World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on July 17, 2017, 06:46:56 AM

Title: Kid - Tiny V3.0
Post by: kid1293 on July 17, 2017, 06:46:56 AM
Kid - Tiny V3.0

https://worldofbanished.com/index.php?action=downloads;sa=view;down=336 (https://worldofbanished.com/index.php?action=downloads;sa=view;down=336)

V3.0 - Major update! Mesh fixes and added buildings.
Stopped all buildings from leaking light when placed on an uneven surface.
Added 8 new production buildings. Not save-game compatible.

(https://worldofbanished.com/gallery/2582_12_10_23_3_45_38.jpeg)

Title: Re: Kid - Tiny V1.3 Separate
Post by: Abandoned on July 17, 2017, 07:41:18 AM
Nice  :) @kid1293 is this save game compatible ?  I have the well built already.
Title: Re: Kid - Tiny V1.3 Separate
Post by: kid1293 on July 17, 2017, 09:41:14 AM
SHould be no problems with save-game. I only changed the icons, not the gameplay.
Title: Re: Kid - Tiny V1.3 Separate
Post by: ancientmuse on July 17, 2017, 02:30:40 PM
Dang....

Now I need to decide if I want to just leave "tiny" as is in your community toolbar or if I want to see each of them in the vanilla categories which definitely does make them easier to find (since they're not really a matchy matchy set anyways).

Decisions decisions !

LOL



Either way, thanks kid for going to the trouble of giving us these decisions.

;D

Title: Re: Kid - Tiny V1.3 Separate
Post by: kid1293 on July 17, 2017, 02:54:17 PM
 :)
Title: Re: Kid - Tiny V1.3 Separate
Post by: Abandoned on July 18, 2017, 09:12:34 AM
@kid1293 , thank you.  I added mod to saved game with no problem.  I will still keep some of the original separate vanilla toolbar ones too  :)  but this set with separate icons is very nice.
Title: Re: Kid - Tiny V1.3 Separate
Post by: brads3 on July 18, 2017, 12:27:45 PM
just a heads up. if you change the order of KID's mods the toolbar icons can change.i noticed you have words for the deco plants.by adjusting the order that too would be an icon.i think i have the colonial set above his others to keep the icons now.the mods work either way,just don't be confused if on a different game they look different.since you change mods each game,the icons will probably switch back and forth.
Title: Re: Kid - Tiny V1.3 Separate
Post by: ancientmuse on July 18, 2017, 02:17:47 PM
Quote from: brads3 on July 18, 2017, 12:27:45 PM
just a heads up. if you change the order of KID's mods the toolbar icons can change.i noticed you have words for the deco plants.by adjusting the order that too would be an icon.i think i have the colonial set above his others to keep the icons now.the mods work either way,just don't be confused if on a different game they look different.since you change mods each game,the icons will probably switch back and forth.

You change mods for each game ?

Geez, that sounds like a real pain in the derriere....

:o
Title: Re: Kid - Tiny V1.3 Separate
Post by: Abandoned on July 18, 2017, 03:35:12 PM
@brads3 I think it is the Colonial mod causing your icon change.  I believe the latest 107 Colonial Housing and Colonial Resources mods and Kid's other major mods have the latest word icons rather than the picture icon.

@ancientmuse I do change mods for every map, I pick and choose which I want, some stay the same. With my system I had no conflict with 106, one of the reasons I was hesitate to update. I have had only one (not my fault) problem since.  I have not had to change my load order except when updating and when adding a new mod, that is a pain when they need to be moved to the lower half of my alphabetical list. I have 290 mods. To me it is fun and part of the strategy to choose the mods for a map, conflict problems is no fun.  No overcrowded icon toolbar, no problems finding item I want.  Works for me.  :)
Title: Re: Kid - Tiny V1.4 Separate
Post by: kid1293 on August 19, 2017, 10:39:12 PM
Hi and well met!
I have made a small update on Tiny with separate buttons.
I will discontinue the original where all icons where under Themed Mods.

Link to download (http://worldofbanished.com/index.php?action=downloads;sa=view;down=336)

I have added a school and a hospital.
I have added more color choices for town hall, food trader and the new buildings.

I hope you like it. :)
Title: Re: Kid - Tiny V1.4 Separate
Post by: ancientmuse on August 19, 2017, 11:54:47 PM
Whoa.

This comes as a surprise.

You've been a busy little beaver !

Tiny school and tiny hospital.... new colours....


*happy dance*

;D
Title: Re: Kid - Tiny V1.4 Separate
Post by: Savidan on August 20, 2017, 08:27:53 AM
Nice, Thank you Kid :)
Title: Re: Kid - Tiny V1.4 Separate
Post by: twilightbreeze on August 20, 2017, 01:51:04 PM
Looks very nice. Now all you need is the Tailor and Blacksmith, and it will be complete. Thank you!!
Title: Re: Kid - Tiny V1.4 Separate
Post by: Abandoned on August 20, 2017, 02:08:25 PM
Oh, a tiny workshop wouldn't be a bad idea.  :)
Title: Re: Kid - Tiny V1.4 Separate
Post by: kid1293 on August 21, 2017, 09:13:10 AM
Ok, Ok, I opened the box. :)

I think I want a workshop and it has be tiny.
For now you can use my Workplaces. They are small.
I will do some other things first but I guess I will come back to this.

You people are amazing - When presented with an update you directly
ask for the next one. :) I don't mind. I do it when I feel it is right.
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 28, 2017, 10:33:48 AM


@ancientmuse I do change mods for every map, I pick and choose which I want, some stay the same. With my system I had no conflict with 106, one of the reasons I was hesitate to update. I have had only one (not my fault) problem since.  I have not had to change my load order except when updating and when adding a new mod, that is a pain when they need to be moved to the lower half of my alphabetical list. I have 290 mods. To me it is fun and part of the strategy to choose the mods for a map, conflict problems is no fun.  No overcrowded icon toolbar, no problems finding item I want.  Works for me.  :)
[/quote]

Hey Abandoned, I saw this post and had to risk ask a question not entirely related to this thread lol. Although I did notice Kid's buttons do change and I couldn't figure out why lol.

I would LOVE to play Banished this way, having all the mods already in a correct loading order so that I can enable the ones I want for each game. Since I play slow games, it would be wonderful to switch from game to game without having to go through emptying my folder, doing the registry cleanup etc each time lol. I have had quite a terrible time so far getting my game to play without crashing after several hours of work lol, and figuring out which of the mods is causing the problem. And I have far fewer than 290 mods! So, have you already or would you consider posting a listing of your mods in the order in which you have them in your game? That way I could probably follow along with the mods that I have.

I'm using only 1.07 and I don't use CC or MM ever. So leaving those out might make a loading difference but I'm not sure.

In particular, I love the Maritime trees and would love to add them to the vanilla trees in lots of games, but I can't get that to work at all with any of the other building and production sets, particularly DS's mods.

I also love NatDiv and New Flora, but also have real trouble getting those mods to work with anybody else's mods except for Kid's Colonial sets and the Mission so far. I don't know if it is a load order thing, or conflict when it comes to changes in production streams or collection buildings.

Anyway, it would be great to start from a list from a player who has made things work smoothly as you say;)
Title: Re: Kid - Tiny V1.4 Separate
Post by: brads3 on September 28, 2017, 11:55:13 AM
@gatinho65
   do you have RED's trader fix mod loaded and at the top of the mod order? if the game is actually runing with no issues and crashing for no apparent reason,it msot likely is not a conflict due to the mods you have.since you say you are using some 1.06 mods,i would wonder if it is a merchant boat loading and then the crash.if it was a particular mod,the crash should happen when you click on a building or soon after you try to build or set a worker to the building.
      the new nat div mod does cause major slowdowns. i chose to go back to the 1st version and that functions well.NECORA's pine mod does have a patch to help get the new flora mod working.you will want the pine mod loaded near the top of the order above the nat div mod and above whatever mod you use to set the map conditions.other start condition mods do work with it but some work above and some below the pine mod.you can also use the maritime tree mod that brings the trees without all the other parts to the set.
        when in the mod order window,if you click the minimize icon on the mod, it will show a list of conflicts and the files.note with the new community icon,mods will show conflicts due to that.when you scoll down to the files,the top files will normally be the community icon files.scrolling way down though will show the main problem files.where this can help is you can use the list of conflicting mods to figure out if a start mod is affected by the pine mod.since the start condition mods don't show in the community icon they will show less files that are affected.this can be handy info when trying to figure out the mod order.
      i will give you an example. the seasonFX mod has a conflict with many mods. going through the files shows the most conflicts are related to trees.
since we want the pine mod's trees,we would put the seasonFX below the pine mod to be sure it doesn't block the new trees.the other files in the seasonFX will still load and work.as it is in my list,the seasonFx gives a different lok to crop fields.
      there will be times you do want the conflict above another mod.such as the bakery plus mod or the forever tree mod.some will be trial and error because each player has their own style and wants.there is a write up on mod orders to make it easier and faster under the tips and tricks forum.
      1 thing to remember is the registry will remember the order even if you move files in and out of the WINDATA folder. if you take a file out without disabling the mod,the game will skip it next time and load without it.if you put the file back in,it will put it back in the order where you had it last time.this can help moving the files around and save you having to disable,reload,exit,and completely reload the game. by moving the file out the game will disable and load in 1 step by itself.you can use this trick for more than 1 mod at a time also.  be advised if the game crashes out most times it will rewrite the mod order and screw this up.if you crash out,double check the order. it is aggravating to start and play a game for a while then find out the order is wrong and you need to start completely over.it ight not shuffle all the mods, but that 1 wrongly placed mod will be the 1 you need.
Title: Re: Kid - Tiny V1.4 Separate
Post by: Abandoned on September 28, 2017, 12:18:06 PM
@gatinho65 I'm sure @kid1293 will not mind me monopolizing his thread for a little bit.  :)  It was much easier to avoid problems and conflicts with 106 and before the community tool bar but I will be more than happy to share my system.  The tool bar buttons will change if an older mod is in mod list order before and updated or newer mod.  If I recall correctly I had that occur before I updated Kid's Colonial mod.  It is now 2 part Colonial Housing & Colonial Resources.

I will start a thread under Tips and Tricks as soon as I can.  You may want to read Brads3's thread pinned to the top of that topic.  He does use CC but not Mega.  I do not use Mega at all and I have CC in a separate installation.  I also have The North separate.  Also I do not as yet have all the updated mods of EB or DS and many I have updated I have yet to try.  My last few Village Blog stories may give you some idea of how I play the game.   I do have and use the mods you mention so I will give tips, most are early in the list. I have my mod list divided into 3 parts, the first part is divided into 2 groups, the 1st is critical to avoid problems and conflicts.  I will start with part 1 as soon as I can.  At the moment I am a little pressed for time at home and am doing a story.  I will at least make a start in a day or so.  I will be more than happy to help.
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 28, 2017, 03:04:39 PM
Thanks for pointing me towards your village blog stories, I'll check them out and learn;) I have read the Tips and Tricks and Paeng's tips on cleaning up the registry, very helpful if a bit challenging at first on a mac lol. I'm hoping it has made a difference, although I am still having problems. I'm starting to dread ever using the trading post, vanilla or otherwise, somehow that is always always always when problems arise. I'm starting to think I will have to just use the debug menu and 'cheat' my way towards the other products and livestock:( I simply can't get my game to progress past the trading, every time a boat starts to approach I get tense because it will crash the game lol.

If you do a tutorial thread on how to load and arrange mods so that it doesn't require a drastic cleanup before each and every game, that will so great. I would love to know how to include all the extra production lines and products and flora that doesn't end up crashing every single game I run that uses any of them, even all on their own.

All the buttons seem to show up on the community tool bar, which is great, but then it does make it hard to figure out which mod is causing a problem, and when, and why lol. I group the mods together, but even then no guarantee. Kids mods are the only ones so far that mostly play out okay well into the game. DS works fine until the trading post, and every single EB mod crashed my game before even loading the menu. No matter if I start all over from scratch just as Paeng details. I don't know how much of any of this is related to running the game through Play On Mac, which has worked flawlessly for the vanilla game.

Now that the developer has stopped working on his mac version for good, I'm hoping that enough mac users will create a sticky thread about how to navigate Banished on mac using what is available as best we can. Including the mods if that is possible for many of them.

Pardon again for the modest hijack of the thread lol, I hope at least Kid reads how much I love his mods. I've used the Colonial sets the most, so beautiful, even if my game crashes later on lol (and I do think it is somehow trading post related). I'm hoping to find a village blog really using his Mission and Tequila sets, I really like those even though I don't have access to some of the flora and terrain tools that I think CC provides as far as I can tell. Too bad some of those weren't created as modules on their own, I would love to have more plants and terrains and climates since CC is never going to load for me lol;)
Title: Re: Kid - Tiny V1.4 Separate
Post by: kid1293 on September 28, 2017, 03:44:11 PM
Hello @gatinho65 !
Glad you like my mods. Can you tell if the problem is connected to my Colonial trading post?
I realise it crashes when a boat arrives to the port. It is somehow connected with the update to 107.
I thought I had taken care of that.
Have you built any other traders?
Title: Re: Kid - Tiny V1.4 Separate
Post by: Abandoned on September 28, 2017, 04:09:56 PM
@gatinho65 check out my blog story #2 is Mountain Mission and #14 is SW Tequilaville.  There is a CC Terrains mod to download on this site, It has all the cc terrains to use without using cc.  I have never done anything with the registry.  It would be interesting to know if there is a problem with Mac and mods.  Going to go ask that in general discussion.

Hi Kid  :)
Title: Re: Kid - Tiny V1.4 Separate
Post by: brads3 on September 28, 2017, 07:12:24 PM
@gatinho65    to fix the trading post erros use this mod above all other mods in your order. it should solve the issue.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=280
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 29, 2017, 12:06:40 PM
@kid: Yes, I did have a constant crashing with your colonial trader. Only after restarting 5 times lol, did I actually get the boat to dock and do the trade. I was only using your trading outpost and not the vanilla in addition.

But I also have problems with all the traders, including the vanilla.

@brad: I have that mod that is supposed to fix the trading posts but I didn't know if it conflicts with other mods that have changed the vanilla trading post to accommodate the new trading goods.

Right now, I have all DS's mods installed including his jetty pack, which has a few specific trading posts as well as changes to the vanilla. I am using only the vanilla in order to get a chance at livestock but it also has crashed 3-4 times in a row, I finally got the boat to dock and do a trade. But it means sitting at that spot on x1 and just watching and hoping it actually docks. If I'm doing other things in the game, I know for certain that when it crashes, it is because of the trading boat lol. Really frustrating. When I had the generic trading post fix mod enabled, the game crashed before loading the menu, so I figured it was a conflict with DS's trading post fixes as part of his jetty pack. It gets really confusing to know when to use the generic fix and when it might conflict, or if it does.

As it doesn't seem that the various other modded/created trading posts deal in livestock, am I wrong to think I always need to install it in order to get livestock? If any of you know of a modded trading post, especially if it isn't as huge as the vanilla lol that also provides livestock traders, let me know.

I have never gotten kid's Tiny 1.4 trading posts to work, and in fact the Tiny mod has caused problems, I finally took it out of the load, which is a shame as it is so useful! I always plant a forester in my town centers because I like trees everywhere in my towns and the Tiny gardening shack is perfect. Has this happened to others, or is there something more wrong with my load that is causing problems for Tiny? It is the only Kid mod that seems to have caused me problems.

I will enable that generic vanilla trading post fix for 1.07 and see if that helps, but I think I stopped enabling it because the games would crash almost right away and I thought it was the culprit.

I also seem to always crash rather quickly if I have enabled the additional livestock mods, the animals from CC like horses and llamas and ducks. Is that normal? Does it matter where in the load order they are?

In the few games where I have been able to play 12-15 years before the crashing just makes me stop lol, I have never had a livestock trader arrive, ever, from any trading post lol. Is this normal? Are the livestock traders only triggered by a certain population number? I don't remember that from playing before.

The following link is the article by paeng talking about cleaning the registry, and it does seem to have helped me. When I had emptied the WinData folder there were still all the registry items, so cleaning them out did seem to make the game start up better and prevent conflicts with the mods that I then installed in a fresh WinData folder. I just do the whole procedure before starting a new game with a particular set of mods I want to try and hope work well together. If anyone else reading this thread is also playing on a mac, double clicking the regedit exe runs it with PlayonMac without a problem and you can find where the items to be deleted are.

https://www.tapatalk.com/groups/banishedpeople/starting-a-new-game-without-crash-t268.html
Title: Re: Kid - Tiny V1.4 Separate
Post by: Tom Sawyer on September 29, 2017, 12:28:32 PM
It sounds to me like too many different mods confusing each other. Instead of putting even more mods to try to fix something I would suggest to clean it up and to choose a consistent set or a known combination of mods. Maybe it could be helpful to have a list of game setups with tested mod combinations or something like this.
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 29, 2017, 12:59:04 PM
@Tom: I actually have only general grouping of mods at a time enabled, I'm more describing how I'm trying to get any of them to work even on their own lol. By on their own, I usually mean a group by one creator that is supposed to be used together, like DS, or Kid, or Maritime etc.

Right now, I only have DS Small village set enabled which is buildings, storage, production, and jetty, tunnels, bridges, iSeeFire flames, Kid's decorative plants (not NMT crops) and that's it. No terrain, no flora, no other building sets, no other animals, nothing extra. So about 13 mods, almost all from the same creator, DS. Plus, debug, which has not given me problems so I usually have it enabled. And that's it, nothing else in my WinData folder.

When I tried The North, I only included the mods you listed, but perhaps not the 1.06 versions so I'd have to look at that again. But right now, all the North related mods are not in the WinData file. I remove all mods I'm not actually using unless I'm playing the game.

I also have another folder of Kid's Colonial mods, and another folder of Kid's Old West/Mission/Tequila mods. Each folder has only those handful of mods that I would like to use as a theme. So only really about 4-10 mods are even in the WinData folder at any given time. And none of them are in the WinData folder while I'm playing another set of mods.

So before each game, I have to empty the WinData, restart the game, reload, ext. Then run regedit, delete the items previously installed, then load the mods from the particular folder into WinData, start the game, enable the mods, load the menu, exit. Then restart the game, load new, and hope it all works for more than 10 years lol! Usually until a trader arrives and I get sick of constant crashes. That's it.

So, ideally I would love to have a way to have all the mods already in the WinData folder in a load order that allows me to enable/disable for particular games without a conflict. That way, I only am actually running 5-15 mods at any one time but I don't have to empty and reload constantly for just one game at a time. And I have to use a notebook near my computer and make careful notes of which town with which mods I am using so I get it right in case I switch from game to game lol.

Sorry for all the detail lol, I just didn't want anyone to think I'm trying to jam everything possible into the WinData folder and somehow magically make it all work lol;)

Some mods would be nice to have for most games, like the additional livestock and the terrain mods. But do those conflict with some of the other mods? In that case, I will just leave them out. So far I've had no trouble with the CC Terrain module (NOT CC itself, don't use that at all). Just with the individual CC animal mods.

So yes, I would LUV to see a few of you longer term players list a compatible set of mods with load order for particular themes that seem rather conventionally compatible and have worked well in games you have played:

Maritime/Colonial sets from Kid and others
Kid's Mission/Tequila/Wild West/livestock/terrain
DS medieval set/other medieval flavored mods (would love to get Maritime Pine Set/Flora to work with these too), can't get D20 medieval houses to work:(
TheNorth/DS Medieval?/other medieval/other Nordic/maybe Maritime Flora?/other livestock?
EB mods, I can't get any of them to work all by themselves or with any other set

And certainly a note when/if New Flora and NatDiv full OR NatDiv Light are usable and when they are not.

And if any older 1.06 mods work okay with any of the above groupings, that would be great to know too.

If it really does require a constant cleanup and loading of just the handful of mods that work well together for a particular game, that is fine, I love the game and I will do it lol. At least that would be a great beginning. If there is some way to do what @Abandoned seems to be able to do and have lots of favorite mods always in the WinData folder and just enable each grouping as needed, that would be great but maybe not possible lol.
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 29, 2017, 01:05:27 PM
@brad: just reread your tips, so I will try to notice what you said about info in the mod order window, I never noticed a button that shows me potential conflicts lol I just see the green or red color depending on if enabled or not lol.

Also, didn't realize that a crash could reorder the mods, I will have to definitely check the order each time I have to restart a game after a trading post crash lol;)

Edit: I love when the village blogs include the mods used, if a load order was also included that would be even more fantastic lol;) I'm just getting started reading them so now I will take better notes on groupings that work well! I haven't read many of the village blogs yet because first glance made me think many of them use MM or CC, which I will never be able to use. But I will have to pay more attention and find the village blogs that use smaller groupings of mods instead.
Title: Re: Kid - Tiny V1.4 Separate
Post by: brads3 on September 29, 2017, 01:32:43 PM
this is a weird problem. surprised it crashes on a vanilla trading post. you are running 1.07 and it says the verions numbers on the screen? most mods nowdays will show red even if they don;t really conflict due to the community icon button.
   you can do as you say leave the mods in the windata and just disable and enble them. BUT always remember when you disable or enable a mod,you MUST completely exit and reload the game after doing so.if not then it will do funny stuff and add to those crashes.
   did you try to turn off the autosaves?did you try changing the dx from 11 to 9? does it crash if you run it with no mods and the vanilla trader?
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 29, 2017, 02:04:02 PM
@brad: I have had trading post problems even just playing vanilla, I don't know why, and since I had those problems playing my first version of the game way back when I didn't see it as all that unusual. Trading posts always seemed tricky to me, I thought it was just a glitch of the game to adapt to.

I'm using my official purchased GOG 1.07 version and not a copy from any of the usual places lol, and I installed it according to the tutorial on the Banished site for playing it on a mac, I think written by the developer himself.

I did change the dx to 9. I do have autosave on, mostly because I often have to rely on one when the game crashes before I have thought to save myself lol. Is it better to run the autosave off? Is there a time period where it makes sense to have autosave as a backup? If it causes nothing but problems I guess I can turn it off and just depend on the luck of my memory to do it lol. I do tend to save after each significant event, like a construction project or births of children near the start of the game.

In the mod load window I definitely now look to see what version is listed, 1.07 or something else. And as I understand it, the red window just means the mod uses the community toolbar, right? However, is there another way of noting which mods may share conflicting code? I guess I don't know how to see that or what it looks like. It seemed that you suggested there was another button that I hadn't noticed before, I will study it again when I start up the game later. Right now I've been reading the village blogs lol;)

Edit: Ah, @brad thanks for pointing out that little minimize button! If you hadn't mentioned it, I wouldn't even have seen it and been able to open up that screen! Okay, so I'm guessing all the light yellow means that the mod uses the community toolbar, right? And the brighter yellow means it conflicts with another use of the toolbar? Is this why load order matters, to make sure that the right mod is loaded first so that the bright yellow version is the one that takes precedence? Or the other way around? If the mods are from the same creator and the darker yellow shows conflict, does that just show that only one of those files will be loaded? Is that why the load order matters even in mods from the same creator or part of a set that is meant to go together? So, that is why loading DS Wagon markets above DS Production matters, so that the production buildings will be able to make the DS Wagon Market parts?

Is there a way to use this little minimize button information to see if there is an actual conflict that matters between the mods from different creators?

Also, thanks @brad for pointing out that moving a mod in and out of the WinData folder will still keep its loading order in place as long as I haven't deleted that bit of info from the registry. So, a mod that was in a certain order can be popped in and out and will still be in the correct place regardless of alphabetical order lol. Nice to know. As long as the original placement of loading is correct! Otherwise, best to start over lol. Anyway, thanks for the detailed tips, I really would not have noticed some of these things myself at all, if ever lol.
Title: Re: Kid - Tiny V1.4 Separate
Post by: Abandoned on September 29, 2017, 04:11:09 PM
@gatinho65 if you had this problem playing the vanilla game then I would say the problem is your installation or that you are on Mac.  Did you check the Shining Rock Software site if there is any information there, technical info or something on the forum perhaps. Perhaps before anything else you might want to uninstall and reinstall your game.
Title: Re: Kid - Tiny V1.4 Separate
Post by: Paeng on September 29, 2017, 04:55:19 PM
@Gatinho - I'm a bit worried about your problem with tradeposts, that's certainly not "normal"... so not sure, it could be a Mac-specific thing.  :(

As for mods in general - quite a while ago  I decided to stick to "107-ready" mods only (see my listing here (https://www.tapatalk.com/groups/banishedpeople/new-editor-s-choice-banished-1-0-7-t395.html)). I never looked back, and with ~4Gb mods available now I don't feel pressed to add in any "old" (pre-107) mod and risk crashes, or extensive fiddling with load orders and stuff.

* I do maintain a few "old" mods, too - but those were all tested and found problem-free.

I have used all the mods listed there in various suites - meaning that for every town I choose a different set of mods, usually starting with a rather small basic set (20 to 30 mods), then adding more mods as I play along (usually ending up with 60 to 80 loaded mods, sometimes more). Note that once you have added a mod, you should keep it in that town (in your windata), do not start pulling out mods from windata in a running game, that will only confuse the win registry. Adding mods to a running game = fine. Deleting mods from a running game = danger.

As for load order - I don't really bother with that (an advantage of using 'certified' 107 mods)... By now all our modders have cleaned up their sets in a commendable way, looking at my setup it's all mixed up in no particular order.

* One exception may be Necora's sets, as they introduce a lot of things like trees and spawns and chains and more - sorry, I did not test those deeply yet.

The only things I place on top are specific start conditions, and specific overrides (e.g. UI mods, pickmeup, immortal orchards and similar items). Those are easy to identify and can be sent to the top with one click.

Once I close a town, I delete all windata, saves and screenshots and clean the registry (like you described), then choose a fresh suite of mods and start a new game... about once a month, so it does not seem a "chore" to me - actually I enjoy the process  :)

Again - that's just my way to ensure a crash-free game without much concern for load orders... other players, other priorities  ;)
Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 29, 2017, 05:20:16 PM
Tradeposts: Yeah, it may be a mac thing, but no real way to know unless I discover a huge mac based Banished community lol;) The trading post does work on vanilla with occasional crashes, that is what I think of as normal. But if it happens 3-5 times in a row then it gets frustrating lol, waiting for that one time that it actually works.

@Paeng: I definitely began with your 1.07 list, that is what I started with so mostly I don't have a lot of older mods, only ones that I downloaded based on what was suggested to play with The North, before realizing The North wasn't yet a 1.07 mod lol;) Since then I have only loaded the North all on its own to get a feel for the various parts, no long term towns yet. I'm still trying to figure out which of the mods work, solo or in combination even with the 1.07 list.

Up until now I had not been adding mods to a town in progress, I thought that was a no-no but it sounds like you don't have a problem with that! Great news;) Is it still best to add the mod to the WinData, open game and enable the mod, ok the reload, exit, load the existing game, load the mod into the game, quit, exit, restart and load the game? Lots of steps lol, but whatever works.

Here's a question then: Say I want to start two towns, one full of DS Small Village stuff and extras (tunnels, jetty's etc), and a town with Kid's Mission/Tequila/Forest Outpost stuff including the Red Desert terrain Mod. Since I play slowly and have to build up quite a long time before I can actually really build a lot of the stuff included, is it okay to enable/disable the mods as I switch from game to game, without all the moving things around? As long as I keep a list of the mods I'm actually enabled for each game? Is that too greedy lol?

It seems that EB and Maritime stuff needs to be separate all on its own, but I'm still trying to figure that out. And how to include NatDiv and New Flora is really tough, it all worked so well on my first experimental game, but since then has perhaps been part of my problem with lots more crashes. I now have both mods out of the WinData folder and the registry, too bad. Otherwise I'd really like to have both NatDiv and New Flora be in most of my games, I like the extra models and scenery they provide.


Title: Re: Kid - Tiny V1.4 Separate
Post by: Paeng on September 29, 2017, 05:51:26 PM
Quote from: gatinho65 on September 29, 2017, 05:20:16 PMIs it still best to add the mod to the WinData, open game and enable the mod, ok the reload, exit, load the existing game, load the mod into the game, quit, exit, restart and load the game?

In my opinion and experience - no. Once you have done a full re-start (absolutely necessary!) and a proper save on you initial start, you don't need to do the multiple start routine again and again after simply laoding additional mods.

* Some still claim it's necessary... to "play safe".   ;)


QuoteHere's a question then: Say I want to start two towns [...snip...] is it okay to enable/disable the mods as I switch from game to game, without all the moving things around?

I feel you'd still invite trouble...
For such scenario it would probably better to have different installations of Banished...


QuoteIt seems that EB [and Maritime stuff] needs to be separate all on its own

Nah, EB items work very smooth with everything 107...  :)

Title: Re: Kid - Tiny V1.4 Separate
Post by: gatinho65 on September 29, 2017, 08:56:33 PM
I have never gotten anything other than EB bridges to load, even all by themselves. Every other EB mod crashes for me, even all on their own, usually at some point within the first hour of any new game where I've tried to use them. Some don't even load, not sure what is happening there lol.

I think you are right, especially given the challenges I've already noted, I will just pick a group of mods and play one town with them until I'm sick of them lol, then start all over and try something new. Nothing wrong with that lol;)
Title: Re: Kid - Tiny V1.5 Separate
Post by: kid1293 on January 19, 2018, 01:20:20 PM
@twilightbreeze

New version of Tiny uploaded. Houses added.

Download (http://worldofbanished.com/index.php?action=downloads;sa=view;down=336)
Title: Re: Kid - Tiny V1.5 Separate
Post by: Maldrick on January 19, 2018, 01:30:55 PM
The houses are beautiful, @kid1293
Title: Re: Kid - Tiny V1.5 Separate
Post by: kid1293 on January 19, 2018, 01:58:21 PM
Thanks. :)
I can see they fit well with other tiny buildings.
Glad I could add them.
Title: Re: Kid - Tiny V1.5 Separate
Post by: Turis on January 19, 2018, 02:44:29 PM
Pretty good!
Title: Re: Kid - Tiny V1.5 Separate
Post by: galensgranny on January 19, 2018, 04:35:46 PM
Thanks for adding those little houses, Kid!  :)
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 19, 2018, 06:26:17 PM
Any chance of also getting a workshop for a tailor/blacksmith combo, only doing hide/wool clothing, and Iron/Iron tools? ;D

Also, why does the storage house firewood? Takes up all the food room.  :)
Title: Re: Kid - Tiny V1.5 Separate
Post by: kid1293 on January 19, 2018, 10:21:17 PM
I am a bit busy now (again) and must say 'later' to a workshop.

Storage? You mean market?  Noted!
Title: Re: Kid - Tiny V1.5 Separate
Post by: taniu on January 20, 2018, 12:58:17 AM
@@kid1293 :D Thank you very much - beautiful small colorful houses. Regards
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 08:44:04 AM
No, not the market...although if it does store firewood and ore, might want to change that too.

No, I mean the storage:

(https://i.imgur.com/uBnE26n.png)

(https://i.imgur.com/Jz4ciya.jpg)
Title: Re: Kid - Tiny V1.5 Separate
Post by: adelegarland on January 20, 2018, 09:24:34 AM
and that's why we love you and your mods!
Title: Re: Kid - Tiny V1.5 Separate
Post by: kid1293 on January 20, 2018, 09:56:21 AM
QuoteNo, I mean the storage: (showing picture)

Do you mean Yard Covers? They have storage, yes, but there is no firewood among the food!
I don't know if someone has edited the code? CC, North... No idea.
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 12:52:31 PM
No, the STORAGE barns...in the pics.....of your Tiny mod. It stores firewood and ore, which takes up a lot of space making no room for food. Th bannies seem to want to store that stuff in the STORAGE barn instead of the stock pile.
Title: Re: Kid - Tiny V1.5 Separate
Post by: kid1293 on January 20, 2018, 01:28:27 PM
I HAVE NO STORAGE BARN IN TINY!!!!
Title: Re: Kid - Tiny V1.5 Separate
Post by: Abandoned on January 20, 2018, 02:21:47 PM
Kid's yard coverings mod storage:

Added 1/2/3 wide storage for general, food, blacksmith, tailor and firewood
Capacity 600/1200/1800. They are placed under 'Storage' button.

There is one of the storage units in the coverings mod that stores only firewood.  It is not part of Tiny.

The new tiny houses are great.  :)
Title: Re: Kid - Tiny V1.5 Separate
Post by: Gatherer on January 20, 2018, 02:35:25 PM
Yeah, there's one for food only. I really don't understand that other guys complaint.
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 02:57:24 PM
I am a woman, not a "guy", and I am Kid's age - over 50, thank you. Please don't talk about me with disrespect, Gatherer.

All I know is that storage barn is yours, comes in 3 colors, and 3 sizes, and is listed in the tiny tool bar, as you can see in the pics. But then, so is your Wind Sawmill, so maybe it's just how it lists. But it does store firewood and ore, is all I know. So maybe it's from another one of your mods Kid, but it still needs fixing.

Title: Re: Kid - Tiny V1.5 Separate
Post by: Gatherer on January 20, 2018, 03:09:03 PM
Well sorry for mistaking you with a guy. I apologize.

But there is also an option for a food only barn in those 3 sizes. So if you're running out of space for food because of other non-food items being stored inside then build the one for food only.
Title: Re: Kid - Tiny V1.5 Separate
Post by: Abandoned on January 20, 2018, 03:18:17 PM
Tiny does not have it's own tool bar, it is not listed under themes.  Those yard cover storage units are under the storage category.
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 04:26:42 PM
It wasn't just food, it's tools, textiles, and metals as well, just don't see the need to store firewood and ores when they will store just as nice in the stockpile.

But you know what? Never mind. I'll find some other storage option.  ::)
Title: Re: Kid - Tiny V1.5 Separate
Post by: Gatherer on January 20, 2018, 04:35:21 PM
I truly don't understand the problem.

There are three sizes, each has 5 storage options: general, food , blacksmith, tailor and firewood. Each size has the same colour variants. That's 15 different storage barns without counting in all the colour options.
Title: Re: Kid - Tiny V1.5 Separate
Post by: RedKetchup on January 20, 2018, 04:55:25 PM
screenshots are often extremly good to help define and precise problems
Title: Re: Kid - Tiny V1.5 Separate
Post by: galensgranny on January 20, 2018, 05:20:27 PM
Quote from: twilightbreeze on January 20, 2018, 04:26:42 PM
It wasn't just food, it's tools, textiles, and metals as well, just don't see the need to store firewood and ores when they will store just as nice in the stockpile.

But you know what? Never mind. I'll find some other storage option.  ::)



Quote from: twilightbreeze on January 20, 2018, 02:57:24 PM
All I know is that storage barn is yours, comes in 3 colors, and 3 sizes, and is listed in the tiny tool bar, as you can see in the pics. But then, so is your Wind Sawmill, so maybe it's just how it lists. But it does store firewood and ore, is all I know. So maybe it's from another one of your mods Kid, but it still needs fixing.

Twilightbreeze, if you want firewood and ores to only get stored in stockpiles, then you need to not have any kind of storage barn or shed that will accept firewood and ores.   Some people like to have firewood and ores put inside a shed/barn/building.  I do. 

It turns out in the game, that even if there are stockpiles, if there is also a storage building that takes firewood and ores, the bannies will put them where ever they feel like it at the time, probably whichever is closer. 

With those flat topped boxy storage sheds Kid made, that you posted a picture of, you can chose to just have the one that takes food only.   Don't chose the one called "General".   The one called "General" allows practically everything to go it.  So don't pick that one.  Pick the one called "Food". Then there is no problem with anything else going in it and taking up space.  There is nothing about those flat topped boxy storage sheds that need fixing. 
Title: Re: Kid - Tiny V1.5 Separate
Post by: Turis on January 20, 2018, 05:29:32 PM
But, ¿why did you build a storage barn setup to store firewood in the first place?
By the way, you're complaining in the wrong mod. This isn't the yard covering mod.

I can't believe how rude you are to Kid. You're over-reacting! Seriously!
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 05:49:10 PM
Not being rude to kid. Responding to Gatherer. And I did provide screenshots, if anyone would look. But no matter. I am asking to drop it. No one is understanding me, and it's getting out of hand. I just want to forget even suggesting it. Let it go please.
Title: Re: Kid - Tiny V1.5 Separate
Post by: Hawk on January 20, 2018, 05:55:46 PM
Just my 2 cents worth, but I don't see where @twilightbreeze was being rude to Kid and I don't see where @Gatherer was being disrespectful to twilightbreeze.  :)
I think the posts in question are just misunderstandings of the typed word, which happens a lot in forums. That's what those silly little smilies are for; to help convey a sentiment/thought/emotion.  ;)
Title: Re: Kid - Tiny V1.5 Separate
Post by: galensgranny on January 20, 2018, 06:06:20 PM
Quote from: twilightbreeze on January 20, 2018, 05:49:10 PM
Not being rude to kid. Responding to Gatherer. And I did provide screenshots, if anyone would look. But no matter. I am asking to drop it. No one is understanding me, and it's getting out of hand. I just want to forget even suggesting it. Let it go please.

I did look at your screenshot.  You posted a picture of a flat topped shed, as seen below:

(https://i.imgur.com/Jz4ciya.jpg)


That picture shows one of Kid's sheds, or can be called storage barn/shed.  What you seem to not understand is that when you click on the toolbar to pick that flat topped shed, it opens up more choices.  For that same looking storage building, you can chose one called General.  Or one called Food.  Or one called Tailor.  Or one called Blacksmith.  Or one called Firewood.

If you don't want firewood stored in the shed, why did you pick the choice General?  The choice for "General" puts food and other things in it.  So that is why I said to pick the choice for that picture that is called "Food".  Then only food will go in it.
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 06:41:27 PM
sigh. Ok, then maybe I didn't look well enough. I am sorry. But I'll be honest, right now I feel like I'm being kicked from all sides, making me out to be this terrible person. Let's just drop it, ok? You all maybe don't realize the tone of your posts is very aggressive against me right now. Just let's stop. Please?
Title: Re: Kid - Tiny V1.5 Separate
Post by: twilightbreeze on January 20, 2018, 07:20:20 PM
I have seen that. But thank you. I will bother you folks no further on this.
Title: Re: Kid - Tiny V1.5 Separate
Post by: Turis on January 21, 2018, 02:22:57 AM
*looks at everyone and shuts his big mouth*
Title: Re: Kid - Tiny V1.5 Separate
Post by: The Pilgrim on January 21, 2018, 11:33:52 AM
I am going to ask that everybody please step back and keep this thread to the topic at hand. I don't think anyone is trying to intentionally attack or disrespect anyone, but regardless of intentions, in order to maintain the community atmosphere we have here, from this point on the conversation needs to only pertain to the current iteration of Kids Tiny Mod. Nothing but love guys. Thank you.
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 26, 2018, 02:04:55 AM
Well @Turis , @Abandoned and maybe more people.
Here are my new buildings from Among Trees with new textures.
I added a small workshop, just because.

Enjoy!

http://worldofbanished.com/index.php?action=downloads;sa=view;down=336
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on January 26, 2018, 02:34:50 AM
@kid1293 Thank you! ;D
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 26, 2018, 02:44:27 AM
 ;D You convinced me!
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on January 26, 2018, 03:51:09 AM
Well, you're right! ;)
Title: Re: Kid - Tiny V1.6 Separate
Post by: taniu on January 26, 2018, 04:33:50 AM
@kid1293 Thank you! :D
Title: Re: Kid - Tiny V1.6 Separate
Post by: ancientmuse on January 26, 2018, 04:51:26 AM
Wow, this is awesome !

Thanks kid, can't wait to try out this newest version !

;D
Title: Re: Kid - Tiny V1.6 Separate
Post by: Abandoned on January 26, 2018, 07:44:59 AM
 :) Fantastic, Tiny mod has gotten bigger with wonderful new pieces.  What will we think of next  ::)   :-\  :D
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 26, 2018, 08:18:07 AM
Maybe a change of name.

Mega-Tiny  :D
Title: Re: Kid - Tiny V1.6 Separate
Post by: Abandoned on January 26, 2018, 08:26:54 AM
 :D
Title: Re: Kid - Tiny V1.6 Separate
Post by: Maldrick on January 26, 2018, 08:30:17 AM
This is awesome.

Some Tiny (or MegaTiny) play is going to have to happen soon. :)
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 26, 2018, 10:24:22 AM
@tanypredator , hi!
I forget to tell that I have included New Flora in this mod too.
So gatherer will collect all edible. Even wild honey :)
Title: Re: Kid - Tiny V1.6 Separate
Post by: tanypredator on January 26, 2018, 10:32:18 AM
Glad to hear that :)

I still keep an eye on events here, hope I'll get back to Banished once )
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 26, 2018, 10:32:59 AM
Sounds good!

The forest needs you :)
Title: Re: Kid - Tiny V1.6 Separate
Post by: galensgranny on January 26, 2018, 02:34:54 PM
More stuff!  Thanks, Kid!  I like the way this set looks so it is nice to have more items that match it.
Title: Re: Kid - Tiny V1.6 Separate
Post by: RedKetchup on January 26, 2018, 05:32:17 PM
Quote from: tanypredator on January 26, 2018, 10:32:18 AM
Glad to hear that :)

I still keep an eye on events here, hope I'll get back to Banished once )


Tany !!!!

how are you going ????
long time we didnt see you !!
Title: Re: Kid - Tiny V1.6 Separate
Post by: twilightbreeze on January 27, 2018, 01:54:42 AM
Was just noting, the workshop makes Leather clothes, but in The North, cows give cow hide and it's not coded to use that. Reindeer don't work for that either.

Just an FYI.
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on January 27, 2018, 02:29:31 AM
Quote from: twilightbreeze on January 27, 2018, 01:54:42 AM
Was just noting, the workshop makes Leather clothes, but in The North, cows give cow hide and it's not coded to use that. Reindeer don't work for that either.

Just an FYI.
We should bring this up to @Tom Sawyer and not in this thread. ;)
Title: Re: Kid - Tiny V1.6 Separate
Post by: tanypredator on January 27, 2018, 03:02:57 AM
Quote from: RedKetchup on January 26, 2018, 05:32:17 PM
Tany !!!!

how are you going ????
long time we didnt see you !!

I'm OK, just playing other games )
Title: Re: Kid - Tiny V1.6 Separate
Post by: RedKetchup on January 27, 2018, 03:23:04 AM
Quote from: tanypredator on January 27, 2018, 03:02:57 AM

I'm OK, just playing other games )

oh happy you are fine !!!!
come to say hello from time to time :)
Title: Re: Kid - Tiny V1.6 Separate
Post by: Maldrick on January 27, 2018, 07:29:21 AM
Quote from: tanypredator on January 27, 2018, 03:02:57 AM
I'm OK, just playing other games )

Have to ask, what other games do you play?

I'm a big fan of New Flora!  Almost never play without it.
Title: Re: Kid - Tiny V1.6 Separate
Post by: tanypredator on January 29, 2018, 12:48:41 AM
Quote from: Maldrick on January 27, 2018, 07:29:21 AM
Have to ask, what other games do you play?

I'm a big fan of New Flora!  Almost never play without it.

Well, last two games I were actively playing were Far Cry Primal and Thea The Awakening )

Thanks for your favour. To be honest, I think that NatDiv is made much more thoroughly, and it covers some of New Flora ideas. It's a pity Bartender stopped developing it.
Title: Re: Kid - Tiny V1.6 Separate
Post by: RedKetchup on January 29, 2018, 05:43:59 AM
i kinda took back some of the ideas, and new flora works very well with it and it adds a final touch :)
Title: Re: Kid - Tiny V1.6 Separate
Post by: Maldrick on January 29, 2018, 08:55:19 AM
Quote from: tanypredator on January 29, 2018, 12:48:41 AM

Well, last two games I were actively playing were Far Cry Primal and Thea The Awakening )

Thanks for your favour. To be honest, I think that NatDiv is made much more thoroughly, and it covers some of New Flora ideas. It's a pity Bartender stopped developing it.

Very cool.  I've had Primal on my pile of games I need to play because I go back and forth between this and another constantly.  Always like to ask what others play because our tastes intersect here.  Have never heard of Thea.  Will have to give it a look. Thank you.

New Flora hits the right spot, imo, because it's not game changing but adds food diversity to the early game.  For me, that lets me expand forestry longer before having to start trading.  Among other things with kids mods that utilize NF stuff that are really fun to have.  Just love it.  Thank you for making it available.

Still haven't, but definitely need to try out ND sometime.
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on January 31, 2018, 01:24:02 AM
hmmm... Fishing pier with storage?
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 31, 2018, 01:28:15 AM
:) The new hype. Everybody stores things. :)
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on January 31, 2018, 02:24:09 AM
It doesn't mean I won't build a barn near fields, but, it saves me from building one at a far location.
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on January 31, 2018, 02:43:41 AM
:)
I'm too far out to go fishing right now. I can think of it as an update to Tiny.
No update. Fisherman and storage use the same points.
Strange to stand fishing in the shed.  ;)
Title: Re: Kid - Tiny V1.6 Separate
Post by: Hawk on February 17, 2018, 07:05:51 PM
Just a quick note to mention that it appears that the tool tip hover popup in the toolbar for the Tiny House in the TinySeparate V-1.6 doesn't pop up.

Not a big deal. Just wanted to mention it.  ;)
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on February 17, 2018, 10:14:06 PM
Thanks. Found it!
Two letters got jumbled.

;D That is not V1.7 yet.
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on February 18, 2018, 01:03:02 AM
@kid1293 I really love tthis mod as much as I also do to the North mod. Can you setup an upgrade to the buildings to convert them into single-floor stone buildings with dark wooden singles and then another upgrade to two-floors with bricks and roof tiles made from the North or NMT mods? This would mean an increase of the size of the families and also would let us watch the progression of the town through time.
I know this would mean a lot of work for you so I'll understand if you refuse.
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on February 18, 2018, 02:19:18 AM
It is beyond the scope of a 'tiny' mod.  :(
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on February 18, 2018, 03:29:16 AM
In that case, @kid1293 . What do you think about only same style of your houses but built with stones and darker roofs and nothing else I mentioned before?
Nevermind, I'll just use the small rowhouse.
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on February 21, 2018, 12:53:02 PM
@kid1293 You should revise the "not-so" tiny forester has no building materials requirement, only the work-load. :P
Title: Re: Kid - Tiny V1.6 Separate
Post by: brads3 on February 21, 2018, 01:33:35 PM
does the forester store logs only or will it store stone and thatch,etc?
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on February 21, 2018, 01:56:22 PM
@Turis - It is work only! If I put a requirement for logs there will be
a full yard when building. Something with the game engine.
It does not look good so I skipped material requirement.

@brads3
Forester has logs, stone, iron. What a forester usually pick up.
I know he will gather plants too but I could not include them
in storage yard. (no stockpile model for plants)
Title: Re: Kid - Tiny V1.6 Separate
Post by: Turis on February 21, 2018, 03:13:35 PM
Ah, yeah, I understand now. Sorry to bother you for nothing.
Title: Re: Kid - Tiny V1.6 Separate
Post by: kid1293 on February 22, 2018, 12:03:45 AM
No problems @Turis - it really looks like I have missed something. :)
Title: Re: Kid - Tiny V1.61 Separate
Post by: kid1293 on March 22, 2018, 04:14:49 PM
V1.61

Here is a fix for missing house icon and wrong Rose Hips icon.

Thanks for pointing it out! :)
Title: Re: Kid - Tiny V1.7 Separate
Post by: kid1293 on May 21, 2018, 01:11:57 AM
A little bump for added new textures.

V1.7 is visually more compatible with other mods.

(http://worldofbanished.com/gallery/2582_21_05_18_1_04_27.png)

...and @Turis , I listen but I am sometimes slow to react.

Have fun :)
Title: Re: Kid - Tiny V1.7 Separate
Post by: Abandoned on May 21, 2018, 05:13:09 AM
 :)  very nice, another Tiny texture choice with new roof. Tiny mod just keeps getting better.  Thank you, Kid
Title: Re: Kid - Tiny V1.7 Separate
Post by: Voeille on May 21, 2018, 05:19:47 AM
It looks so good now, and indeed more versatile. Should fit nicely in my most recent village :)
Title: Re: Kid - Tiny V1.7 Separate
Post by: kid1293 on May 21, 2018, 05:20:43 AM
Thanks!
I couldn't stand a blue hunting cabin :)
Title: Re: Kid - Tiny V1.7 Separate
Post by: Hawk on May 21, 2018, 05:23:10 AM
Oh yea! I like this release.  ;D

Thank you @kid1293
Title: Re: Kid - Tiny V1.7 Separate
Post by: Nilla on May 21, 2018, 05:37:49 AM
Thanks Kid! :)

I'm somehow a bit mixed about this unassuming look. I often use the tiny Townhall, especially in the North where you can't build an ordinary townhall before you've traded for some material. This one would sure fit better with the viking buildings. But on the other hand, the "old" reddish" hall looks good, strange and foreign. I use to say, that a foreign merchant has built his house in the village. People use to go there just to look at the strange building. ;) (I usually built at at the dock, where they go idling anyway)
Title: Re: Kid - Tiny V1.7 Separate
Post by: kid1293 on May 21, 2018, 05:52:31 AM
Hej @Nilla !

Don't worry, all the old textures are still there.
Title: Re: Kid - Tiny V1.7 Separate
Post by: galensgranny on May 21, 2018, 07:36:10 PM
I like the new texture/color choice, Kid!  Thanks for adding more choice!  :)
Title: Re: Kid - Tiny V1.7 Separate
Post by: taniu on May 21, 2018, 11:40:17 PM
@ kid1293 :DThank you very much
Title: Re: Kid - Tiny V1.71 Separate
Post by: kid1293 on June 13, 2018, 05:27:06 AM
Hi!
Here is another update. (will they never end?)  ;)

This time it is firewood and chopper that have new values.
It is to stay in line with what @RedKetchup suggested.
No real change in game, just the code but you may have to rebuild
your choppers if you add this to a save-game.
Title: Re: Kid - Tiny V1.71 Separate
Post by: Abandoned on June 13, 2018, 06:29:59 AM
 :)  Does the change give more or less wood?

I was hoping also for vanilla thatched roofs added  ;D
Title: Re: Kid - Tiny V1.71 Separate
Post by: kid1293 on June 13, 2018, 06:34:03 AM
It gives the same amount of firewood. 2logs -> 6-8firewood (vanilla 1log -> 3-4firewood)
BUT if you load this and also load an old chopper you will have double firewood output.
They still have only one log input but get up to 8 firewood.
Title: Re: Kid - Tiny V1.71 Separate
Post by: Abandoned on June 13, 2018, 06:37:36 AM
Thank you  Making note to use old chopper where trees and logs are scarce.  :)
Title: Re: Kid - Tiny V1.71 Separate
Post by: kid1293 on June 13, 2018, 06:41:59 AM
 ;D
Title: Re: Kid - Tiny V2.0
Post by: kid1293 on July 30, 2018, 07:27:45 AM
SO! Tiny version 2.0 is a texture make-over.
As such it is NOT safe in a save-game.

(http://worldofbanished.com/gallery/2582_30_07_18_7_07_48.png)

http://worldofbanished.com/index.php?action=downloads;sa=view;down=336 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=336)

I have made it easier on myself and changed texturing for all buildings.
The originals are still there but I have added thatch and a few more.
I listen to @Abandoned and made a small (tiny) forester without storage.

Texturing is more uniform and buildings match each other better now.

Since I am fond of vanilla textures there is also a new option on most houses. Vanilla wood and thatch.
I have also added thatch roof to red/green/blue to make them blend in better.

Other than that - It is warm this summer and I will be slow in producing new stuff. :)

You're welcome! :)
Title: Re: Kid - Tiny V2.0
Post by: galensgranny on July 30, 2018, 08:50:48 PM
Thanks!  I just started a new game but didn't get far, so no problems getting rid of it and starting a new one with your new Tiny version.
Title: Re: Kid - Tiny V2.0
Post by: kid1293 on August 05, 2018, 03:32:03 AM
Anything to report? :)

I found some graphical glitches. Really annoying if you know they are there.
I just wonder if anything else needs to be fixed/adjusted/polished?

:)
Title: Re: Kid - Tiny V2.0
Post by: zak4862 on August 05, 2018, 03:41:08 AM
I use your second set from release day and I didnt notice anything till now. Everything works perfect for me.
    Regards   zak4862  :)
Title: Re: Kid - Tiny V2.01
Post by: kid1293 on September 03, 2018, 12:34:55 AM
Tiny V2.01 -
Graphical fix of traders (moiree)
Fixed unique text on minimize buttons traders, town hall.
Added more lines in production

http://worldofbanished.com/index.php?action=downloads;sa=view;down=336 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=336)

Title: Re: Kid - Tiny V2.02
Post by: kid1293 on February 10, 2019, 01:54:54 AM
Tiny V2.02 is just a reworked toolbar to keep it from spreading out.
Title: Re: Kid - Tiny V2.02
Post by: kid1293 on March 01, 2019, 01:17:41 PM
@child_of_air - I added a separate Nomad Well on first post in this thread.
Do not use at the same time as Tiny.
Title: Re: Kid - Tiny V2.02
Post by: child_of_air on March 06, 2019, 09:09:24 AM
You did?! How excellent! THANK YOU!  :D
Title: Re: Kid - Tiny V2.02
Post by: Pancakesplease on March 09, 2019, 07:50:40 AM
Kid, I love this mod, it's so cute! It's my favorite!
Title: Re: Kid - Tiny V3.0
Post by: kid1293 on December 11, 2020, 06:38:34 AM
Hi. Finally an update for Tiny! :)

https://worldofbanished.com/index.php?action=downloads;sa=view;down=336 (https://worldofbanished.com/index.php?action=downloads;sa=view;down=336)

V3.0 - Major update! Mesh fixes and added buildings.
Stopped all buildings from leaking light when placed on an uneven surface.
Added 8 new production buildings.

(https://worldofbanished.com/gallery/2582_12_10_23_3_45_38.jpeg)

Title: Re: Kid - Tiny V3.0
Post by: taniu on December 11, 2020, 11:31:46 AM
@kid1293 ;D ;D ;D You did ?! Fantastic mod! THANK YOU with all my heart, I love your mods. Cheers
Title: Re: Kid - Tiny V3.0
Post by: Glenn on December 11, 2020, 03:41:00 PM
Goodness, look at them all
Title: Re: Kid - Tiny V3.0
Post by: catty-cb on December 12, 2020, 02:23:47 AM
oh wow thank you they look fantastic   :)
Title: Re: Kid - Tiny V3.0
Post by: katbarf on December 12, 2020, 02:26:07 AM
Well this was a surprise thank you! I love the tiny production buildings because I can fit them in to odd spaces that crop up.

Also wanted to say a general thanks. This year has sucked and I've been working long hours due to people leaving/being let go and nobody being hired. I started playing this game again a few months ago and it's so chill. I can also easily switch between my work laptop and home PC monitors (I have a switch so they can use the same monitors) and this game minimizes fine with no ill effects. I've been able to truly appreciate the detail that goes in to your mods because I actually have time.

So keep it up, and I hope everyone here is hanging on.
Title: Re: Kid - Tiny V3.0
Post by: kid1293 on December 12, 2020, 03:45:15 AM
Thanks! :)

It has become a way of life. I have nothing else to do than to reach out
and wish all of you a good life. I actually get withdrawals when not modding ;D
Title: Re: Kid - Tiny V3.0
Post by: OpalSkies on December 20, 2020, 10:13:29 PM
Thank you so much for all your mods.  I love this one and am looking forward to playing again over the Christmas break.
Title: Re: Kid - Tiny V3.0
Post by: banishedsanni on December 21, 2020, 02:35:44 AM
I can only repeat to what ppl said before and want to add, that i find it cute, that u have a christmas avatar with xmas hat. <3
Title: Re: Kid - Tiny V3.0
Post by: kid1293 on December 21, 2020, 02:58:37 AM
Why not? ;D It should be a happy time :)

(https://i.imgur.com/bTZ1Pmz.png)