World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on November 19, 2017, 06:43:46 PM

Title: Red's new Work In Progress thread
Post by: RedKetchup on November 19, 2017, 06:43:46 PM
Hello

just let you know i am back to modding lately.
and the first thing i want to do is put all my best items in 1 single mod because i think there is alot of big mess all around my mods. also i noticed, nobody is using all my best items anymore :P
so i want to do a package but not like a RK Megamod :P i really dont want to add everything, only what i personally love.

and i ll do it so poeple get the look i want by default. and if people really dont like it, they will have to delete it and go mess around with the different parts/mods i did in the past. ^^


i am replacing the vanilla barn with my own look of vanilla barn i did at some point. So you go in vanilla barn icon and click on it, it will be my "look" and my model and textures.
will be same for the vanilla WoodHouses and vanilla StoneHouses. The woodhouse models will be my OldWood Little house models, and the stonehouse models will be the OldChurch Stones little house models. So both will have my models and textures by default.

i will redo a new hostel to fit the textures i use for the wood/stone houses.

the ground will have the peak's valley textures by default. and i will be add the Peak's Valley and Peak's Plain as a start condition for different RNG kind of maps.
the iron to be harvested will be iron ore and will need to be processed, there will be copper too, both with my own textures. Lumber will be part of it too.

Of course my Forest Center Mod will be included and part of the mechanic of the game. So my own gatherer/herbalist/Forester/Woodcutter/HunterLodge mesh will replace the vanilla ones along with my lumbermill and forest barn. (the stand along models will be the default, and my forest center setup of districts will be also available as complement, inside the mod.)
There is a new center also focussing on mining is included (Mining, StoneCutting, Foundry, Blacksmith, Specialized stockpile for it, and 1 more i forgot the name.) They are like the Forest Center models, the stand alones will be the default, and the Mining Center setup of districts will be also available as complement inside the mod. Districts of course are more productive.

There is be another Center to design around the clay/brick/sand/glass technologies.

i will add also the fodder chain mod expanding it a bit to get pigments from flowers to make paints.
Lumber, brick, glass, paints... will be needed for the multi lvl housing and advanced buildings like hospitals/townhalls/others for example.

it will probably a bit harder to play with that setup cause it will ask more processing... but will be more fun :) specially on hard mode ^^


as soon you will enable the mod, you will see directly the changes while in the starting menu. the demo when you start the game will reflect the changes :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 19, 2017, 06:59:39 PM
as about the compatibility with other mods:

it will mainly compatible with most mods, of course, mods that add starting conditions will a partial compatibility cause only the first one on top of the list will trigger the starting condition... like CC :)
i am not sure about the North though since it doesnt work well with CC ... i am scared that it will have same problem......

but mostly everything you will add should work. it is same about my own mods.
Title: Re: Red's new Work in progress thread
Post by: brads3 on November 19, 2017, 07:05:20 PM
that sounds like a huge project. what mods aren't we using??? i know many players went to short games since the 1.07 change while you all were doing upgrades to the mods. i know i am hoping for more modular mods from the CC team. i held off loading the NMT parts until it was finished since the 2.04 NMT works fine now.
      when you replace the vanilla barns and houses,do you still plan to use the thatch from the nat div mod? the way it works now is with the nat div enabled, you need thatch for the vanilla wood houses,barns,and pastures. if the mod was placed below CC or the NORTH ,would the ground textures overide the mods above it?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 19, 2017, 07:07:46 PM
yes,you are right,RED. the NORTH will have issues with iron ore against iron bloom. i think that is the biggest issue of CC and the NORTH together.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 19, 2017, 07:14:26 PM
Sounds interesting.  It would be good to have all those production chains after having played the regular mostly vanilla game for a long time, to give a new challenge.

I am glad you are back to modding!  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 19, 2017, 07:44:25 PM
yes,you are right,RED. the NORTH will have issues with iron ore against iron bloom. i think that is the biggest issue of CC and the NORTH together.

yeah Tom needs to switch over ore from bloom (make that concession ?? english??) to make North compatible with everything else ^^



bah the big "modular" versions will be still available and compatible.... maybe in the package they wont be as full as they are in the parts (like all the models/textures of housing??) TBD status^^

i think even if you start a CC starting condition will my textures be still loaded. i will need to test. Of course if you choose Desert map from CC .... it will be a desert map.
i am not planing to use NatDiv thatch because it am not the moddler of those, and i dont have any of his files to include. the new vanilla barn/buildings arent in thatched and have my textures.


although in this like video you dont see the peak's valley texture... you can see by default, the buildings are from me.
also in this video, i wanted you to see the "demo" cities of the game, which start as you start the game in the menu, the demos that turn to left to right to left to right.... you can see it already started to change and being replaced by my own textures/models :) (at 0:10 sec and at the end)

https://youtu.be/J85JoreXsY8 (https://youtu.be/J85JoreXsY8) sorry if the picture isnt really good... kinda noob of the settings we should get when we plan to upload to youtube :S
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 19, 2017, 07:48:44 PM
i cannot say it is really a new big project... cause 80% is already done. just need to pack everything together in the same, unique, folder ^^
of course there are some building i need to do ... but mostly are already done. i am already playing with it since 2-3-4 months.

it is called : RK Editor Choice Edition ^^
Title: Re: Red's new Work in progress thread
Post by: RedKetchup on November 19, 2017, 07:56:12 PM
that sounds like a huge project. what mods aren't we using??? i know many players went to short games since the 1.07 change while you all were doing upgrades to the mods. i know i am hoping for more modular mods from the CC team. i held off loading the NMT parts until it was finished since the 2.04 NMT works fine now.

i know you do. Note that not many people are blogging anymore :(

there is you, Brad and there is Abandonned and Irrelevant. i wish there are more people  :'(
but i dont see anything with Peak's valley "look" or "feel" :S
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 19, 2017, 09:06:38 PM
I watched the video short preview.  Looks good!  Your little houses are my usual first few houses, so I am glad to see they are yours too in your new project.  (Love those porches.) I really liked how the wooden walled little house upgraded to a stone walled version of the same building shape.  I am fond of that barn as well. 

I hope to see a white bench as one of the building things left to do.  ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 19, 2017, 09:38:11 PM
yeah i need to do the white benches too at some point ^^

(i also love those little houses, i think i made them very very well)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 19, 2017, 09:47:32 PM
Yes indeed, you did make those little houses very well!  They are a very good size.  They can be the largest, more wealthy homes in the neighborhood compared to some smaller scaled homes, or they can be the modest, smaller sized homes but still fit in general scale to some larger homes, such as your three story homes.  Having the various F key variants for different walls makes them even better.
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on November 20, 2017, 12:33:56 AM
That iron issue must be fake news.^^ Both CC and North have iron ore. They are incompatible by hundreds of changes made to create different scenarios from starting conditions to landscape, climate, wildlife, resource management, trading and user interface but actually not because of ore.

Will be great to see a new main mod by Red. Don't try to stay compatible with other main mods. It only restricts you. If people want to add some of your buildings to a nordic map they can use separated versions which have no conflicts or are even adapted to work this way.
Title: Re: Red's new Work In Progress thread
Post by: pappa on November 20, 2017, 05:35:21 AM
Very nice Red i always use your mods to start my new game. Looking forward to RK Editors Choice Mod.
 :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 20, 2017, 07:54:56 AM
RED,when you add the fodder mod to this,you might consider changing some flags. since water isn't useful as food it could be changed. perfume could be switched to crafter and flowers to material. this would use the limit flags to separate them from the fodder and fertilizer which the greenhouses use.not saying remake the mod itself but it might be helpful in future updates. if markets are set to not store the misc tag,then they won't store fertilizer with food. once the flowers or fodder hit the limit ,it stops the stables from producing and that stops the greenhouses. just brainstorming ways to use the new flags to give more control.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 20, 2017, 03:55:12 PM
switching perfum and flowers of flag can be done, not sure about water though. nobody on the planet can live without water and always been a illogical deficience in games. anyways there will be another 2 material that will appear with the flower chain : pigments and paints.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 20, 2017, 04:35:13 PM
can we split construction materials and have a slot for crafting materials too?that might help. trying to figure ways that chains can still function with the limits. sometimes it can be helpful to be able to slow down 1 building in a chain but still produce the end product. say there is 3 buildings under 1 limit. you need some of step 1 to get step 2 and then some of step 2 to get the final.if you hit the limit it will shut down in the middle. when you find it, the step 1 filled the limit and stopped step 2,so step 3 ran out and can't produce the final item. i hope i explained it without confusing you.
                  in large towns it can be a problem. you are trying to build in 1 area and don't see what is happening in another.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 20, 2017, 06:48:17 PM
yeah i understand the step1, step2, step3....
but sometimes to say something is a construction material while in fact giving that flag can be weird

for example that fodder chain:

you get fodder : misc. custom7. can we say construction material ? we are feeding the horses with that. So maybe materials custom4 ?
(custom 4 = material : harvested natural resources not through mining. clay sand hardwood...)

with fodder you feed horses and get fertilizers : misc. custom 7. nobody eat those^^ but used to get food. it is not crafted and cannot put in same custom4 material.... maybe then let it stay at custom7: Misc. ?

with fertilizer you get food so that ok there....

the other subchain : flowers.
flowers : custom7 Misc again .... is also an harvested natural resources can we can switch it to custom 4 ? (so you will get clay, sand, hardwood, fodder, and flowers ?)

with flower you do perfume: custom 7 Misc. again (lol i ve put everything there ??) perfume is a trade only end product. Can we put this in luxuries ? and ask to act like a tavern ? giving happiness while consumming perfume ? (i know we dont drink it, but spread in the neck, cloth, head... and give happiness to people ^^) that way it wont be just a sell item anymore and get a use.

new chain with flower i want to do is making pigments (by the perfumery menu too) and with it making paints. I want paints to be a construction material and used as requirement to build buildings that has colors (yellow,red,blue,purple,etc... wood building)(like country/colorful/boston houses)

so the pigments can be :  maybe misc. custom 7 ? it is not really a harvested natural resource material (custom 4)
and with pigments we will do paints which will fall under Custom 5 Construction Material.

would it be ok ?


Fodder - Custom4 => Fertilizer - Custom7 => Food
Flower - Custom4 => Perfume - Luxuries
Flower - Custom4 => Pigment - Custom7 => Paints - Custom5
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 20, 2017, 07:20:15 PM
yes you  did send it all to misc. that was why when you designed it everyone had fits. the fodder kept stopping the chain.LOL it is an interresting debate.

i think perfume should go under crafted since then it won't store in the taverns.otherwise we would need to up the limit and the breweries will use all our fruit. i think of crafted as end trade goods. i can see pigment being material, custom 4 and paint being construction material, custom 5.
       i debate the fodder being under materials. the limit we players use for the fodder is high enough,i am concerned how it would affect clay and sand. i think splitting flowers to custom 4 away from the fodder might be enough to help the chain. do we dare use a reserved limit flag and call it crafting materials??

      do you want me to be a critic? the perfumery uses flowers much slower  then they are produced. the perfumery could use more flowers per each perfume.even with 2 perfumeries with 2 workers the flowers can be overpowering. i ship the excess and trade it for food.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 20, 2017, 07:40:50 PM
ale appear inside the tavern footprint, on the ground, and it is picked up by the brewer and put directly in the tavern storage. they dont go put them inside another tavern and use the nearest storage available without moving. i think

the perfume wont go store in tavern because without moving they will go to the nearest storage available which is directly there; perfume would store inside the perfumery like ale in tavern. i think

about the ale limits... yeah it would need some adjustments but doesnt CC already have some kind of other luxuries ? with some meal consuming at pubs ? how does it act or play on your limits ?
Note i am also OK with just a sell item too.... we are debating. :)

about flowers, with a number of flowers turned into pigments and then paints to build some houses... will still be overpowered ? there will still have alot of excess ?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 20, 2017, 07:56:49 PM
there is the pub meals but they don't produce very fast so has little affect on the luxury limit. CC used to use the tag for the my precious mod,silver and gold,mine actually still is set that way. depending on how much you plan to use for pigments and paint,it might use it up more. i think at the moment the flowers is enough to keep 4 perfumeries busy.
     the pub meals is a goofy 1. i always thought the bannies would use them as food or maybe they did before the 1.07 upgrade.
     these bannies are bad at moving items all over the map into different buildings.there are even posts @ CC cause the bannnies are storing so much in taverns.since the upgrade with the compatability 1.07 mod,the downfall is the storage has gotten crazier. i think turning some limit flags off on storage in markets will help that. turning off misc will stop fertilizer from being stored with food. there is already barns, and markets all you modders made, to move goods for production buildings. like you and EB's wharehouses.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 20, 2017, 08:19:32 PM
ok, and so ?
what will do with perfume ?
Title: Re: Red's new Work In Progress thread
Post by: Freedom on November 21, 2017, 10:46:02 AM
Red, with so many great mods by you and others, I try not to use any vanilla object;, homes, storage, fields, production facilities - none of them! A favorite challenge is to see how quickly I can replace the start condition vanilla wooden homes and barn with modded ones. With RK Editor Choice Edition I will have to find a new challenge. But your houses are a favorite so I don't mind  ;)

Despite daily visits to WOB, I've not blogged the towns that have grown up in my 6000+ hours of Banished play. (I play a lot.) Thanks for the reminder that posting pics/blogs can help modders see how their mods are used and enjoyed. I'll add some and hope others will too!

Fodders farm: Love how gorgeous this mod looks. Pair it often with fire brick little houses and walls. I agree with brads3 that flower production is high, especially because I build several. Look forward to pigments and paint. Selling flowers works so no issues with excess, just another fun challenge to deal with.

Flags and limits: Not a big issue to me as a player. I use Status window for gross food, tools, clothes, and log/iron/stone. With so many mods and cumulative imbalances that for the others I use the Inventory windows to track them and just dial up limits - not perfect, but with warehouses and traders it's good enough for my play style. Sure it matters to modders, but don't lose sleep over it  ;D

Districts and chains: Great work on the forester version. Can't wait for the clay/brick/sand/glass as this is a favorite chain I use often across mods/modders. The variety that brick and glass add to building things is a huge plus.
Title: Re: Red's new Work In Progress thread
Post by: Turis on November 21, 2017, 11:42:58 AM
I don't post comments anymore but I still keep an eye on the forum to see what's going on everyday.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 21, 2017, 12:12:25 PM
personally me too i never got any problems with flags because i always be the one, and will be always the one, who put all limits at 999,999 as very first move when the map has been generated.
as a modder, blogs and pictures are important. it let me know how my buildings looks as a whole in all different situations/maps/city_designs.

I wish to hear you more @Turis  !
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 21, 2017, 01:39:36 PM
almost redone the Boarding house here :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 21, 2017, 02:39:42 PM
LOL i hate getting .... trolled by the game and its toolkit

why suddenly my darker windows arent transparent anymore ??
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 21, 2017, 06:05:10 PM
well my boarding house replacement is done :)

it looks so gorgeous in game  ;D
Title: Re: Red's new Work In Progress thread
Post by: Turis on November 22, 2017, 12:46:30 AM
I hear you, @RedKetchup !
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on November 22, 2017, 09:47:09 AM
Hey Red!  Looking forward to the new Megamod!   Can you please make it compatible with the Necora Mods and NatDiv?    Please???    I would love to use all of these great mods together!!   BTW the Boarding house is Lovely!!  Can't wait to use it!
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 22, 2017, 11:22:17 AM
The boarding house is a great looking building!  I really like that particular wall texture.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 22, 2017, 07:25:12 PM
Hey Red!  Looking forward to the new Megamod!   Can you please make it compatible with the Necora Mods and NatDiv?    Please???


what do you want necora and nav div to do in this particular case ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 23, 2017, 02:22:47 AM
new school done :)
Title: Re: Red's new Work In Progress thread
Post by: catty-cb on November 23, 2017, 02:39:08 AM
looks great ... thank you   :)
Title: Re: Red's new Work In Progress thread
Post by: pappa on November 23, 2017, 05:23:07 AM
Like the look of these Red
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 23, 2017, 10:38:23 AM
I like the design of the school building.  Could you make an F key variant for it with no fence?  I like my schools to have a school yard where I put benches, sometimes some of your training camp items, and now, the swings and slides Kid made.  Then I put one of the available separate fences around it.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on November 23, 2017, 10:40:21 AM
All of this is looking gorgeous. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 23, 2017, 11:24:42 AM
I like the design of the school building.  Could you make an F key variant for it with no fence?  I like my schools to have a school yard where I put benches, sometimes some of your training camp items, and now, the swings and slides Kid made.  Then I put one of the available separate fences around it.

yes i think i can do that :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 23, 2017, 01:04:04 PM
done :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 23, 2017, 02:08:54 PM
Thanks, Red!  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 24, 2017, 09:44:40 PM
working on a new texture hospital now :)
this one too will be gorgeous :)
(that s a view from the back - halfway there)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 24, 2017, 10:26:06 PM
Looks good so far!
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 24, 2017, 10:33:45 PM
do we get a horse drawn ambulance too?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 24, 2017, 10:46:17 PM
do we get a horse drawn ambulance too?

haha
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on November 25, 2017, 12:55:44 AM
If i may ask Red. What is your next plan after that mod replacement
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 25, 2017, 02:03:20 AM
i still have alot to do in it because many parts of NMT3.0 hasnt been redone

- need to finish NMT3.0 to include it into this
- need to make my Mining Center to include it to this
- need to make my other industry center (i dont have the name yet but it is for sand/clay/glass/bricks things) to include it into this
- need to add 80% of all my others mods done into it

- i know i have to do the white/colors benches for someone....
- i still have Rise Of The Pharaoh i am working on from time to time...
- make a feeding shed for someone...
- check nat div / pine tree....
- add turkeys to towers/butchers lol ....
- create a standalone brothel...

why ??

---------------------------------

Meanwhile the new hospital has been completed :)
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on November 25, 2017, 07:36:53 AM
Hi @RedKetchup , just adding a request reminder hoping you will add it to the bottom of your to-do list.  Request was on old Work in Progress thread July 19, 2017 Reply #761

"I have a request, or a suggestion for Garden Walls Utilities.  I just love the fodder farm hut.  I was wondering if a matching piece with that same roof could be added to the set called a feeding shed that would have the same function as the stable.  The matching shed could then be put next to the vanilla pasture as if that was the source of the fertilizer.  It would be a very nice alternative to always using the stable.  It could actually go with any pasture, even fenceless."

Hope you will consider it.  The fodder fields are fantastic.  :)
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on November 25, 2017, 08:03:10 AM
Quote from: adelegarland on November 22, 2017, 09:47:09 AM

    Hey Red!  Looking forward to the new Megamod!   Can you please make it compatible with the Necora Mods and NatDiv?    Please???

what do you want necora and nav div to do in this particular case ?



Hi Red,  What I mean is that the Pine set and the Nat Div make a lot of changes to the starting conditions and I was hoping that the changes you make will work alongside those made by the others.
Thanks Red! ;D
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on November 25, 2017, 11:35:30 AM
Asking because your stuff is awesome.  :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 25, 2017, 04:42:51 PM
i will add the feeding shed to the list even if i think it is a "hidden" way to ask a stable with a nerfed 4x6 footprint instead the good 5x9 size footprint ^^

----------

about nat div/pine mod... i need to see how it is set up and see how goes the conflicts
and how the game handles those conflicts. i dont think Necora posted his code in the Laboratory.... maybe, i need to verify the section.


-----------

@DesoPL  : Thanks !!
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on November 25, 2017, 05:02:58 PM
Thanks Red  :) for adding feeding shed to the list.  I would have a hard time thinking of different ways to add horses to my stories.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 25, 2017, 06:29:22 PM
that can be fixed,RED. if it is smaller it can produce less fertilizer.i still like a dairy barn that would eat fodder and give milk and fertilizer.that fodder set has so many options.NECORA has goats and rabbit pens, and a chicken coop but they eat corn.so far only you have fertilizer.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 25, 2017, 06:40:53 PM
the indians wanted me to file a complaint too. the tower hunters don't hunt turkeys.they said they had to eat fish and rice like chinease people for thanksgiving.they are mad at ABANDONED too. she males TeePee's without using bison hides while they are forced to live in log cabins. they keep mumbling "pale face&^%$^%,pale face ^*^*." i dont think i want to know what the 3rd word means.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on November 25, 2017, 10:36:30 PM
@brads3 the Natives are my friends, the 3rd word was something not very nice about tower and fort builders who steal fertilizer from fodder feeding sheds.  Should have sent you natives over to Cedar Creek, they had a feast.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 26, 2017, 03:27:46 AM
lol

so ?

i need to add turkey process to towers/butchers ?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on November 26, 2017, 06:03:04 AM
LOL that would be good ,RED. even CC doesn't have any turleys not even decorations.don't mind us 2.me and ABANDONED have our own fits.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 26, 2017, 07:14:28 PM
so some people noticed already i am using too much the same roof :P
but i have so hard to find another good roof texture i like.....

so what you people think of this one ?
i made another DoctorHouse roof in "F" variant. what you think of it ?
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on November 26, 2017, 08:29:11 PM
Looks really great!  Love both roofs.

Really excited about playing with this when you are done.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 26, 2017, 09:30:48 PM
I really like that light colored roof!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 26, 2017, 11:46:16 PM
Then ok :)

i wont use it for the housing but.... everything that is ... specialized like this hospital.... i m doing it to the school and use it for the other ones like ... BS, Tailor, TH, ectera...
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on November 27, 2017, 05:11:55 AM
I like that lighter roof texture too, always nice to have another choice.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 28, 2017, 02:13:41 AM
i started to build the new townhall :) i really love that texture, reminds me some kind of manor or church ...
(rear view)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on November 28, 2017, 02:30:51 AM
That's really cool looking, Red.

Cornerstones are a nice touch.  Really looks great.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 28, 2017, 03:08:49 AM
That's really cool looking, Red.

Cornerstones are a nice touch.  Really looks great.

yes it does :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 28, 2017, 06:06:28 AM
picture inside the game :)
Title: Re: Red's new Work In Progress thread
Post by: pappa on November 28, 2017, 06:26:14 AM
I like the texture of these have you ever thought of making your own game Red you are very good
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 28, 2017, 06:36:19 AM
I like the texture of these have you ever thought of making your own game Red you are very good

oh i wish so much !!
Title: Re: Red's new Work In Progress thread
Post by: pappa on November 28, 2017, 06:49:35 AM
With rhe talent of the other modders you know it would be something to thinh of
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on November 28, 2017, 11:38:24 AM
Wow!  That is a nicely shaped building! 
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on November 28, 2017, 02:32:15 PM
Really does look great.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on November 29, 2017, 12:30:36 PM
That church looks very nice with both roof textures.  :) Stately

And of course I have one more reminder for the to-do list  ;D Hobbit Houses
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on November 29, 2017, 12:35:23 PM
Well balanced, a beauty! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on November 29, 2017, 06:44:23 PM
That church looks very nice with both roof textures.  :) Stately

And of course I have one more reminder for the to-do list  ;D Hobbit Houses

this is the TownHall not a church ! ^_^
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on November 29, 2017, 09:29:59 PM
Well, that is one nice looking Town Hall then.   :) 
Title: Re: Red's new Work In Progress thread
Post by: mellowtraumatic on December 01, 2017, 06:10:33 AM
Looks wonderful, Red. I'm loving that stone texture.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 02, 2017, 12:33:55 AM
Looks wonderful, Red. I'm loving that stone texture.

thanks you :)


working on the new textured vanilla trading post :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 02, 2017, 02:29:17 AM
in game screenshots
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on December 02, 2017, 02:32:38 AM
Love how it's coming along.  Can't wait to get it!
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 02, 2017, 02:57:27 AM
Very nice :)  Like the mixed roofs.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on December 02, 2017, 04:27:57 PM
Looks quite nice! That is trading post/port for some serious trading!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 03, 2017, 12:30:21 AM
my TP build02 roof support is done now... i ll go for BS/Tailor ones  :) i already have some kind of mesh done for those, in my old BS and old tailor mods (with residences) i ll take those and change the textures i used back to the ones i use today  :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 03, 2017, 02:34:31 AM
tailor already done. took my old one... changed couple things... textures..... and ready.
of course, at the end... i ll have to redo many footprints on the ground lol
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 03, 2017, 03:45:07 AM
Looks great, RK.

Since you are working on the Tailor and you are using the Old Tailor, you might check the production on that.  It may have changed with the 107 version, but I noticed in some tests way back when I was still using the 106 one that the Old Tailor was a fair bit less productive over time than the vanilla tailor.  Might have been intentional, but thought I would mention it since you're working on it now.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 03, 2017, 05:16:43 AM
i ll check that once i will get there about all the recipes. for the moment i only do all graphics.
Title: Re: Red's new Work In Progress thread
Post by: pappa on December 03, 2017, 06:15:52 AM
cant wait this set will be great
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 03, 2017, 07:35:36 PM
new ToolMaker done too :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 05, 2017, 12:01:16 AM
Looks really cool, Red.  I like how it mirrors the vanilla smith but in the rear view you can see the forge.

Are you going to do the residences for these, also?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 05, 2017, 12:15:15 AM
Are you going to do the residences for these, also?

no, i am not planing to
if you really like that old RK Blacksmith mod... you will still be able to using it :)
in this RK Edition.... i only add what i love the most in everything i did :)

just finished the fishermen dock :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 05, 2017, 12:39:27 AM
Very cool, was just curious.  You do a great job with the multi story buildings.

Fishing dock looks great!  Lower level is a nice touch.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 09, 2017, 07:33:35 AM
presently working on a new 14x14 market ( i ll do a 10x10 too with the 14x14 elements)
i started this morning and going slowly , item by item :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 09, 2017, 09:27:15 AM
it is starting to be more colorful :)
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on December 09, 2017, 09:33:24 AM
Looking good!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 09, 2017, 09:48:54 AM
i permanently changed my canopies.... they were way too much bright  :(

i think it is better now
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 09, 2017, 09:51:48 AM
Lovely :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 09, 2017, 09:54:15 AM
i still have alot to add, 3 more tents... all the boxes, the food crates, barrels....
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on December 10, 2017, 01:25:41 AM
will be a nice looking market . the new standard :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 07:07:29 AM
will be a nice looking market . the new standard :)

^^ it will be !


so i continued my big market this morning, i am almost done...
missing a well and the .pngs for the food crates


EDIT: btw, i changed the flags % and i made it totally to provide homes and citizens : food(vegs-fruits-meat-grains), firewood, tools, clothes and health
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 10:45:25 AM
WOAH !!

it is looking so freaking awesome in game !!!!!!

i love it.

so... magnificient!
so ... colorful !
so... enjoyable. very ... attractive !

a place you really want to go (to compare the very dull vanilla market !
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 10, 2017, 11:02:28 AM
Awesome!

Do you replace the vanilla buildings with this mod?
Or are they on your toolbar?

They are definitely a version 2 of Banished! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 11:29:20 AM
Awesome!

Do you replace the vanilla buildings with this mod?
Or are they on your toolbar?

They are definitely a version 2 of Banished! :)

i replace the vanilla buildings with this mod +plus+ i add all my own buildings too in my own RK toolbar


definitely, i want it look like Banished 2  ;D


i just added a very very nice little finish touch to my market :)
Raccoon City flag ! haha
Title: Re: Red's new Work In Progress thread
Post by: JM on December 10, 2017, 11:38:04 AM
It's very nice  :)

Can you make a stone floor version, please?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 11:39:38 AM
It's very nice  :)

Can you make a stone floor version, please?

in game original stone floor version ?
Title: Re: Red's new Work In Progress thread
Post by: JM on December 10, 2017, 11:59:38 AM
If possible, replace dirt texture with original stone-road texture. It looks strange when the stone path is around and the market itself is muddy.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 12:03:56 PM
yeah i know. and i also know that i will need to replace all the footprints of all the replacement buildings i did. some marks arent fitting anymore.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 12:05:12 PM
oh and also, i just choose very new music to go with this expansion :)
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on December 10, 2017, 12:19:35 PM
will other mods be compatible with your expansion pack?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 12:44:11 PM
yes mostly. but if they have starting conditions... it will be mine or their, first mod on the list though
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on December 10, 2017, 02:16:40 PM
So a separate plains mod will overwrite terrain type in your mod then?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 10, 2017, 02:18:54 PM
next we need a super large map that will be forced to load as medium settings so the thatch loads on the start.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 03:22:10 PM
So a separate plains mod will overwrite terrain type in your mod then?

yes

if mine ontop you will have to choose my plain terrain or my valley terrain.
if mine under, you will have to choose your seperate plain terrain and the other seperate terrain it has.

next we need a super large map that will be forced to load as medium settings so the thatch loads on the start.

for sure i can add super large settings. Do you know how many tiles it has a super large ?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 10, 2017, 04:27:40 PM
i think it is 50% bigger than the vanilla large map.i didn't have luck trying to find the actual number of tiles. can it be "tricked" into loading as a medium settings to the thatch mod works?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 10, 2017, 04:37:10 PM
i think it is 50% bigger than the vanilla large map.i didn't have luck trying to find the actual number of tiles. can it be "tricked" into loading as a medium settings to the thatch mod works?

yeah will be if it is a settings that add reeds/grass/thatch on the ground as the random map generator
thats the things with this game/modkit. only 1 mod decide what goes on the ground when it is generating.

i can maybe add my own thatch /fodder thing at start and see a way to get thatches for your mod building ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 06:10:24 AM
The vanilla market had 14x14 and it was based on a setup of 3 houses of 4x4 each side of the market...

So i did another one 10x10 (a setting with 2 houses each side) with elements (pieces) from the 14x14 :)

it will have a less radius range and lesser capacity :)
and should give that :
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 11, 2017, 06:15:30 AM
Nice but the layout is a bit crammed.
Why not put a well instead of the one in the middle?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 06:24:55 AM
cause there is only a 2x2 square in center (the way i made the roads in middle) and the red tent is going very well and look very good in middle.  ;D

the foot print will be like this

Code: [Select]
MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"..........
.##_#####.
.##_#####.
.______##.
.##_##_##.
.##_##_##.
.##______.
.#####_##.
.#####_##.
.......... ";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}


i set up the path as 2 big L upside down
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 11, 2017, 06:30:26 AM
Okay, did not think of even/odd tiles.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 06:32:20 AM
i just need to make my files for it now so i can see it in game.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 07:13:15 AM
for sure it looks a bit more .... full and crowded... but its ok, the important there is the main office and the colored tents/buildings :) and food displays

the screenshots are showing both in comparaison.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 11, 2017, 07:19:40 AM
You could leave center open if it is too crowded.  :-\
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 08:06:09 AM
i modified the 2 markets to allow roads being built in centers :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 11, 2017, 08:38:51 AM
RED,are you going to flag that to store everything or just what the bannies really use?? i would suggest doing 2 set ups at least. 1 where it stores more for production or mine areas.and 1 that is for city centers that stores food,clothing,firewood,and tools. you could make the production center store heavier on other items and lighter of food. so it might be 3 1 balanced of all items,1 for the city center,and 1 storing priority materials to be processed.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 10:38:52 AM
RED,are you going to flag that to store everything or just what the bannies really use?? i would suggest doing 2 set ups at least. 1 where it stores more for production or mine areas.and 1 that is for city centers that stores food,clothing,firewood,and tools. you could make the production center store heavier on other items and lighter of food. so it might be 3 1 balanced of all items,1 for the city center,and 1 storing priority materials to be processed.

there will be stores that will focus more on production materials :) like was in NMT2.0

those exclusively focus on the bannies and their homes : edible foods: vegs, fruits, meat and grains; firewood, tools, and clothes only
oh and herbs.
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on December 11, 2017, 02:35:14 PM
Any chance of a no-gridlines version?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 03:24:19 PM
Any chance of a no-gridlines version?

you will have the choice inside the same package.

Peak's Valley
Peak's Valley [Grid version]
Peak's Plain
Peak's Plain [Grid version]
Peak's Mountains
Peak's Mountains [Grid version]



for example.


Title: Re: Red's new Work In Progress thread
Post by: Gatherer on December 11, 2017, 04:04:04 PM
Great.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 11, 2017, 04:48:33 PM
Great.

i am setting this tonight, the final setup of all terrains/starting conditions
Title: Re: Red's new Work In Progress thread
Post by: taniu on December 12, 2017, 02:49:16 AM
Great .Fantastic :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 12, 2017, 06:37:16 AM
i just added a "Lakes" version of the maps :) THANKS to @kralyerg  for the info settings of [CC]Lakes :)

Lakes will be offered as 3 different setups as the others:

Lakes
Peak's Lakes
Peak's Lakes [Grid version]
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 12, 2017, 10:38:30 PM
added a Very Large option of 640 tiles map ( same as CC, Thanks to @kralyerg  for all the help  ;) )
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 12, 2017, 10:41:19 PM
i also added Copper Ore resource in game :)
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on December 13, 2017, 01:10:38 PM
Guess i gonna pull out CC for sometime.  ???
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 13, 2017, 02:45:36 PM
nan, i try to add things, make more complex because most everyone want that
but also i try also to stay convenient and keep simple :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 01:08:33 PM
hmmmm lovely !!

first 2 screenshot was a bad attempts.... wayyyyyyyyyyyyy too many spawns LOL my screen scrolling was giving lags lol

but changed numbers and gave exactly same numbers as the vanilla trees have and as you can see the 3rd screenshot reflect this
with this change i dont feel any hits or lags when i am scrolling around :)
i feel absolutely no difference with a normal game.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 01:55:34 PM
with all that fodder,how is the food that is spawned at start? blueberry,,roots,herbs,etc?how does the game read the fodder? does it read as trees and affect anything in the next years reappearing if the fodder is or isn't harvested?does it regrow like trees? too many questions..
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 02:07:47 PM
with all that fodder,how is the food that is spawned at start? blueberry,,roots,herbs,etc?how does the game read the fodder? does it read as trees and affect anything in the next years reappearing if the fodder is or isn't harvested?does it regrow like trees? too many questions..

the trees will continue to spawn their fruit/vegs as before and will still have a chance to respawn themselves...
the grass will mostly spawn in open area (zone with almost no trees around) and will spawn flowers as before in GardenWalls mod and will still have a chance to respawn themselves...

yes game reconize and read fodder and if you cut it will spawn fodder resource. i would made it compatible with nat div (tatching) but i need their raw material file. fodder and tatch can be the exact same thing (just with a name changed at our screen) ...
but they didnt posted anything in the Laboratory section and didnt shared anything.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 02:22:32 PM
did you try it with the nat div mod enabled and see?what caused the thatch and fodder goof before where with the thatch mod the fodder was all over maps?i rember having it happen but you 2 fixed it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 02:32:48 PM
did you try it with the nat div mod enabled and see?what caused the thatch and fodder goof before where with the thatch mod the fodder was all over maps?i rember having it happen but you 2 fixed it.

i not sure if it worth testing....
if mine is ontop there will be nothing from natdiv spawning when the generator will do the map
if natdiv ontop, my copper ore/fodder patches wont be created at the map creation.

what we fixed and made sure as their file name and my file name wasnt the same (aka NaturalResourceGrass.rsc)


but what i can do is make sure you can use fodder to feed stable and the same resource can be used to make tatched house as material. can be same file, with different name on screen depending which one is on top.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 02:48:09 PM
i just received the RawMaterialNatDivThatch.rsc files by email...

so i can easily ask my citizens to cut MY grass and spawn RawMaterialNatDivThatch.rsc on the ground.
i can easily ask my stables to use that RawMaterialNatDivThatch.rsc and make fertilizer from it :)

i also see that RawMaterialNatDivThatch.rsc can be used in homes as fuel. is it still a good thing ? what people that used tatch to warm their home think about that feature they made ? was it good or bad ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 05:07:47 PM
i love how the grass patches spawn mainly zones where there are no trees and fill those spots


so instead of harvesting RawMaterialHayStack.rsc i will make it harvest RawMaterialNatDivThatch.rsc.
and i ll ask my stables to use that RawMaterialNatDivThatch.rsc and create fertilizer  :)

that way it will be fully compatible. you will able to use the tatch and do tatched homes or use as fuel. (it has been asked many times)
or use in my stables and get fertilizer and get food in greenhouses

in the zip i ve got the template and i also got the 3D model and icons  :)
i have an hockey game presently, but after i ll finish to incorporate all GardenWalls: Utility in my mod  :)
i will update my models also to use the transparency glasses and my wood/roof textures of this mod

this big expansion is coming along nicely
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 05:43:13 PM
don't get crazy and work too hard. i would like to hear more input from other players on this idea.did BT send you any news with the file?i am still stuck in CC land but hopefully of more modulars coming and can sit down and merge several mod sets together.
     am i reading you correctly? you are saying the thatch looks better than the fodder and are changing the garden utility mod to be thatch instead of fodder?there is no way to do both or you have reason not to? the meadows is a great accomplishment indeed. that adds more realism at map starts.with the forever tree mod,i never see problems that others have had. after 100 years or so a map was known to loose trees ad only be open space except the foresters.the forever tree mod fixes it so the trees don't die and fall over and disappear. i think the way NECORA has developed the pine mod,the start trees may actually multiply on mapos as well. the map layers is something he and BT worked at to merge nicely.
        your idea of feeding animals has been expanded on somewhat. NECORA has a dairy barn,chickens,rabbits,and goats fed with corn. the domestic animals are requried to build them.i always hoped you would do a dairy barn like the stable that would give milk and fertilizer. your idea could be expanded on or even a combination of other ideas added to it.it is a neat addition.
          houses do use thatch as firewood. DS has some that do not.the houses prefer firewood. the nat div 2 had good ideas and a way to bundle the thatch.sadly that mod is too powerful and slows computers down. i only know 1 person who even could run it. i don't want to step on him or change his work.hence why i asked if he sent news of his plans.

      while on the subject of the map meshes or layers, what are your thoughts concerning reeds?this is where input from WOB players would be handy.do  a lot of them use the CC dock set? do they find they have enough reeds or would they prefer to have some spawned as well?  if i remember right,the game loads 4 layers when it draws the maps. in discussions we kept wishing to add another layer or 2. NECORA did say he was revamping the trapping. i do see TOM has added that and changed a ton with the new north.the gathering ability that NECORA added with the pine mod combined with TOM's new hunting and gathering would be interesting.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 06:07:07 PM
there is 2 things:

MY grass looks alot more better than natdiv grass.
the material that fall on the ground (natdiv thatches) after being harvested is alot better than my haystack piles.

so i am taking the best of the 2 worlds :)

my old grass was dropping RawMaterialHayStack.rsc (fodder)
natdiv grass was dropping RawMaterialNatDivThatch.rsc (thatch)

so now MY grass will be dropping RawMaterialNatDivThatch.rsc (thatch)
you guys asking me to make my haystack being able to use it as thatch... this is what i do
i ll take the natdiv thatch and use it the same way i was using my fodder

the difference between both is the 3D graphic  and the numbers. BT made 1-2 drop (while i was getting 16-20)
instead to take 12 haystacks(fodder) i will use only 1 or 2 to get the 4-6 fertilizer. also that way you wont have a barn filled with 48,000 fodders ^^

i dont plan to use the necora trees at all. and i am not planing to replace the vanilla trees so the only lag people can get will be from MY grass patches and not from natdiv grass, nor necora trees.

about the domestical farm type of technology... i never really use. bah in fact, if i look back, the stables are this type of technology. i can maybe add one with cows inside and get fertilizer/milk from 1-2 RawMaterialNatDivThatch.rsc :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 06:24:16 PM
hmmmm  we see backwards? it is funny how different players have differeing ideas. i like the hay piles.the thatch lay out on a map doesn't become overpowering. i think that could be adjusted though.i agree with changing the ouputs, it is senseible that to feed stables a player would soon need a fodder hut.i dont think someone would keep feedig from what they can collect.the perfumery should use more flowers too. will they be collected by just the flourist or would the laborers collect them when clearing land?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 06:36:47 PM
i can change the number of flowers too (drop less? use more ?)

if you clear a zone, it will depends as same as the herbs. if you clear before you get an herbalist, it is lost. if clear after you got your first herb... it should be collected.
i ll have to make a remove tool... will see how it goes after :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 06:47:53 PM
there are too many flowers so the perfumery should use more to get rid of them.i always end up dumping excess flowers to the trading post.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 06:51:03 PM
there are too many flowers so the perfumery should use more to get rid of them.i always end up dumping excess flowers to the trading post.

ok

there will be another use for the flowers too ...  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 07:18:02 PM
so far...

screenshot 1 : you see fodder - thatch is getting harvest and stockpiling in the stockpile and show natdiv thatch graphics.
screenshot 2 : the stables takes 2 fodder + 2 water and get fertilizer.
screenshot 3-4 : i asked to remove grass and flowers : they get fodder-thatch but no flowers
screenshot 5 : i built a florist . florist get flowers

screenshot 6 : asking to manually harvest a little zone with a flower inside... still not harvested, nothing.
so i ll go add a remove tool and see after.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 07:53:09 PM
looks cool,RED.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 07:54:22 PM
so i made 2 remove tools... 1 for fodder one for flowers.....

fodder still harvested and not the flowers ^^
they get removed but not harvested. only the florist can harvest them (exactly same as herb and onion/berries/shrooms i guess)
i thought herbs would get harvested after herbalist built .... probably wrong.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 08:09:40 PM
so they clear fodder and waste food? how does it work so they can harvest food plus trees plus traps?do they leave the flowers and not destroy,just clear fodder and vise versa clear flowers leave fodder?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 08:19:57 PM
if you use the clear ALL tool over a big random zone, lets say 20x20

they will cut trees and harvest logs
they will process stones and harvest stones
they will process iron and harvest iron ore
they will process copper and harvest copper ore
they will cut all mushroom/onion/berries/roots/herb / flowers but you harvest nothing!
they will cut grass and harvest fodder-thatch

did i forgot something ?

same as stand alone tools:
you use Remove Trees Tool and they will cut trees and harvest logs
you use Remove Stone Tool and they will process stones and harvest stones
you use Remove Iron Tool and they will process iron and harvest iron ore
you use Remove Copper Tool and they will process copper and harvest copper ore
you use Remove Flower Tool and they will cut flowers but you harvest nothing!
you use Remove Grass Tool and they will cut grass and harvest fodder-thatch
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 14, 2017, 08:47:42 PM
i found out !!!!!

i know why my flowers dont get harvested by laborer :P

do you think it is a good thing to get it harvested by nobodies ? ^^ or do you think they should get destroyed and not harvested by non-florists ?

and whats about wild food ? (i can do same as CC and BusyLaborers of Darkbibou and get wild food harvesters by non-gatherers....)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 14, 2017, 09:20:53 PM
magic,leave the flowers and harvest everything else.lol   laborer destroy flowers so not overstocking barns.. i do not know how the canadian did it.he has foresters who check traps,gatherers will pick up eggs.laborers can collect pelts  from beaver traps,etc.but the pine mod adds all of that to the vanilla laborer and workplaces. oh and TOM's new system i haven't tested yet.
   the super way would be to have the layers put a mix of chesnut,apple,and maple trees with the normal trees but not not be overpowered.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 14, 2017, 09:51:40 PM
@RedKetchup - What did you change to make ordinary bannies gather flowers?
I have had the same problem. They only make it disappear. I could not solve it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 15, 2017, 08:18:20 AM
@RedKetchup - What did you change to make ordinary bannies gather flowers?
I have had the same problem. They only make it disappear. I could not solve it.

you need to go in your NaturalResourceFile.rsc and check at the end of paragraph : NaturalResourceDescription naturalresource
the last line need to be deleted or put in pause with //

   //Profession _requiredHarvestProfession = "Game/Profession/Profession.rsc:gatherer";


if there is a profession there at that line , only those profession jobbers will able to get harvested stuff from it. if you dont specify it, everyone will get stuff.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 15, 2017, 09:06:41 AM
OK, thanks.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 15, 2017, 09:12:18 AM
so i made it that Collect Flowers will also collect herbs
and i added a Collect Wild Food feature to collect all wild food (like in CC and BusyLaborer)

the remove toolbar will look like that :)


EDIT: and i just lowered the number of flowers harvested to 4-8 (instead of 15-20)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 15, 2017, 10:20:40 AM
i changed the Fodder Farmer building with the new wall/roof textures. also it has now the new transparency windows and the herbs around the fences will now disappear in winter and swing with the wind :)
it kinda animating the whole building ^^
Title: Re: Red's new Work In Progress thread
Post by: pappa on December 15, 2017, 10:36:34 AM
Looks great Red
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 15, 2017, 01:18:41 PM
lolll

i made my horses in my stables to move a bit ^^
it is not a full animation lol but they are moving a little bit hehe

https://youtu.be/1Chc6O0D-Fo (https://youtu.be/1Chc6O0D-Fo)

Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on December 15, 2017, 02:22:14 PM
That deserved a sub. ;D

Nice .. is it like a tree animation?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 15, 2017, 04:00:29 PM
That deserved a sub. ;D

Nice .. is it like a tree animation?


yeah evergreen billboard ^^
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 16, 2017, 12:01:39 PM
RED,did you finish the orchard crops a while back? i found the download for the vegetable crops but not the other.do you have a chart of the temperature requirements of the crops? i know you and IRRELEVANT adjusted some of those and outputs. thank you,sir.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 16, 2017, 02:50:50 PM
orchards not finished yet, so not posted....

about crops, the one posted doesnt have Irrelevant's numbers.
so they easily grow but 1 which has an error.... i think was turnips... that grow alot slower

i am reviewing a bit the irrelevant numbers yesterday cause i had Kales not getting to more than 23% every years :S
so once i ll know the numbers are ok... i ll post an update.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 16, 2017, 03:31:17 PM
did you play with the growth temperatures and times ? the tolerance and variance climate #'s?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 16, 2017, 03:48:40 PM
irrelevant played alot with that to give them tons of different numbers, i gone back yesterday and added 2-4 degress in range temp.
cause i was getting crops stopping to produce asap i was getting 20C and all summer was over 20C and not a single % for 2 months and they restarting to grow when below the 20. but there was almost no time left.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 16, 2017, 09:58:43 PM
the new greenhouses are awesome :)

they have transparency windows now and i scaled them a bit bigger. i wanted to have them like 5x7 instead of a too much small 4x6 :)
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 16, 2017, 10:10:06 PM
They are looking really nice!
You will get requests for everything from tomato to potato.  ;)
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on December 17, 2017, 05:29:18 AM
And seedlings for trade  ;D
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 17, 2017, 07:26:03 AM
that is 1 thing handy with CC. there is candles and furniture to trade. and reeds for survival coats too.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on December 17, 2017, 12:23:10 PM
not from a greenhouse!
Title: Re: Red's new Work In Progress thread
Post by: JM on December 17, 2017, 08:07:58 PM
Will the greenhouses be heated?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 18, 2017, 09:40:52 AM
Will the greenhouses be heated?

will not, i wont redo them again.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 19, 2017, 01:00:16 PM
while you are doing this huge project,you might want to fix the idling at the apiary.i notice bannies hang out there like they do cemetaries.the kids will get stung by them bees.LOL.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 19, 2017, 01:54:25 PM
while you are doing this huge project,you might want to fix the idling at the apiary.i notice bannies hang out there like they do cemetaries.the kids will get stung by them bees.LOL.

bah it was something that luke did... i can take it out :)
Title: Re: Red's new Work In Progress thread
Post by: estherhb on December 19, 2017, 06:36:01 PM
The Apiary is one of the builds that increases happiness - that's why people linger there. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 21, 2017, 01:07:23 PM
just let you know i am still working on this since couple days even if i didnt gave up any news....

taking building, one by one, doing the final touch at each of these (footprints... patterns... AO files.. make sure files are always at right places.... make sure i dont use any copies of .png on another name... verify every lines of code...)


presently at the tailor patterns :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 21, 2017, 01:12:59 PM
Very cool, Red.  Looking forward to it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 25, 2017, 09:39:15 AM
i still working on this lately and today :)

i place back in my mod everything i did , one item , one thing, per one item, and fixing everything from models, textures, checking all the code, making recipes, all the footprints.....
and i was presently at the market footprint.

so i tried the idea someone said.... and after an hour of many many tries and tests.... i think thats the best option :)

the screenshot :
the footprint is like to the left. in middle top is same with dirt roads built inside, and the right one is with stone roads built inside
Title: Re: Red's new Work In Progress thread
Post by: pappa on December 25, 2017, 11:19:29 AM
Looking Forward to Reds Editor Choice
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 25, 2017, 11:49:32 AM
Looking Forward to Reds Editor Choice

it will be awesome :)
sometimes i just play with what i've made.... and i love it so much.
alot better than the vanilla game, it is looking fantastic :)

i am adding many things to do, it is not like CC or MM .... but it is nice.
Title: Re: Red's new Work In Progress thread
Post by: pappa on December 25, 2017, 01:25:47 PM
Yes it will i use your stuff alot
Title: Re: Red's new Work In Progress thread
Post by: pappa on December 25, 2017, 01:34:15 PM
are you going to use two textures dirt and stone in the market place or one texture
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 25, 2017, 02:21:11 PM
just one , the dirt road over it doesnt look so bad.

the problem with the ground textures (footprints) are alot more complicated to sort it out as alternate. and dont want to make 10 icons for markets....

10x10 is done too :)
Title: Re: Red's new Work In Progress thread
Post by: taniu on December 27, 2017, 04:18:16 PM
@RedKetchup :)A lot of cool things will it be a new saga "Banished"? Happy New Year
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 27, 2017, 05:16:27 PM
happy new to you too @taniu   :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 27, 2017, 09:11:21 PM
The tents are gorgeous, Red. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 27, 2017, 10:02:21 PM
they add good colors to the game :)

i fixed all my wood house chimneys to match the vanilla one and i am doing a new set of stone ones (6) to match the vanilla stone house chimneys.
it is important to have them at exact same place on the map :)
i did 4 of 6 stone houses so far. they will have a design exclusive to this mod :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 28, 2017, 12:08:58 AM
New stone houses?  You're going all out!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 28, 2017, 07:38:08 PM
a new set :) i meant, the models are new set, not the texture i planned for it
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 28, 2017, 07:50:32 PM
Those are lovely.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on December 28, 2017, 09:32:11 PM
Love those stone houses, Red!  I am looking forwards to using them!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 12:08:37 AM
Here i made a video of what is happening when you will launch the game :)
you will notice almost everything has changed  8)

oh and also ... enjoy the new music :) you will hear the start menu new music :)

Enjoy !!!

https://youtu.be/bSBvZWh3gFo (https://youtu.be/bSBvZWh3gFo)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on December 29, 2017, 02:04:11 AM
The music is nice.  It looks like you are getting close to finishing the mod.  I hope it will be soon.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on December 29, 2017, 04:10:28 AM
 :) wow, Nice new music.
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on December 29, 2017, 08:38:39 AM
I have a dumb question... ::)   How will this work with the other mods we have?  Will This be compatible with those other mods or will we have to run this one alone?  Or is it like the Vanilla mod we use now and will work with the other mods as the current Vanilla does?  If I understand correctly this one will replace Vanilla so be mod-neutral like the old Vanilla?  Does that make any sense?   :-\
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 08:59:35 AM
it will allow all the other mods play ok but.

you wont get the starting conditions of the other mods and stuff they add to the ground when you generate the map.


yes i am replacing all the vanilla buildings and offer tons of building inside the community toolbar,
but i also need to spawn copper ore and 3D grass on the ground when you generate the map. In order to get those, my mod will need to be ontop of the list.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 29, 2017, 11:55:13 AM
Haha the music is great, RK.  Almost gives the game a "You're about to enter a thriller" feel. :P

Really excited to see where you go with all of this.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 12:16:45 PM
added 2 new crops : grains :)

Added Rye crop : Thanks to @Tom Sawyer  for the model and the files :)
Added Oat crop : Thanks to @kralyerg  for the model and the files :)
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on December 29, 2017, 01:25:20 PM
it will allow all the other mods play ok but.

you wont get the starting conditions of the other mods and stuff they add to the ground when you generate the map.


yes i am replacing all the vanilla buildings and offer tons of building inside the community toolbar,
but i also need to spawn copper ore and 3D grass on the ground when you generate the map. In order to get those, my mod will need to be on top of the list.
It sounds like I will be able to do away with some redundant mods then...  Nat Div, the ones that create the iron ore, grasses, what about the threshers and thatcher?...   Sounds like it will actually make things less complicated!  Yay!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 01:51:13 PM
It sounds like I will be able to do away with some redundant mods then...  Nat Div, the ones that create the iron ore, grasses, what about the threshers and thatcher?...   Sounds like it will actually make things less complicated!  Yay!

my own mod will create iron ore with my texture.
it will also create grass with my own design.
when you will cut grass, you will get the same thatch resource as NatDiv :) only the name at your screen will have changed to "Thach-Fodder" because it will also be used to feed animals in stables.
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on December 29, 2017, 02:33:33 PM
added 2 new crops : grains :)

Added Rye crop : Thanks to @Tom Sawyer  for the model and the files :)
Added Oat crop : Thanks to @kralyerg  for the model and the files :)

Question: Is it possible for grain crop models (except corn) to overlap neighbouring tiles as your fodder model does?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 02:50:08 PM

Question: Is it possible for grain crop models (except corn) to overlap neighbouring tiles as your fodder model does?

only if you have the 3D model.fbx, no vanilla ones have been provided.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 03:43:33 PM
Forester Lodge and Cutter Yard replaced :)

edit : herbalist done too
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on December 29, 2017, 09:57:27 PM
They look nice :) great work.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 10:20:21 PM
i decided at some point to put all housing + barns with the dark roof, and all the working buildings with the 2nd texture, the light one...

but i am finding about those forest buildings... they are less good as light to compare the dark one they had :P
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 29, 2017, 10:38:38 PM
Looks very nice, RK.  Especially like the chopper.  Some nice touches on that. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 29, 2017, 10:48:03 PM
They look nice :) great work.
Looks very nice, RK.  Especially like the chopper.  Some nice touches on that. :)

thanks :) just finished the gatherer shelter :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on December 29, 2017, 11:04:35 PM
Gatherer is lovely, also. :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on December 29, 2017, 11:53:21 PM
i decided at some point to put all housing + barns with the dark roof, and all the working buildings with the 2nd texture, the light one...

but i am finding about those forest buildings... they are less good as light to compare the dark one they had :P

Maybe make all the building have a choice of both light and dark roofs?
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 30, 2017, 03:38:20 AM
i decided at some point to put all housing + barns with the dark roof, and all the working buildings with the 2nd texture, the light one...

but i am finding about those forest buildings... they are less good as light to compare the dark one they had :P

Maybe make all the building have a choice of both light and dark roofs?


I second that! It is a very good idea!
I know it is a lot of work to make it happen but then it is very versatile! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 30, 2017, 12:42:42 PM
maybe :P i ll see

i made hunter lodge. so....

so... i made the woodcutter, the forester, the herbalist, the gatherer, and now hunter done
with my items from forester center mod  :)

i still have to make 2 that was done in that mod... a forest barn that can hold everything found in a forest (wood included) and the very important for this mod, the lumber mill
about the lumber mill and lumber material.... i was wondering since 2 weeks if .... i switch all the building requiring lumbers instead of log ?? it would add a big difficulty to the game 
:D

what do you think about that mechanic ?

i of course would need to make a very little and very very slow 'temporary" building that would turn logs into lumber (kinda a sawpit), very slowly, to allow maybe to have enough lumbers to maybe make an house... or more important , to make the "real" lumbermill which would require lumbers and stones to be build
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 30, 2017, 12:50:25 PM
because if you check all the buildings in game, and even all the vanilla buildings... they arent made from logs... they are made from lumbers !!!
so i would love to implement lumbers as a very important part of the game and add an extra layer to the game mechanic :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on December 30, 2017, 03:05:37 PM


i still have to make 2 that was done in that mod... a forest barn that can hold everything found in a forest (wood included) and the very important for this mod, the lumber mill
about the lumber mill and lumber material.... i was wondering since 2 weeks if .... i switch all the building requiring lumbers instead of log ?? it would add a big difficulty to the game 
 :D

what do you think about that mechanic ?

i of course would need to make a very little and very very slow 'temporary" building that would turn logs into lumber (kinda a sawpit), very slowly, to allow maybe to have enough lumbers to maybe make an house... or more important , to make the "real" lumbermill which would require lumbers and stones to be build


I don't like the idea of all buildings needing lumber- certainly not all houses.  In real life, at first the people would just use logs to make log cabins and a storage barn.  Then after they got shelter and some food, they would start to cut logs into lumber.  But another thought could be that in the medium and easy starts of the game, the Bannies brought with them some lumber to make a few buildings. 


Maybe you might make some log cabins then for the start, if you want all your other buildings to need lumber that the Bannies have to mill.  Nice log cabins that people would still want to live in even after lumber is available.  I like the look of log cabins. 

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 30, 2017, 03:50:47 PM
I don't like the idea of all buildings needing lumber- certainly not all houses.  In real life, at first the people would just use logs to make log cabins and a storage barn.  Then after they got shelter and some food, they would start to cut logs into lumber.  But another thought could be that in the medium and easy starts of the game, the Bannies brought with them some lumber to make a few buildings. 


Maybe you might make some log cabins then for the start, if you want all your other buildings to need lumber that the Bannies have to mill.  Nice log cabins that people would still want to live in even after lumber is available.  I like the look of log cabins.

i know ><

i am trying to find a way to implement the lumber because there is a lumbermill with Forester Center and if you dont have CC , this is useless.
if you imagine someone playing with only this brand new mod... they will have a useless lumbermill.

so i am trying to figure out with people what we should do.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on December 30, 2017, 05:50:23 PM
does the forest barn  store stone,textiles,and thatch? did you keep the hunter cabin with residence added? that is a smart mod and quite handy. going forward when you get to the colorful house modulars,can you add a ghost covering addition like you have for the food pantry and storage shed? they might be handy to use with KID's workplace mod  parts. have you thought of adding a cellar storage option like CC has? 1x1 tile cellar that can be added to most any building. the cellars give a storage option for each of the different flags.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 30, 2017, 05:54:56 PM
forest barn:   RawMaterialFlags _storageFlags = Edible | Tool | Health | Fuel | Wood | Textile | Grain | Vegetable | Fruit | Protein;

the forest center barn was designed to get everything produced by the forest center districts (a melting pots between cellar and stockpile)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on December 30, 2017, 08:27:05 PM
Quote
[size=0px]i am trying to find a way to implement the lumber because there is a lumbermill with Forester Center and if you dont have CC , this is useless.[/size][size=0px]if you imagine someone playing with only this brand new mod... they will have a useless lumbermill.so i am trying to figure out with people what we should do.[/size]



I like that there are some buildings that need lumber, just not all basic houses, barns and buildings needed to hunt and gather.   Certainly your lumbermill needs to have buildings that need lumber, so maybe make some log buildings for starting out and then the rest needing lumber.  It's not fun for me to play if I can't get some houses built at the start.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on December 31, 2017, 01:53:40 PM
like i said in the other thread : http://worldofbanished.com/index.php?topic=2169.0 (http://worldofbanished.com/index.php?topic=2169.0)

i will use lumber only in advance buildings

meanwhile, i am back to integrate 3D meshes....

Lumbermill done :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on December 31, 2017, 02:43:23 PM
I like that wind powered lumber mill.  :)
Title: Re: Red's new Work In Progress thread
Post by: HappyBubu on December 31, 2017, 07:16:11 PM
That Lumber Mill is gorgeous.
You can integrate lumber in any type of building... I love it much more than logs, gives that refined touch... For example the stone houses could look less heavy with some lumber strategically used in a few parts. Don't get me wrong, I love the stone houses as they are, but lumber (and maybe bricks as base for example) would make for very graceful houses.
If I wasn't useless in this kind of things I'd love to mix and match lumber and bricks/stones every time I could. Windowsills, , steps, great bridges and tunnels, or used as floor in large footprint buildings like markets.

Also those rooftiles (ie. Lumber Mill) are my most favourite (here and IRL), there's no need for them to be only of a light shade, they are usually made darker, black, painted... Maybe that can be done in game aswell. 
But what do I know  :D   I'm not even sure these are doable things!
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on December 31, 2017, 10:54:30 PM
I woke up and found a nice windpowered sawmill.
Just as I started on one of my own. :)
It is nice with variation!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 01, 2018, 01:38:28 PM
I woke up and found a nice windpowered sawmill.
Just as I started on one of my own. :)
It is nice with variation!


cant wait to see it, @kid1293  :)

meanwhile today i am continuing RK EditorChoice :)

today and yesterday , and day before, i was integrating Forest Center and GardenWalls:Utility...

i did the woodcutter, the forester, the gatherer, the herbalist, the hunter, and yesterday the lumbermill and the forest barn... from Forest Center
and yesterday i did the final touch on greenhouse, the stables, and the water well. today i already done the fodder farmers and the florist...
only left to do the fodder barn and the parfumery which should be done for that today.

and after i ll finish the nmt3.0 orchards and will integrate it in RK Edition :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 01, 2018, 02:30:56 PM
Fodder Barn done, i had to switch it to Custom 5 instead of Custom 7 Misc since the NatDiv Thatch is custom 5 :)
Title: Re: Red's new Work In Progress thread
Post by: montaiy on January 01, 2018, 02:53:22 PM
Looove the new greenhouse when do you think you will go live with your new stuff?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 01, 2018, 03:58:36 PM
Looove the new greenhouse when do you think you will go live with your new stuff?

i am not sure how long

i think i will offer a build when it will be fully operational and i will update it with more stuff.
there is alot of NMT 3.0 stuff to do and some parts will come as an update like ... corner multi-lvl housing... many profession buildings which should fit under the multi-lvl as floor 1 ... decorations... etc.


------------

garden walls utility has fully been integrated :) just finished the last 2 buildings : Florist and Parfumery :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 01, 2018, 04:45:26 PM
... corner multi-lvl housing... many profession buildings which should fit under the multi-lvl as floor 1 ...

And there was much rejoicing!!  :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 02, 2018, 01:17:02 PM
integration of Red Creamery and its cows done :)

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 02, 2018, 07:08:16 PM
another one included :) The Wood Butcher mod with a little lifting in its mesh textures :)
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 02, 2018, 07:38:49 PM
Hi Red,

Are you making your own megamod? (the big red mod?)

I haven't played since August so I'm not up to date with everything. Has all of your NMT content been updated to 3.0, or do I still need to use the old version of NMT too?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 02, 2018, 07:52:18 PM
Hi Red,

Are you making your own megamod? (the big red mod?)

I haven't played since August so I'm not up to date with everything. Has all of your NMT content been updated to 3.0, or do I still need to use the old version of NMT too?

This mod is not exactly a RK Megamod... but a RK EditorChoice mod :)

it will contain all NMT3.0 and everything else i did in other mods that i love the most
the other mods can be full integrated or only the best parts of those.

everything set up in one unique mod with its own theme/flavor.
i want this mod being a total remake with a new fresh look of the game.
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 02, 2018, 08:38:17 PM
So has everything in NMT been updated to 3.0? I know you have done some of it, but has it all been done? I'm trying to get my mod list up to date for a new game.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 02, 2018, 10:34:25 PM
no not everything has been updated to nmt30
doing it as i add them to this
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 02, 2018, 10:43:13 PM
bakery too is added :)
Title: Re: Red's new Work In Progress thread
Post by: HappyBubu on January 03, 2018, 01:54:06 AM
I have a couple of questions, if you don't mind, not directly pertinent to this thread.

Without CC I'm happily using the toolbar with all you mods' buttons and sub-buttons. Really enjoying because this way I know who made what, and because I can keep track of the production chain buildings. Yours work perfectly but I was a bit disappointed to see your Red Barn and the Ketchup Factory loose under the general production tab. Was that intentional? Will you change this when the new collection comes out?

My second question is: Did you ever posted/maintained a list with all your mods? I am hunting them down one by one but without a list it's really easy to miss quite a few.
Also I'd like to know if you ever published a mod order list, or just a post with a few hints. I'm struggling trying to order your mods in the best way.
I'm very new to the game and this forum, so even though I spend hours reading the forum's posts (more reading than playing actually  :o), it's not always easy to find answers.
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 03, 2018, 02:10:02 AM
Good questions. Lists are very helpful to us players when we are updating mods and trying to find the good new stuff. Especially with the big modders like Red who put out a lot of content.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 03, 2018, 02:11:27 AM
it was intentional because back in the day, we didnt got the community bar yet

yeah i really need to setup a list or a post with all the mods i made so far, there are so many.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 03, 2018, 04:36:19 PM
i added my RK specialized stockpiles and i added a new one. Iron+Minerals.
minerals contains all ores which is good for blacksmiths.

i also fixed an error of icons at Material stockpile which had worngly the coal icon on it, material has clay, sand....
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 03, 2018, 06:28:20 PM
so i was checking what i did made for fruit trees ... looks i added +15 more orchards when i worked on that

1 , apricot, was taking peach tree mesh since both fruit are kinda same
4 are tropical : coconut, bananas, pineapple and acai

i need to check my list to do i had on those. not sure how many i still need to do and also probably arent on that list yet : mostly nuts.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 03, 2018, 06:41:38 PM
i checked what i had in my .txt of whats left to do ....

and my list wasnt long : 1 more + a note to myself :

Quote
kiwi
more nuts

so what we are lacking about nuts ??

hazelnuts, cashews, almond ?? what else ?

oh and peanuts !! i just learned that peanuts are in reality , crops and the peanuts are inside the ground ! and it needs to be planted every year. i like that idea ! crop that can give proteins !
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 03, 2018, 07:21:00 PM
well i thought i only had kiwi to do... i just found a list i already prepared but put in a "pause state" in my resource.rsc file :

Code: [Select]
//"Template/NaturalResourceCranberry.rsc",
//"Template/RawMaterialCranberry.rsc",

//"Template/NaturalResourceDate.rsc"
//"Template/RawMaterialDate.rsc"

//"Template/NaturalResourceGrapefruit.rsc"
//"Template/RawMaterialGrapefruit.rsc"

//"Template/NaturalResourceGuava.rsc"
//"Template/RawMaterialGuava.rsc"

//"Template/NaturalResourceKiwi.rsc"
//"Template/RawMaterialKiwi.rsc"

//"Template/NaturalResourceKumquat.rsc"
//"Template/RawMaterialKumquat.rsc"

//"Template/NaturalResourceNectarine.rsc"
//"Template/RawMaterialNectarine.rsc"

//"Template/NaturalResourcePapaya.rsc"
//"Template/RawMaterialPapaya.rsc"

//"Template/NaturalResourceTamarind.rsc"
//"Template/RawMaterialTamarind.rsc"

//"Template/NaturalResourceMulberry.rsc"
//"Template/RawMaterialMulberry.rsc"

//"Template/NaturalResourceOlive.rsc"
//"Template/RawMaterialOlive.rsc"

//"Template/NaturalResourceQuince.rsc"
//"Template/RawMaterialQuince.rsc"

i still have alot to do LOL (plus the nuts)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 03, 2018, 08:00:34 PM
Must admit, I've long been curious about what you have planned for all of these new crops, RK.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 03, 2018, 09:42:14 PM
i gone back to add 1 more crop : Peanuts  ;D

like i said, peanuts are a crop, not an orchard ^^
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 03, 2018, 11:13:57 PM
 :) very nice.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on January 04, 2018, 12:00:45 AM
:) Maybe I shouldn't say but I love peanuts!
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on January 04, 2018, 01:35:15 AM
There will be new bakery house, blacksmith house etc like you maked in older version Red maybe?
Title: Re: Red's new Work In Progress thread
Post by: taniu on January 04, 2018, 02:53:08 AM
@ RedKetchup :D I have got some questions:
1.Old Bakery, Old Hunter, Old Biacksmith I will have to upload to NMT3?
2.Old Bakery has 2 items: Make Omelette and Make Quiche - they are not in the new Bakery or is it possible to add these 2 items?
3 Wood Bakery + Bakery plus will be as big as NMT2.04? Will I be able to play Wood Bakery and the new Bakery -NMT3?
4 Is "Ketchup Factory" - KETCHUP or adder to the NMT3 set ?, and maybe something will add paprika, fies, pasta, leczo with ketchup - it would be nice to make such a beautiful mod make only one product, especially that it is cook
5.Is Lime added?. Please .Regards
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 04, 2018, 04:31:56 AM
Oh, no!
Roasted peanuts and peanut butter!
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on January 04, 2018, 04:34:28 AM
Hey.. We got beer. Why not peanuts?  :D

...sorry...off-topic...
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 04, 2018, 03:01:40 PM
There will be new bakery house, blacksmith house etc like you maked in older version Red maybe?

i dont understand your question, @DesoPL .


@ RedKetchup :D I have got some questions:
1.Old Bakery, Old Hunter, Old Biacksmith I will have to upload to NMT3?
2.Old Bakery has 2 items: Make Omelette and Make Quiche - they are not in the new Bakery or is it possible to add these 2 items?
3 Wood Bakery + Bakery plus will be as big as NMT2.04? Will I be able to play Wood Bakery and the new Bakery -NMT3?
4 Is "Ketchup Factory" - KETCHUP or adder to the NMT3 set ?, and maybe something will add paprika, fies, pasta, leczo with ketchup - it would be nice to make such a beautiful mod make only one product, especially that it is cook
5.Is Lime added?. Please .Regards

This mod is all about all the things i leved the most in everything i did @taniu . so there wont be any ketchup. ketchup has been made because it was a special request made "in joke" and i found that joke pretty funny! but wont be placed into this mod. The Fruit Tree Lime has been already added along with Apricot.
i am not planning to add all those 20th century cooking recipes but i can add the omelet and quiche but thats all about it.

you know, you are not obligated to have all those fantasy recipes in every buildings. That helps to keep those "special" buildings very unique.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 04, 2018, 03:10:47 PM
i am not planning to add all those 20th century cooking recipes but i can add the omelet and quiche but thats all about it.

and also i would need to know who has those files about those 2 products (.rsc, .pngs, .fbx)


i found them inside rk old bakery code.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 04, 2018, 05:16:19 PM
So i added them (Quiche and Omelets) @taniu

i also added : Quince tree fruit, Olive tree fruit, and Mulberry tree fruit (Big thanks to @kralyerg  for the meshes and files)
Title: Re: Red's new Work In Progress thread
Post by: triangle on January 04, 2018, 06:35:29 PM
oh my,

I seem to have stumbled into the advanced class of modding by people who actually know what they are doing..

that peanut field looks good.. what mod is this going in?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 04, 2018, 07:19:52 PM
oh my,

I seem to have stumbled into the advanced class of modding by people who actually know what they are doing..

that peanut field looks good.. what mod is this going in?


in Rk EditorChoice mod.
and also NMTCrops when i ll update it  at the end with this crop
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on January 04, 2018, 11:56:45 PM
Ugh...

http://worldofbanished.com/index.php?action=downloads;sa=view;down=118

This alike i mean't.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 05, 2018, 12:01:50 AM
Ugh...

http://worldofbanished.com/index.php?action=downloads;sa=view;down=118

This alike i mean't.

if your question is : will i put a 2nd floor on those ?... nan, i wont
Title: Re: Red's new Work In Progress thread
Post by: taniu on January 05, 2018, 03:29:39 AM
@ RedKetchup  :) Thank you for the answer, I knew you would not add anything to the factory, but I tried to "smuggle" something - you're king and decide what you can personally add to your mods. Personally, I am very happy with each new, even small mod added to "Banished" - for me it's black magic - projects or writing commands for play. I belong to the older generation - there were no computers at that time. You're amazing, I can not wait for all the changes you've made to NMT3. I thank you with all my heart. I'm worried about you and your family, how are you [-41 degrees Celsius], but I think it's OK. I have rainy weather, although it is winter. Hot greetings for all modders and players, especially those living in Canada and the USA who are fighting in the harsh winter.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 05, 2018, 05:35:48 PM
orchard Cranberries done :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 05, 2018, 05:42:11 PM
How are you going to flood that orchard to harvest them?  :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 05, 2018, 06:08:24 PM
How are you going to flood that orchard to harvest them?  :D

there is 2 kind of cranberries plants
one is near ther ground and they harvest it with water and big machines, and there is one that are high and look more like trees or bushes. i did that one.

http://macphailwoods.org/wp-content/gallery/highbush-cranberry/highbush-cranberry.jpg (http://macphailwoods.org/wp-content/gallery/highbush-cranberry/highbush-cranberry.jpg)
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 05, 2018, 06:42:12 PM
Water cranberries would be interesting but it would have to be something like the CC rice grower and not a true crop, just a production building. Then you have the problem of it producing all year round.

Your cranberry bush fits in with all the other crops and trees much better.  :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 06, 2018, 04:37:24 AM
How are you going to flood that orchard to harvest them?  :D

there is 2 kind of cranberries plants
one is near ther ground and they harvest it with water and big machines, and there is one that are high and look more like trees or bushes. i did that one.

http://macphailwoods.org/wp-content/gallery/highbush-cranberry/highbush-cranberry.jpg (http://macphailwoods.org/wp-content/gallery/highbush-cranberry/highbush-cranberry.jpg)

I was not aware of that. I was just having fun in my previous post though, but thanks for that information.  :)
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 06, 2018, 12:49:58 PM
For anyone who wants to know how cranberries are grown:

https://www.youtube.com/watch?v=XZPXQ7nw_9Y

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 06, 2018, 02:07:37 PM
do you guys prefer the traditional low cranberry bushes ?
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 06, 2018, 02:39:05 PM
It doesn't worry me either way. I didn't know there were big ones until you made yours. I think a big cranberry pond would be interesting because there would be nothing else like it (and with moving transparent water it would look really great), but the bushes that you have made fit into the game better.

I just posted that video out of interest.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 06, 2018, 02:41:43 PM
the thing with the water, the crop need to grow dry all summer, it is not watered until the time to harvest it
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 06, 2018, 02:59:22 PM
also there is a problem with setup a plane of transparent water over the ground. it is the same problem that i met with setting a wood grid for grapes : the game turn the meshes around in an attempt to make each trees look different, and we cannot stop it to doing this. if i setup a 1x1 square of a water plane, the game will turn it into a lozenge. the only thing i can maybe do is a circle plane of water, but, or it wont cover all, or will too big and will overlap and go far outside the crop corners.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on January 06, 2018, 03:08:17 PM
I was actually thinking of this for a rice field.
Now I know there are problems
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 06, 2018, 03:22:43 PM
I was actually thinking of this for a rice field.
Now I know there are problems

keep in mind, it can be not that bad at all, you(we) need to try. maybe the exceeding water wont be too much apparent.

i did too thought that about rice but the project i've got in my mind was plants but also a bit of ground in center going abit up (maybe +0,1' high) and have a water plane at +0,06' which would make the water appear only between mini mount ground(at the base of the plants)... but i didnt tried it yet.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 06, 2018, 03:51:44 PM
i did a changed about my cranberry bushes, i lowered it alot to the ground and deleted everything that gone below the ground which made me save 30% of polygons. (from 1000 to 700)
even if they still cranberry "high bushes" they look again alot better :)

on the screenshot, i cant stop to stare at my flowers ^^ i cant believe they are looking so good :D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 06, 2018, 04:03:32 PM
Looks great, RK.  Fruit from a crop field will be a nice variation.
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 06, 2018, 04:21:00 PM
the thing with the water, the crop need to grow dry all summer, it is not watered until the time to harvest it

You could invent a new type of cranberry that grows underwater all year round. The game isn't 100% realistic. We already have tropical fruits growing in the snow, so permanently underwater cranberries isn't a huge stretch of the imagination. The only reason to do it though is because it would look great. Same with a rice paddy.

also there is a problem with setup a plane of transparent water over the ground. it is the same problem that i met with setting a wood grid for grapes : the game turn the meshes around in an attempt to make each trees look different, and we cannot stop it to doing this. if i setup a 1x1 square of a water plane, the game will turn it into a lozenge. the only thing i can maybe do is a circle plane of water, but, or it wont cover all, or will too big and will overlap and go far outside the crop corners.

I wouldn't make it a crop as such, because yes... lots of problems as you mentioned. A large building that looks like a flooded field would be easier. Sort of like your pond. But again, you have the problem of year-round production. Not realistic but some people don't care too much about details like that.
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on January 07, 2018, 07:24:46 AM
@RedKetchup  can't wait to play this mod. do you have a release date in mind?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 07, 2018, 12:22:24 PM
i dont. it is at minimum 1 month away for sure
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 07, 2018, 03:01:59 PM
Dates Orchard ?

edit: i made the leaves a bit more "yellow" "light green" "less darker"
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 08, 2018, 03:02:44 AM
it is like 4 times i start over and cannot do something i am satisfied....

this Orchard Grapefruit will stay that way. i am tired to retry
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 08, 2018, 03:12:19 AM
Both look amazing, Red. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 08, 2018, 05:26:58 AM
Both look amazing, Red. :)

it looks good but it doesnt look like a grapefruit tree :S
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 08, 2018, 02:29:12 PM
Both look amazing, Red. :)

it looks good but it doesnt look like a grapefruit tree :S

Looks good enough for this game.  :)
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 08, 2018, 02:35:58 PM
Both look amazing, Red. :)

it looks good but it doesnt look like a grapefruit tree :S
Don't worry. the bannies won't tell the difference.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 08, 2018, 02:47:36 PM
I think they do.  Maybe planted a bit denser than you usually see in real life groves but the trees themselves look good.

Reminds me of my grandfather, actually.  Had a couple of trees in his back yard and he'd take me out to pick breakfast, but you'd have to be up early or he'd have already done it. Think that was the highlight of his day.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 09, 2018, 05:50:26 AM
i ve put aside the orchards for a week.... before i get mad  :P :'(

i started the pit sand. my plan was to put those in creeks with a creek required running in the middle of it ....
but creeks are way too much unpredictable :( and most of the time, they even run mostly in diagonals. So i've changed my mind

i am making it so we will need to put those on the beach of the Big River. i guess they will work also on a lake.

i am around 60-80% done. there still a lot of details to put : where are the high ground levels meet the river, add some buckets on the working area... maybe some shovels... etc..
but mainly they will look like that.

btw, the claypits will use same mesh bit will use a more "red clay" texture.
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on January 09, 2018, 06:55:27 AM
Quote
if your question is : will i put a 2nd floor on those ?... nan, i wont

Okay, but still awesome work.
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 09, 2018, 07:46:43 AM
Wow, nice beach! ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 09, 2018, 09:32:39 PM
well !!! the Sand Pit has been added :)
and Sand resource has been created :) Thanks again to [CC] @kralyerg :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 10, 2018, 12:25:19 AM
I like that sandpit area.  Looks good. Aside from being a sandpit for resources, it looks like a nice little sunbathing beach!  ;D
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on January 10, 2018, 06:18:44 AM
 :) that was my same thought.  The sand pit looks very nice indeed.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on January 10, 2018, 06:38:02 AM
I can supply a beach umbrella :)

--- sorry RK, it was too tempting.  :D
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 10, 2018, 08:35:46 AM
It could be worst... a nudist beach!
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 10, 2018, 03:32:47 PM
... a nudist beach!

Where? Where?  :D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 10, 2018, 04:36:54 PM
... a nudist beach!

Where? Where?  :D

Ever been to a nude beach?

I'll just put it this way:  Be careful of what you wish for. :P

Sandpit looks great, RK!  Shore buildings are fun.  Actually, kind of reminds me of this place I paddle at.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 10, 2018, 06:24:48 PM
... a nudist beach!

Where? Where?  :D

Ever been to a nude beach?

I'll just put it this way:  Be careful of what you wish for. :P

Actually I have, a few times when I lived in California back in the late 60's/early 70's.  ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 10, 2018, 09:47:20 PM
so i changed a bit my mesh : changed the sand buckets on the ground by the sand resource. not only i saved up 1k polygons, i also put like +28 of those on the mesh :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 10, 2018, 10:05:58 PM
and i chose those textures for the new clay pit :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 10, 2018, 10:15:08 PM
at the end, the fact you need space on the river for clay pits and sand pits, it will make it more interessant  :)
we will need to keep up some space for these and not put all trading posts ^^

we will need to choose or we put a pit, or we put a trading post at that spot  :)
we will able to put up to 6 workers (stonecutter profession) per pit  :P
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 10, 2018, 10:35:08 PM
Any chance of going with generic workers with these?  The NMT clay pit kills people left and right, being a mine I guess.  I've started using a storehouse lately to avoid it. Or trading.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 10, 2018, 10:37:33 PM
Any chance of going with generic workers with these?  The NMT clay pit kills people left and right, being a mine I guess.  I've started using a storehouse lately to avoid it. Or trading.

yeah i guess i can :)
someone working in a clay pit or sand pit and being crushed by a rock.... not so realistic lol
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 10, 2018, 11:13:29 PM
I guess there's some danger involved.  Probably shouldn't listen to me because I usually don't mine for that reason, either. Lol
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 10, 2018, 11:31:26 PM
I guess there's some danger involved.  Probably shouldn't listen to me because I usually don't mine for that reason, either. Lol

nan, you're right ^^ i dont like "crushed by a rock" neither :) i dunno what i ll put ... maybe a insolation :P
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 11, 2018, 06:23:30 AM
MAL,you need the safety hole mod that lowers the accident and mine deaths. i believe i got that mod from NEXUS.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 11, 2018, 03:25:40 PM
Used that for a while but pretty much stopped mining anyway because they are all limited and I hate dealing with it.  Plus gives you something to get a trade economy going for. Thanks for the reminder, though.  Would definitely help with the clay pit.

Although, one thing that's kind of fun, EB's 2nd Production Set has a shorehouse...If you use that for clay, the set has a glass making chain and that's pretty cool for a trade good.  Been playing a lot of colonial-ish themes lately and glassware fits that nicely...Was a common good in the American colonies. Charburner looks cool with the kilns, I sometimes throw Red's iSeeFire bonfires in with them and necora's smelter...Makes for a nice rustic production area with lots going on, different smoke, etc.  Kind of animates things in a game with no animated buildings.

I'm assuming RK is doing sand with this for glass, too, so that will be awesome, too.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 11, 2018, 05:45:12 PM
yeah doing sand for glass :)

so i added and modified just a little bit the medieval kiln ....
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 11, 2018, 06:20:56 PM
Looks great, Red. Is that a new fence to match the shore stuff?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 11, 2018, 07:07:18 PM
same style of fence that is also inside all forester center buildings
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 11, 2018, 07:10:06 PM
Awesome.  Looks great.  I really like the wood color you've used for all of this.  Goes nicely with your terrain mod.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 11, 2018, 07:17:55 PM
Awesome.  Looks great.  I really like the wood color you've used for all of this.  Goes nicely with your terrain mod.

agree :)
it is from the wood wall texture i am using since a good while...

started to design the Glass Maker building now :)
with same fence ^^
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 11, 2018, 10:49:39 PM
i made like 60% so far in my new GlassMaker shop :)
Title: Re: Red's new Work In Progress thread
Post by: DesoPL on January 12, 2018, 12:42:59 AM
Can't wait for full release, because it's gonna be awesome!   :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 12, 2018, 02:43:30 PM
hmmmm.... i need to do my code, cant wait to see that :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 12, 2018, 03:59:07 PM
Love it, RK.  :)  The extended furnace you can see on the side is a really nice touch.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 12, 2018, 04:42:55 PM
Love it, RK.  :)  The extended furnace you can see on the side is a really nice touch.

it makes it totally different of anything i did, i like to innovate :)

how it looks in game :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 12, 2018, 04:45:18 PM
Looks amazing!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 12, 2018, 04:45:59 PM
Looks amazing!

soon we will get a beta test :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 12, 2018, 05:04:37 PM
Looks amazing!

soon we will get a beta test :)

Always down for testing.  Sitting here debating starting a new map or sidetracking to the other game I've been hooked on since I've been playing Banished pretty solidly for a couple months.  Weekend!  I always keep an eye on the forums, regardless, so when you're ready I'm at your service, sir. :)

This set is going to be so fun.
Title: Re: Red's new Work In Progress thread
Post by: pappa on January 12, 2018, 06:13:45 PM
This set will be awesome what a skill you have Red
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 12, 2018, 08:01:59 PM
soon we will get a beta test :)

I'd be up for that.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 12, 2018, 10:51:22 PM
BETA TEST 01 is RDY for anyone who want to try :)

just send me a PM to get the link to download.
I dont want to post it now in clear yet because a non compatible mod has been launched yesterday and i dont want to take people out of it for just a BETA :P

sending link to the 2 person who said they want to test ^^ @Hawk  and @Maldrick


EDIT: I personally go play with it LOL
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 12:08:25 AM
Awesome, thank you RK. :)

I'll get into it shortly.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 12:11:22 AM
Awesome, thank you RK. :)

I'll get into it shortly.

i found a bad smoke point so i made Beta test 02.zip :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 12:22:56 AM
Got it. :) Thank you.

Question...Just ran thru the menus...There's a harvest button for wild foods...Do we need New Flora or anything not contained in the mod to take full advantage of everything?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 12:36:03 AM
everything is working by itself. you dont need something in particulary.

keep in mind, if you add another mod that change the starting conditions / terrain textures.... only the first one on the list will be effective.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 12:43:06 AM
OK sounds good.  I'm just going to play it alone because there's so much.  Will help for keeping an eye out for issues.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 12:47:45 AM
oh you can add what you want to it !! feel free :D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 12:56:52 AM
I will on the next one. :)

Thanks again.  This is going to be fun!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 01:06:04 AM
i hope you dont find it too hard on the learning curve ^^

and i hope you play with music ON !!!!!!  :D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 01:36:32 AM
The music is good. :)
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on January 13, 2018, 04:22:59 AM
Oh great, beta testing, I hope all goes well.  Wish I had time right now to help.  :(  The mod is looking great.   :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 04:34:29 AM
Oh great, beta testing, I hope all goes well.  Wish I had time right now to help.  :(  The mod is looking great.   :)

i played 3hrs so far :) at 2X all the time (thats my speed ^^)

i found again like 5-6 things to fix ... i ll prepare tommorow a Beta test 03.zip file

things fixed:
tried to get rid of moiré inside the Sand Pit : failed lol
missing icon of the stable window : fixed
moved back the builders of greenhouse a bit : fixed
missing small icons of all vanila resources : fixed
tried to reduce the spawn rate of flowers : reduced the numbers by 2.
reduced the number of logs required to make lumber : reduced from 5 to 2 and doubled required time.
huge map settings option ( 640'x640' ) was missing from the menu : fixed
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 04:40:18 AM
I've just reloaded my start about 5 times to work out an optimal start. Bunch o' stuff on the ground!  It's cool though.

One for your list I noticed when I was just screwing around before...Mine lists Copper but the name is missing. Only the icon shows.

Only real bug I've seen so far.  This is fun working out what to do with all this stuff at the start.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 04:44:47 AM
One for your list I noticed when I was just screwing around before...Mine lists Copper but the name is missing. Only the icon shows.

oh ya , i added the option to mine copper ore in the mine...
but forgot to make a new menu for it.


thx.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 05:10:29 AM
Going to have to restart again. lol

Not sure what it is, but there are 2 green baskets on the ground where I was trying to build a blacksmith that don't clear.  Couldn't figure out why they stopped clearing so I removed the building and tried all the harvest tools on them.  Nothing marked them.  Also checked to make sure nothing was at limit and I had open storage...That was all good.  Nothing wants to clear those two baskets.  Never seen that before and thinking it's a bug.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 05:20:18 AM
the baskets are or herbs or flowers. they both go in a barn. did you start at medium ? not sure if a cart accept herbs and/or custom7

id you had carts... i can add cart support
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 05:31:33 AM
Hard start.

Actually, I had the start cart and a forest barn.  That was probably the problem.  Thanks!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 05:33:37 AM
Hard start.

Actually, I had the start cart and a forest barn.  That was probably the problem.  Thanks!

gonna add custom flag support for the vanilla cart :)
in fact i absolutely need to do it anyways
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 05:36:59 AM
Awesome!

I noticed fodder is woodfuel.  What flag is flowers?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 05:39:37 AM
Awesome!

I noticed fodder is woodfuel.  What flag is flowers?

flowers custom 7


i am fixing the mine.... and i should already fixed the cart.... when everything good, i ll send link for Beta Test 03.zip :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 05:46:04 AM
Ah, great!  Thank you.  I'll hold off on this one then.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 05:51:02 AM
I was just getting ready to start playing when I read about beta 3.
I'll hold off until it's ready.   :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 05:59:09 AM
I was just getting ready to start playing when I read about beta 3.
I'll hold off until it's ready.   :)

should be in few minutes... i think i finally fixed the iron mine limits... i need to check first
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 06:03:29 AM
Found a crash bug, RK.  Placed a Bakery just messing around and game crashed when I clicked on it.

Don't rush.  We're here to help you with this stuff.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 06:07:04 AM
Found a crash bug, RK.  Placed a Bakery just messing around and game crashed when I clicked on it.

Don't rush.  We're here to help you with this stuff.

gonna go check that
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 06:12:46 AM
Don't rush.  We're here to help you with this stuff.

Agreed! If you want to take more time with the next beta, that's fine. Don't rush. That's how mistakes happen.  ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 06:15:46 AM
Don't rush.  We're here to help you with this stuff.

Agreed! If you want to take more time with the next beta, that's fine. Don't rush. That's how mistakes happen.  ;)

nan i am fixing the bakery.... and will be good unless you found another one like the bakery
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 06:18:15 AM
I checked everything else just to see.  Bakery is the only one I found.

Didn't place the houses besides the wooden and stone ones on the main bar but other than the NMT houses I checked everything else, that is.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 06:21:22 AM
ok

uploading beta 03
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 06:25:40 AM
ok

uploading beta 03


link sent :) HAVE FUN !!!

Bugfixes: things fixed:
tried to get rid of moiré inside the Sand Pit : failed lol
missing icon of the stable window : fixed
moved back the builders of greenhouse a bit : fixed
missing small icons of all vanila resources : fixed
tried to reduce the spawn rate of flowers : reduced the numbers by 2.
reduced the number of logs required to make lumber : reduced from 5 to 2 and doubled required time.
huge map settings option ( 640'x640' ) was missing from the menu : fixed
crash when clicking on bakery footprint : fixed
copper text in the menu and the limits ribbon from the IronMine: fixed
Storage cart was missing custom flags support: fixed
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 06:32:26 AM
Next thing to do : add windmills/watermills to grind grains and make flour ^^
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 06:32:49 AM
Awesome, thank you.  Will load it up now. :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 06:35:26 AM
I'll download it as soon as I finish this post, but I did load up the previous version and what I've seen so far looks great. Looking forward to playing the new beta.  :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 06:40:20 AM
Next thing to do : add windmills/watermills to grind grains and make flour ^^

Pretty sure Old Bakery has a windmill, for @Hawk or anyone else testing.  Just loaded it, myself.
Title: Re: Red's new Work In Progress thread
Post by: The Pilgrim on January 13, 2018, 08:50:48 AM
Red, if you are adding a watermill for grain, would you please do one for lumber, if you hadn't already. Watermills were far more commonly used as sawmills than windmills.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 09:09:32 AM
Red, if you are adding a watermill for grain, would you please do one for lumber, if you hadn't already. Watermills were far more commonly used as sawmills than windmills.

ok :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 09:33:36 AM
Well, I'm 5 years into a map and so far, so good. I've not run into any problems. But then again, I haven't built much. I'm playing like I normally play. Kind'a slow. LOL!

I'm sort of undecided about the music. I like it, but I like the original too. The original music sounds a bit more destitute, like it's a tough beginning, but the music you added is a bit more lively; more medieval.

I've built the following so far:

Blacksmith
Blueberry Orchard
Broccoli Field
Fishing Dock
Forester Lodge
Gatherers Hut
Hunting Cabins (2)
Lumbermill
School
Tailor
Wood Cutter

The only other mod I have installed is GimmieCat's Flatten Terrain mod.

I do have a couple of questions. What do we do with flowers? Are they just for trading or have I not built something yet that uses them. Same with thatch, but I think I remember reading that there is a purpose for thatch but I just don't remember what that was.
Edit 1: I see now that you use flowers to make perfume.

Also, as for copper tools; wouldn't they be less dependable than stone? Copper is a pretty soft metal. Going by the order of tools in the selection list for the Blacksmith (screenshot #1 below), it gives the impression that copper tools are better than stone tools.
I can see the copper alloy tools being a bit better than regular iron.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 09:54:33 AM

I do have a couple of questions. What do we do with flowers? Are they just for trading or have I not built something yet that uses them. Same with thatch, but I think I remember reading that there is a purpose for thatch but I just don't remember what that was.

For the flowers you can build a parfumery. but also you need a water well (not the simple vanilla well, but the water well to get the edible water). with both you can make perfume which is a very nice selling items. Note: to be able to build the parfumery you need lumbers and glassware.
the water well needs lumber and stones.

with the thatch, you can heat homes as a firewood power, and you can build the stables. In the stables, you feed horses with thatch-fodder and water and you will get some fertilizer.
with fertilizer and water, you can get very nice food from Greenhouses all year long. Keep in mind, you need alot of glass to build the greenhouses.
with a stable you should be able to sustain 5-6 greenhouses


Also, as for copper tools; wouldn't they be less dependable than stone? Copper is a pretty soft metal. Going by the order of tools in the selection list for the Blacksmith (screenshot #1 below), it gives the impression that copper tools are better than stone tools.
I can see the copper alloy tools being a bit better than regular iron.

copper is a very rare metal spawn, you will get alot less of copper ore on the map to compare iron ore. note you can also build the mine in order to get copper ore.
if you craft copper tool, they are a bit less good than the iron tools. but if you make the copper alloy iron tool, they are better. they are not the steel tool (with coal) but just a bit less good of those.

iron tools durability = 100, the steel = 200 , the copper alloy are 180. they are a very nice alternative to steel tools which takes 2 coal.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 09:58:14 AM
Thanks @RedKetchup. That's a big help.  :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 10:29:56 AM
tried to get rid of moiré inside the Sand Pit : failed lol
For me, that moiré is only seen with shadows on, if that helps any.
With shadows set to low and none I don't see it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 10:52:10 AM
usually, moiré comes alive in this game where there is another surface within 0,1' just under....

but this has none. nothing on the side , nothing under. and the real ground is a full tile below.... i dont know, maybe the game doesnt like planes without a bottom.
in next days i ll try to make a box instead to see if there is a change.

i personally play with shadows at max lol
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 10:57:29 AM
With my old antiquated rig I have to play with shadows off.  :( If I turn shadows on it's like a slideshow for me.
I have 8 GB of RAM but my processor is only 2.4 GHz and my vid card is an old GeForce GT 240 with 512 MB VRAM.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 02:32:20 PM
Would the Forester gather more logs if they didn't have to gather flowers and fodder-thatch?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 03:53:43 PM
Would the Forester gather more logs if they didn't have to gather flowers and fodder-thatch?

the job of the forester is plant and harvest trees. but when he plants, at the exact same tile it has something there, he needs to harvest what is there so he can plant his tree.
his job isnt gather flowers or fodder-thatch but if he need to clear the tile so we can have a tree, he needs to do it.

since now you also have flowers / thatch / copper on the ground  .... for sure you see him clear a flower/thatch and thats normal. but he is not there for that
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 03:54:54 PM
I've played this first map for 15 years now and have built almost everything there is to build, with the exception of the Florist, which I didn't see a need to build since the Foresters gather more flowers than logs. I've got more flowers than I know what to do with, and I'm making perfume to trade in the Trading Post.
I also didn't build the Bakery, since there's no way to make flour without adding a separate mod.

I've not noticed any problems with anything. I did have to turn my graphic settings down a bit more than usual (no shadows, but I normally run with no shadows anyway). This mod put a bit of a hurt on my poor old antiquated rig. LOL! I think it's all the flowers and grass.

Everything looks good and seems to play well. I like it.
I've only tried the one Terrain Type and Size so far. I do want to look at the others though, but right now I've got to get a bite to eat and take a nap.  :)

Edit 1: OK! You were posting st the same time as me. I guess once the Forester gets all the flowers and thatch out of the way it won't grow back, so they can then spend their time gathering logs and planting trees?
 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 03:56:57 PM
so you liked it ? will you continue to play  with this mod ? does it worth it ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 04:03:11 PM
Yes, I did like it. I will continue to play it but I'll be swapping back and forth between this one and The North. I like them both.
The North isn't quite so hard on my computer too.  ;) But that's OK. I still like this mod enough to deal with the lowered graphic settings. .

Great Job!  ;D

Edit 1: BTW! I like those 3 story houses.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 05:01:58 PM
Edit 1: BTW! I like those 3 story houses.  :)

once the start basement of the town done with resources around, go ahead and start the glass / lumber chains. unlike the wood/stone/iron chains which will always deplecate by razing all things near, you get unlimited resources created from the earth, a slow but very stable pace of resources. And then, you continue to build and develop by choosing Advanced building and Lumber/bricks/glass housing alongs with the other resources that are now thinner and more rare in stock.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 05:15:27 PM
Very fun so far. I keep restarting at about 5 years because I'm having fun changing start order and trying different things.  Had some things to do this afternoon but I'll be back at it this evening.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 05:49:59 PM
once the start basement of the town done with resources around, go ahead and start the glass / lumber chains. unlike the wood/stone/iron chains which will always deplecate by razing all things near, you get unlimited resources created from the earth, a slow but very stable pace of resources. And then, you continue to build and develop by choosing Advanced building and Lumber/bricks/glass housing alongs with the other resources that are now thinner and more rare in stock.

Yes, I'm already making glass, brisks, lumber and roof tiles. I'm not sure what you mean by Advanced building though.

I'm up to 20 years now on this map. Starting mining for coal so I can better tools and stuff.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 05:59:29 PM
Yes, I'm already making glass, brisks, lumber and roof tiles. I'm not sure what you mean by Advanced building though.


advanced buidings is everything that needs lumber/bricks/copper/glassware/glass/etc.. which are not primary resources but secondary and tierce production materials.

there are many and will have more to come.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 06:03:34 PM
Ah! OK! I'm already building the advanced buildings then.  :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 13, 2018, 06:33:55 PM
Would the Forester gather more logs if they didn't have to gather flowers and fodder-thatch?

the job of the forester is plant and harvest trees. but when he plants, at the exact same tile it has something there, he needs to harvest what is there so he can plant his tree.
his job isnt gather flowers or fodder-thatch but if he need to clear the tile so we can have a tree, he needs to do it.

since now you also have flowers / thatch / copper on the ground  .... for sure you see him clear a flower/thatch and thats normal. but he is not there for that

i like this concept. NECORA added similar with the pine  mod and TOM has tried it with the north,though i admit i haven't tested yet. the old way if their was food,a blueberry bush,roots,etc; the banies would throw it away when planting trees. weith the pine mod bird nests and traps got tore out by the laborers and the eggs and furs were wasted.now laborers can clear traps as they find them and gather more items. foresters are also less destructive now. think of it this way,your wife goes out to pick blueberries and sees your trap has caught a rabbit. do you want her to come home and rwait for you to get home from work and then tell you? by now it probably is dark. or do you prefer her to bring the rabbit home at least? LOL.

    that being said if something is overpowering like the flowers please mention that.you guys are doing a lot of testing and finding bugs. it is much appreciated.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 06:57:46 PM
I went back into this map I started and treated the flowers and fodder like stone and iron/iron ore.
Red did include a button to harvest fodder and flowers so I just harvested the flowers and fodder from within the forester radius.
Now the foresters don't gather that stuff but instead spend their time planting and cutting. I don't think they actually cut more trees but it's a nice physiological play.  :)

You can trade flowers at the trading post for 1 unit. You can also make perfume with flowers and trade that for 8 units.
To make perfume you only need flowers and water.

The flowers do make the map look pretty though.
 
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 07:01:07 PM
that being said if something is overpowering like the flowers please mention that.you guys are doing a lot of testing and finding bugs. it is much appreciated.

The jury's still out but after doing a few different starts I'm kind of getting a feeling the ground spawns are a tad too dense.  Not so much that the variety is bad, necessarily, but there's just so much of everything it takes quite a while to slog through it all if you're trying to get forestry going properly.  In fact, on the next one I think I'm going to start with fishing to buy some time for that instead of going my usual route.  Because you need to build everything else too, and that's slower because of the amount of things that need to be cleared, also.

Also, some intermediary construction buildings would be very helpful.  Maybe slower and less efficient than the full size version.  I've got my start reasonably dialed in but have yet to get a tailor up before running out of coats.  Which is fine, just tweaks the OCD a bit.  It's going to be a challenge for people who like getting schools up early.  And it would be cool to be able to hold off on building the full size versions in your actual town.  The ones I'm building early will probably be demolished later.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 07:24:00 PM
thanks for all the insights :)
i already made a little changed. in the past i really wanted to get some colors and get a nice cover of flowers and back in that time, i made them kinda immortal (-1 everliving)
so i took it back now and make them dying like a tree

even if the spawn is slower, the fact they will always stay there, with years, they keep stacking. so the flora will be more moving , changing and refreshing.



but before to make an update, i want to add the mills so we can make some flour and bakeries going on :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 07:26:18 PM
I went back into this map I started and treated the flowers and fodder like stone and iron/iron ore.
Red did include a button to harvest fodder and flowers so I just harvested the flowers and fodder from within the forester radius.
Now the foresters don't gather that stuff but instead spend their time planting and cutting. I don't think they actually cut more trees but it's a nice physiological play.  :)
 

Actually, that reminds me of something that occurred to me earlier...If you are clearing everything, there's the usual tool for that.  But if you want to clear everything but trees for forestry it takes like 6 passes with the individual tools.  Some combo tools would be handy.  Like one for stone, iron, and copper and another for fodder, flowers, and food?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 07:31:07 PM
Flour! YAAAAYY!  ;D

I think I built the school about year 3, but I never did run out of clothes. Nope! Not me! I ran out of tools. LOL! Go figure that one out. LOL!
I started on Medium starting condition with 40 tools and 30 clothes and had to built a lumber mill for lumber to build the tailor and still ran out of tools before clothes.

Actually, that reminds me of something that occurred to me earlier...If you are clearing everything, there's the usual tool for that.  But if you want to clear everything but trees for forestry it takes like 6 passes with the individual tools.  Some combo tools would be handy.  Like one for stone, iron, and copper and another for fodder, flowers, and food?

You would then have to make smaller passes because the Bannies will have more to gather in one pass. Might work out about the same.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 07:32:10 PM
thanks for all the insights :)
i already made a little changed. in the past i really wanted to get some colors and get a nice cover of flowers and back in that time, i made them kinda immortal (-1 everliving)
so i took it back now and make them dying like a tree

even if the spawn is slower, the fact they will always stay there, with years, they keep stacking. so the flora will be more moving , changing and refreshing.



but before to make an update, i want to add the mills so we can make some flour and bakeries going on :)

Very cool, Red.  It's mostly just an observation from a few hours of play.  Right now I'm just playing around with different starts and it occurred to me it might be a bit too dense. That's not to say it is though. It takes a bit to unchain your thinking from old approaches.  Thinking there might be new creative ways to utilize it all that's completely different from the usual.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 07:39:33 PM
Flour! YAAAAYY!  ;D

I think I built the school about year 3, but I never did run out of clothes. Nope! Not me! I ran out of tools. LOL! Go figure that one out. LOL!
I started on Medium starting condition with 40 tools and 30 clothes and had to built a lumber mill for lumber to build the tailor and still ran out of tools before clothes.

Haha yeah, that's pretty much what it comes down to, it seems.  Tools vs clothes.  With a hard start, at least.  Which is why I'm thinking about starting with fishing on the next one.  It's almost reflexive to go with a forest cluster at this point...what I always do.  But with the amount of clearing involved it may be smoother to go fishing for food early, streamline the early buildings, then go for forestry.

We shall see. Back at it shortly. It's super fun experimenting with all of this.  Thank you, again, RK. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 13, 2018, 07:53:21 PM
Like one for stone, iron, and copper and another for fodder, flowers, and food?

it wouldnt make it too easy ?
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 08:00:19 PM
Like one for stone, iron, and copper and another for fodder, flowers, and food?

it wouldnt make it too easy ?

Would it?  I don't really equate that with difficulty.  Just saves time having to go over the same area multiple times with the removal tools.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 08:02:54 PM
Totally random question...What flag is processed copper?  Iron?  I know the ore is minerals but made a note to double check where the finished copper goes so I use the right stockpile.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 13, 2018, 08:04:57 PM
Copper goes in the Construction Stockpile.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 13, 2018, 08:11:59 PM
Copper goes in the Construction Stockpile.

Awesome, thanks. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 12:32:18 AM
haha i think i reduced the grass and flowers too much by taking out the immortality ^^
i know i had grass and flowers around when i started.... and after 6-7 years i was wondering ... why i dont have any fodder... and i look around on the map, i almost saw nothing ^^ i saw some to remember me : it is ON ... but thats it lol
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 01:21:22 AM
Eek!  Don't go crazy with it, RK.  Or change it at all if you're happy with it.  Was just an observation after a few hours of play. Feels like it slows things down a lot but that's not the worst thing necessarily. Extra challenge is good.

I was just mentioning it as it was something I'd noticed being a big difference. But that's not necessarily bad, either.  Mostly curious what others thought when playing, really.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 01:34:55 AM
keep in mind, the struggle can come from where you start. start next a big huge meadow.... and you will struggle with it like pesky herbs ^^
last time it was a pretty  forest i started.

but still i look all over the map after 6 years iand i was seeing 1 spawn here and a spawn there in another zone ^^
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 05:42:04 AM
Still playing with different starts.  So fun!  I'm bound and determined to get a solid start on Hard where I don't run out of anything.  Keep trying different approaches and they all go a bit differently.  Really interesting how you can mix this up.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 06:05:16 AM
Still playing with different starts.  So fun!  I'm bound and determined to get a solid start on Hard where I don't run out of anything.  Keep trying different approaches and they all go a bit differently.  Really interesting how you can mix this up.

GLAD to hear :)

me... it didnt gone well LOL

in this one.......
it was the only barn i had. 50 copper alloy tools, all my students... and all my 5000 food..... all gone lol ( i did quit after the 16th death  :( ) (it started inside the blacksmith building, the toolmaker was too much negligent)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 06:17:56 AM
A fire like that can really wipe you out early in the game. For that matter, it can put a hurt on you later in the game.

I should try to try and play with disasters on one day.  :-\ It's been so long.  ::)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 07:23:12 AM
Still playing with different starts.  So fun!  I'm bound and determined to get a solid start on Hard where I don't run out of anything.  Keep trying different approaches and they all go a bit differently.  Really interesting how you can mix this up.

GLAD to hear :)

me... it didnt gone well LOL

in this one.......
it was the only barn i had. 50 copper alloy tools, all my students... and all my 5000 food..... all gone lol ( i did quit after the 16th death  :( ) (it started inside the blacksmith building, the toolmaker was too much negligent)

Oh no! LOL  That's brutal.

I finally juggled out a super smooth start, got all the essentials built.  Just a school to go after this next house and I'm set on the basics, I think.  But, go figure, the hunter has gone a year with no kills.  Deer everywhere AROUND the circle but they know where not to go, it seems.  Down to 2 coats from start so hopefully soon.  Might just stick another in town till I can get the next cluster started.

Question...Am I losing my mind or did the school require Lumber before? Change it with this version?  Could have sworn it needed Lumber yesterday.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 07:24:36 AM
Still playing with different starts.  So fun!  I'm bound and determined to get a solid start on Hard where I don't run out of anything.  Keep trying different approaches and they all go a bit differently.  Really interesting how you can mix this up.

I just tried a hard start, without disasters, and lost most of the Bannies near the end of the first winter.
Maybe adding some smaller 'start' type buildings would help a bit, like a deer hunter and a smaller tailor and blacksmith; maybe a smaller woodcutter.
That would make the need for other mods less, or one would have to be very, very good at this game.  :)

Just thinking out loud.  ;)   
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 07:25:36 AM
A fire like that can really wipe you out early in the game. For that matter, it can put a hurt on you later in the game.

I should try to try and play with disasters on one day.  :-\ It's been so long.  ::)

Yeah, I'm with you, Hawk.  Besides the first week I played Banished I don't think I've played with disasters on in any city builder since like SimCity 2k or something.  25 years ago? lol
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 07:27:42 AM
I finally juggled out a super smooth start, got all the essentials built.

On hard? Good job. You're a better man than I.  ;D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 07:33:29 AM
I finally juggled out a super smooth start, got all the essentials built.

On hard? Good job. You're a better man than I.  ;D

Yeah, on Hard but we'll see how it goes.  I did it by building houses slower than I usually do so we'll see what kind of population hell this creates in a few years. lol
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 07:36:42 AM
I can't get through the first winter on hard, Peaks Plains. Course - I've only tried once so far.  ::)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 07:50:36 AM
I can't get through the first winter on hard, Peaks Plains. Course - I've only tried once so far.  ::)

The gotcha for me was trying to get everybody housed the first year...They hoard food and fuel in houses so trying to accommodate that I wasnt getting a smith up fast enough to not run out of tools. So by only building a couple houses the first year it kept that more manageable and I was able to skip the woodcutter the first year by harvesting fodder.  Took a lot of juggling but seemed to work.

We'll see how it goes with population though.  This is a lot slower than I've gotten used to lately but is about how I used to do my starts so should be okay.  Now I just need the hunter to bag some leather.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 07:52:44 AM
Fodder for heat.  :o Now that's a good idea, and I suppose what it's supposed to be for, at last in the beginning.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 08:04:09 AM

Question...Am I losing my mind or did the school require Lumber before? Change it with this version?  Could have sworn it needed Lumber yesterday.

nan, from the start it never required lumber but the costs are lower cause you dont get alot of iron bars from the start.


I just tried a hard start, without disasters, and lost most of the Bannies near the end of the first winter.
Maybe adding some smaller 'start' type buildings would help a bit, like a deer hunter and a smaller tailor and blacksmith; maybe a smaller woodcutter.
That would make the need for other mods less, or one would have to be very, very good at this game.  :)

Just thinking out loud.  ;)   

bah all basic food buildings dont require advanced contruction material, they should be easy still to build. i prefer not to make it too easy neither....


I can't get through the first winter on hard, Peaks Plains. Course - I've only tried once so far.  ::)


i hate "hard" cause you need to setup a gatherer building from the start and then assign 4 of your 6 adults on it. you are stuck with 2 laborers/job_changers for a good while, and that all year long. nothing gets cleared :S
i prefer alot a crop. in medium, i put 8 of my 10 of farming and in winter... i get a very powerful force which will go clear zones.

i need to setup a new hard for me ^^ like "medium-Hard" , a cart, few resources in the cart, but +1 crop random (no orchard, no livestocks... just 1 crop)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 08:09:42 AM
i hate "hard" cause you need to setup a gatherer building from the start and then assign 4 of your 6 adults on it.

I'm starting with a fisherman and hunter. Maybe I should try a gatherer.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 08:14:08 AM
so. since my village burned to hell.... i started a new map. and i love this map !
this is a map with alot of forest every side but north that has a big lake. it is nice to put some sand pits and clay pits later on. Vey dense forest all around.


you should try it :
Very Large, Peak's Plain map , 905 978 387 (i dont think the fact it is at medium, fair , did put disaster OFF : has something to do with the map)

I love it, it is very ..... rustic :)


btw , i think i found a good setup for the % grass spawn chance and specially flowers. i am at year 4 and i have 32 flower in my barn. i dont hunt them , but just by clearing making my settlement.... i didnt got 500 flowers lol

Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 08:18:01 AM
Yes, I'm going to try that seed. Thanks!  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 08:18:42 AM
Yes, I'm going to try that seed. Thanks!  ;D

let me know if at hard it change something :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 08:29:26 AM
Medium or hard it's the same map. Like you mentioned, I don't believe the Climate, Disasters or Starting Conditions change a map. Only the Seed number, Terrain Type and Size.

I'm going to play this on medium.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 08:36:33 AM
you get bad temperature the first autumn but after that it is generous. you also have 2 big packs of deers to the left and 1 between barn and lake.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 08:37:02 AM
Do the Fresian cows give milk without the cowsgivemilk mod? I know the default cows don't with your mod.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 08:40:32 AM
you also have 2 big packs of deers to the left and 1 between barn and lake.
Apparently map seed number doesn't determine deer seed. I found 2 deer (not packs-single deer) to the left and that's all. No other deer within reasonable distance.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 09:18:43 AM

Question...Am I losing my mind or did the school require Lumber before? Change it with this version?  Could have sworn it needed Lumber yesterday.

nan, from the start it never required lumber but the costs are lower cause you dont get alot of iron bars from the start.


I just tried a hard start, without disasters, and lost most of the Bannies near the end of the first winter.
Maybe adding some smaller 'start' type buildings would help a bit, like a deer hunter and a smaller tailor and blacksmith; maybe a smaller woodcutter.
That would make the need for other mods less, or one would have to be very, very good at this game.  :)

Just thinking out loud.  ;)   

bah all basic food buildings dont require advanced contruction material, they should be easy still to build. i prefer not to make it too easy neither....


I must be losing it, then. :P  Could have sworn that required Lumber before.  Now I'm wishing I'd educated earlier but think I'm going to stick with this one.  Maybe. lol

Yeah, they are good....Once you get over the initial hump it goes pretty smoothly.  Just like any game, I guess, but just feels a bit slower because of the extra clearing and needing to get some lumber together for a tailor.  But being able to use fodder as fuel kind of balances it out.  Might have to try an easy or medium start for fun.  Been ages since I've done one.  Kind of into this one but kind of wouldn't mind getting a school up earlier, too.  So, maybe I will when I get back later.

Having a lot of fun with this. Thanks again, Red. :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 10:06:12 AM
@RedKetchup

Had a thought earlier.  I'm assuming the baker in this one uses the same recipes as your earlier bakers?  You mentioned adding a windmill for flour.  Be worth adding an apiary, also?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 03:39:17 PM
Might have to try an easy or medium start for fun.

I'm not a big fan of Easy starts. I don't like houses being pre-built. I just don't care for the position of them.  ;D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 07:06:59 PM
Might have to try an easy or medium start for fun.

I'm not a big fan of Easy starts. I don't like houses being pre-built. I just don't care for the position of them.  ;D

Same. That's why I never use them. Even medium I never like where the barn is.  But while I'm mixing it up with this might be a fun change.  I'm interested to see how much easier it is than a hard start with this.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 07:10:10 PM
A few posts back I asked this but I'm guessing my post got overlooked.

Do the Fresian cows give milk without the cowsgivemilk mod? I know the default cows don't with your mod.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 07:12:50 PM
Do the Fresian cows give milk without the cowsgivemilk mod? I know the default cows don't with your mod.


sorry i was sleeping... almost 10hrs lol

cows :
vanilla cattle : no milk, double meat/and leather when they die
Fresian cows : milk , are black & white. give half beef / and leather when they die
Red Fresian : milk , are RED & white. give half beef / and leather when they die

this is the system i used in RedCreamery:Cows

But being able to use fodder as fuel kind of balances it out. 

yeah it balance out for the start, but keep in mind you need it for the stables


@RedKetchup

Had a thought earlier.  I'm assuming the baker in this one uses the same recipes as your earlier bakers?  You mentioned adding a windmill for flour.  Be worth adding an apiary, also?

yeah i think, i ll need to add the mevieval apiary as qck as the mills.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 14, 2018, 07:20:45 PM
sorry i was sleeping... almost 10hrs lol

You deserve it with all the work you've been dong.  :)

Thanks!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 08:42:57 PM
i personally have so much fun with it :) alot of thrill
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 09:00:40 PM
i personally have so much fun with it :) alot of thrill

Very glad to hear that.  It's been super fun to play with. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 09:14:21 PM
question : ever anybody but me always wished to have a "kill button" on a citizen window ? LOL
i wish sooooo much  :(  ;D
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 14, 2018, 09:24:48 PM
hahaha  ;D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 09:57:44 PM
question : ever anybody but me always wished to have a "kill button" on a citizen window ? LOL
i wish sooooo much  :(  ;D

There's always one, isn't there? :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 10:36:15 PM
starting to add some new buildings to it.... i am at Windmills :) for the flour
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 11:37:30 PM
original Medieval Windmill added :) in 4 different alternate "F" models

few changes... the stone texture... the fence color... the roof tiles...
oh and i added flour made from rye :)


Next the Watermill
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 11:40:21 PM
original Medieval Windmill added :) in 4 different alternate "F" models

few changes... the stone texture... the fence color... the roof tiles...
oh and i added flour made from rye :)

Looks really good!

I think Oats is in the set, too?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 14, 2018, 11:52:15 PM
I think Oats is in the set, too?

oh right, forgot that one !!


EDIT: Done, added :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 14, 2018, 11:55:57 PM
I think Oats is in the set, too?

oh right, forgot that one !!


EDIT: Done, added :)

Awesome!  I know that because I was messing with a start that had oats.  Couldn't make flour. lol
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 01:22:28 AM
lol you will do once this beta 04 will be rdy :)
almost done the watermill :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 15, 2018, 02:16:49 AM
Very cool.  Looking forward to it. :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 15, 2018, 03:38:09 AM
Me too.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 03:38:29 AM
Medieval Watermill done :)

Next : Medieval Apiary :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 15, 2018, 03:39:42 AM
Cool! ;D   Will there be a waterwheel for lumber?
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 15, 2018, 03:49:18 AM
Medieval Watermill done :)

Next : Medieval Apiary :)

very nice :) i always loved that building - both actually, apiary and watermill.

Is the watermill faster than the windmill?


 ;)  I think my celtic village will look good upon that terrain and played with your upcoming mod.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 04:42:24 AM
they are both at same speed ... should I ?
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 15, 2018, 05:05:12 AM
Depends on the speed of the streaming wáter or the wind.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 05:14:41 AM
if because the wind mill has no contraint of where it can be placed, while the watermill needs a river absouletely.. i think it should be normal it produce more

although ... river in winters should be ... iced lol (even if our is not^^)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 15, 2018, 05:50:30 AM
Love it, Red.

Yeah, I think the old NMT watermill took 3 workers and was slightly more productive than the windmill?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 05:56:32 AM
Love it, Red.

Yeah, I think the old NMT watermill took 3 workers and was slightly more productive than the windmill?

oh ya i can do that

edit: done. 3 workers, +50% faster
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 06:25:04 AM
Medieval Apiary done :)

changed the textures and reduced size from 8x8 to 6x6. also boosted a bit the production : +20% faster should give 1600/year
and took out the happiness attraction
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 15, 2018, 06:30:34 AM
Love the wood look.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 08:16:22 AM
Added Mevieval Pond :) with Bartender Moving Water ™


one model with fences... the other without :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 15, 2018, 08:54:04 AM
Completely forgot about the pond!
Title: Re: Red's new Work In Progress thread
Post by: markfamily on January 15, 2018, 12:13:06 PM
This looks great one question any ideas how it will play with other mods like cc, ds mods and Necora's mods. Keep up the great work
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 12:57:23 PM
This looks great one question any ideas how it will play with other mods like cc, ds mods and Necora's mods. Keep up the great work
it will play fine with those, but only the first one on the top will decide the map generation and starting conditions
Title: Re: Red's new Work In Progress thread
Post by: markfamily on January 15, 2018, 01:18:08 PM
Thank you for the reply. One last question when do you think we will be able to play with this.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 01:38:20 PM
the beta is already available, just need to send me a pm if you want to beta test it .....

i am adding thing everyday till i get a dozen of beta build. then will open release it as live . it will have enough stuff to call it live.
and then i will continue to update the live with more stuff. i have all nmt 2.0 to upgrade to 3.0 to include. and many other mods i did that i like and wish to play with it.
Title: Re: Red's new Work In Progress thread
Post by: markfamily on January 15, 2018, 01:59:02 PM
That would be great even more so as I have a week off from Wednesday will send a pm now, thank you very much. I have only just started posting today but been reading the forum for quite a while, just been encouraged to post as everyone seems so friendly and helpful so many thanks
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 15, 2018, 02:51:28 PM
i encourage you to keep posting :) you are lucky, you arrived for beta test 04 :)
link sent  8)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 15, 2018, 03:00:09 PM
Thank you, RK. :)

Welcome aboard, @markfamily :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 15, 2018, 05:26:01 PM
while you are updating, is there a reason you splt the ouptut of the apiary instead of giving both beeswax and honesy at the same time? and don't forget to turn off the loitering attraction. the kids don't want to be stung.
Title: Re: Red's new Work In Progress thread
Post by: taniu on January 15, 2018, 07:37:24 PM
@RedKetchup .I have a question and at the same time a request - will Rye be added - is on The North? ,Please :(
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 15, 2018, 08:13:23 PM
Did you mean to dial the flowers back this much? Most of them are just these little green plants.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 16, 2018, 12:51:52 AM
while you are updating, is there a reason you splt the ouptut of the apiary instead of giving both beeswax and honesy at the same time? and don't forget to turn off the loitering attraction. the kids don't want to be stung.

bah the way to choose honey or beeswax was set long time ago. i did turn OFF the attraction.

@RedKetchup .I have a question and at the same time a request - will Rye be added - is on The North? ,Please :(


Yes Rye has been added and you can also make flour from Rye (Oats too)


Did you mean to dial the flowers back this much? Most of them are just these little green plants.

but still i tripled the spawn chance, and set to die at 8 which is still longer than trees (trees has 5 as number). took out the effect of immortality changed alot.
but you are here to test how it goes.... i can add some decimals to the numbers.
Title: Re: Red's new Work In Progress thread
Post by: taniu on January 16, 2018, 03:21:29 AM
@RedKetchup :D Thank you :D
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 16, 2018, 04:09:19 AM
Found a seed I like and about to start a new one with Beta 4.  Excited to see the new stuff.  Might be snowed in today. :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 16, 2018, 06:04:26 AM
Did you mean to dial the flowers back this much? Most of them are just these little green plants.

but still i tripled the spawn chance, and set to die at 8 which is still longer than trees (trees has 5 as number). took out the effect of immortality changed alot.
but you are here to test how it goes.... i can add some decimals to the numbers.

I like it because I can now turn up my graphics settings for this mod, now that you've dialed back on the fodder and flowers. I had to turn them down a good bit in the previous Betas.

I do miss all the color though. 

All in all, this version is playing very well. And thank you for the wind and water mills to make flour and other goodies.  ;D Will you be adding a water mill for lumber?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 16, 2018, 06:33:15 AM
All in all, this version is playing very well. And thank you for the wind and water mills to make flour and other goodies.  ;D Will you be adding a water mill for lumber?

i will at some point for sure


i am playing different settings already... i get more flowers like that
but still previously before beta 4, i optimized abit those grass and flowers.

for example, the grass that is looking like wheat... i made them pass from 1400 to 900 which is a save of 35%
the flowers are kinda the same height as the grass and we notice them alot less

the settings i am playing i made the stats more look like onion although i placed them at 3 times the tree life.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 16, 2018, 07:10:37 AM
That's looking pretty good.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 16, 2018, 09:12:06 AM
i was not satisfied of the natural Copper Ore meshes.... i did some new ones :)
they are more equally in size as the Iron Ore meshes
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 16, 2018, 09:23:23 AM
That looks good.  :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 16, 2018, 04:21:25 PM
Medium or hard it's the same map. Like you mentioned, I don't believe the Climate, Disasters or Starting Conditions change a map. Only the Seed number, Terrain Type and Size.

Going way back to this post I made in this topic, I did a quick test and it turns out that Terrain Type doesn't change anything in regards to Map Seed number, when you have terrain types of different nature, such as in your Mod @RedKetchup.
Here's a screenshot of Plains and Peak's Plains with the same seed number.

So it would seem that only Map Seed and Terrain Size make a different map when you have just basic terrain types like this mod does.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 16, 2018, 04:32:53 PM
i was not satisfied of the natural Copper Ore meshes.... i did some new ones :)
they are more equally in size as the Iron Ore meshes

Did you mean to eliminate the Collect Copper Ore button from the toolbar? It's gone in Beta 5.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 16, 2018, 09:07:22 PM
i was not satisfied of the natural Copper Ore meshes.... i did some new ones :)
they are more equally in size as the Iron Ore meshes

Did you mean to eliminate the Collect Copper Ore button from the toolbar? It's gone in Beta 5.

of yeah , Clear Iron clear them all. it was in test :P you will probably see why at some point :P
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 16, 2018, 11:20:06 PM
Question...Is Watermellon a fruit or a vegetable?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 16, 2018, 11:43:23 PM
Question...Is Watermellon a fruit or a vegetable?

fruit
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 16, 2018, 11:49:09 PM
Awesome, thanks :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 12:30:31 AM
i like so much the beta05 that i m building on it; i am expanding and adding tons of new stuff :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 17, 2018, 01:55:54 AM
Got a pretty good start...Looking good.  The ground spawns seem a lot more balanced than before.

What's the gold and silver for?
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 17, 2018, 01:58:27 AM
Ack...I just now saw the new beta 5 in my inbox.  Have already started a new one.

Is the harvest copper button the only change?  If so I'm going to stick with the old one till I start a new one.

Edit:  Sorry, I misread that.  No new download. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 02:38:19 AM
Ack...I just now saw the new beta 5 in my inbox.  Have already started a new one.

Is the harvest copper button the only change?  If so I'm going to stick with the old one till I start a new one.

Edit:  Sorry, I misread that.  No new download. :)

yeah the beta 5 is for the balance and new minerals :)

beta 6 in a week will have the copper tool back which will becomes copper and new minerals, the iron will be only for iron
also there will be tons of new spawns too in the 06 :)
Title: Re: Red's new Work In Progress thread
Post by: markfamily on January 17, 2018, 05:47:26 AM
There seems to be one or two problems with this and cc the copper and silver are different and come up twice I have cc below this but should I have done it the other way around
Title: Re: Red's new Work In Progress thread
Post by: grammycat on January 17, 2018, 06:00:21 AM
I also like the beta 5 and cannot express how much I'm enjoying this mod.  The textures are just right, the starts are beautiful, love the music-just a lovely mod. I have one question-are you going to add the black roof texture for all production buildings and school? 
BTW-thought I would add that it works with the New Flora mod if you put that above yours and doesn't affect your start conditions.  You just have to build the 2 buildings to gather the resources.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 06:34:56 AM
I also like the beta 5 and cannot express how much I'm enjoying this mod.  The textures are just right, the starts are beautiful, love the music-just a lovely mod. I have one question-are you going to add the black roof texture for all production buildings and school? 
BTW-thought I would add that it works with the New Flora mod if you put that above yours and doesn't affect your start conditions.  You just have to build the 2 buildings to gather the resources.


seems to work perfectly with the new flora :)
you still get both flowers and wild things :)

i didnt intended to put a dark roof on all productive buildings... it was my way to set things so you can know right away what is an housing and what is a commercial/production building just by the roof.
should I ?


Edit: what you mean by have to build the 2 buildings to gather resources ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 06:46:30 AM
There seems to be one or two problems with this and cc the copper and silver are different and come up twice I have cc below this but should I have done it the other way around

thats 2 different things : CC = Silver, RK = Silver Ore. the silver from CC is very very very common and worth nothing : 3 value
mine worth hundreds of value and is extremly very rare.
probably same for gold


are you playing CC on top of the mod list ? or RK on top ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 06:48:10 AM
I also like the beta 5 and cannot express how much I'm enjoying this mod.  The textures are just right, the starts are beautiful, love the music-just a lovely mod.


i am VERY VERY HAPPY to hear that :)
and with new flora, it adds up for a very beautiful world :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 17, 2018, 06:51:21 AM

i didnt intended to put a dark roof on all productive buildings... it was my way to set things so you can know right away what is an housing and what is a commercial/production building just by the roof.
should I ?


Edit: what you mean by have to build the 2 buildings to gather resources ?

I like both roofs but would love the option of the dark one on the new stuff.  It's unique and has a stands out in a good way.  Love that look, actually.

I think what @grammycat is referring to are the buildings that come with New Flora.  The mod includes a flax gatherer building, a "new foods" gatherer, and a wild honey gatherer.  The vanilla gatherer doesn't collect those things so you need the buildings.  You could say better than I, of course, but I assume they have to be coded into the buildings because the only ones I've seen that collect those are kid's Forest Outpost and Necora's pine stuff.  Everything else I've played with you need the new flora buildings.

Actually, I've intentionally not tested outside of actual play and haven't used other mods with this because I want to get a feel for the flow of it alone, but since this comes up, I wonder how your flax will jibe with new flora...I've had it show up twice with certain combos of mods before.  Since your NMT tailor recipes include flax that could be really cool to have handy.
Title: Re: Red's new Work In Progress thread
Post by: markfamily on January 17, 2018, 06:54:43 AM
Thank you for the reply I have rk on top of everything apart from age mod and a few bits, loving the mod and thank you for your hard work
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 17, 2018, 06:56:21 AM
Oh, reminds me, something I noticed you might want to be aware of...

The one I'm playing now was an Easy start, which isn't my usual, but fun for a change.  Easy starts start with 5 or 6 houses.  The houses being loaded are the "NMT Little Houses" not the new wood houses.  Which is fine because they are the same, except the NMT ones don't have an upgrade button.  For people who do easy starts that might be helpful.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 07:20:16 AM
I think what @grammycat is referring to are the buildings that come with New Flora.  The mod includes a flax gatherer building, a "new foods" gatherer, and a wild honey gatherer.  The vanilla gatherer doesn't collect those things so you need the buildings.  You could say better than I, of course, but I assume they have to be coded into the buildings because the only ones I've seen that collect those are kid's Forest Outpost and Necora's pine stuff.  Everything else I've played with you need the new flora buildings.

Actually, I've intentionally not tested outside of actual play and haven't used other mods with this because I want to get a feel for the flow of it alone, but since this comes up, I wonder how your flax will jibe with new flora...I've had it show up twice with certain combos of mods before.  Since your NMT tailor recipes include flax that could be really cool to have handy.

oh ok. yeah i personally edit the vanilla gatherer, one for the new mesh... and 2 i have plans also to gather other kind of food that is already setup in beta 06


about the flax, i use the CC flax files (NMT does too) so ... if Tanny used it too... should be all compatible




Thank you for the reply I have rk on top of everything apart from age mod and a few bits, loving the mod and thank you for your hard work


Ok great ! if you use CC on top, you wont get any of my stuff that spawns when the map is created. also the music...............




Oh, reminds me, something I noticed you might want to be aware of...

The one I'm playing now was an Easy start, which isn't my usual, but fun for a change.  Easy starts start with 5 or 6 houses.  The houses being loaded are the "NMT Little Houses" not the new wood houses.  Which is fine because they are the same, except the NMT ones don't have an upgrade button.  For people who do easy starts that might be helpful.

oh right, i need to change that !!! thx
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 07:51:22 AM
i will need to do some things also to counter some "sneaky dirty effects"  ??? ;D ::)  from Tom Sawyer The North mod (even placed below RKEditorChoice)
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on January 17, 2018, 10:27:18 PM

I have come across a problem with your RKEditorChoiceEdition and the Forest District mods. I am using CC:Journey with RKEditorChoiceEdition above and the Forest District between the two. (Mod list and load order below). I really like Black Liquid's work and the effort the @kralyerg has put into stand alone modules many of the components.

The Black Liquid work is fantastic and I keep hoping to see more stand alone modules made available. Why they seem to have abandoned their work and site is a speculation I chose to no delve into here.

I really like the editor and would like a little guidenance in where in the load order Forest District should be placed. Currently I receive dots for all of the stand alone districts and the main district container does not appear at all. Would like to be able to use both. Very fine work.

My mod list:

RidiculousStorage
RKEditorChoiceEdition
NMTForestCenter
ColonialCharterJ
banishedUItownnames
banishedUImaps
banishedUImod
banishedUImt
banishedUIprofessions
Gridlines
Hunting
Radius
oneyearisoneyear
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 11:21:00 PM
Place NMT Forest Center ontop of Editor you will have access to all forest center items.
 i need to update the Lumbermill of Forest Center though, the numbers arent the same (it has the cc numbers which doesnt make sense to me)

You need to keep in mind that all the Forest Center items are in "Community Toolbar". In last beta of Editor i've move the Editor Lumbermill to the community icon. i shouldnt have done that and should have stayed in the vanilla resource toolbar. the effect you get is you see 2 lumbermill icon. 1 is from the Center, 1 is from the Editor at same place.

all the editor items (which were originally from center) are inside the vanilla toolbars and they are replacing the vanilla items made from Luke.



the intention is : include mods in Editor, in parts or in entirely. but if you want to use the original mod... it should be placed on top, always.



*** EDITED ***
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 17, 2018, 11:24:55 PM
This mod is a total conversion that has only been in beta for less than a week.  It's still being reworked in many ways and RK has said he's going to be adding new things during the coming weeks and months.

Which is not to say that it won't or shouldn't be compatible with CC or other mods.  But how about we give him some time and space to work on his own content before complicating it with how it works with other mods?  We need to be looking for bugs, balance issues, and possible changes and additions to suggest for this mod, right now.  It's still very early, yet.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 11:26:04 PM
oh and for Black Liquid crew.... they are preparing the new MegaMod which will be soon available. only @kralyerg  is still working on the game, the others are kinda out.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 17, 2018, 11:29:10 PM
This mod is a total conversion that has only been in beta for less than a week.  It's still being reworked in many ways and RK has said he's going to be adding new things during the coming weeks and months.

Which is not to say that it won't or shouldn't be compatible with CC or other mods.  But how about we give him some time and space to work on his own content before complicating it with how it works with other mods?  We need to be looking for bugs, balance issues, and possible changes and additions to suggest for this mod, right now.  It's still very early, yet.

yeah exactly. only 1 mod will never be compatible with this (absolutely 0% compatible) is The North. CC is still some kind of compatible, like 80%, you just cant get the terrains and starting contidions.
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 18, 2018, 12:00:08 AM
i need to update the Lumbermill of Forest Center though, the numbers arent the same (it has the cc numbers which doesnt make sense to me)

@RedKetchup , what are the Lumber production numbers you are using?

:)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 12:00:17 AM
NMT3.0Series: Forest Center for 1.0.7 version 3.3 *Updated*

3.3 UPDATE:
- Changed the numbers of the Lumbermill stand-alone and Lumbermill District. instead to use 5 logs to make lumbers, you only need 2 logs now.


http://worldofbanished.com/index.php?topic=1996.msg44324#msg44324 (http://worldofbanished.com/index.php?topic=1996.msg44324#msg44324)
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 18, 2018, 12:01:22 AM
ahhh :) very good.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 12:02:18 AM
i need to update the Lumbermill of Forest Center though, the numbers arent the same (it has the cc numbers which doesnt make sense to me)

@RedKetchup , what are the Lumber production numbers you are using?

:)

From Lumbermills :
Code: [Select]
ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialWood.rsc";
int _count = 2;
}
]

ComponentDescription _produceMaterial = "Template/RawMaterialLumber.rsc";
ResourceLimit _resourceLimit = Custom5;
}
]

float _workTime = 4.0;
ToolType _toolType = Axe;
int _workRequired = 6;
}


from rawMaterialLumber.rsc:
Code: [Select]
int _lowCreateCount = 4;
int _highCreateCount = 5;
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 18, 2018, 12:03:35 AM
 ;D thanks

that looks good to me. I was thinking of doing something similar also.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 12:07:54 AM
;D thanks

that looks good to me. I was thinking of doing something similar also.

the problem is you get 5 lumber from 5 logs. and you process that so fast you get out of logs in a blink of the eye.
with 5 from 2, you spend less logs, you double the production which is in line of everything i usually do : process it and get double. another thing i always found weird, from a tree you should get like 10-20 planks of woods and maybe more

Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 18, 2018, 12:30:06 AM

another thing i always found weird, from a tree you should get like 10-20 planks of woods and maybe more


Always struck me as odd, too.  Or only 4 firewood from an entire log with an educated worker.  Not very educated if you can't figure out how to get more than 4 pieces of firewood from an entire tree. :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 12:37:57 AM

another thing i always found weird, from a tree you should get like 10-20 planks of woods and maybe more


4 pieces of firewood from an entire tree. :P


they are very very big firewood for a big fireplace ^^
Title: Re: Red's new Work In Progress thread
Post by: taniu on January 18, 2018, 02:11:35 AM
@RedKetchup :D I have a question about what is the "RKEditorChoiceEdition" mod - is this a testing tool for professionals? or added mod to the game - I do not see that this mod was published? Can I also test it as a player? Please answer Greetings
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 02:33:47 AM
@RedKetchup :D I have a question about what is the "RKEditorChoiceEdition" mod - is this a testing tool for professionals? or added mod to the game - I do not see that this mod was published? Can I also test it as a player? Please answer Greetings

This is the next mod i am doing presently, a big mod which regroups all the things i've done and i liked the most. i am trying to make them all work together in an immersive atmosphere and i am creating alot of little things all around in hope to ciment everything :)

some people offered to me to help and test it. They report and comment what they think about it and report things they find.

it is in beta and there will be alot of changes as the beta goes on. most of the time, the saves arent compatible with next beta and often they have to be deleted. and restart over.
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 18, 2018, 03:12:14 AM
Is it posible to obtain two objects from the same process? i.e. Lumber and splintwood(firewood). I remember a mod which provided a mine producing alternatively iron and coal as a choice few years ago.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 03:26:00 AM
yes with
Code: [Select]
int _initialProduct = 0; // -1 for all products
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 18, 2018, 03:42:29 AM
Is it posible to obtain two objects from the same process? i.e. Lumber and splintwood(firewood). I remember a mod which provided a mine producing alternatively iron and coal as a choice few years ago.

Thought about something like that as there are often byproducts in all types of production.  And it would be really cool to have more of in the game.  Imagine the problem, though, would be the multiple flags involved.  Typically, the need for firewood is constant and grows.  Moreso if you trade with it.  Lumber only gets used in construction and even with relatively inefficient production it's pretty easy to make a lot more of it than you use, in my experience.  So if you are relying on that one building to supply both you could run into a sneaky firewood crisis because the construction cap was reached if you aren't keeping an eye on it.  Or vice versa if your construction outpaces your firewood consumption.
Title: Re: Red's new Work In Progress thread
Post by: taniu on January 18, 2018, 03:54:43 AM
@ Redketchup :DThank you for the explanation - it's a pity - for professionals . if I can add my thought - please - if you can change the tanning of houses not only with wood, but also with coal, coke, feathers, reeds and even acorns - a lot of wood is used - "Banished" at the beginning  also coal for heating houses was used  - it's a shame to cut out a beautiful forest or --- maybe something like Patch? Regards.
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 18, 2018, 04:25:25 AM
@RedKetchup Thanks! I just wanted to mention it in case other modders want to do that.

@Maldrick You should consider the firewood obtained like that as an extra supply besides the production of woodchoppers.
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on January 18, 2018, 06:03:44 AM
Thank you for you response .


Please forgive me if it appeared that I was being critical of your work. That was not the intention. I was seeking guidance because I thought I had make a mistake.


In the future I will await posts from @Maldrick before I ask for assistance.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 18, 2018, 09:25:52 AM
@Kristahfer I was just saying that the mod is extensive and has only been in beta for a few days with a lot more content to be added, is all.  Wasn't meant to be a criticism.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 18, 2018, 05:14:20 PM
Did you mean to eliminate the Collect Copper Ore button from the toolbar? It's gone in Beta 5.
of yeah , Clear Iron clear them all. it was in test :P you will probably see why at some point :P

I took a quick break to test something in The North, but I'm back to your mod now.

I haven't seen a reason yet to collect iron ore and copper ore with one button yet, but I'm not sure I like two separate buttons instead of one.  ;)

Also, is the gold ore and silver ore just for trading? Will there be some way to convert them from ore, or is that even necessary?
 
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 18, 2018, 06:00:52 PM
@Hawk should the gold and silver ore be comatible with the my precious mod?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 18, 2018, 06:42:06 PM
I don't know. I haven't tried your mod. I'm running Red's mod alone to better test it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 07:01:14 PM
@Hawk should the gold and silver ore be comatible with the my precious mod?

Also, is the gold ore and silver ore just for trading? Will there be some way to convert them from ore, or is that even necessary?

no it wont unfortunatly because i think a silver ore at 3 value (and gold at 10)... is kinda low if it would been higher....
my plan is making a foundry, smelt those (wont be the blacksmith though) and get another layer , Jewelry Maker, which will turn those into jewelries :)


Collect Iron Tool : will be back again for only Iron Ore.
Collect Copper Tool : will Collect Copper but also Collect Other Minerals



Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 07:06:58 PM
@ Redketchup :DThank you for the explanation - it's a pity - for professionals . if I can add my thought - please - if you can change the tanning of houses not only with wood, but also with coal, coke, feathers, reeds and even acorns - a lot of wood is used - "Banished" at the beginning  also coal for heating houses was used  - it's a shame to cut out a beautiful forest or --- maybe something like Patch? Regards.

bah i made some effort for this. not only wood stone and iron is used for building materials: i added Bricks, i added Rooftiles a while ago. i added Lumber, i added Glass, i added Thatch (1 building so far...) some buildings needs also Copper...

about heating houses : now bannies can use Thatch as equal as Firewood... they still can use Coal (unless you use a mod to deny it)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 18, 2018, 09:26:12 PM
RED would your mod just override the trade values of the "my precious mod"? @Hawk i won't take the credit for making the mod it is called " my precious" .LOL
curious cause the silver pferring is used for the frontier fort pieces.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 18, 2018, 10:39:32 PM
RED would your mod just override the trade values of the "my precious mod"? @Hawk i won't take the credit for making the mod it is called " my precious" .LOL
curious cause the silver pferring is used for the frontier fort pieces.

yes
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 19, 2018, 02:46:20 AM
Unfortunately it looks like my gaming computer died so my gaming days are over, unless it turns out to be a cheap fix.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on January 19, 2018, 03:16:38 AM
Unfortunately it looks like my gaming computer died so my gaming days are over, unless it turns out to be a cheap fix.

:(

I can only recommend one thing; adult children. They are very good in repairing and maintaining computers cheap (a good meal is the normal payment). They also buy new computers now and then, even if the old ones aren't broken. So you can inherit a reasonable new computer from time to time. ;)
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 19, 2018, 03:24:39 AM
Wow, that's terrible! :(
I was about to tell you to test RK's mod with other mods too.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 19, 2018, 05:12:03 AM
thats so sad !!!!  :'(  :'(  :'(
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 19, 2018, 05:29:31 AM
Unfortunately it looks like my gaming computer died so my gaming days are over, unless it turns out to be a cheap fix.

Hate to hear that, Hawk.  Hope you get it sorted out.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 19, 2018, 05:58:03 AM
@Nilla - Know any good adult children in my area? My wife and I never had any kids. We're in our 60's now so I don't see that happening.  ;D

It could be the power supply. If that's all it is, I could probably fix that. Anything more would be beyond my financial means.

It sounds and feels like the hard drive starts spinning, and all the cooling fans run (4), as does the fan on the processor heat sink, but the fans on both the video cards don't run. Which tells me neither card is getting power.
I seriously doubt both cards would go bad at the same time, unless it was a power supply issue to begin with.

I'm going to do some testing this afternoon and see if I can find the problem. I did build this computer about 10 years ago so it's actually quite surprising that it's lasted this long. I have replaced the RAM and vid cards but that's all. Everything else id as it was when I built it.

I still have my Internet computer but it's not capable of gaming, and it's a Dell.  >:( It was free though so I guess I can't complain.  ;D
Title: Re: Red's new Work In Progress thread
Post by: grammycat on January 19, 2018, 07:19:45 AM
I hope you get it fixed Hawk.  I never used a pc until my husband died in 1999, but it's filled a lot of lonely nights for me since I discovered it.  If you have any pc repair shops in your area, they sometimes have used or refurbished parts.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 19, 2018, 07:22:09 AM
Thanks for all the well wishes folks. I might take it up to a local shop and see if they can troubleshoot it. Depending on what they find will determine on whether it gets fixed or not.
Since retiring, my wallet has thinned out quit a bit.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 19, 2018, 08:04:07 AM
Hawk, maybe you will be able to play Banished on your Dell computer.  I don't have a special "gaming computer", just a Dell PC that uses Windows 7.  It plays Banished fine.  It takes a long time to load if I have a lot of mods, but after that, no problem.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 19, 2018, 09:00:37 AM
@RedKetchup Just realized while playing that neither of the markets stock anything production related, just the basic food, tools, clothes and fuel.  Thought I'd check to see if this was intentional.  Think you mentioned that you were going to be fleshing out the NMT stuff so we will eventually be getting the specialized markets?

My layout was based around having production supported by markets so I'm going to bag this one.  Couple of other things I'd like to do differently too.  Thinking I might add EB's Materials Store for the next one as a workaround.

Just thought I'd ask what you had planned for this.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 19, 2018, 09:03:01 AM
Oh, also, wanted to note that Silver Ore and Gold Ore are going in Construction stockpiles rather than Minerals.

Looking forward to seeing what you have planned for that. :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 19, 2018, 09:54:49 AM
Hawk, maybe you will be able to play Banished on your Dell computer.

I have considered giving that a try, but even if the Dell will run Banished, it most assuredly won't run The Long Dark, and I like that game too.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 19, 2018, 06:39:17 PM
the market is intentional, they only store what bannies need for their home and their life quality. it will be eventually some industrial markets.
about ore, gonna go check in an hour or 2... i am presently in the design of the open sky mines. i asked the meshes to CC and i am taking them as base for my meshes. i redraw them completly, but the CC ones are my model. they will look very similar, although they will have around 18% of original polygons.

while at it, i have a question.

i want to do 3 mines. and we have : Iron, Copper, Coal, Stone, and other rare minerals like Gold, Silver and Gems. the rare ones will only go in a total random 3rd mine which will have all those names. but i need help for the 2 first ones:

iron, copper, coal and stones. i need to pair them by 2. do i put coal with iron ? and copper with rocks ? or i do other combinations ?
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 19, 2018, 08:29:36 PM

the market is intentional, they only store what bannies need for their home and their life quality. it will be eventually some industrial markets.


Cool, cool.  Thank you.  Just thought I'd ask about that.  I'll load EB's Materials Store for the next one.


i want to do 3 mines. and we have : Iron, Copper, Coal, Stone, and other rare minerals like Gold, Silver and Gems. the rare ones will only go in a total random 3rd mine which will have all those names. but i need help for the 2 first ones:

iron, copper, coal and stones. i need to pair them by 2. do i put coal with iron ? and copper with rocks ? or i do other combinations ?


Ya, I see your dilemma.  It could go any way, really, depending on personal preference.  On one hand, it would seem logical to keep the metals together and coal / stone in the other.  But then, iron / coal traditionally go together in the game so people might expect that.  Or there could be some realistic geological thing that makes more sense with either of those combos or a different one, but couldn't really say.  Not really sure, honestly.  I'd be interested in hearing what others have to say about it.

It's great you are using the flat mines.  Always thought those were cool in CC.  Interested to see what you do with them.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 19, 2018, 08:56:18 PM
yeah thats a dilemna, and i need answers/thought soon since i tend to put on the mesh what you should get ( for example, there are sand buckets on the sand pit, there is clay buckets in the clay pit...)
so if it is a Iron/copper mine... i need to put iron ore and copper ore on the mesh. and put stones on the stone mine ^^

the mesh created isnt finished yet. i reproduced the CC open mine but i need to personalize it to RK way of to do things :)
i added my traditional fence all around, and designing now the resources on the floor mesh so you can get a visual of what you are expecting of this mine :)
Title: Re: Red's new Work In Progress thread
Post by: grammycat on January 19, 2018, 09:02:21 PM
I did some online research and iron ore and copper can be found together in some mines.  Also as a coal miner's granddaughter, I can tell you that stone and coal definitely go together-think of all the blasting of rock done to get at the coal veins.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 19, 2018, 09:13:32 PM
I did some online research and iron ore and copper can be found together in some mines.  Also as a coal miner's granddaughter, I can tell you that stone and coal definitely go together-think of all the blasting of rock done to get at the coal veins.

Cool  8)  8)  8)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 19, 2018, 09:20:44 PM
And there we have it!  Nicely done, @grammycat. :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 20, 2018, 05:11:42 PM
@RedKetchup - I managed to get Banished installed on my Internet computer. It doesn't run as well as it did on the gaming machine, but it does run.

I built a few of the 3 story houses and noticed the builders were taking a long time to build one of the stories. Checking the build window could explain why (see the attached screenshot). You should check the 3rd story build cycle settings.  ;)
I do apologize but I don't remember exactly which one it was.  :-[
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 20, 2018, 05:20:09 PM
I went back and figured out which one it was.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 20, 2018, 06:05:41 PM
Woah ! thanks you !

thats kind of typo errors i love my beta testers find  :o ;D

yes it was written 540. was 50 and i selected the 5 to replace by a 4 ... but it didnt worked out well ^^
very good finding :)

fixed, it will be in the next Beta :)
thanks you
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 20, 2018, 10:03:13 PM
My pleasure.  :)
Title: Re: Red's new Work In Progress thread
Post by: The Pilgrim on January 21, 2018, 05:44:55 AM
I have only found two small issues so far. 1. In the inventory lists there is no icon for silver ore. 2. February was spelt wrong. Other than that the new mod is amazing. I absolutely love it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 21, 2018, 05:14:17 PM
I have only found two small issues so far. 1. In the inventory lists there is no icon for silver ore. 2. February was spelt wrong. Other than that the new mod is amazing. I absolutely love it.


Both fixed !!! THANKS YOU.

the Silver Ore icon was the small one in fault. Feb i really didnt know it needed a "r" there. i never did
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 01:10:13 AM
Well Both: Iron + Copper mine and Stone + Coal mine are done :)
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 22, 2018, 01:14:02 AM
 :) very nice.
what it the total production limit?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 01:16:08 AM
:) very nice.
what it the total production limit?

should be same as vanilla :) 2000 ?
i ll put an icon to refresh it as CC was doing, once i ll have something to upgrade it as material
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 22, 2018, 03:18:45 AM
should be same as vanilla :) 2000 ?
i ll put an icon to refresh it as CC was doing, once i ll have something to upgrade it as material

yes vanilla numbers are good.

I have candles to upgrade my mines, but I do like the way the North works with an ongoing production cost of logs. I am thinking of Lumber and Candles.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on January 22, 2018, 04:40:44 AM
Wow, those are some nice looking mines Mr. Red.  :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 22, 2018, 04:52:36 AM
Mines look great, Red. :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 05:59:23 AM
Will these replace the default mines or are they in addition to?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 07:15:16 AM
Will these replace the default mines or are they in addition to?

they are additions and placed in community icon => RK => resources
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 05:02:23 PM
Played a new map and noticed a couple of things that may or may not be worth mentioning.

In the first image below you can see that the Fodder Farmers do a much better job of collecting flowers than the Florist, even though the area of collection is a lot smaller for the Fodder Farmer.

Also note in the second screenshot that the community health is 5 full hearts and there's 3,768 herbs collected but no Herbalist. As a matter of fact, I never built an herbalist in this map.
Is this telling me the Herbalist is not necessary? I checked the Gatherer, Forester, and a couple other trades and found no herbs collected by any of them. I only selected Collect Everything once on a small area of the map.

As I mentioned before, I'm not all that good at grabbing screenshots, but @RedKetchup - if there's any you see that you think might be good enough for the loading screen, let me know. I have the original bmp's you can use to edit/crop as you need.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 06:15:17 PM
I figured out the herbs deal. When you select to gather flowers, the laborers also gather herbs. I guess flowers and herbs are the same thing to them.  :)
Then, I guess, the herbs get distributed to markets and the Bannies get their medicine from there.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 07:23:55 PM
thanks you ! @Hawk !

i will need to check that. the thing about the herbs, doesnt explain though how the citizens can get their health back. it is not the herb that give health back, thats the use point of the herbalist. you said you didnt built an herbalist building... so i dont know , i need to go check files. did I allowed the florist use that healer function ?


and thanks for the screenshots :) i will need to work them though since you are using a 4:3 monitor resolution ? i ll need to cut some pixels on top.. at botttom... enough to get the 1600x900 :)
Thanks :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 07:29:58 PM
used your last one :)


oh about the florist... maybe it has a way too much radius to work in... maybe he pass his time to walk the entire map to go to the other side pick up one, and then walk again for months to pickup another one :S
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 07:48:29 PM
i just checked, there is an herbalist function inside the florist but it has no "healer" function, so they cannot go there with their herb to get an half of heart back

herbalist has that function but not the florist:
Code: [Select]
HealerDescription healer { }

or their diet is very good... or something else


and flowers arent herbs they are custom7

RawMaterialFlags _flags = Custom7;

can you take some more time and try to spy their behavior ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 07:59:54 PM
used your last one :)

As I mentioned, I have the original bmp file of that shot, if that would give you something better to work with.

Is there any way to get Banished spanned across 2 monitors?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 08:01:15 PM
can you take some more time and try to spy their behavior ?

Be happy to. Whose behavior do you want me to watch?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 08:02:15 PM
oh about the florist... maybe it has a way too much radius to work in... maybe he pass his time to walk the entire map to go to the other side pick up one, and then walk again for months to pickup another one :S

That may be. The Florist has a huge working radius.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 08:04:45 PM
i just checked, there is an herbalist function inside the florist but it has no "healer" function, so they cannot go there with their herb to get an half of heart back

herbalist has that function but not the florist:
Code: [Select]
HealerDescription healer { }

or their diet is very good... or something else


and flowers arent herbs they are custom7

RawMaterialFlags _flags = Custom7;

It's not the Florist that picking the herbs. It's the laborers that pick herbs when you select the gather flowers button from the toolbar.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 08:10:47 PM
what they do with herbs, if they take any and what they do with it.

do you have any ... trading post ? to help me define if it is really herbs - herb you have or it is something flagged as herbs ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 08:13:47 PM
Maybe this will help. This is a new map. The only thing I did on this map was to send the laborers out to gather flowers. The screenshots below should show what I'm talking about.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 08:17:03 PM
yes the tool will collect flowers and herbs. but thats just the tool. i did it cause i integrated Busy Laborers of Darkbibou, in parts. he had a tool to collect herbs... i modified it to collect flowers too with it, that way , i didnt need a tool to collect herb + a tool to collect flowers. it does both

but it doesnt flag your flowers as herbs


as you can see your last screenshot, you have 12 herbs and 24 miscelleous in your state utility window


edit: so in your city, you should have 3768 real herbs. so what they do with it ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 08:42:45 PM
yes the tool will collect flowers and herbs. but thats just the tool. i did it cause i integrated Busy Laborers of Darkbibou, in parts. he had a tool to collect herbs... i modified it to collect flowers too with it, that way , i didnt need a tool to collect herb + a tool to collect flowers. it does both

but it doesnt flag your flowers as herbs


as you can see your last screenshot, you have 12 herbs and 24 miscelleous in your state utility window

Right. The laborers or the game don't consider flowers to be herbs. The laborers just gather herbs when gathering flowers.



edit:
so in your city, you should have 3768 real herbs. so what they do with it ?

That's what I'm unsure about. My guess is the Bannies go to the markets to get their herbs/medicine. Or maybe to the hospital. I don't know for sure. All I know is I never did build an Herbalist.

The situation should be duplicate-able since the only mods I have installed (aside from yours) are banishedUImaps (http://worldofbanished.com/index.php?action=downloads;sa=view;down=99), banishedUImod (http://worldofbanished.com/index.php?action=downloads;sa=view;down=307), banishedUImt (http://worldofbanished.com/index.php?action=downloads;sa=view;down=185) (all by @Discrepancy) and flatten terrain (https://banishedinfo.com/mods/view/35-Flatten-Terrain-Tool?ref=252) by GimmeCat.

I'll load that old map up and see if I can figure something out by trying to follow a Bannie.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 09:08:50 PM


edit:
so in your city, you should have 3768 real herbs. so what they do with it ?

That's what I'm unsure about. My guess is the Bannies go to the markets to get their herbs/medicine. Or maybe to the hospital. I don't know for sure. All I know is I never did build an Herbalist.


it is there i wanted you to spy them :) do they use them ? and if yes, where ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 09:32:31 PM
I just followed a laborer for about 4 years and he never did pick up any herbs.
Then, just out of curiosity, I checked the inventory and found I still had 3,768 herbs - 4 years later, so it would seem that in this play the Bannies don't need herbs to get or stay healthy.

I guess I'm supplying them with a good diet.  :-\
Title: Re: Red's new Work In Progress thread
Post by: grammycat on January 22, 2018, 09:41:15 PM
I also tried the flower gatherer who did pick up flowers and herbs which showed up correctly in the trading post.  One problem I had was my health fell to 4 so I built an herbalist.  The bannies would go to the herbalist with 4 hearts and leave with 4 hearts.  I'll have to play more tomorrow to further test the herbalist.  They are gathering herbs but not sure if they are using them on the bannies.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 09:46:05 PM

I guess I'm supplying them with a good diet.  :-\

yes this is the only reason you have full health: you have the 4 diet elements : grain, fruit, vegts and meat.
with this you dont need the herbs.

btw, thanks to spy them for me :) everything is running fine then :)


I also tried the flower gatherer who did pick up flowers and herbs which showed up correctly in the trading post.  One problem I had was my health fell to 4 so I built an herbalist.  The bannies would go to the herbalist with 4 hearts and leave with 4 hearts.  I'll have to play more tomorrow to further test the herbalist.  They are gathering herbs but not sure if they are using them on the bannies.

oh it can happends sometimes. this is because the numbers are rounded upward. if they were very very near to lose an heart, you will still see the same numbers. with time you ll see them going up
Title: Re: Red's new Work In Progress thread
Post by: grammycat on January 22, 2018, 09:47:50 PM
Thank you for the explanation.  I'll keep an eye on that to see how it changes.  I am so enjoying this mod.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 09:49:01 PM

I guess I'm supplying them with a good diet.  :-\

yes this is the only reason you have full health: you have the 4 diet elements : grain, fruit, vegts and meat.
with this you dont need the herbs.

Ah! That would explain it. I guess I'll send all the herbs to the trading post.  ;D

Sorry for wasting your time on this.  :-[
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 09:52:55 PM
Sorry for wasting your time on this.  :-[

No,no ! no, no it is good !!
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 22, 2018, 09:55:39 PM
Well, other than the deal with the Florist and what could be the working radius being to large, I haven't found any other issues.

I do really like the greenhouses.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 22, 2018, 10:53:09 PM
i fixed it already from double 64 to back to 32 tiles
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 24, 2018, 08:30:19 PM
finally resolve the blue tint texture of my Rock mine and Random mine  >:(

btw, i think i will add Salt to the stone/coal one  :-\
i need to do the footprints too.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 24, 2018, 08:49:15 PM
salt added :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 24, 2018, 09:03:24 PM
Looking good Red. Will the next release of this Editors Choice mod be soon?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 24, 2018, 09:41:25 PM
Looking good Red. Will the next release of this Editors Choice mod be soon?

yeah but before i want to include the foundry and the jewel maker
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 04:27:41 AM
yeah but before i want to include the foundry and the jewel maker


i started to imagine a foundry :P
far from being finished though
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 25, 2018, 04:33:54 AM
already looks good :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 25, 2018, 04:35:41 AM
I'm really looking forward to this next release.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 05:56:15 AM
I'm really looking forward to this next release.  ;D

already looks good :)


i think i try to make it a bit complicated LOL
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 25, 2018, 06:01:52 AM
That looks awesome, RK! :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 25, 2018, 06:48:05 AM
i think i try to make it a bit complicated LOL

Back when I did 3D modelling I had a tendency to do the same thing.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 06:50:43 AM
more details
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 25, 2018, 07:15:16 AM
Man, that looks great. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 08:26:20 AM
progressing.... only the front to do
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 09:25:15 AM
last details
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 25, 2018, 09:50:19 AM
Your foundry building looks great!  I love the wall texture.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 11:07:18 AM
in game, it is a bit smaller than i would have expected with its shape it has  :-X
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on January 25, 2018, 11:29:15 AM
It's a mighty fine foundry you made!
Don't bother about size. It is high enough to stand out.

Very nice!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 25, 2018, 11:35:23 AM
it is 6x6 with road. i like the 6x6 because it works perfect with 3x housing, works perfect with the market... and alot of my mesh 6x6 i did since couple of months

also about The Foundry:
the BS can do iron ore => iron and copper ore => copper .... but i asked to take 3 ores. the foundry only takes 2
a BS works for 5 work units, foundry 4 work units
so i made it so it is an avantage to build The Foundry

+ it can do gold bars and silver bars


i need to do some very minor adjustments.. .and the footprint.
but i wanted to see it in game :) and now i saw it... i can go to sleep ^^ it took me 11hrs to do this building.
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on January 25, 2018, 02:56:49 PM
Perhaps just change the texture on the lower door/window of the foundry furnace? Should be made of metal. Right now it has the same wood texture as the main doors.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 26, 2018, 03:19:22 AM
Perhaps just change the texture on the lower door/window of the foundry furnace? Should be made of metal. Right now it has the same wood texture as the main doors.

fixed :) (took the .png posted)

a made little various tweaks also.

and i elaborated the process and the values from gold ore/ silver ore to gold bar / silver bar.

i ve checked what CC did... i tweaked a bit the numbers


the value of silver ore was 3, the value of the bar was 12 , while the gold ore was 10 and the gold bar was 12 ... and they also take 18 value of industrial fuel...


here what i did:
silver ore : 12 , silver bar : 30
So you take 2 ore at 12 (24) + 3 coal at 6 (18) = 42 value. and you create 2-3 bars of 60-90 value (from 42 cost value) so you make 142%-214% profit

gold ore : 24, gold bar : 50
So you take 2 ore at 24 (48) + 3 coal at 6 (18) = 66 value. and you create 2-3 bars of 100-150 value (from 66 cost value) so you make 151%-227% profit


if you compare, Ale : you take 30 fruits (30 value) and get 7-10 ale at 8 value each. you do 186% to 266% profit

if you had another layer, taking those rare metals and make jewelries (+ also gems) you will able to make more profit from the original ores.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 26, 2018, 03:34:03 AM
Looks amazing, RK.  Love the detail on the foundry.  Production chain sounds interesting.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 26, 2018, 04:07:30 AM
Looks amazing, RK.  Love the detail on the foundry.  Production chain sounds interesting.

this weekend should have a new beta build :)

changed some little details on the foundry: metal door... copper bars... the window shuttles.... fancy windows on the side...

and i made the build02 roof support and the ground footprint
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 26, 2018, 04:23:46 AM
this weekend should have a new beta build :)

Awesome!  Apologies if I've neglected testing for the past week.  I started discrepancy's modding tutorial out of curiosity one night and got completely sucked in.  Besides work and sleep, it's about all I've done since.  Simultaneously very fun and frustrating which is probably why it's addictive. :)  I definitely have new respect for yours and other modders'work.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 26, 2018, 04:28:45 AM
  Simultaneously very fun and frustrating which is probably why it's addictive. :)  I definitely have new respect for yours and other modders'work.

HAHAHA real, it is addictive !
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 26, 2018, 04:42:58 PM
  Simultaneously very fun and frustrating which is probably why it's addictive. :)  I definitely have new respect for yours and other modders'work.

HAHAHA real, it is addictive !

yes it is :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 26, 2018, 06:35:50 PM
now i need to think something for making my Jewel Maker :P
thats what i ll work on tonight
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 26, 2018, 11:00:26 PM
now i need to think something for making my Jewel Maker :P
thats what i ll work on tonight

i've put some hours so far... but i am still have no idea where i am going with this LOL
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 01:06:16 AM
starting to decorate ^^


EDIT: more details
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on January 27, 2018, 02:45:35 AM
Honestly I don't know what to think of this jewel maker building. To me it looks more as a residential building. But then I guess there isn't any good RL example to work with. Perhaps it should look more "workshoppy". But that's just my opinion.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 03:21:21 AM
nan i ve searched and found nothing.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 04:32:36 AM
so ... JewelMaker almost finished :)

i personally think it is looking like a Jewel Maker building :P
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 27, 2018, 04:36:41 AM
That's a really nice looking building.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 05:00:17 AM
That's a really nice looking building.  :)

cant wait to see it in game :) trying to do the code before going to bed ^^
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 05:46:33 AM
well........

extremly satisfied :) it look awesome in game !!

Edit, last screenshot, the last 3 buildings i ve made, all together. (oh wait ! i made the mines in between those 3 LOL)
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on January 27, 2018, 05:49:34 AM
That building is great!
Your are making a master mod! :)
Banished feels richer now.  ;)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 27, 2018, 06:53:24 AM
Looks awesome!
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 27, 2018, 12:11:13 PM
I agree. They/It look(s) awesome, As @kid1293 said, it makes the game feel richer too. :)
Title: Re: Red's new Work In Progress thread
Post by: Anjell on January 27, 2018, 02:41:43 PM
I really like the textures on this new building. Very nice details. You never disappoint. 
Great work and thanks for all the great mods you create for the rest of us. NMT is my all time favorite :) It keeps getting better and better.

Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 27, 2018, 02:42:20 PM
Your newest building is so attractive!  I love the wood design on the top part.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 04:18:42 PM
Your newest building is so attractive!  I love the wood design on the top part.

i dont think there is any of that kind of design for a building, or if there is one, it is kind of unique.

i will need to define the patterns. what do you think it should do and how it should go ?


the thing first i try to imagine a silver bar or a gold bar and how much things you should do with that quantity ? i cannot tell if those bars are similar and as big as those we can see sometime in movies... and in my mind i try to compare the size of a ring, necklace, bracelets or brooch and i cannot understand how can 1 bar or 2 bar and create only 1 ring ?? it should more contain like 50 rings in that ?? LoL , so i dunno and wish have opinions.

a silver bar will worth 30 and a gold bar worth 50.
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 27, 2018, 04:36:26 PM
I think many pieces of jewellery should be made from the gold/silver bar, but make it have a long work required, so it is really slow and labor intensive.
Title: Re: Red's new Work In Progress thread
Post by: elemental on January 27, 2018, 05:50:44 PM
Just my first impression, but the foundry/smelter looks a bit small next to the jeweler. It's an interesting design, it just looks a bit small. Might not really matter if you don't build them next to each other though. I know people like small buildings, too.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 27, 2018, 06:11:13 PM
I think many pieces of jewellery should be made from the gold/silver bar, but make it have a long work required, so it is really slow and labor intensive.

That sounds like a logical idea, and it makes sense.  :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 27, 2018, 09:15:23 PM
Your newest building is so attractive!  I love the wood design on the top part.

i dont think there is any of that kind of design for a building, or if there is one, it is kind of unique.

i will need to define the patterns. what do you think it should do and how it should go ?

I am not sure what you mean, RedKetchup (http://worldofbanished.com/index.php?action=profile;u=37), when you wrote, "i will need to define the patterns. what do you think it should do and how it should go ?"

I was talking about the wood inserts on the white around the window at the top.  Is that what you are referring to? 


Quote
the thing first i try to imagine a silver bar or a gold bar and how much things you should do with that quantity ? i cannot tell if those bars are similar and as big as those we can see sometime in movies... and in my mind i try to compare the size of a ring, necklace, bracelets or brooch and i cannot understand how can 1 bar or 2 bar and create only 1 ring ?? it should more contain like 50 rings in that ?? LoL , so i dunno and wish have opinions.

a silver bar will worth 30 and a gold bar worth 50.

A silver or gold bar could certainly make several rings.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 27, 2018, 10:33:09 PM
I am not sure what you mean, RedKetchup (http://worldofbanished.com/index.php?action=profile;u=37), when you wrote, "i will need to define the patterns. what do you think it should do and how it should go ?"

I was talking about the wood inserts on the white around the window at the top.  Is that what you are referring to? 

my first sentence was replying to your reply :
i dont think there is any of that kind of design for a building, or if there is one, it is kind of unique.

about
Quote
i will need to define the patterns. what do you think it should do and how it should go ?

i was asking people what they think the patterns should look. because in my mind, you should some things with a bar.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 28, 2018, 12:02:13 AM

Quote from: RedKetchup

i was asking people what they think the patterns should look. because in my mind, you should some things with a bar.

I am not sure what patterns you mean.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 05:47:47 AM

Quote from: RedKetchup

i was asking people what they think the patterns should look. because in my mind, you should some things with a bar.

I am not sure what patterns you mean.

recipes ?
a silver bar + 3 coal + 20 work units = 5 silver rings of 30 value each ??


-----------------------------

since i need to define myself the recipes and probably use coal as last modification helpers to turn those bars of metal in something that look like a ring or a brooch... I made some modifications to the building : replaced firewood by boxes full of coal and also changed the JewelMaker sign with a Ring to rule them all !! :)

These modifications have lead to make another building, a close buddy : The Gem Cutter which will take care to pick up gems, cut them, and determine its kind and value. I used the same building and changed all textures around. Deleted and moved around the furnace which became a simple fireplace (no need to smelt anything) and i mirrored the mesh left-right.

i did this because i had some random "recipes" "patterns" in my mind and it wouldnt be working with a straight process of taking this and that and get this.

so the Gem Cutter will take "Gems" (which worth 200value) and will get 6 kind of precious gems from those randomly :
5% : Diamond (1000value)
10% : Ruby (400value)
10% : Sapphire (300value)
10% : Emerald (250value)
25% : Topaz (80value)
40% : Amethyst (60value)

The Jewel Maker job will be take precious metal and precious gems and craft : Rings, Necklaces, Bracelets, Circlets and Brooches. I will probably do a total of 10 recipes for those, 2 each, one made from silver, one made from gold, silver will take the lowest value while the golden one will take the most valuable ones. i still have to determine the patterns(recipes)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 06:14:34 AM
Maybe I'm missing something. Currently 1 silver ore is valued at 300 for trade. So now they have to take the silver ore, transform it into a silver bar (value?) then make 5 rings valued at 30 each.
Seems like a lot of work for no extra value.

I do like where you're going with this whole idea though. I think it's pretty cool. I'm just not sure the values work out good.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 06:35:24 AM
Maybe I'm missing something. Currently 1 silver ore is valued at 300 for trade.

it was only a temporary value i gave to it. then people asked to be compatible with [CC] which has almost no value because it can be mine super easy. also the fact in the beta, there was no way to get those other than maybe 24 silver spawn and 6-8 in a medium or large map.

and i added my own mine too to get those. and with dicussing with Kralyerg, i think we agree on prices and quantity (making it more rare).
the new value of Silver is 12 for the Silver Ore, 30 for the Silver Bar. The new value of Gold is 24 for the Gold Ore, 50 for the Gold Bar.

you will be able to mine those and get those all along your game time.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 06:42:13 AM
Ah! OK! That makes sense. Thanks for explaining.
I did like the other values though. Sure made it easy to get stuff from traders. Albeit, maybe a little too easy. LOL!

Really looking forward to the next release.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 06:46:35 AM
Really looking forward to the next release.  :)

i hope it would be available this weekend... and i would have love to get some help on the patterns... but didnt get any. so i still have to determine all those, get the recipes working (code+3D)...

will see, maybe today or tonight.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 06:57:52 AM
I'm curious about something. When you play on easy mode, do you modders have any control on where the houses are built?
The reason I ask is I always thought it was a bit silly; the way they were pre-built. You can't even get a market in the middle.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 07:25:16 AM
I'm curious about something. When you play on easy mode, do you modders have any control on where the houses are built?
The reason I ask is I always thought it was a bit silly; the way they were pre-built. You can't even get a market in the middle.

entirely have the control

here the positions :

   InitialStructure _structures
   [
      {
         WeakComponentDescription _structure = "Template\StorageBarn.rsc";
         int _offsetX = -3;
         int _offsetY = 5;
         int _rotation = 90;
      }
      {
         WeakComponentDescription _structure = "Template\StorageYard.rsc";
         int _offsetX = 3;
         int _offsetY = 6;
         int _width = 4;
         int _height = 6;
         int _rotation = 0;
      }

      {
         WeakComponentDescription _structure = "Template\WoodHouse.rsc";
         int _offsetX = -7;
         int _offsetY = 5;
         int _rotation = 0;
      }

      {
         WeakComponentDescription _structure = "Template\WoodHouse.rsc";
         int _offsetX = -12;
         int _offsetY = 1;
         int _rotation = 90;
      }

      {
         WeakComponentDescription _structure = "Template\WoodHouse.rsc";
         int _offsetX = -12;
         int _offsetY = -4;
         int _rotation = 90;
      }

      {
         WeakComponentDescription _structure = "Template\WoodHouse.rsc";
         int _offsetX = -7;
         int _offsetY = -9;
         int _rotation = 180;
      }

      {
         WeakComponentDescription _structure = "Template\WoodHouse.rsc";
         int _offsetX = -2;
         int _offsetY = -9;
         int _rotation = 180;
      }

      {
         WeakComponentDescription _structure = "Template\WoodHouse.rsc";
         int _offsetX = 2;
         int _offsetY = -4;
         int _rotation = 270;
      }
   ]

Gimme the new positions and i'll do it :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 07:32:12 AM
but my 2nd market, the smaller 10x10 fit very well inside :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 08:08:00 AM
Ah! If your market fits in the default house building locations, that's fine for me while playing your mod.
I was mainly wondering if you folks had control over that. I guess you do.

I just wonder why Luke did it like he did.  :-\

I generally refer to play on medium or hard anyway.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 08:14:34 AM
So if I'm looking at those stats right, if the 2 houses set at 180 rotation had their X offset set at -11 and the house with the rotation set at 270 had its Y offset set at 4, then the default market would fit in the middle?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 08:23:23 AM
i dunno, i didnt took a graph paper and try to know if really the center is 0,0 :) i let you this in your hands :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 28, 2018, 08:41:10 AM
the only issue i have with values is how will it work with another mod like the "my precious" or "CC frontier" add-on modular set.if we make silver pferring for the fort parts will the value be changed and cause any issues or conflict so the other mods don't work? it would be good to see the silver and gold outputs increased from the  othe rmods.using it to trade as TOM has done is also interesting.

     RED since you can change building placements for the starts,can you add odd things to the maps? like CC added the skull mountians to some maps.,ship wrecks,ruins? it would be neat for bannies to stunble onto an abandoned town,or some ruins,a pirate cave,etc now and then.

    next we need to delete the edge mountains so the map looks like it continues to anther section.then add waves to the ocean.then slap me for coming up with too many crazy ideas..........
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 09:27:42 AM
yeah they proceeded like this. but keep in mind, since the map is random generated, you only can say : ok, put a ruin at X-xxx or x+xxx and Y-xxx or Y+xxx. you have to decide the numbers. so you dont have any idea what the game will generate, maybe it can fall in middle of a lake or the river


you cannot ask to randomly select the coords and you cannot ask to put it on the 0'gound.

unless maybe you dont use that interface and you go with natural ressource that is spawning like a gold vein.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 09:29:17 AM
about [CC] Kralyerg agreed to change their number too in [CC][MM] in a future. he will also lower the % to get those.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 09:32:42 AM
meanwhile ... in RK Editor world.....  :P

the Gem Cutter successfully and patiently wait for rough gems to be discovered by the miners by doing some laborer jobs....
and he gets back asap to determine and cut every new precious findings :)


presenly, he still hope one day, he will find an emerald ! he had heard about its amazing green color :) he still hope to see it with his own eyes :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 09:42:22 AM
i dunno, i didnt took a graph paper and try to know if really the center is 0,0 :) i let you this in your hands :)

Based on what I see in a default game, it looks like the 2 houses on the south would have to move further south by 3 tiles, making them offsetY = -12 and the house on the east would have to move 3 tiles, making it offsetX = 5 in order for the default market to fit in that square.
This is all based on the coordinates of all the buildings you listed a couple posts up. I don't have the modkit installed so I can't verify.

Not that I'm asking you to do that Red. Just an observation.  ;) You're market fits fine when playing easy in your mod, which is good enough for me.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 09:47:24 AM
ok gonna try
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 09:52:29 AM
ok gonna try

done :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 28, 2018, 10:00:57 AM
The jeweler is amazing, RK. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 10:08:45 AM
The jeweler is amazing, RK. :)

oh ya ! very very happy about it and how it works :)


now i need to make the dozen of Jewelry Maker recipes :P
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 11:46:40 AM
ok gonna try

done :)

OK! That satisfies my curiosity. Thanks.
I hope it wasn't any trouble and didn't take away from your modding stuff. I didn't mean for you to do that. I was just wondering.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 12:31:53 PM
nan, was making me to pause from numbers lol (trying to elaborate patterns versus costs versus selling price
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 12:36:16 PM
so....

Code: [Select]

RawMaterialSilverRing 1 Silver bar (30) +  3 coal (18) = 48 val. + amethyst (60)  = 108  4-5 created x 50 Value ea = 200-250 from 108  ,     85% to 131% profit
RawMaterialGoldRing 1 Gold bar (50)   +  3 coal (18) = 68 val. + topaze (80)    = 148  4-5 created x 70 Value ea = 280-350 from 148  ,     89% to 136% profit


RawMaterialSilverBrooch 1 Silver bar (30) +  3 coal (18) = 48 val. + topaze (80)    = 128  3-4 created x 80 Value ea = 240-320 from 128  ,     87% to 150% profit
RawMaterialGoldBrooch 1 Gold bar (50)   +  3 coal (18) = 68 val. + amethyst (60)  = 128  3-4 created x 80 Value ea = 240-320 from 128  ,     87% to 150% profit


RawMaterialSilverPendant 1 Silver bar (30) +  3 coal (18) = 48 val. + emerald (250)  = 298  3-4 created x 180 Value ea = 540-720 from 298 ,     81% to 141% profit
RawMaterialGoldPendant 1 Gold bar (50)   +  3 coal (18) = 68 val. + sapphire (300) = 368  3-4 created x 230 Value ea = 690-920 from 368 ,     87% to 150% profit


RawMaterialSilverNecklace 1 Silver bar (30) +  3 coal (18) = 48 val. + sapphire (300) = 348  2-3 created x 320 Value ea = 640-960 from 348 ,     83% to 175% profit
RawMaterialGoldNecklace 1 Gold bar (50)   +  3 coal (18) = 68 val. + emerald (250)  = 318  2-3 created x 290 Value ea = 580-840 from 318 ,     82% to 164% profit


RawMaterialSilverBracelets 1 Silver bar (30) +  3 coal (18) = 48 val. + ruby (400 Val) = 448  1-2 created x 600 Value ea = 600-1200 from 448    , 34% to 168% profit
RawMaterialGoldBracelets 1 Gold bar (50)   +  3 coal (18) = 68 val. + diamond (1000) = 1068 1-2 created x 1500 Value ea = 1500-3000 from 1068 , 40% to 180% profit


RawMaterialSilverCirclet 1 Silver bar (30) +  3 coal (18) = 48 val. + diamond (1000) = 1048 1-2 created x 1500 Value ea = 1500-3000 from 1048 , 43% to 186% profit
RawMaterialGoldCirclet 1 Gold bar (50)   +  3 coal (18) = 68 val. + ruby (400 Val) = 468  1-2 created x 650 Value ea = 650-1300 from 468 ,    39% to 178% profit




i tried to stay in the range of the ale industry...
Ale: 86% to 166% profit

i will maybe add a little of % to push some people to go for it :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 03:02:33 PM
Looks good to me.

Is the profit variance so different traders will pay different prices?
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on January 28, 2018, 03:16:45 PM
I have a question, (Probably in here somewhere - but...) When testing the editor's choice, what mods are you all using with it; or are you all testing using "debug"; or using nothing else?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 04:01:04 PM
The only mods I have installed while testing are banishedUImaps (http://worldofbanished.com/index.php?action=downloads;sa=view;down=99), banishedUImod (http://worldofbanished.com/index.php?action=downloads;sa=view;down=307), banishedUImt (http://worldofbanished.com/index.php?action=downloads;sa=view;down=185) (all by @Discrepancy) and flatten terrain (https://banishedinfo.com/mods/view/35-Flatten-Terrain-Tool?ref=252) by GimmeCat.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 28, 2018, 04:18:24 PM
Ya, I found a flatten tool handy and would suggest something like EB's Materials Store for supplying production buildings since the new markets only stock household items.  Red said he's going to have his specialized NMT markets in eventually.  Kid recently added an f-variant for the black roof in this set, too, so there's that.  Other than that I found everything pretty well covered so far.  Maybe whatever deco and road mods you like to use.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 04:28:32 PM
Looks good to me.

Is the profit variance so different traders will pay different prices?

the profit variance is UnEducated / Educated


i am still working on this.... i've got to surf and pickup 12 pictures of rings/necklace/pendant/bracelets/circlets... and i need to take out their background and copy paste on invisible background and resize to 32x32 and 16x16
Title: Re: Red's new Work In Progress thread
Post by: grammycat on January 28, 2018, 05:49:35 PM
I've been testing with the same mods Hawk has listed plus NewFlora mod.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 06:18:58 PM
Looks good to me.

Is the profit variance so different traders will pay different prices?

the profit variance is UnEducated / Educated

DUH!!!! I should have known that. LOL!

To me, if you're testing a mod, it should not include other mods that could have any affect on the mod you're testing. Those other mods are great for playing but could have unknown affects on the mod being tested that could cause confusion for the modder & tester.
The mods I chose to add do not have any affect on Red's mod so I felt it was safe to use them. I've not used the Materials Store or the Flora mod but it seems that, because Red has included flowers and thatch, the Flora mod could have some affect on testing, and the Materials Store could have the possibility of not catching any possible shortcomings with storage/distribution of what Red has added to his mod.

Please feel free to correct my thoughts if you feel I'm a little off base.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 06:42:58 PM
for me, it can be also testing about compatibility with other mods....
but till you have mine ontop of the mod list
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 28, 2018, 07:11:24 PM
Good point Red. I've been playing it as a stand alone mod.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 07:23:53 PM
testing a couple of few changes... and if its good, i am gonna upload BetaTest06.zip  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 28, 2018, 07:49:41 PM
Beta test 06 .zip has arrived !!! the download link has been sent, check your PMs :)

Please let me know if you see someting wrong... i dont know if it is "save compatible" or not.... let me know  :P

ENJOY!!
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 29, 2018, 03:29:11 AM
I didn't think about testing save compatibility. I've already deleted all my older plays. Sorry!  :-[
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 29, 2018, 03:41:25 AM
I didn't think about testing save compatibility. I've already deleted all my older plays. Sorry!  :-[
Start a new game and save it then install the new mod and restart it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 05:42:09 AM
someone in PM told me it was save compatible :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 29, 2018, 06:24:01 AM
@RedKetchup Awesome!  Looking forward to checking out the new stuff
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 06:39:00 AM
for next build, i am gonna add a bunch of stuff that were in medieval 2.04 and update it to 3.0. they will mainly be all the individual food process buildings they werent fitting under the multifloors (smokehouse, salt house , dry house... that kind of stuff)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 29, 2018, 07:04:51 AM
Now that I see what it looks like after moving those three houses to allow the vanilla market to fit in the square in an easy start, I'm not so sure it was such a good idea. It kind of throws the square out of whack, as far as roads go. LOL!
Now both the vanilla market and your market fit in that square, but what do we do with the extra space when your market is built?  :-\

I really didn't think you would make those changes for release. I was just curious. Now I know.  ;D
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on January 29, 2018, 07:55:25 AM
Plenty of room for decorations methinks.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 29, 2018, 08:03:16 AM
Yea, that's true. I just never get that far in a map. Once I get everything built and running, I'm ready to start a new map.  ;)
Besides, when it comes to decorating, that's not one of my fortes.  ::)

I see the Gatherer now collects different types of berries, wild berries I assume. But where do the eggs come from; wild ducks or chickens?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 08:22:30 AM
yup it is one of the new feature :) the wild grass will spawn tons of new things :) all kind of berries but also the gatherers can put the hands on some wild bird nests :)

and i know you guys like it ^^
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 29, 2018, 08:43:29 AM
Very interesting, Red.  I've never used ND, just your fodder and additional forest spawns like New Flora and Maritimes stuff.

At the risk of a spoiler, is it worth building a gatherer in the grassy areas to harvest these new spawns?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 08:51:55 AM
At the risk of a spoiler, is it worth building a gatherer in the grassy areas to harvest these new spawns?


yes totally !

you need to not think that meadows are bad and they are just pesky herbs LOL
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 29, 2018, 08:56:24 AM
Ah that's awesome. Looking forward to this.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 09:03:22 AM
herbs act the same way as trees. they have the same % table of spawns, but they just dont have the same list of items :) they have another personal list  8)
Title: Re: Red's new Work In Progress thread
Post by: feneris on January 29, 2018, 09:45:25 AM
Hey, are you ever going to release some of the crops and orchards you were working on there. I get if you lost interest, but some of the ones you finished looked damn good
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 10:02:13 AM
Hey, are you ever going to release some of the crops and orchards you were working on there. I get if you lost interest, but some of the ones you finished looked damn good

i will eventually release and updates all the parts when have time :) and when they will be complete...

i ve got almond from Discr lately.. i still waiting the hazelnut be posted in Laboratory... and i need some more :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 11:58:15 AM
i found a bug nobody noticed yet ....
and it has been like 40 mins i am working on this fix but without success:
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 29, 2018, 12:04:44 PM
i found a bug nobody noticed yet ....
and it has been like 40 mins i am working on this fix but without success:

That sucks! I hope you can get it fixed. I haven't tried to upgrade any houses yet.
Looks like a code cross up between Stone Houses and a bridge.

yup it is one of the new feature the wild grass will spawn tons of new things all kind of berries but also the gatherers can put the hands on some wild bird nests

and i know you guys like it ^^

Like these? Very cool.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 12:53:54 PM
yup like these :D


but the house still upgrade to stone house when you click it ... it is just the tooltip that is bugging
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 29, 2018, 02:57:35 PM
Well, at least the upgrade  works.  :)

So far I'm liking the newest version, but I haven't got very far yet. I haven't set up any jewelery production or mining yet. No greenhouses or flower/perfume production yet either. I got a little carried away and ended up with half my population starving to death so I'm in the process of trying to recoup from that. LOL!
 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 03:42:51 PM
LOL  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 29, 2018, 09:11:26 PM
finally , midnight here  :'(

and the tooltip of the upgrade button is fixed.
when i was trying to fix that :

or i lost the extra materials tooltip of the buildings on the bar (when they had like 4-5-6 material requirement and were showing only the 3 first items)...
or in the beta it was already missing and i didnt saw it before tonight.

can you tell me if you mouse over the townhall or hospital, or gem cutter or jewerly maker if you see only 3 materials or all 4-5-6 materials in the tooltip ?







 since 1:30 PM i lost time on that. took me almost 11 hours of bad yelling loud to try to fix that and it wasnt being fixed  :'(
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 01:01:04 AM
mwahaha /grin
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 30, 2018, 01:03:27 AM
How many pages will be added to this thread before midnight? ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 01:18:30 AM
How many pages will be added to this thread before midnight? ;)

i dunno , it is 4:20 am here ^^
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 01:32:04 AM
i added the NMT Lighthouse  ;D

i kept the same mesh but edited it to add transparent windows and i animated it :D

now the Lighthouse has a huge fire at the top of the tower :)
and i added the profession Fireworker to take care of it :)

/grin
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on January 30, 2018, 02:01:57 AM
i added the NMT Lighthouse  ;D

i kept the same mesh but edited it to add transparent windows and i animated it :D

now the Lighthouse has a huge fire at the top of the tower :)
and i added the profession Fireworker to take care of it :)

/grin

brilliant :)
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on January 30, 2018, 04:15:56 AM
Oh my gosh, the lighthouse is even better than it was.  ;D  Fantastic
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 30, 2018, 05:01:26 AM
Oh wow.  That's amazing, Red. :)
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on January 30, 2018, 05:17:38 AM
Indeed very cool idea to put a fire there with glass material around! Just take care to not flare the tower with that huge fire. ;D
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 30, 2018, 05:48:57 AM
can you tell me if you mouse over the townhall or hospital, or gem cutter or jewerly maker if you see only 3 materials or all 4-5-6 materials in the tooltip ?

Here ya' go.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 06:13:31 AM
thanks hawk for the screens and the answer to my question.


@Tom Sawyer  in fact you cannot put glasses all around if you put a fire, the game doesnt play the particles behind a wall. even if it is semi transparent at 80% ... it is still a wall and the game doesnt show it  :P

i know it is not really intelligent to put a roof there... should take in fire. it was already there and i let it there for the look. if there would be glasses too... the glass would become black, cabonized, full of soot.



about the Fireworker.... if you dont assign anybody to the townhall... the fire wont burn, you need to assign one worker.
i hesitated between FireWorker or Mayor (since it is still a townhall)
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on January 30, 2018, 06:44:49 AM
Ah damn, that it doesn't work with glass. Anyway cool with the fire. I just meant to make it smaller. It was looking dangerous to me.

The profession of your need is actually.. https://en.wikipedia.org/wiki/Lighthouse_keeper :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 06:54:20 AM
Ah damn, that it doesn't work with glass. Anyway cool with the fire. I just meant to make it smaller. It was looking dangerous to me.

The profession of your need is actually.. https://en.wikipedia.org/wiki/Lighthouse_keeper :)

yeah. but lighthouse keeper isnt too much long for the profession window ?
(i can reduce the bon fire 3x3 to 2x2 though)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 07:01:42 AM

(i can reduce the bonfire 3x3 to 2x2 though)

here, a 2x2. is it better ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 30, 2018, 09:37:39 AM
Well, there is no cruising through a map now with this mod. You have to pay attention to the Foundry, Jeweler and Gem Cutter, as well as the Lumber Mill, Glass Maker and the Brick and Roof Tile maker.

I like it.  ;D

No problems found so far. I still have a few trades to build, like the Fodder Farmer and Florist. I think a couple others too.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 09:58:44 AM
a new one, i mean, another nmt20 transferered ...

Watertower :)
Title: Re: Red's new Work In Progress thread
Post by: Turis on January 30, 2018, 10:07:16 AM
Not even a page yet. You, guys, are slacking. Write more posts!

What a boring day. Sorry, but, I'm joking.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 10:14:08 AM
What a boring day. Sorry, but, I'm joking.

 ;D ;D


btw , i am reading down the nmt20 list... i am at the line that says : Medieval Wonder : Cathedral.

i ll put it back. i wont edit it though ... or i will pass 74days on that LOL
i will reduce building material cost though because ... it is not anymore a new wonder, it is getting old LOL

what are the mats i should put ?
please, get some answers this time, folks !
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on January 30, 2018, 10:33:40 AM
If anything the costs should be higher imo. 2500 stone, 1500 logs, 1000 lumber, 600 steel/iron, 400 rooftiles and 200 glass.

And 50 000 work units!
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on January 30, 2018, 11:08:15 AM
The new lighthouse looks great!  :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 30, 2018, 11:12:07 AM
If anything the costs should be higher imo. 2500 stone, 1500 logs, 1000 lumber, 600 steel/iron, 400 rooftiles and 200 glass.

And 50 000 work units!

Something like that. Maybe less stone but add brick.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 11:29:50 AM
If anything the costs should be higher imo. 2500 stone, 1500 logs, 1000 lumber, 600 steel/iron, 400 rooftiles and 200 glass.

And 50 000 work units!

i am more to ... lower alot the cost instead of triple it ^^


i also reduced the size, when you compare the doors... with the height of the citizens... it was so much disproportionned :(

it is now 80% of the original size. from 14x24 to 12x20 tiles.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 11:44:23 AM
Well  :D The Majestic Cathedral is Back !!!!

 ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 12:15:14 PM
people are so used to see it.... an old piece.... it doesnt even triggers any reactions LOL
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on January 30, 2018, 12:29:50 PM
I prefer the original size to be honest.
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on January 30, 2018, 12:34:47 PM
It's beautiful!  Glad it's back.  When the expanded building requirements went in this was the first thing I thought of.

Ya, go big or go home! :P
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 30, 2018, 02:30:41 PM
It's beautiful Red.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 30, 2018, 11:25:35 PM
thanks you.


i continued to add things tonight :)

my little set of barns were part of NMT20 and they are back :)

Normal barn:  8x5, 7500w (which is same has my storage barn of the vanilla toolbar menu...)
Medium Barn: 6x4, 5500w
Small Barn: 5x3, 4000w
and Tiny Barn: 3x2, 2000w (i will probably lower it to 1600w though.)

in those storage left to do : the Granary, the Root Cellar, the Grain Silo.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on January 31, 2018, 02:52:59 AM
It was always an impressive building. Nice that you use it here. Shouldn't it need much more building materials than in that screenshot? I mean something like 100 times as much as a normal house. I find it ought to be something you have to save materials for, that takes years to build.

By the way, I have followed this thread with great interest, even if I haven't said much. I do remember that you said at the beginning, Red, that this is not a RK megamod. The way it has developed, I must say; it is! ;) :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 12:25:40 PM
It was always an impressive building. Nice that you use it here. Shouldn't it need much more building materials than in that screenshot? I mean something like 100 times as much as a normal house. I find it ought to be something you have to save materials for, that takes years to build.

By the way, I have followed this thread with great interest, even if I haven't said much. I do remember that you said at the beginning, Red, that this is not a RK megamod. The way it has developed, I must say; it is! ;) :)


bah i can add a bit more. the old concept was : it was a wonder, and people can do it once in their lifetime of gamer. Now i wish to have people to try to put it in every single map they will do. so where is the frontier between : to build it everytime, and never build it , as material requirement ?

yeah maybe i can add more lumbers... a tiny bit of stones, double or triple the gold and silver, moderately add more glass....



-------------


about RK megamod ... bah there is tons of things i made and wont be back: for example like choochoo... training camp... smuggler cave.... city roads.... boston house.... plymouth....
NMT2.04 should be back in 90% and i add alot more things to it that never been made before (made by me i mean^^)

if it is a real megamod ? i dunno. i think it is more a RK Special Edition :)
Title: Re: Red's new Work In Progress thread
Post by: Anjell on January 31, 2018, 12:48:59 PM
I'm glad the Cathedral is back. One thing i always thought about it is for being so huge it could have allowed 1000 citizens easily. Some smaller models allow 400. I keep scratching my head how heck do they get crammed in there... lol Not enough space.
I will post some pics on another thread. I have a massive 11000 + citizens. I mostly use NMT, DS Village and Kids mods. I can't wait for new NMT to start a new village , haha  ;)

Oh and BTW the largest map is not big enough for me. Is there a way to make an even bigger one. I make a lot of Parks... lol
I'll post some pics later.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 01:00:04 PM
i reduced the size of it and scaled it down of 20% ish... and it is still huge. i tried to make the front door more in scale with the height of an adult citizen while staying as imposing doors.

i did upgraded its membership to 800 citizens.


about map, i added a very large 640x640 new setup (the large vanilla default large map is 512x512) i've heard there are alot of crash cause the memory it takes with the huge map mods(1024?).
i dunno maybe i can add another layer of 720x720 ??
Title: Re: Red's new Work In Progress thread
Post by: Anjell on January 31, 2018, 01:23:54 PM
Oh that's awesome 800 membership is great.

I'm currently using the Very Large map from CC i just don't remember what the specific size is but i think its probably a 640 x 640.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 31, 2018, 01:54:41 PM
what,no training camp and tower hunters or city roads?you tossed a lot of good stuff away. goina hide all my mods someplace safe.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 03:03:40 PM
what,no training camp and tower hunters or city roads?you tossed a lot of good stuff away. goina hide all my mods someplace safe.

bah i will probably add another hunting tower with a look more suitable with Medieval Town. and get its meat power ... but thats all.

i hope people will still add some my other mods they want to their mod list. that way , there is still an individual setup based on people's preference.
Title: Re: Red's new Work In Progress thread
Post by: The Pilgrim on January 31, 2018, 03:39:19 PM
Awwwww, no Plymouth?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 03:51:32 PM
Awwwww, no Plymouth?

you still can use that mods with it :)
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on January 31, 2018, 05:13:46 PM
I'd like to chime in here and let you all know that most of Red's mods are working well with the Editor's choice Beta.   I've been playing the Beta with the old mods - trying to find the ones that won't work with the Beta.  So far, "Garden Walls Utility" and  "Medieval Clay Pit" are not working, but "Training Camp" works so far.   I've noticed a few issues with the Menus, Lots of dots instead of Icons, but I think they are repeated mods from old mods that are in the beta that are causing this.    I will keep you all posted as I find mods that don't work, but so far all my faves from Kid, DS and EB are working well.   I'll report the ones that don't work as I find them!     
By the way, Red, I must compliment you on the music, absolutely wonderful.  I find myself humming along and tapping my feet.   Love it!
Title: Re: Red's new Work In Progress thread
Post by: brads3 on January 31, 2018, 05:37:11 PM
@adelegarland  if you want to test with mods,we could get real crazy. did you try adding the CC ompatability 1.07 mod to see if it will help the old clay pit work? be nice to see some pics also. how are the crops working? which claypit did you try, the full NMT set?? LOL,with the garden utility mod added,how did the fodder function?  i got too many questions....
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 05:56:07 PM
So far, "Garden Walls Utility" and  "Medieval Clay Pit" are not working, but "Training Camp" works so far.   

it is normal and should not be used, they are 100% fully integrated in RK Editor Choice and no longer expected to still use. at some point some old design/texture need to be deleted and, mourn and continue to live without it :)

yes everything from fodder function is back and extended to a point it never reached


next beta build will start to be : Open betas.
next build will contain all the nmt building but the corner/T houses (and archeology). archeology will totally disappear. the 1st floor business that fit under the house will come in the next patch after.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 07:29:34 PM
Medieval Granary done :)
store only food : 8x5, 9000 cap.

next one, Root Cellar
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on January 31, 2018, 09:53:58 PM
Root Cellar done :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on January 31, 2018, 10:44:11 PM
I like the crates on the crane arm on the granary. The root cellars are cool too.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 01:06:18 AM
I like the crates on the crane arm on the granary. The root cellars are cool too.  :)

yeah that was my idea back in time when i decided to do something different from the normal barn :)
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on February 01, 2018, 01:10:32 AM
I like them too :) they were what inspired and influenced me to make the DS Small Village Warehouses have cranes/pulleys etc.

the Granary has always been a favorite of mine.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 03:13:43 AM
The Salt Mine is back :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 01, 2018, 05:03:38 AM
I like them too :) they were what inspired and influenced me to make the DS Small Village Warehouses have cranes/pulleys etc.

@Discrepancy - As much as I've used your Small Village, I can't believe I never noticed that.  :-[
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 01, 2018, 05:58:29 AM
@adelegarland  if you want to test with mods,we could get real crazy. did you try adding the CC ompatability 1.07 mod to see if it will help the old clay pit work? be nice to see some pics also. how are the crops working? which claypit did you try, the full NMT set?? LOL,with the garden utility mod added,how did the fodder function?  i got too many questions....
@brads3 I have over 200 mods in my everyday game.   I just added the Editor's Choice at the top and am deleting the items that won't work, such as NatDiv, DS Terraains, Gardenwalls Utility and Full Clay Pit.   The CC compatibility is loaded but didn't help with the fodder.   The clay pit from the editor's choice works beautifully instead of the old one.  Fodder farmer is no longer needed because of the plethora of fodder growing wild.  DS Small village is working well with everything loaded, so far I'm very happy with my results.
So far, "Garden Walls Utility" and  "Medieval Clay Pit" are not working, but "Training Camp" works so far.   

it is normal and should not be used, they are 100% fully integrated in RK Editor Choice and no longer expected to still use. at some point some old design/texture need to be deleted and, mourn and continue to live without it :)

yes everything from fodder function is back and extended to a point it never reached


next beta build will start to be : Open betas.
next build will contain all the nmt building but the corner/T houses (and archeology). archeology will totally disappear. the 1st floor business that fit under the house will come in the next patch after.
@RedKetchup   Thanks for the update!   A list of integrated mods would be nice so I can eliminate the old ones that are already in the Beta.  BUT - only if you have time!  I know how much work you are putting in on this one and I thing you are doing a great job!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 06:14:22 AM
The CC compatibility is loaded but didn't help with the fodder. 

...

Fodder farmer is no longer needed because of the plethora of fodder growing wild.

2 questions about those 2 things:

why do you need help with the fodder ?

...

and the 2nd one is more a statement: fodder farmer is inside RK Editor Choice , should be somewhere in the toolbars.
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 01, 2018, 06:42:11 AM
The CC compatibility is loaded but didn't help with the fodder. 

...

Fodder farmer is no longer needed because of the plethora of fodder growing wild.

2 questions about those 2 things:

why do you need help with the fodder ?

...

and the 2nd one is more a statement: fodder farmer is inside RK Editor Choice , should be somewhere in the toolbars.


1. Early on in the game I found that some of the older buildings (from other mods) still require thatch/fodder for building, I thought a fodder farmer would establish an area just for growing fodder so I wouldn't have to harvest it manually.

2. I saw that there is a manual harvest for fodder, but I'm not sure where there is a Fodder farmer in the Editor Choice - I'll look again for a farmer!
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 01, 2018, 06:52:42 AM
1. Early on in the game I found that some of the older buildings (from other mods) still require thatch/fodder for building, I thought a fodder farmer would establish an area just for growing fodder so I wouldn't have to harvest it manually.

2. I saw that there is a manual harvest for fodder, but I'm not sure where there is a Fodder farmer in the Editor Choice - I'll look again for a farmer!

None of the buildings in Red's Editor's Choice need thatch/fodder to build them.

The Fodder Farmer that is a part of Red's Editor's Choice and works basically the same as a Forester. The Fodder Farmer plants and harvests fodder, which is used by the Stable (along with water), which then produces fertilizer which is needed for greenhouses.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 01, 2018, 07:03:31 AM
@adelegarland  i shake your hand that is 1 way to do it. throw everything at it at once and see what hapens. i would have moved it lower in the mod order though.it would be neat to know how the mods you shut down would react then. then too the CC comp mod might be more helpful. did you use the debug to find errors and save you from finding them mid-game?with an extensive mod like this,the debug and checking trade posts or townhall inventories can find blank tags quickly.

       i agree with the other testers,that it originally needed tested alone to find bugs.it is neat to see it tested with other mods. i am curious as to how other mods will work with it,when placed above it. you do have a lot of mods,glad you have no errors.yes i know several like the fodder and nat div aren't needed now.however it might have been interesting to see what would hapen with them enabled. sometimes a test like that will give a wierd or odd change.when the 2 were tested originally we had fodder and flowers all over the maps. sometimes the game will do different than what we expect. sometimes crazy leads to discovery.LOL
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 01, 2018, 07:05:33 AM
Red adjusted the fodder and flowers so that they aren't near as dense as they were.

Plus, as I mentioned, the Fodder Farmer is part of Red's mod so a secondary fodder mod is no longer needed.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:06:01 AM
Fodder Farmers: there is one somewhere in the toolbars, and his job is right what you said, etablish a circle with just fodder and harvest it when they are mature :)

and there is a manual feature too in case you need some fodder real quick :)

i have 1 building in RK Edition that needs fodder in order to build the building : Apiary
if you use other mod that need fodder it will be compatible.

also the stables need fodder as input.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 01, 2018, 07:08:28 AM
i have 1 building in RK Edition that needs fodder in order to build the building : Apiary
if you use other mod that need fodder it will be compatible.

I missed that one.  :-[
 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:11:34 AM
doesnt Nat Div have some buildings that use Fodder ? these buildings should still work, but you justwont have their starting conditions and their map spawnings.
but the buildings will work perfectly


edit : in nat div 1.0.1 post:

Future plans
....
-   Extended production chain for thatch, to add more uses


i didnt see buildings
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 01, 2018, 07:28:01 AM
Hi all
I've removed Nat Div and DS Terrains completely - also NMT3.1 Canals and New medieval town v 2.04.1.0.6.   Kid's Forest outpost and a fee others were created to use thatch, but Fodder works fine! I liked the little thatch farmer that was in Nat Div, I usually created an area just for growing and harvesting my grasses for thatch.   I like the Editor's Choice better because I harves fodder and it turns to thatch instantly, skipping a step!  Nice!
I'm still seeing a bunch of dots instead of icons, I think because I have Red's individual mods still installed and they are trying to show up in the community toolbar at the same time as the ones from Editor's Choice.   See the picture...
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:29:55 AM

i didnt see buildings

i just placed Nat Div after, below, RK Choice.

you dont get the starting condition random map but out of that, the mod works great !!!

in resource , you will find a Nat Div building which act the exact same way as Fodder Farmer. The difference, the foresters with plant Nat Div Grass which will spawn Nat Div wild food :)

and also, Nat Div will change the building requirement of the Wood house. it still has my model but it will require + 12 fodder-thatch to build the woodhouse. and thats ok :)

work great !! i would say 90% compatible  8)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:33:33 AM

I'm still seeing a bunch of dots instead of icons, I think because I have Red's individual mods still installed and they are trying to show up in the community toolbar at the same time as the ones from Editor's Choice.   See the picture...

can you tell me which one that cause dots ?
(we know about Forester center which need to be put on top)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:41:25 AM

I've removed Nat Div


i would say keep it and place below :) you wont have the random map but you get it work perfectly :)
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 01, 2018, 07:48:22 AM

I'm still seeing a bunch of dots instead of icons, I think because I have Red's individual mods still installed and they are trying to show up in the community toolbar at the same time as the ones from Editor's Choice.   See the picture...

can you tell me which one that cause dots ?
(we know about Forester center which need to be put on top)
You're right the dots are the forest center!  Problem solved! 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:56:29 AM

You're right the dots are the forest center!  Problem solved!

when i ll make a build that i know it wont be save compatible, i ll fix that. i prefer to wait because it will surely not be save compatible.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:58:53 AM
the next ones to do tonight : The Old Smokery, The Dry Shack, The Old Saltery, and The Pottery Shop


we are thursday ... i think we will be good to have Open Beta in the weekend :)
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 01, 2018, 08:00:07 AM
I'm going to try your suggestion @RedKetchup and put Nat Div back in,  I also have the Flax Patch, New Pine Flora, and Pine set loaded just after

Forest center
RK Ed Choice
Storage Stash
Specialized Stock piles (Delver)
and another 190 mods LOL

So will be

Forest center
RK Ed Choice
Storage Stash
Specialized Stock piles (Delver)
Nat Div V1.1

I'll have to start a new game so I'll be back in a few hours with news  Thanks all.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 08:01:22 AM
keep us informed :)
and have fun :)
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on February 01, 2018, 10:04:56 AM
@RedKetchup The NMT storage is back!  A definite favorite.  I still have your old Pangea Root Cellar in my standard set and use it constantly.  Always loved the medium and small NMT barns, too.

Just to throw this in since you've been working on storage...Ever think about doing a barn that would fit under the 3 story houses like the NMT markets and whatnot?  Like a "city storage" of sorts.  When I've built big city blocks with NMT it becomes kind of a challenge finding places to fit in the regular barns and always thought it would be cool to have an option like that since production buildings like bakery and butchers do go there.
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 01, 2018, 10:30:28 AM
Red-just a small thing but may be useful.  Could you include your old dairy as it takes quite a bit of advanced material to build the creamery?  I really like the many new things that the gatherer can collect now.  My current town is 15 years old and still has 5 hearts without an herbalist-maybe due to the variety of foods?
Adelegarland-does storage stash work with RK's Editor Choice storage buildings?
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 01, 2018, 11:08:17 AM
@grammycat
The Storage Stash appears to be working, I've not tested it but I think so.   If I get a chance, I'll test it!
Title: Re: Red's new Work In Progress thread
Post by: Maldrick on February 01, 2018, 11:09:38 AM
Storage Stash...Is that the old override that increases the size of the vanilla barn and Delvr specialized stockpiles?

If so, no, I don't think so.

But if you look in the discussion thread for EB's conversion of Delvr's stockpiles to 107 he made a small override for those.  Not as big as the original, but helps.  I'm not a fan of the default stockpile size, myself.  Only override I usually use, really, but almost always use it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:02:55 PM
storage modifers should work if placed on top of the list. if they are properly made, they should ONLY replace 1 paragraph: Storage; which should not affect my model
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 07:28:35 PM
Red-just a small thing but may be useful.  Could you include your old dairy as it takes quite a bit of advanced material to build the creamery?  I really like the many new things that the gatherer can collect now. 

yes i can also include the lesser version of creamery into it. it was inside 2.0

keep in mind, people need to be minded to go for advance materials as normal progression. specially lumber, the lumber tech is more an advantage because it makes you last longer with your wood industry (taking 2 logs to make 5 lumber - it quickly more than double your wood stock)


about Pangaea root cellar ... the root cellar in 3.0 is the same one which was also included in the 2.0
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 01, 2018, 07:46:13 PM
Well, I've played 56 years on this map and haven't run into any problems. I haven't figured out what to do with salt. I guess it's a trade item. I've built every production building and they all worked fine.
I do like the updated Florist. With the smaller radius it does a much better job.

I like the pit mines but digging for coal takes a lot of labor. I have 2 coal mines with 6 minors each and most of the coal goes to the Bannies houses, but I do have enough left to serve the Blacksmiths (3 - all making Carbon Tools) and Glass Maker.

I may keep playing this map a bit more as I still have a good bit of land left but I'm starting to struggle feeding the masses. LOL!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 08:30:31 PM
looks like you've made a beautiful town there !!!!
really looks great on the mini map. i wish to see at some point some most closest look and scenes :)

i let vanilla feature to have homes use coal as heater but i dont think they will prefer coal over firewood and thatch. maybe a problem with the setup of your coal/firewood nearest stockpiles ?


by the way , i started my evening of work with a fix for the blacksmith because it seems to confuse certain people :)
i added limit spinners for the construction limit (copper bars) and Iron limit (iron bars)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 01, 2018, 09:21:41 PM
and i also fixed The Foundry limit spinners :)


i cant believe i forgot that ^^ ( it was one of my beta tester on Facebook who found it :) )
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 03:22:22 AM
Great that you fixed that stuff.  :) I use the Foundry to make the iron and copper, once I get established. I try to keep the Blacksmiths busy on tools.

I'll take some screenshots but you know my shots are 4:3 aspect ratio and my town building isn't very pretty, or optimally functional either. LOL!

What about the salt?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 03:52:28 AM
What about the salt?


the salt is to put on roads during winters to reduce deaths .... joking  ???  ;D

it goes with Old Saltery building which will take all meats and make salted meats :)
as usual : take 12 and make 20 but reducing 1 value.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 05:03:55 AM
Old Saltery building? I haven't seen that. Is it coming in a future update or did I miss it?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 05:08:19 AM
Old Saltery building? I haven't seen that. Is it coming in a future update or did I miss it?

it was in NMT2.0 :)


btw, just finished The Old Smokery :)
sorry i wished to have work on this more than i hoped for today. note i maybe have time to make The Old Saltery :)
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 02, 2018, 05:11:30 AM
I thought salt spread on roads was used to "reduce" ice, not deaths. At one time, I was standing on a parking lot and the next thing I knew I was under my car. I didn't get hurt at all with all the clothing I was wearing. ???
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 05:16:32 AM
if you "reduce" ice, you also reduce  deaths.  ^^ less car accidents ^^
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 02, 2018, 05:26:55 AM
I was at Maine and we used special winter tires with blunt nails protruding through holes in the rubber.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 05:34:01 AM
Well, you asked for some screenshots, so here ya' go.  ::)
Title: Re: Red's new Work In Progress thread
Post by: Anjell on February 02, 2018, 05:39:23 AM
btw, just finished The Old Smokery :)
sorry i wished to have work on this more than i hoped for today. note i maybe have time to make The Old Saltery :)

I'm glad these are back as well.

Salt is for Flatbreads & Fast Food

Hawk your town is looking good. I love the market. It's colorful and vibrant. Already have some ideas about restaurants around it.. hmmm... haha

How's the production on the mines ?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 05:42:24 AM
@Anjell - You should consider converting your bmp's to jpg's. They're a whole lot smaller - kb wise - and will help save space on the server the forum is hosted on.  :)
Title: Re: Red's new Work In Progress thread
Post by: Anjell on February 02, 2018, 06:05:10 AM
Hawk I changed the format. Can the screenshots be swapped ? I only saw an option to add new attachments.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 06:40:45 AM
Hawk I changed the format. Can the screenshots be swapped ? I only saw an option to add new attachments.

If you click on the Modify link for your post, you should see something like the screenshot below. Just uncheck the images you want deleted from the post and attach new images.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 07:34:58 AM
wow so many new screenshots :) great i saw 3-4 i can use :)
(those without the status icons and with the camera not too far in the sky :) - closer)

Thanks you !
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 07:50:02 AM
Well i ve got time to do The Old Saltery too :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 08:32:49 AM
I wasn't really thinking about you using any of the shots I added. I didn't think they would be good enough. I included the small mini-map to show where the shot was taken on the map.

Looking forward to the next update. I'm in Aug. - year 59 on this map now with 673 citizens. I've got 124 farmers now, and more on the way. That should keep 'em fed, along with the herdsmen and botanists .  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 08:47:32 AM
they are 4:3 resolutions, so i need to cut alot on top and bottom to make it 16:9, so i will cut all maps and toolbars. and pickup a rectangle somewhere in middle that gives the best look at the picture :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 09:16:48 AM
I made Loading 03 to Loading 08 :)
Title: Re: Red's new Work In Progress thread
Post by: elemental on February 02, 2018, 01:30:54 PM
Those mines right outside the church... brutal.  :o But at least the miners crushed by rockfalls can get a quick funeral.  :D

I just noticed that the church is one of the few buildings that you haven't remade.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 01:53:42 PM
i didnt yet
tavern neither
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 02, 2018, 02:15:58 PM
I made Loading 03 to Loading 08 :)

You made them look good Red.  :)


Those mines right outside the church... brutal.  :o But at least the miners crushed by rockfalls can get a quick funeral.  :D

I just noticed that the church is one of the few buildings that you haven't remade.

Not the church - a church. There's actually 3 churches on that map. The one in the shot is the church for the mining community.  ;D
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 02, 2018, 06:03:58 PM
while doing the old salty and smokey,did you consider the other meats? duck,bison,pheasants,etc? or butcher shop for that matter.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 07:12:12 PM
yeah considering it :)

people will have plenty of choice with the meat :) send to the butcher, send to the smokery, send to the saltery or send to the dry shack :D


while we are at it....

i had an idea, i dunno if people got alot of problem with that kind of ... idea....

whats about to make plenty of population animals, all with the same mesh/anim mesh, but named differently to give all the kind of meat the Watch Tower was providing ? (they all will look deers)
for sure i would have to lower the number of packs of animal in each kind because the map would be filled with roaming animals and that can lead to some lag.....
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 02, 2018, 08:09:32 PM
umm dang bumped the wrong key and deleted what i was typing. i don't think i am reading you right. what i read is 1 animal skin or pic but when hunted is different meats. so a deer becomes beef,pork,mutton,duck,etc. that i don't like. CC has added ducks,though they were overpowered. hunters seemed to bring in more ducks and feathers and less deer and leather.TOM has grouse,which harvests as chicken. they would work for pheasants or maybe turkeys.
      CC has "all the wild things" as a start condition.checked it out once a long time ago. takes all the livestock and spreads them all over the map. course they went overboard and did the same thing with grains and other crops.you couldn't place these in pasture but could hunt them.from what i remember this was cheated too far left.the animals were over abundant in large herds everywhere. but could antlers be added to make elk,or mountain goats from sheep,or the chickens colors changed slightly or size to be turkeys or pheasnts,pigs slight change makes them wild boars??
all without totally overhauling the animal program. they would be animated. coding would take changing the names from cows to elk,pig to wild boar,etc. i am not sure how the animals are coded,it may be impossable even or just some minor altering. in FS13,you could change the colors on the animal skin fairly easily.here probably not.it would take needing info from the CC team.
     the other option would be to lace decoration animals scattered around the map or add them to trees but way low on how often they would appear.then the tower hunters  look like they have animals to hunt. is there a way to give more overlays when the game draws the maps?
1 for the texture,1 for trees,1 for stones,etc.how many?we need an extra layer or 2.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 08:31:22 PM
first you cant* change their sizes or modify their forms cause we dont have access to the .fbx
if you change 1 textures, even if they have many names, you change the texture for all the deers / fake deers. the name of the texture is written inside the .fbx and you can't* change it cause you dont have access to the .fbx

also, if i would do that i would lower alot the % chance of pop herds so we dont get overflow'ed with like crazy herds in africa while following herds and migrations :D
i would lower qty of each so you can get about same thing.

the only one i can change is the leghorn, i can edit the name of the texture in the leghorn.fbx to give it a partridge, goose, duck.... texture.
i dont understand what you mean about layers ?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 02, 2018, 09:15:37 PM
yes i was afraid of how hard-coded the animals might have been done. by layers i mean the way the game draws the maps for each game. my understanding from NECORA and BT is the map is made in sections, 1 on top of the other. kinda like it draws the terrain then adds a "layer" of trees,then one of the grass or herbs and plants.et,then 1 of the iron and stone,etc.if i remember right,there is 4 of those.
    in theory if we could add more of these layers. we could have 1 to make odd things to add to the maps.be it animals like CC did,though they may have them attachted to trees or something.or a layer of relic type buildings like CC did with the skull mountains and a few other trinkets to discover.

where is NECORA and BARTENDER anyhow? they is greatly missed.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 02, 2018, 10:19:40 PM
not sure where are the layers you are talking. for me it is everything in 1 single paragraph. i dont feel there is any layers.


meanwhile, i finished The Dry Shack
Title: Re: Red's new Work In Progress thread
Post by: Anjell on February 03, 2018, 02:38:17 AM
Very nice. I really wouldn't mind having only one animal model as long as I get all kinds of meat instead of FEATHERS. I spend more time with the game paused laying down roads and designing the residential & production areas.

Wait , wait ... do you mean in pastures as well ? Or did you mean wild animals ? The only wild animals I see on the map are deer and ducks. I use your hunter tower in every forester area and get all kinds of game and meats. The wooden butcher processes the poultry. The regular medieval butcher does the steak, etc.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 03, 2018, 02:38:56 AM
Can animal types be decided by terrain type? I don't know if I'd want a lot of different animals on one map.
I did install the CC animals before but even those few seemed almost a bit too much.

If different animal types could be spawned based on the terrain type, that would be cool.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 03:06:31 AM
i meant only wild animals. i have my watch tower that are getting those meats but they dont hunt, they stay there and do nothing why the meats are created from thin air....

so i was wondering if instead to have that tower (note, i can do it too as extra) why not have the hunters getting the wild meats instead ?


i have no idea if a certain kind of patterns can be obtained through the "what kind of the map you choose" process : i think yes we can
Title: Re: Red's new Work In Progress thread
Post by: Anjell on February 03, 2018, 03:18:37 AM
Hahahaha , They just have....ummmm  what's it called  ? Telekinesis Powers . They close their eyes, they Focus ... Puff, basket of Meat... NEXT 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 03:27:11 AM
Hahahaha , They just have....ummmm  what's it called  ? Telekinesis Powers . They close their eyes, they Focus ... Puff, basket of Meat... NEXT

yup
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 03:34:24 AM
LOLLLLLLLL ROFLMAO !  ;D ;D ;D

the game code for herds works totally the opposite it should do ^^

i reduced and cut the population numbers by 4 and by 8 .... and this is what i got

   int _cellSize = 2; // was 8
   int _largeCellSize = 12; // was 64
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 03, 2018, 03:38:41 AM
Hey, you've just resolve the worldwide hunger!!! ;D
Title: Re: Red's new Work In Progress thread
Post by: Anjell on February 03, 2018, 03:43:26 AM
 :o  I said ...... NO Feathers , NO Feathers, lol  :'(
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 03:51:10 AM
:o  I said ...... NO Feathers , NO Feathers, lol  :'(

no worry, i dont put feathers in game. if you get feathers, it is NOT from me :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 03, 2018, 04:24:05 AM
LOLLLLLLLL ROFLMAO !  ;D ;D ;D

the game code for herds works totally the opposite it should do ^^

i reduced and cut the population numbers by 4 and by 8 .... and this is what i got

   int _cellSize = 2; // was 8
   int _largeCellSize = 12; // was 64

LOL! Looks like the animals will be hunting the humans. LOL!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 04:27:38 AM
it was really ... surprising and ... unexpected ! lol


so,  i doubled the numbers instead to divide them ^^

you see a couple of packs here and there in the wilderness... but nothing OP. you need to search them on the map. sometime you can lucky to get something new, near... but you need to look around and see.

about the hunting results seems good. i made 2 full years and there are the numbers i ve got
Title: Re: Red's new Work In Progress thread
Post by: Anjell on February 03, 2018, 05:13:30 AM
Hmm, I see more meat than in my game, mine only gets like 20 to 40 per type, maybe 4, 5  types per year and I almost don't get venison. If i do it's only 200. But... I would need to compare to a new game because my current map is kinda bugged. Once I clear up all the resources in an area. They don't grow back. I have to place foresters to get trees and resources to grow. Are the animals tied up with resources or do they work differently/separately ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 06:01:25 AM
they work seperatly and has nothing to do with trees like gatherers and herbalists. herds can be everywhere and not tied to forest.

the numbers you are comparing... is it from Watch Towers ? or Hunter Lodges ?

Note also, from Day 1 of this mod , i modified the number of kills per years of :

HuntDescription hunt
{
   // one deer per month
   float _killTimeInMonths = 1.0;

   ResourceLimit _resourceLimit = Food;
}

 instead of:
   float _killTimeInMonths = 2.0


so i get more kills with this mod.
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 03, 2018, 07:39:19 AM
Now I understand what you mean about the animals from your last pic-I like the idea just so we still get the same venison and leather as usual.
It does my heart good to see all the buildings you're adding from my all time favorite mod-New Medieval town.  They look great and add much diversity-thank you.
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 03, 2018, 09:25:41 AM
@RedKetchup   Just a thought...  In the beginning, back in 2015, I think, there was a mod called Tree Of Life.  It's still listed on Banishedinfo.com.  I used to use it all the time.  It added the livestock to the wild areas and allowed them to be hunted.  I think if you take this mod apart and find out how it works, perhaps you can make the wild more full of animals?
It was made by Darkbibou.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 10:13:31 AM
take the cows, chicken, sheep and send them in the wilderness is not a problem
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 03, 2018, 10:24:35 AM
If you can do that, it would be a start!  I'd love that!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 10:26:31 AM
thats what brad3 doesnt want me to do ^^
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 03, 2018, 10:30:02 AM
LOL  BUT I WANT YOU TO!!! :D :D
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 03, 2018, 10:31:42 AM
Seriously, It would help with starting out at the medium and hard levels with additional wool, food, and leather.  Just a thought!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 10:33:42 AM
we will have a new beta incoming... beta 07 :)

the link will be posted on the forum from now :)
everyone will have access to it :)


http://worldofbanished.com/index.php?topic=2253.0 (http://worldofbanished.com/index.php?topic=2253.0)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 03, 2018, 01:21:49 PM
LOLit was a start option so we did have a choice. also those animals can't be pastured,so no milk,etc.even the domestic animls that CC has for a dairy barn and some pens,gets to be overpowering if you have them scattered.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on February 03, 2018, 02:09:27 PM
I don't want cows, sheep, or chickens wandering around in the wilderness either  :(  That CC start did not run good on my PC
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 03, 2018, 02:39:36 PM
*****************

Bugfixes Beta 08:

Fixed the new boars and birds wildlife walking animations : they were not facing the good direction when walking.
fixed woodcutter window.
fixed status window which did lost its extended flags.

They were annoying visual bug, not critical. it is save compatible with beta 07
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 04, 2018, 06:26:27 AM
I did put some valuable Data in here : http://worldofbanished.com/index.php?topic=2253.msg45502#msg45502 (http://worldofbanished.com/index.php?topic=2253.msg45502#msg45502) the "reserved" 2nd reply of the post.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 08, 2018, 05:33:37 AM
In my blog I asked for some store to clean up the "messy" looking stockpiles with the many different materials.

Here's what I wrote today:

Quote
And hopefully @Nilla , i ll have some "closed" storage to offer you :) and better if you can give me exactly the name and utility of each building i should do for NMT3.0 RK Choice Ed. :) That way you will have exactly the storage buildings you will expect to have.

I've been thinking. This question is not easy to answer.

The simplest solution would be to make a barn, maybe in a few different sizes, that can hold all materials, that usually are stored on stockpiles. This would tidy the place up and bring the stuff out of sight.

Could these simple mixed barns be improved somehow? Of cause, some buildings for special materials, with or without vendors could be possible. But here comes the complicated part. As I said, I very much liked the NMT stores with the 2 and 3 floor houses on top. But that was in easy times, with a few materials in one store and a few products in the other. You built one store where wood, stone iron and coal was collected, located one or a few of each; woodchopper and blacksmith close. They put their products in the other store. Building material was also collected to the "center", where it could be used. With these chains of production, it's not that easy anymore.

Here I think, those of you, who have played this mod longer and also you who have more experience of playing CC, with all their production chains and some special stores could add better arguments than I can. That's why I will move this discussion to your development thread, @RedKetchup and add a few more thought from myself.


If @RedKetchup is nice enough and make some closed storage for "stock pile stuff". How do we like it to be? Is a simple barn for all material enough? If not? Which material should be stored together? Should it be with or without vendors?

First I think, it's wise to be careful by using vendors. Vendors don't steal from each other. So if something lands in such a store, it stays there until it's consumed. Say, if we had a store with vendor for logs and firewood. It would be very nice to locate close to a chopper. The vendor(s) would get logs, also from far away, if needed. The production of the chopper would be excellent. But, the firewood in that store will not be moved to any market. That's not so good.

What about a special barn for logs and firewood? Yes, maybe. Should it also store the products from other buildings that use logs? Lumber? Maybe yes. It do make sense to locate a chopper and a lumbermill together. What about products from blacksmiths? They use logs, too? Difficult, because the blacksmith can use so many materials to make tools, so I would say rather, not.

What about a special barn for a foundry with iron ore and iron? Yes, might make sense. What about copper ore and copper? Could make sense to put in the same barn. Silver and gold ore/bars? Small products but maybe yes.

Another barn for sand, clay, brick- and glassproducts? Yes, can make sense. But the brick and glassmaker also use firewood. Should it also be stored in that barn?

Could it make sense to have any stores with vendors for these kind of products? Maybe for materials coming from one place but is used somewhere else, like logs from forests on the edge of the map, ores from mines, stone from quarries. What about markets for building materials, that could be built in new development areas far away from production sites? I don't know.
Title: Re: Red's new Work In Progress thread
Post by: twilightbreeze on February 08, 2018, 05:43:16 AM
Barn/store for storing stockpile only stuff is good.

I personally would like to see barns stop auto storing firewood and ores, anything that could be stored in the stockpile instead. Having a barn that only stored stockpile stuff is ok too, but leave the regular barns for food, tools, herbs, textiles, etc. Otherwise, the barns get so filled up with stockpile stuff, no room for food and other things.

Either have a barn strictly for stockpile stuff, or non-stockpile stuff.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 08, 2018, 05:47:13 AM
hehe so many possibilities....
for sure it is unrealistic to cover everything in same(some) building, i mean, for the clay/sand/bricks/glass, it is ok, i think, if there is something special they really want , to go pick it up somewhere else a bit futher (like firewood / or coal.....)

and vendors/no_vendors as you said, it acts differently.

so i let you think about it :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 08, 2018, 06:51:52 AM
       Ds had an idea that might be helpful. 2 smaller market square that was 2 parts. 1 stored items for the bannies,food, firewood,clothing,herbs.
the other stored the process good,logs.iron,ores,etc. 1 would feed the production area to stock the bannes. the other would work with the buildings.  a set of carts would be handy to move specific items like logs,stone,ores,salt,textiles,etc.
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on February 08, 2018, 07:12:40 AM
if I can make a suggestion about the barns. storage places for only food, only materials, only firewood,... this way you can have control on what is stored and where. the materials and firewood should not be in a closed barn, but next to a closed barn and with only a roof above it. like some sort of extension of the barn wich you can place seperatly. it also makes sense to put the firewood, stone,.... outside under a roof.

something like this ...http://www.barnpros.com/barn-plans-products.aspx?itemid=1233
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 08, 2018, 09:40:35 AM
i liked the model posted on the barnpros.com

btw, about a barn with ONLY edible : there is one already in game, it is named The Granary. it contains only Vegetables, Fruits, Grains and Meats.
edit: oh also the vanilla market (and its little brother 10x10) are only 'bannies friendly' they store only what bannies need : food, firewood, herbs, tools and clothing.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 08, 2018, 10:18:18 AM
just asking... did you saw the specialized stockpile ?
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on February 08, 2018, 02:13:58 PM
yes I know of the specialized stockpiles. but I want a roof over it. I know there are some mods for that. kid has them and embx too. but it would be nice if it has the same textures as your barns ;) then you could use them as an extension of the barns or seperatly.
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on February 08, 2018, 02:51:06 PM
In my opinion what is needed here is a mix of normal barns with different flags stored inside based on percentage of total space available and smaller warehouses operated by stockers.
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 08, 2018, 03:47:31 PM
It sounds like yall want what's already in the Colonial Charter mod.  I've been using the special stockpiles which work well, but a covering in your textures would be nice.  I noticed you mentioned cutting the animals back-for me it's only the deer that are plentiful.  I love the boars but they've been scarce on my maps.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 08, 2018, 06:07:03 PM
i mis-read that. thought you said the boars scared you.
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 08, 2018, 07:59:32 PM
  :D  They are scary when you run across them in the woods around here.    ???
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 08, 2018, 10:10:24 PM
so it seems everyone want covered stockpiles.

you said CC has them, Kid has them, embx has them.....
are they a simple decoration of a roof structure you place ontop of a stockpile, or it is really integrated in the stockpile and it changes as you click and drag its size ?
Title: Re: Red's new Work In Progress thread
Post by: elemental on February 09, 2018, 01:12:17 AM
Just a ghosted roof on wooden posts, that's all it needs to be. They are usually 2 squares wide but made in a few different sizes, 2x3, 2x4, 2x5.

The ones in my pics are made by Kid. Perhaps you could borrow his models and add your textures to them? (the fences in my pics are not part of the covering, they are separate)

Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 09, 2018, 04:59:03 AM
Hmmmm......

I don't agree. A ghosted roof is better, than nothing, I would definitely use it. But I would rather like a "proper storage". OK, most of these materials can be stored outside or under a simple roof (in life) but personally, I have a firewoodshed for my firewood. I find it a cleaner solution.

I've been thinking a little further about stores with vendors: I just discovered, that the markets only holds "consumers goods", I now read it here as well. That's fine with me. But it might cause some trouble: With vanilla markets, you can always locate one blacksmith, one tailor and one chopper at a market. If you have enough vendors, they bring enough rawmaterial, even if the source is far away. Without this possibility, you must be much more careful, how you locate your producers.

Some of these locations are easy and obvious; you locate mines, furnace and blacksmiths together. But what is, when the original mine has run empty? If I understood it right, these small flat mines are not possible to demolish (good) or upgrade (maybe something to think about). Without vendors carrying the ore, you must leave a lot of space for new mines in the area, move the whole production chain or accept a much lower production, if you want to play a little longer.

The same a tailor; it's easy enough to locate it close to a sheep pasture and produce wool coats. But what is, if you want to use several material? It's much harder, especially on a larger settlement to locate, to get wool and leather, or maybe cotton or flax.

I think firewood, lumber, bricks, glass don't have the same problems. They can better be located to a good source of sustainable rawmaterial.

A vendor store for building material could maybe also make sense, especially on a large map.

So I think this mod could use some storage with vendors; at least one for ores and metals and one for textiles. But they should not include the final products; tools and clothes.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 09, 2018, 07:02:10 AM
     i did say i didn't think there was a easy solution.someone said we wanted to copy CC. that isn't really the case. some of what CC has done is helpful. some is just wrong or incomplete. i am glad to heat other players opinions too. more heads should give more and different ideas.
    a general barn or market that stores everything doesn't work.you end up with something you do need not being stored. the vendor is overly busy trying to locate items you either don't have or are far away and not needed to be moved.a production wharehouse that stores minerals,construction,and crafter items,etc that would supply a production area and 1 for a mine area would help.then in the city center place a market square that stores the needed items to supply the bannies. to supply a wood cutter,BS,and tailors specific carts could be used.a log cart,textile,and a mineral,stone,etc. same thing going to the production area. you would need a food cart,firewood,tools,and clothing cart. no system is foolproof or without its own issues. this way would need more vendors.

       i like options. what works in a city might look wrong in a rustic smaller town.what works in a production area might not work in a forest or farm area.and there is 2 parts. storage and markets.a large market or barn fits here but a smaller 1 over there.or different styles.
      the item specific piles are handy at times.there are some mods to cover them. if RED wants to make more of these or his own style,that would be good. if he would rather spend that time designing something else,we have mods already. that being said,1 thing that would help is not just a roof-over cover but something we can add ghosted walls to and enclose.we could build our own barns with such an option. being ghosted would give the option to place them around a small modded market and enclose it. say you had KID's marlet puzzle and wanted to make it into a larger looking market to fit somewhere.this could be expaned on even. if you had a 4x4 pile for food and this option,you could make your own barn or market.or 1 square is the market and the others are storage. just an idea.
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 09, 2018, 10:49:39 AM
I didn't mean copy CC-I was just stating that those options already existed in CC and some do not work well.  Maybe this would be where adding another creator's mod like Kid's storage carts would work?  Is it possible to do ghosted storage like you described?  If so, that could provide the answer to everyone's wants.
Title: Re: Red's new Work In Progress thread
Post by: ancientmuse on February 09, 2018, 10:57:39 AM
Necora's Maritimes Pine Set has an enclosed building that stores construction materials.

It stores everything the stockpiles store, but it's a building instead of all your construction materials being out in the open.

I use it all the time, I'm not a big fan of the wide-open stockpiles... I find them to be a bit of an eye-sore (piles of stuff everywhere), so I use that storage building all over the place instead of the standard stockpiles.
Title: Re: Red's new Work In Progress thread
Post by: elemental on February 09, 2018, 01:34:57 PM
Is it possible to do ghosted storage like you described?

Not sure what you mean exactly, but Red made some ghosted firewood storage and Kid has made some ghosted storage boxes (they are in my pics above) So yes, ghosted storage is possible. Some would consider it very cheaty though. Ghosted roofs and walls and entire ghosted barns structures (with or without a storage component) would be possible too.
Title: Re: Red's new Work In Progress thread
Post by: elemental on February 09, 2018, 01:52:33 PM
if I can make a suggestion about the barns. storage places for only food, only materials, only firewood,... this way you can have control on what is stored and where. the materials and firewood should not be in a closed barn, but next to a closed barn and with only a roof above it. like some sort of extension of the barn wich you can place seperatly. it also makes sense to put the firewood, stone,.... outside under a roof.


I didn't see this until now. I like the idea of having matching barns and ghosted extension roofs. Good thinking, @wiscoke.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 09, 2018, 07:25:28 PM
Maybe the next BETA build will be delayed of a couple of days....  just a fair warning :)

i am trying to do something about your wishes and feedbacks.....

i promising you something very very cool , never done so far about that, about a such thing :)
about your covered stockpiles :) everyone will LOVE it :)



 :P





 ;D ;D ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 09, 2018, 08:16:34 PM
yesterday i spent like 2-3 hrs to try this thing.... and wasnt successful
so i did stop and let my dark side of the brain with it ^^

and today, i took a different approach and this is successful :)
i can let down that thing on the ground without a crash.

now it is just a matter to make my models working and do the thousand little details :)
i dont want to show pictures for the moment till the models arent 100% perfect :D
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 09, 2018, 08:16:40 PM
great work takes time,RED. you can have all the time you want.we don't want you bruned out. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 09, 2018, 08:41:07 PM
great work takes time,RED. you can have all the time you want.we don't want you bruned out. :)


no thats ok :) in fact, thats something new and totally exciting and very challenging ^^
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 09, 2018, 10:27:52 PM
:( i am facing another stupid bug from Luke :(
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 10, 2018, 12:31:46 AM
We´re waiting in patiance, so take your time.......

Your completely new things are generally worth waiting for; multi stores houses, fodder meadows.... you name i.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 10, 2018, 01:00:44 AM
Here i tried to do.

The thing i wanted to use, absolutely, is the " click and drag and size as you want " feature from the stockpile / or / pasture.

The click and drag from the stockpile named " CreateDragDescription createdrag " function doesnt allow a model to be integrated and displayed. No matter i tried hard yesterday, it doesnt show your model at all, or at least, the 2-3 way i tried to make it work. the only thing you see is the stockpile footprint on the gound.

So today i ve tried another method: the pasture one. The pasture use a click and drag named " CreateFencedDescription createfenced ". It allows a building + fences (straight, long straight, corner, gate and end) which is also exactly the same function as the cemetary.

While i chose a small barn as building, i made 1x1 tiles cover that would fit perfectly all around. My goal was to "overlap" the graphic of the straight piece and long straight piece enough to cover the center of the stockpile; hiding everything.  ;D

Everything was going very very well :) till i hit a bug from the developper. another poor decision.
when it draw the south side, everything goes well and i overlap the center of +1 tile or more. Then there is a corner of 1x1 tile, thats ok too. The next pieces turn 90 degres and on the left side, the pieces are named "End" piece, there ok too , they are 1x1 tiles, turned 90. and then you have another corner.

there is the bug, or the poor management, it should turn another 90 degres so the piece front face stay outside and the interior face stay inside....
But no, here the bug : they reset and comeback as it is at south :( the exterior become an interior face, and what should be inside , and overlapped, since not turn 180 degres, goes wrongly to the outside :(
and there is no way i can ask to choose another piece (mirrored) nor ask it to turn it 180 as it should do :( ( see screenshot 1 ).

So unless Luke fix that error which is a poorly made error : all exterior fence sides should be all exterior, and all inside faces should inside.



That way i could faufill many wishes :
1. have the stockpile covered : granted
2. have a barn design : granted (partially cause no3...)
3. have a design of cover which "attach" to the barn and cover the tiles side of it : granted
4. still have the click and drag and resize function so you can decide how long to want it to be : granted

for the moment it cannot be done :(



The only thing maybe i can do is an addon of a ghosted 1x1 tile cover to "fix the graphic in middle of the stockpile" and i let all the fence pieces 1x1 tiles (straight, long straight, gate....) so it does all around the stockpile wonderfully and have players to "finish" the middle as they want.

Note also: even if the player dont cover the middle, it still looking awesome !!!
the only thing, they have a minimum size so the barn can be drawn. And you sill can use the ghosted 1x1 cover if you prefer a 1x30 long belt of stockpile. ( see screenshot 2 and 3 ).
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 10, 2018, 10:10:47 AM
I really like this look Red. I'm thinking it would look really nice with the log and firewood stockpiles.  ;D
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 10, 2018, 11:41:09 AM
i am curious. can a market be set up to stretch and place like the piles? then we can ghost decorate with roofs and walls so it looks like a barn or shop.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 11, 2018, 11:00:41 PM
i am curious. can a market be set up to stretch and place like the piles? then we can ghost decorate with roofs and walls so it looks like a barn or shop.

the thing though with more ghosted walls and roof around your stockpile... it will be very bad for you. each time you will want to know what your stockpile contains, you will click 1000 times and you will only target the ghosted walls/roof. you wont being able to target your stockpile anymore.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 11, 2018, 11:20:46 PM
so tonight, i pressed the accelerator ^^ and i processed the paper sheet i made with all the little things / fixes i wanted to be done :)

1. i changed the original CC Barley and i added more plants. (see screenshot)
2. i was really not satisfied about the strawberries plant, i redid it completly.  (see screenshot)
3. i really disliked the footprint of the market and medium market. i didnt liked the stone imitation on the ground footprint. so i deleted the stones.  (see screenshot)
4. i moved up the nenuphars in the ponds, it was looking weird to me, they seemed to be under water.  (see screenshot)
5. i fixed the Tailor window and gave it its own window layout instead it is set on the blacksmith one.  (see screenshot)
6. i made a new recipe to the tailor and give the possibility to make warm winter coats from fur.  (see screenshot)
7. i fixed a granary foundations graphical glitch.
8. i am trying again to fix the blue berries amount. ^^
9. i deleted the fuel and woodfuel flags to the Fodder-Thatch raw material. so it wont mess up with fuel limits but wont be used to warm houses anymore.
10. i fixed the "coal" limit name and icons of the quarries.  (see screenshot)
11. i added storage capacity of all the barns tooltips.  (see screenshot)
12. i made new "highlight" models of woodcutter / florist / herbalist / fodder farmers to get rid of "unecessary" yellow lines all around semi transparent planes (mainly plants).  (see screenshot)
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on February 11, 2018, 11:24:42 PM
Looks great @RedKetchup :) you have done so much with this mod. I like the new Strawberry plant.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 11, 2018, 11:26:08 PM
Looks great @RedKetchup :) you have done so much with this mod. I like the new Strawberry plant.

i was very poorly (and cheap) made ^^



edit: all the changes made tonight should be all save game compatible, or at least, it was compatible with MY city saved game ^^

i will wait next weekend before making a new build though, time to finish the covered stockpiles / ghosted roofs.
and hoping to add specialized markets that goes under the multi-floors.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 12, 2018, 04:47:56 AM
Looking great @RedKetchup. I really like the changes you're making.  ;D
Title: Re: Red's new Work In Progress thread
Post by: taniu on February 12, 2018, 01:53:14 PM
RedKetchup :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 12, 2018, 07:12:22 PM
if i do this ... is it ok for you ?

but i am really not sure of all those stockpiles covers i did lately :P
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 12, 2018, 07:46:07 PM
 ;D  I like it!
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on February 12, 2018, 09:13:44 PM
I like the stockpile covers.
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 13, 2018, 08:51:29 AM
Looks good to me, too!
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 13, 2018, 02:15:38 PM
Thanks Red, I like the changes so far.
I like the stockpile covers and the additions to the barn will fit right in with the current theme.
Glad you changed the market, didnt care for the stone footprint either.
Downloading now and going to play with my new toys. Hopefully I wont need too much firewood. :P
Again, appreciate all you do. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 14, 2018, 07:29:12 AM
Thanks Red, I like the changes so far.
I like the stockpile covers and the additions to the barn will fit right in with the current theme.
Glad you changed the market, didnt care for the stone footprint either.
Downloading now and going to play with my new toys. Hopefully I wont need too much firewood. :P
Again, appreciate all you do. :)

Looks good to me, too!

I like the stockpile covers.


;D  I like it!

so i finished them and added them to their own toolbars and i made all the files for all the different specialized storage :
All, Log, Stone, Iron, Minerals, Industrials, Materials, Contruction, Fire+Log, and Iron+Minerals.
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on February 14, 2018, 08:54:59 AM
Sounds good, can't wait for the release!
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 14, 2018, 05:18:57 PM
Thanks Red.
I've noticed every time I use the fodder barn, it seems to store more of the other "associated materials" than the fodder itself, even when placed right beside the farmer and stables. I realize this has to do with the "flags" that are being used, but is there anyway to separate these more? Just asking, I've seen other posts about similar situations and was wondering. Still relatively new to this game, so forgive me if this has been answered before.
As always, great job with your mods, I like your style and cant wait for more. ;D
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 14, 2018, 05:30:50 PM
Sorry forgot to mention this above, but have you thought about adding a fence mod /addition to this set? One that would complement the ones you use in some of the pieces. I've been trying to get more creative with the yards and fields but having to use DS and Kid mods for added fences, so the styles are much different. Not a bad thing, just wondering. Thanks again.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 14, 2018, 11:03:03 PM
everything works with flags and everything that has that flag is stored there. we cannot seperate the items inside the flags.

yes there will be decorations in the end, fences of all colors will be part of it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 15, 2018, 02:01:43 AM
meanwhile....


i restarted to add things from NMT2.04 :)
and convert them to 3.0 :)


This is the new Barber Shop :) (and it should fit under the multi floor housing)
before you ask why copper and gold ? For 1. Game difficulty, 2. It will be for the instruments for the Barber / it will be same for the Dentist and the Clinic :)


EDIT
in fact, i just changed 2 material to : Silver bar instead and Perfume :) (after shave ^^ haha)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 15, 2018, 02:52:36 AM
Dentist done too :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 15, 2018, 03:52:01 AM
and NMT2.04 Clinic added :)
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 15, 2018, 08:36:21 AM
That makes me so happy!  NMT was my favorite mod of all time.
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 15, 2018, 02:16:39 PM
Nice, I really like the look of those, and since I'd use those later in the game, the added materials makes sense to me. ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 16, 2018, 06:50:40 AM
BathHouse done :)

new: if the Bath House is nearer from your citizens than your Herbalist ... they will take their herb and go to the BathHouse :)
Title: Re: Red's new Work In Progress thread
Post by: elemental on February 16, 2018, 01:38:30 PM
Bathhouse and peepshow, now that it's got transparent windows.  :o
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 16, 2018, 03:37:42 PM
So I think this mod could use some storage with vendors; at least one for ores and metals and one for textiles. But they should not include the final products; tools and clothes.

so ?? with vendors....

what i do need to do ?

wood + firewood ?
iron + Minerals ?

what if i do : Wood | Fuel | CoalFuel | Iron | Custom1 | Custom5
( coalfuel = minerals, custom1 = metal bars, custom5 = construction )

it is 4 tiles width, by 5 height road included. 10k weight. if not enough you can place a 2nd one, no ? at 10k , there are alot of place for each items.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 06:20:00 AM
so....

The Hardware & Co. store has : Wood | Fuel | CoalFuel | Iron | Custom5 ( coalfuel = Minerals, custom5 = Construction )
The Grocery Store has : Edible | Protein | Vegetable | Fruit | Grain
The Delicate Things has : Custom1 | Custom4 | Custom6 (Custom1 = Forged, Custom4 = Material like sand, Custom6 = Precious)
The Fabrics & Co. has : Textile | Custom2 (Custom2 = Fabrics like cloth and linen)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 17, 2018, 06:24:25 AM
Delicate? Maybe Building Supplies would be better?
In the US, sometimes women's underwear is called delicates. LOL! At least in the old days.  ;)
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 17, 2018, 06:28:07 AM
To what do you call Delicatessen?
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 17, 2018, 06:32:35 AM
To what do you call Delicatessen?

We call them delicatessen, or deli for short.
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 17, 2018, 06:36:37 AM
To what do you call Delicatessen?

We call them delicatessen, or deli for short.
Ah, do they sell lingerie in that shop or food? :P
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 17, 2018, 06:37:07 AM
Food.
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 17, 2018, 06:44:07 AM
Oh, and to think that I almost believe they were selling edible underwear. :P
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 17, 2018, 06:47:09 AM
Oh, and to think that I almost believe they were selling edible underwear. :P

LOL! Back in the days when they were referred to as delicates, edible underwear didn't exist yet.
I'm talking about back in the 50's.  :)
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 17, 2018, 06:56:28 AM
I know... I know... I was being sarcastic the whole time.  :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 07:30:00 AM
LOL you guys are nuts !!!  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 07:35:45 AM
find me a good name then !

for forged / materials / and precious
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on February 17, 2018, 07:41:47 AM
Manifactured Goods
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 17, 2018, 07:48:42 AM
Back in post #834 I mentioned Building Supplies.  ;)

Manufactured Goods is good too.

What are the Bannies going to do with precious stuff? I thought that was for trade only.
 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 08:04:07 AM

What are the Bannies going to do with precious stuff? I thought that was for trade only.


gems are custom6 (precious) and can me further processed to make jewels (rings, necklaces....)

i try to regroup things kinda. or i will need to make a store for every custom flags :P (10 flags = 10 stores :P)
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 17, 2018, 08:12:50 AM
Selling viagra and condoms to the bannies will surely bring a lot of profits.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 09:13:19 AM
Selling viagra and condoms to the bannies will surely bring a lot of profits.

not sure if you are still building housing ^^
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 17, 2018, 10:07:43 AM
.... ;D.... I agree, nuts!



A couple of questions:

Could these stores be used as ground floor with NMT houses above?

What is with fodder and fertilizer? Do they belong in any of these categories? If yes, do you want them there. If no, do we need stores for them, too?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 10:14:27 AM
the Fodder is Custom5 = Construction so it will be stored too inside the Hardware.
the Fertilizer is Custom7 = Misc. so wont be stored anywhere


and yes they are designed to perfectly fit unter the Multi-Level floors :)


it would be SO MUCH SIMPLE if Luke would have agreed to let us target directly RawMaterialFiles.rsc instead of flags :(
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 10:17:44 AM
so i replaced the Delicates Things by Supplies & Goods  :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 10:27:53 AM
i almost done the CandleMaker :)
Title: Re: Red's new Work In Progress thread
Post by: Turis on February 17, 2018, 11:33:19 AM
"Nuts!" That was the answer, the 101st airborne's general gave to the germans'  request for him to surrender at Bastogne during the German offensive at the Ardennes forest. :P :P :P :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 01:34:35 PM
Candle Maker done :)