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how do i.......????

Started by saf75, February 26, 2018, 01:31:37 PM

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saf75

hi guys, i'm VERY new to the modding side of the game & i'm in need of some help. i've managed to figure out how to put the mod program in but when i run buildresources.bat it only gives me the vanilla files & not files from the mods i'm using. is it supposed to do this or am i doing something wrong? is there a way to access the files from installed mods?

thanks in advance  ???

saf

RedKetchup

buildresources.bat is used to extract all the txt files (.rsc) that are stored in the game pakage (data0.pkg, data1.pkg) and make them available to you so you can use them, do copies of them, learn how they are set to make what you want to do in your future mod.

thats is no way to extract anything or any assets from any of my mods, or from CC or MM, or any of our WoB Modders. and thats good :)

you need to do your own mod and bring your own assets :)
it is strongly possible i didnt undestood exactly what you are searching... be more precise.

if have any questions on how to do this or how to do that ... ask :)
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kid1293

RK beat me to it with 5 seconds :)

We have no way to 'go backwards'.
When we have compiled a mod it is locked.

You have to write your own files and compile them.
There is a lot of information here on forum.
You have to look around.
You can start looking at the examples that comes with the modkit.
And read the textfile in the modkit. The examples are described in it.


saf75

that anwsered my question perfectly thanks :)
so, rather than mess about asking vague questions i'll explain exactly what im trying to do.

i've recently installed kralyerg's ridiculous storage mod because i want the capacity for buildings (mainly markets) but that alters stockpile capacity far beyond what i like as i use smaller stockpile capacity for directing goods around my city.

seeing as i cant access the mod files, i do understand why its done this way, it just makes what i wanted to do alot harder :( how can i find out which files i need to create & what they need to look like so they work with cc?

thanks
saf

RedKetchup

in your resource/Template folder you will find the template of the StorageYard.rsc and the StorageBarn.rsc
open them and read their paragraphs/functions.

you will notice there is a function that control the # number of weight, the capacity.
and you will find also another functions that control the flags which allow to control which items it will be stored there.

so if you want to make a mod that will take the storageYard which allow 250 weight per tile and you want to change and make it more ridiculous, you will change that number to 500? 1000 ? it is up to you to decide.

if you want to make it more specialized, you will decide which flag (flags) you want to put (1 or more flags)


so for your mod, you will put a copy of this template, never edit original, change the numbers... and then make a resource rsc file where you will call those changes.
the examples are a teacher for you.
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kid1293

#5
Read this first
http://worldofbanished.com/index.php?topic=2206.0

It describes the way you should approach a simple override.

Of course you have to replace Cropfield.rsc and Orchard.rsc with Market.rsc (or what you want)
and change the code in the textfiles to reflect that change.

...a few steps

Market.rsc is found in (modkit directory)/resource/Template
Copy that to your (mod directory)/Template
and, in that file, change the line 'int _volumeLimit' to what you need.

StorageDescription storage
{
// finished products that are used by people!
RawMaterialFlags _storageFlags = Edible | Fuel | Tool | Health | Clothing | Iron | Wood | Textile;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 10000;
}


in Package.rsc file you remove

      "Template/Orchard.rsc"
      "Template/CropField.rsc"

and write

      "Template/Market.rsc:storage"

---

If you name your directory and mod differently (which you should),
you have to make changes in build.bat and Package.rsc.

Starting to mod IS overwhelming but you learn from mistakes too!

edit - read,read in the forum. there are hints everywhere!

saf75

#6
thanks for the advice so far but now im stuck. kralyerg has very kindly sent me the files i need to change stockpile capacities (thank you muchly :D)

does my package file look right?

PackageFile Storageyardsx2
{
   String _name = "storage yards";
   String _author = "kid1293";
   String _description = "Banished override to make Storage yard capacity x2.";
   String _icon = "icon.png";
   int _userVersion = 1.0;

   // all files in resource directory
   String _includeList
   [
      "*"   
   ]
   
   // exclude package files, mod files, file used for building packages
   String _excludeList
   [
      "Package_*.crs"
      "*.pkg"
      "*.pkm"
   ]
}

ExternalList list
{
   External _resources
   [
      "Template/storageyards/storageyard.rsc"
      "Template/storageyards/storageyardcoal.rsc"
      "Template/storageyards/storageyardconstruction.rsc"
      "Template/storageyards/storageyardfirewood.rsc"
      "Template/storageyards/storageyardindustrial.rsc"
      "Template/storageyards/storageyardiron.rsc"
      "Template/storageyards/storageyardmaterials.rsc"
      "Template/storageyards/storageyardminerals.rsc"
      "Template/storageyards/storageyardstone.rsc"
      "Template/storageyards/storageyardwood.rsc"
   ]
}

not quite sure what to do next, where exactly do i put the template/storageyards folder & package file? is that all i need to do or am i still missing something?

i WILL figure this out (eventually) :)
saf

RedKetchup

#7
this is 2 files you have there. the first one Package.rsc contain the first part.
the 2nd half of your file is set in your Storageyardsx2Resource.rsc file

and you should have a 3rd file named : Storageyardsx2.rsc at your root (as those 2) ...
and it should contains all the toolbar informations, where you put those in the toolbars.(10 toolbars informations which lead to your 10 templates, 1 each)
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saf75

#8
storageyardsx2resource.rsc

ExternalList resource
{
   External _resources
   [
      "package.rsc"      
   ]
}

does it need to be storageyardsx2resource.rsc or just storageyardsx2.rsc?
is that right? where do i need to put them in my banishedkit folder?

do i need to make the toolbar info if all im trying to do is override storage capacity & not actually create anything

RedKetchup

#9
no, anyways your resources files would still be wrong


your package.rsc:

PackageFile Storageyardsx2
{
   String _name = "storage yards";
   String _author = "kid1293";
   String _description = "Banished override to make Storage yard capacity x2.";
   String _icon = "icon.png";
   int _userVersion = 1.0;

   // all files in resource directory
   String _includeList
   [
      "*"   
   ]
   
   // exclude package files, mod files, file used for building packages
   String _excludeList
   [
      "Package_*.crs"
      "*.pkg"
      "*.pkm"
   ]
}


your resource file Storageyardsx2Resource.rsc :

ExternalList list
{
   External _resources
   [
      "Storageyardsx2.rsc:storageyard"
      "Storageyardsx2.rsc:storageyardcoal"
      "Storageyardsx2.rsc:storageyardconstruction"
      "Storageyardsx2.rsc:storageyardfirewood"
      "Storageyardsx2.rsc:storageyardindustrial"
      "Storageyardsx2.rsc:storageyardiron"
      "Storageyardsx2.rsc:storageyardmaterials"
      "Storageyardsx2.rsc:storageyardminerals"
      "Storageyardsx2.rsc:storageyardstone"
      "Storageyardsx2.rsc:storageyardwood"
   ]
}


your toolbar file Storageyardsx2.rsc :

// Very MAIN toolbar +++++++++++++++++++++++++++++++++++++++++++++++++++
Toolbar base
{
StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";
}



Toolbar storageyard
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1000;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyard.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardcoal
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1010;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardcoal.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardconstruction
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1020;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardconstruction.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardfirewood
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1030;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardfirewood.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardindustrial
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1040;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardindustrial.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardiron
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1050;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardiron.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardmaterials
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1060;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardmaterials.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardminerals
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1070;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardminerals.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardstone
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1080;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardstone.rsc";

bool _autoHotKey = true; 
}

Toolbar storageyardwood
{
Toolbar _parent = "Game\Toolbar.rsc:storage";
int _sortPriority = 1090;

StringTable _stringTable = "UI/Storageyardsx2StringTable.rsc";
SpriteSheet _spriteSheet = "UI/Storageyardsx2SpriteSheet.rsc";

Action _action = Tool;
ComponentDescription _tool = "Template/storageyards/storageyardwood.rsc";

bool _autoHotKey = true; 
}

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RedKetchup

#10
and you need to create your UI/Storageyardsx2StringTable.rsc and your spritesheets file, and your icons. you are creating 10 new icons for your 10 new buildings (10 specialized stockpiles)

in your UI folder should have 4 files:
Storageyardsx2SpriteSheet.rsc
Storageyardsx2SpriteSheetMaterial.rsc
Storageyardsx2SpriteSheetTexture.rsc
Storageyardsx2StringTable.rsc

and also you should have a folder at the root of your mod name Texture and inside:
a copy from resource/texture folder of UITexture.rsc and ModelAlphaTexture.rsc
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RedKetchup

you make your UI folder, your UI/Sprites folder. put the 10 x 32x32 semi transparent icons. your stringtable and your sprite sheets should reflects the names given to your 10 new buildings.
inside each template make sure to change the names of the buildings and also the names of your stringtable/spritesheet.

and your .bat should look like this: (i assume everything has been put inside a Storageyardsx2 folder at the root of your kit. if you did put that folder in examples folder , you will need to add the /examples folder to your pathres and pathdat.

cd ..
bin\x64\Tools-x64.exe /build Storageyardsx2Resources.rsc /pathres ../Storageyardsx2 /pathdat ../Storageyardsx2/bin
bin\x64\Tools-x64.exe /mod Package.rsc:Storageyardsx2 /pathres ../Storageyardsx2 /pathdat ../Storageyardsx2/bin
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saf75

i dont actually have the files to create the stockpiles, all i'm trying to do is change capacities.

so i've now got a folder in my banished kit folder called storageyardsx2.

in that theres:

   a template folder with a folder called storageyards containing all the files kralyerg sent me
   
   package.rsc

PackageFile storageyardsx2
{
   String _name = "storage yards";
   String _author = "kid1293";
   String _description = "Banished override to make storage yard capacity x2.";
   String _icon = "icon.png";
   int _userVersion = 1.0;

   // all files in resource directory
   String _includeList
   [
      "*"   
   ]
   
   // exclude package files, mod files, file used for building packages
   String _excludeList
   [
      "Package_*.crs"
      "*.pkg"
      "*.pkm"
   ]
}

   storageyardsx2.rsc

ExternalList list
{
   External _resources
   [
      "Template/storageyards/storageyard.rsc"
      "Template/storageyards/storageyardcoal.rsc"
      "Template/storageyards/storageyardconstruction.rsc"
      "Template/storageyards/storageyardfirewood.rsc"
      "Template/storageyards/storageyardindustrial.rsc"
      "Template/storageyards/storageyardiron.rsc"
      "Template/storageyards/storageyardmaterials.rsc"
      "Template/storageyards/storageyardminerals.rsc"
      "Template/storageyards/storageyardstone.rsc"
      "Template/storageyards/storageyardwood.rsc"
   ]
}

am i right so far? do i need to move anything? what do i do next?  ???

sorry if i'm being dumb & missing something obvious, i WILL get there :)

thanks for all your help :)
saf

RedKetchup

#13
you kinda posted exactly what you posted before, your storageyardsx2.rsc is wrong. go back read. i made all your root files in here: http://worldofbanished.com/index.php?topic=2275.msg46353#msg46353

you are not changing value of existant vanilla template and your resources file that is calling templates is only good for modifications which you are not doing. you are creating 10 new buildings !!!
you need that setup i made for you because you need to setup 10 new icons on your storage toolbar and your example is not good to make new buildings.
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saf75

i think we're confusing each other now rk, i'm not trying to create new stockpiles, i dont have the files to create them, only to change the capacity of the existing in game 1s