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Embx61 Work in progress

Started by embx61, May 02, 2017, 06:17:12 AM

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embx61

Version 17001 released of the EB Small Village Set :)

ENJOY!

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

Not much to report.

Working on and off on the New England Housing set for @The Pilgrim

The "lean to" is compiled, now working on the 2x4 set.

And do some testing sessions with The Natural Diversity Mod.

I have a bit of a creative burnout so the above is good for a change.

But soon the fire will be lit again and will start working ome on the channels (Another Archimedes Screw and a Tunnel so the Irrigation can go through the mountains.

Probably a Town hall and Trader for the village set.
Still want to make a bridge too :)

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

Maldrick

Quote from: embx61 on July 12, 2017, 12:42:31 AM
Version 17001 released of the EB Small Village Set :)

ENJOY!



Heya, @embc61 :)

Been playing around with your mods a bit since very recently getting back to the game as I wasn't on 107 before, mostly.  Love your new village set and can't wait to see what else you come up with for it.  Love your mods in general, really.  Still getting re-set up and testing, etc, so haven't played a real game yet but I've been testing out different things and your production mods are fantastic.   Really looking forward to using them on my next map when I really sink in.

Had a quick question for you.  Hope this is the appropriate place....The health goods produced by the apothecary in your production set....Do they work any differently than herbs do?  Love that whole chain, and noticed they seem to have a nice value on the trader, but wasn't sure if there was any difference when used by bannies compared to regular herbs.

Thank you, and I hope you are doing well.
"We are the architects of our actions and we must live with their consequences, whether glorious or tragic."
― Ezio Auditore da Firenze

Maldrick

Oh, also wanted to ask...I noticed that in a couple of your production buildings there are goods that can be made that aren't used by anything...that I saw at least.  Like glass from the glassworks and linseed oil from the oil press.  Was just curious if you have anything planned for those?
"We are the architects of our actions and we must live with their consequences, whether glorious or tragic."
― Ezio Auditore da Firenze

embx61

#319
@Maldrick

The items work the same as herbs.

The have the health flag just as herbs do.
The toolkit not allow to do anything else with the health mechanism.
It is just as food, the bannies don't care if they eat a value one corn or a value 3 bread.

Lots of production chains are just to give the game more content instead of really change gameplay because if the Toolkit limitations.

Just saw the other post too.

Glass is used in the newest version of the church. It is a construction material.

Indeed some end products are trade only like the linseed oil, pouches, saddles.
But I have plans for the linseed oil as woodcarvers use linseed oil and paint/varnish can be made out of it.

Paint can then be used as a material what is needed for certain buildings now Luke has implemented the up to 6 building requirements.

I wanted to have a Tanner and leather worker chain because it as very common in medieval times realizing that products what can be produced are trade only.

I could have let the leather worker made leather jacket what bannies use but it would not be any different then the winter coat.



[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

To follow up on the trade only items.

The game could just do with just four crops/orchards.

Just 1 grain, 1 vegetable, 1 fruit, and one protein crop/tree.

That is all the bannies need to stay healthy. They don't care if it is a nut or venison, or a end item out of a production chain.
As long it is protein that part of the health system is fulfilled.

Many more crops are created because players like variety even when the gameplay not really change by adding all those crops.

Same goes for some production chains. Even when they not really change gameplay mechanics they add to the variety of the game but indeed some of the end products have no real use and end up as trade only items.


[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

Maldrick

Quote from: embx61 on July 14, 2017, 04:59:58 PM
@Maldrick

The items work the same as herbs.

The have the health flag just as herbs do.
The toolkit not allow to do anything else with the health mechanism.
It is just as food, the bannies don't care if they eat a value one corn or a value 3 bread.

Lots of production chains are just to give the game more content instead of really change gameplay because if the Toolkit limitations.

Just saw the other post too.

Glass is used in the newest version of the church. It is a construction material.

Indeed some end products are trade only like the linseed oil, pouches, saddles.
But I have plans for the linseed oil as woodcarvers use linseed oil and paint/varnish can be made out of it.

Paint can then be used as a material what is needed for certain buildings now Luke has implemented the up to 6 building requirements.

I wanted to have a Tanner and leather worker chain because it as very common in medieval times realizing that products what can be produced are trade only.

I could have let the leather worker made leather jacket what bannies use but it would not be any different then the winter coat.





Right...The limitations are a shame but they are fun to play with, regardless. :)  Just wasn't sure if there was any difference between herbs and the processed goods.  If there is ever a Banished II, I hope there are many more tiers to just about everything that can be modded.  But for now they are still lots of fun.

I've been testing production in debug to make sure load orders are right...Completely blanked on the new building requirements.  That sounds awesome.  Don't have your church loaded currently as I'm going for a more Colonial theme with this one, but thinking a big medieval town like the one I was working on before is in order next map and your church has been at the top of the list for that now that I'm on 107.   Was skittish about using the new mods on 106 before even though that one probably would have been okay.

Just found a seed I really like for this.  Going to get into it.  Thank you very much for answering my questions!
"We are the architects of our actions and we must live with their consequences, whether glorious or tragic."
― Ezio Auditore da Firenze

embx61

The extra building requirements are at least somewhat helpful as to give some produced products a usage besides trade.

But indeed more levels of clothing can be helpful too.

Pottery was also very common and sadly RedKetchup have the end product as trade only to so far.

But if Red get to upgrading his NMT he can make pottery bottles as product which then can be used in other chains like I did with the apothercary and glassware.
I think pottery bottles would fit the theme better then glass.

But sadly many products will be end up as trade only because of the game mechanics.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

yeah and also it complicate things alot for moddlers... and players too
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embx61

LOL

All looked well in Max with the New England Houses.

I load them in game and the walls, roofs are all messed up.

I was like WTF????

Then I looked at one UV map in max and the red part was overlapping way over the square.

Then it hit me. I had to set in the xxxxxxTexture.rsc files the AddressMode to Repeat instead of Clamp. Phew , glad that worked as I was not looking forward to align all those textures.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

Just released in the 1.07 download section a spreadsheet with all the production values of all my mods.

Many thanks to esterhb for giving me permission to edit and use the spreadsheet what is a edited version of the Colonial Charter Spreadsheet made by esterhb. :)

Need Microsoft Excel or any program what can read Excel files.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

Currently working on a Trading port what matches the Small Village Set.
Footprint only 8x8 so quite smaller then the Vanilla Trading post.

After that I will do a smaller Town Hall as well. I thinking about adding a market as well but not doing all separate stands though as I have done this allready.
And I personally think that the market set stands are already quite close to the Small Village look so not sure if another Market is really needed so it is at the moment at the backburner but if enough players like a market like the Vanilla Market on one footprint what store about everything I will consider it.

Not sure when, but plan to make a set of all the Vanilla production/gather buildings into a Addon Small Village Set and matches the Small Village textures as well.
When all is done about every building from Vanilla will be in the Small Village set and the Small Village production addon set.

The Herbalist building is IMHO close enough that it fits the Village set so do not need to create that one. Maybe I do a couple of small changes to the roof and add it as a spate building to the set and leave the other Herbalist for what it is.

So I have to create a Gatherer, Hunter, Fisher Hut, Forester, Wood Cutter, Tailor, and Blacksmith.
I never made those buildings yet so I have at the moment the drive to do them :)

Please don't expect it will be done tomorrow :) but it will be done sooner or later.

By that time it is maybe time to get rid of small and just name it EB Village Set and EB Village Production Set. LOL

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

elemental

Would you please consider making some specialised traders? I find that the CC system works really well, so well that I never build vanilla traders any more. Food trader (only attracts food sellers), farm supplier (only attracts seed merchants and ranchers - this one is super handy, because as you know it can take ages to get seeds and animals with just a vanilla trader), industry supplier etc. They don't have to have different models, using the same model for all of them is fine and you can still make a general trader.

It's great to see that this set is growing. Themed sets are a lot of fun. :)

ancientmuse

@embx61

I like the idea of a single market to match your set like the vanilla market (but with a smaller footprint, the vanilla market is huge).

The individual markets are very nice, but they're only usable when you've built up a big enough population to hire a vendor for each and every one of the single individual markets, otherwise you're having to bounce around your vendor all the time from one market to the next to keep them stocked with all the different goods.

With one general market, then you only need to hire one or two vendors to work it.

embx61

Yeah, as long as I don't have to change too much to the mesh I will do it. :)

I can add a sign to the trading ports so players can read what kind of trading port it is.

So a Food only trader.
Farm Supplier. Sells only seeds and livestock. What are ranchers? Or are ranchers selling the livestock?
Raw Materials and Construction.  So stuff like Stone, Iron, Logs, CoalFuel (Minerals), Custom4(Raw Materials), Custom5(Construction).

And then of course the all in one as Vanilla.

And as for the ones what not trade for livestock I only have to change the little 3x3 pasture where the animals are delivered and just add a extra small storage hut or overhang in that place.
That is not that much work.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]