet. Can I remove it from the save and add the Industry Mining in the load order that you described?
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Discrepancy on July 15, 2019, 05:05:25 AM
haha... well I really don't know. If you built anything. just leave it in and also add DS Industry Mining... it might work with both going. just build the latest... if you can work out what is what.
I don't like the idea of removing a mod from a running save though.
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: josito on July 16, 2019, 02:13:23 PM
Loving the new Brick Town Houses! thank you very much! ;D
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: taniu on July 17, 2019, 04:35:26 PM
@Discrepancy ;D new Brick Town Houses! thank you very much
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: irrelevant on July 26, 2019, 01:13:49 PM
@Discrepancy Great looking stuff! Thanks for your work. Will this work with RKEC?
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Discrepancy on July 26, 2019, 05:18:16 PM
It should do. But you will need to trade for the Lime (material aka quicklime, not the fruit) and Iron Fittings at least. Does RKEC have Copper? if not also that.

The Timber in this mod is called Lumber in RKEC, the Bricks and Glass will be the same.
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: irrelevant on July 26, 2019, 05:26:02 PM
RKEC does have Copper Ore > Copper.

Re: Lime and Iron Fittings, good! Need some stuff to trade for. Thanks!

Not going to add it to an existing town in progress, of course....
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: Nilla on July 26, 2019, 10:49:39 PM
I would try to add it. Adding mods to an existing game has not deserved its bad reputation.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: Discrepancy on July 29, 2019, 08:25:26 PM
updated to v3.0.2

A few small bug fixes, as well as a small number of new additions. See change log below.




Change Log:
version 3.0.2 - bug fixes and minor update   -- 20190730  |  .zip = 49.3mb (50,582kb)   .pkm = 90.6mb (92,791kb)
        - fixed incorrect storage of the Type B (Bryggen) Town Market, should now only stock Food, Health, Tools, Clothing and Fuel.
        - fixed incorrect string texts on Type C house occupancy.
        - fixed incorrect ground decal on Type C 2x4 rear storage garden.
        - updated resource values: Copper, Iron, Iron Fittings.
        - added for Type C: ghosted decorative rear door.
        - added for Type C: small 2 occupant rear lean-to home.
        - added for Type C: F-key variants to rear storage gardens with higher fences.


Download link (http://worldofbanished.com/index.php?action=downloads;sa=view;down=301)

(https://i.imgur.com/8pe5vmS.jpg)

thanks to @elemental for the suggestions and @Nilla for the bug finding.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: elemental on July 29, 2019, 09:40:00 PM
Thank you very much for doing it.  :)
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: adelegarland on July 30, 2019, 08:19:28 AM
@Discrepancy I love these houses!  But I don't want to get into the intense Mining Operations to get the new building materials.  Is there a way to get these buildings with the traditional building materials instead, maybe a lite version?  I like to have agricultural maps, with little mining and smelting operations.  Thanks for your consideration!
Title: Re: DS TownHouses v3.0.1 (updated 15 July 2019)
Post by: irrelevant on July 30, 2019, 04:31:45 PM
Quote from: Discrepancy on July 26, 2019, 05:18:16 PM
It should do. But you will need to trade for the Lime (material aka quicklime, not the fruit) and Iron Fittings at least. Does RKEC have Copper? if not also that.

The Timber in this mod is called Lumber in RKEC, the Bricks and Glass will be the same.
So I added this mod and enabled it. I can see your menu bar and the lovely buildings available to be built.

I just got a General Goods Merchant. There is no Lime/Quicklime or Iron Fittings available in the "to Order" list. Are these items available only from the Resource Merchant? Do I need an additional mod? The merchant was already on the map when I enabled the mod, do I need a fresh Merchant? Or do I need to tear down and rebuild the TP?
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: Discrepancy on July 30, 2019, 04:49:14 PM
 :-[
It should have been delivered with either the Resource or General Goods merchant, but looking now I see I have a small spelling mistake with the custom4, not sure how I missed that, sorry I will make an override patch for the trading post.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: irrelevant on July 30, 2019, 05:07:04 PM
Great! I shall wait....patiently ;)
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: Discrepancy on July 30, 2019, 05:47:02 PM
Ok :) with this patch mod it works. Place above anything else that it conflicts with in the mod list.

PATCH DS TownHouses 002
Patch to fix issue with Lime and the Raw Materials flagged limit not being delivered to trading post.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: irrelevant on July 30, 2019, 06:00:53 PM
@Discrepancy So this replaces the DSTownhouses.pkm that I currently have in my Banished/Windata? What is the procedure for replacing an enabled mod? I'm a total mod n00b. ;)
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: Discrepancy on July 30, 2019, 06:03:45 PM
No it isn't a replacement, a completely different mod. Simply load up this also, it is named PATCHDSTownHouses002.pkm, place above DS TownHouses, but anything else it also conflict with to make the changes active. You may still have to demolish trading posts, but you could try first without doing so.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: irrelevant on July 30, 2019, 06:06:28 PM
Okay, I'll give it a go.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: irrelevant on July 30, 2019, 06:12:51 PM
Lime (quicklime) and Iron Fittings both now available to order from the General Goods merchant. :)

ETA: from the Resource Merchant as well.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: Discrepancy on July 30, 2019, 06:21:58 PM
:) very good, thanks.
Title: Re: DS TownHouses v3.0.2 (updated 30 July 2019)
Post by: tuggistar on August 14, 2019, 10:41:39 AM
patches need to be installed for version 3.0.2 or not. And Thanks for the update.