Mod Request: Professions List generator/extractor (please read on)

Started by QueryEverything, April 29, 2017, 06:52:16 PM

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embx61

I always chuckle with making up the death string. Some are a bit easier then others.

Vintner: died of alcohol intoxication.
Miller: was hit by the wicks of the Windmill.
Presser: was crushed by the mill stone.
Tanner: died from a mysterious illness.
Worker: drowned.
Baker: died from severe burn wounds while cleaning the oven.

I don't think sprite image does matter, and the dead stuff either as it they just read from the string table and sprite sheet from the mod highest in mod list I believe.
I have most EB(Just  a old habit when since I started modding) in front of my sprites and have seen sprites changes by altering the load order in Mod list for same professions and it did not duplicate them.

As Red pointed out Capital Letter and name the profession do matter.

All my professions are not Capitalized. All are just in the profession folder in the root.

Profession vintner
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionVintner";
String _toolTipText = "ProfessionVintnerTip";
String _deathText = "ProfessionVintnerDeath";

int _sortPriority = 1200;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 18;
float _population = 100;
}
}

Profession baker
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionBaker";
String _toolTipText = "ProfessionBakerTip";
String _deathText = "ProfessionBakerDeath";

int _sortPriority = 650;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 20;
float _population = 95;
}
}

Profession miller
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionMiller";
String _toolTipText = "ProfessionMillerTip";
String _deathText = "ProfessionMillerDeath";

int _sortPriority = 1400;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 25;
float _population = 100;
}
}

Profession presser
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionPresser";
String _toolTipText = "ProfessionPresserTip";
String _deathText = "ProfessionPresserDeath";

int _sortPriority = 1650;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 15;
float _population = 100;
}
}

Profession tanner
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionTanner";
String _toolTipText = "ProfessionTannerTip";
String _deathText = "ProfessionTannerDeath";

int _sortPriority = 1200;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 20;
float _population = 100;
}
}

Profession worker
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionWorker";
String _toolTipText = "ProfessionWorkerTip";
String _deathText = "ProfessionWorkerDeath";

int _sortPriority = 1600;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 20;
float _population = 80;
}
}
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

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

kid1293

@QueryEverything
Can you post the Worker icon that is going to be used?
I will change some of the odd professions I have to just 'worker'.

QueryEverything

The worker icon - ummm  ...  I don't have any specific ones, I don't know which is which, CC & Other.  :)
I have no idea where they came from, lol.   :)
[color=purple]~ QE, I query because I like learning new things.  [/color]

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Discrepancy

Mine is the 'person/head&shoulders', I think Red's is the 'Strong-arm'.

Which do we use? or another? what does entail a worker in an icon?


Thanks for that info @embx61 :)

kid1293



embx61

I know that RedKetchup and CC uses another icon for his Windmill then mine.
My Icon is a complete Mill and the other Icon only have the wicks.

I am pretty sure when I tested a game and play with Load order of Mods the Icon changed to the Mod highest in the Mod List just as the values and even rawmaterial meshes do.
And that even when I have some of my Icons named with EB in from of it. Something I am getting rid of in future updates and just name them without EB in front of it just for clarity sake.

I did just a test. Loaded NMT from Red and put it underneath all my mods. Build my water well and Red's Water tower and assigned workers to both. The raw material meshes were mine on both buildings, Icons were the same as I stole Red's. LOL but am pretty sure it takes that Icon from highest in Mod list IF they are different. It also took my values from the rawmaterial files and no double entrees in the profession list. Only thing was that the Icon in the building (Work Button) was different.

Then I put NMT on top and it used Red's meshes, Icons and such and no double entrees.

So I truly believe that the Name of profession and Capitalize or not have to be the same or double entrees will occur.
So Icons, meshes, and I think (Did not test) the death message do not matter and are taken from the mod highest in the Mod list.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

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

Discrepancy

yes I thought that.

my issue is with including all these professions if someone plays without one of those mods we will have many empty entries.
or can I just leave the death part out of the Professions.rsc file and it will stil use the original? or will it be blank? I will test soon.

embx61

Yes, you are maybe right @Discrepancy

What we need is a mod what will read all the loaded PKM's in the players mod list and extract the professions of each mod. Modular so to speak.
But I am afraid that is not possible. And if you compile all known professions from all mods in one mod, players will probably end up with empty strings and no Icons if certain mods are not loaded.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

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

Paeng

Quote from: Discrepancy on April 30, 2017, 08:10:49 PMwe will leave the colours alone

Good - colors can make such a list hard to read or unattractive... note "rainbow" (Query), "psychedelic" (Paeng)... Once it's ordered nicely, there should be no need for colors.


As for the order - my only priorities would be "Laborers" and "Builders" on top, as they are the most crucial to monitor and adjust frequently... also, as mentioned, there is that great little helper mod by K with the UI window showing just those two (an "essential", imo).

All else can be alphabetical and don't need to distinguish between vanilla or modded... but that's just me - others may feel different about that.  :)
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Discrepancy

Quote from: Paeng on May 01, 2017, 02:28:32 AM
As for the order - my only priorities would be "Laborers" and "Builders" on top, as they are the most crucial to monitor and adjust frequently... also, as mentioned, there is that great little helper mod by K with the UI window showing just those two (an "essential", imo).

All else can be alphabetical and don't need to distinguish between vanilla or modded... but that's just me - others may feel different about that.  :)

I agree we make one at least like this.

embx61

I agree.

Laborers and builders on top, the rest alphabetical and please no colors. No colors on the Vanilla toolbar then also no colors in the profession list I would say :)
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

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

paralias

another thought i have.... is it possible to automatically ad a profession when you build the building? for ex. i start a game and i haven't build anything except fishing and gatherer.. so my profession tab will be small and just have labores fisherdudes and gatherers. then i build a woodcutting building and the woodcuter profession appears in the profession tab .. and so on... and if i delete the gatherer the gather profession will disappear from the prof tab..

embx61

@paralias

I don't think this is possible. The game reads all the data from the game and the mods and load them all in memory.

That is the reason the Trader can bring stuff to sell you even when you don't have the buildings to make it yourself build yet.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

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

RedKetchup

Quote from: paralias on May 01, 2017, 04:36:47 AM
another thought i have.... is it possible to automatically ad a profession when you build the building? for ex. i start a game and i haven't build anything except fishing and gatherer.. so my profession tab will be small and just have labores fisherdudes and gatherers. then i build a woodcutting building and the woodcuter profession appears in the profession tab .. and so on... and if i delete the gatherer the gather profession will disappear from the prof tab..

i wish we could do that !!
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