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:



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 :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 17, 2018, 03:47:00 PM
New Beta 09 is available !!! :

Bugfixes/changes:
1. i changed the original CC Barley and i added more plants.
2. i was really not satisfied about the strawberries plant, i redid it completly.
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.
4. i moved up the nenuphars in the ponds, it was looking weird to me, they seemed to be under water.
5. i fixed the Tailor window and gave it its own window layout instead it is set on the blacksmith one.
6. i made a new recipe to the tailor and give the possibility to make warm winter coats from fur.
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.
11. i added storage capacity of all the barns tooltips.
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).

New Buildings:
1. A new Covered Stockpile Set : with a barn looking and some roof tiles that cover stockpile materials. they also have a +50 weight bonus of capacity per tile.
2. The Barber Shop is back. It has been designed to fit under multi-lvl housing.
3. The Dentist is back. It has been designed to fit under multi-lvl housing.
4. The Clinic is back. It has been designed to fit under multi-lvl housing.
5. The Bath House is back. It has not been designed to fit under multi-lvl housing though. it will now allow your citizens to get health back by taking a medicinal herb bath.
6. A new Hardware & Co. Store. It has : Wood | Fuel | CoalFuel | Iron | Custom5 ( coalfuel = Minerals, custom5 = Construction ) as flags. It has been designed to fit under the multi-level housing.
7. A new Grocery Store. It has : Edible | Protein | Vegetable | Fruit | Grain as flags. It has been designed to fit under the multi-level housing.
8. A new Supplies & Goods Store. It has : Custom1 | Custom4 | Custom6 (Custom1 = Forged, Custom4 = Material like sand, Custom6 = Precious) as flags. It has been designed to fit under the multi-level housing.
9. A new Fabrics & Co. Store. It has : Textile | Custom2 (Custom2 = Fabrics like cloth and linen) as flags. It has been designed to fit under the multi-level housing.
10. A new Candle Maker building appeared. It will take 30 Beeswax and do 3-4 Candles. Candles are required to renew your open sky mines and renew its resources by opening new deeper levels.
11. All 3 Open sky Mines can now be upgraded to 3 deeper levels. lvl 2 will allow you to get 3000 extra resources. lvl 3 up to 4000 extra resources. (the standard mine has a limit of 2000 resources)

Enjoy !!!


PS.: Should be saves compatible without problems out of a little weird glitch about the wild strawberries which will have a weird red looking. a new game will have those perfect.
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 17, 2018, 04:31:55 PM
YYYEEEESSSSSS. LOL, thanks Red, been patiently waiting for this.  ;D
Downloading now. The North will have to wait. ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 18, 2018, 12:49:08 PM
what are the next NMT2.0 buildings you all want me to add next ?
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 19, 2018, 06:29:18 AM
Maybe the barns and the dairy?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 19, 2018, 06:30:02 AM
Maybe the barns and the dairy?

the barns ? what you mean ?
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 19, 2018, 07:01:31 AM
I´m a big fan of the canals. But I think I read somewhere that you don´t want to include them. If you don´t like to, it would at least be nice, if they where compatible. (Maybe they are I haven´t tested)

I also miss a NMT school.

And as I said in my blog; small ground flor production buildings that could be used together with the 2 and 3 flor homes would be nice. If I remember it right there was a butcher, but there could also be a baker, a tailor and maybe something else looking similar.
Title: Re: Red's new Work In Progress thread
Post by: carolinafan95 on February 19, 2018, 09:26:26 AM
I'll second that Nilla.  :) A school with the NMT touch would be nice. Maybe even two floors.
I'm liking the new mod a lot Red, got to play a little last night. Thanks for the change with the fodder. Makes it easier for me at least.
Loving the mines, both in looks and function.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 20, 2018, 01:46:05 AM
I´m a big fan of the canals. But I think I read somewhere that you don´t want to include them. If you don´t like to, it would at least be nice, if they where compatible. (Maybe they are I haven´t tested)

I also miss a NMT school.

And as I said in my blog; small ground flor production buildings that could be used together with the 2 and 3 flor homes would be nice. If I remember it right there was a butcher, but there could also be a baker, a tailor and maybe something else looking similar.

oh they will be included... it is just i wait because the compile time will double and the .pkm file will get another 100MB so i am trying to wait a bit. maybe i ll add it for the next beta.

you're right. i still need to add the school and some business at 1st floor.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 20, 2018, 02:42:03 AM
RED,didn't you upgrade the canals to 1.07?  would it be easier to make a patch so the canal mod can be an add-on to this?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 20, 2018, 03:27:50 AM
oh they are fully operational ! and can be put just under this mod. it would have exactly same effect (100%) as i would put them right now inside the RK Ed.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 20, 2018, 04:39:11 AM
cool,i was thinking a patch might be needed to get the traders to work.as long as it can be added that easy,save yourself the work. :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 20, 2018, 05:03:44 AM
cool,i was thinking a patch might be needed to get the traders to work.as long as it can be added that easy,save yourself the work. :D

nan, i ve made them so they will easily include and part of that NMT3.0 renamed as RK Ed
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 20, 2018, 06:34:14 AM
In NMT you had a set of 4 medieval barns-those were the ones I was mentioning.  I've been playing and love this mod.  It changes the way you have to think about production lines.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 20, 2018, 06:59:21 AM
In NMT you had a set of 4 medieval barns-those were the ones I was mentioning.  I've been playing and love this mod.  It changes the way you have to think about production lines.

those ones ?

normal, medium, small, tiny (+a granary?) ??
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 20, 2018, 07:10:25 AM
Aren't those already in the Editor Choice mod?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 20, 2018, 07:12:53 AM
the misc and ghost lean-to barns?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 20, 2018, 08:03:30 AM
Aren't those already in the Editor Choice mod?

yup :)
Title: Re: Red's new Work In Progress thread
Post by: grammycat on February 20, 2018, 06:16:47 PM
 ::)  Yep-those are the ones.  Would you believe I've been looking in regular storage rather that RK community mods? :P  So sorry. 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 20, 2018, 06:48:23 PM
::)  Yep-those are the ones.  Would you believe I've been looking in regular storage rather that RK community mods? :P  So sorry.

np :)
you were already served :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 21, 2018, 05:11:47 PM
ADDED tonight NMTCanals3.11 to the RK Ed :)

and lol, i didnt wanted to test ALL the 20 different pieces in .... the 8 different textures in ... the 3 different sizes..... i made 1 test randomly ^^
 ;D

i hope they all OK LOL

the .pkm jumped from 420MB to 517MB ^^
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 21, 2018, 05:24:41 PM
REd,did you add any different seeds or orchards or is the list the same as the NMT crop mod?
     i started tweaking my mod list for the install of your choice mod.caused myself lots of issues when i disabled the main CC. some  i fixed ,some i haven't figured out yet.i didn't expect the 28 blank tags and the bakery plus mod doesn't work.i still have the NMT.wanted to fix any issues and conflicts before load the choice.so far i did good at making a mess.LOL i did get rid of half the blank tags.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 21, 2018, 05:28:16 PM
yes RK Ed has more seeds and orchards than the standalone has

if you load RK Ed you should not load the standalone
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 23, 2018, 10:14:32 AM
where oh where are all the awesome testers?????? it is much too quiet.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 23, 2018, 11:01:03 AM
where oh where are all the awesome testers?????? it is much too quiet.

yeah /shrug

they already tired of my big mod :S
Title: Re: Red's new Work In Progress thread
Post by: Hawk on February 23, 2018, 11:28:18 AM
I'm not tired of your mod. Just taking a break from Banished while I play Settlers 6 - Rise of an Empire -  Eastern Realm and Anno 1404.
I don't want to get burned out before the next release. Any issues I found , I've already posted about.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 23, 2018, 12:22:22 PM
i am now updated beta to 1.07.then overhaul my mod list. did do some checks on this with only debug,no other mods. can we get a mineral remove button to clear stone,iron or iron ore,and copper ore? is handy for meadows or forests. can the stockpiles be set to 1 square. at moment the smallest is 2x2?
     next is similar to NILLA's thinking. since this is YOUR mod would it be better to move the icons from the community to the other appropriate icons?then if we add more of your mods they can go to the community icon. houses and storage especially.do you plan to add the NMT tavern and  decorations?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 23, 2018, 01:25:42 PM
the buttons to clear are all there, and even more than you listed.
specialized stockpile are at vanilla minimum
i prefer to have replacements being replacing vanilla icon, and all extra in community toolbar. i dont want the opposite of what i am suggesting to everyone. i dont what to have the mofo: do what i say but dont do what i am doing; i prefer to apply them myself :)
eventually more to come :) already next build has the canals 3.11. have some changes to crop to make a .2 to .5 month longer to grow. and have changes to help to see the market signs while under multi level floors.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 23, 2018, 03:02:30 PM
yeah i see the buttons and they help. a button that clears stone and iron all with 1 sweep is helpful to clear from forrests.i fixed the piles,i have a specialized storage that gives 1 space piles for 1.06 items. will work on stone,logs, and iron.
  i still have adjustments to my mod order to do. i have 2 blank tags, but think i narrowed them down.so far i only broke it a little bit.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 04:31:40 AM
i changed the specialized stockpile size from 2-12 to 1-20 tiles
i added a Clear Almost All button that will clear all the ores (copper, iron, gold, silver) and all the trees.
Now the WoodCutter will have a menu and give you the choice to make 3-4 Firewood from 1 Log , or, make 3-4 Firewood from 5 Fodder-Thatch :)
Now the 1x1 Tile Stockpile Cover has a trash icon on the title bar for easy delete :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 27, 2018, 05:35:12 AM
Good changes! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 06:09:13 AM
Good changes! :)

more to come :) working all morning and all afternoon on this
planning to release a new beta build this week :)

Now, the pasture and the cemetary will have a totally transparent footprint (both are tied together)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 06:25:19 AM
I also switched the 1st floor little markets from toolbars. they are now in the RK Storage, next to the Medium Market :) (and before the specialized stockpiles)

i also fixed the LightHouse Unique appearence... you can now build multiple Lighthouse. sorry it was a residue from the original Townhall template.
(i also fixed a graphical issue: the house part had a graphical problem with the back wall)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 06:54:31 AM
Just let you know, if i fix the fertilizer problem to get it stored in a stockpile instead of a barn....
it will make the game non save compatible because the fertilizer resource will need new models with stockpile models and since your existent save games wont have those : this will lead to crash (the only save games will be saves where you never built a stable, and never got any merchants selling those to you)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on February 27, 2018, 07:15:31 AM
nice changes.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 07:29:15 AM
nice changes.

indeed

i am trying to read the 3-4 different posts and see the recommendations i've got from everyone...

now the fertilizer will have Custom4 (natural resources gathered not by mining) and will be stored in a stockpile. (will be same flag as sand/clay/hardwood/etc)
pretty sure it wont be save compatible. i will need to test with my own game. and if it really not, then i ll do the other very critical change about wild animal skins.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 07:59:17 AM
modified all buildings so they use 1 worker by default. of course, all buildings allowing to change the amount of workers will continue to do so; it is just the default number that pop up when the building is built.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 27, 2018, 09:57:56 AM
i am trying to read the 3-4 different posts and see the recommendations i've got from everyone...

now the fertilizer will have Custom4 (natural resources gathered not by mining) and will be stored in a stockpile. (will be same flag as sand/clay/hardwood/etc)

Nice to see, that my testing might be to some help. :)

Of cause I don't know what's possible, maybe this is the only way; I mean Custom4. I have issues with these special stockpiles for clay and sand. In this game the claypit/brickmaker and sandpit/glassmaker are located far away from eachother. Believe me or not; often there's more sand than clay on the stockpile close to the brickmaker and more clay than sand on the stockpile close to the glassmaker. It seems like the Bannis mean that, every of these specialized stockpiles need to contain all different materials. And I guess that piles, planned to contain clay or sand will be full of fertilizer. Now, this is of cause better, than all in all barns, but still not perfect.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on February 27, 2018, 10:01:57 AM
RedKetchup, I like that you made the cemetery and fields have the transparent bottom.  I did not like the cemeteries  having the dark scruffy grass look, instead of the nice light green grass. 

It is also very good that you made the default for workers start at 1.  :) It is annoying in the regular game that fields and other work places have it set to 2 or more and then if I forget to put it to 1 even though I only assigned one worker, when I make a new field or other work building and assign one worker, one of the other same kind of work place loses their worker.

I did not get to read all the many, many posts in this thread, so maybe it was already asked, but are you going to make the upper level house part for the blacksmith, baker and butcher like you had in your older sets?  I would love it if you would.

Hooray that you added a "clear all" button for all the ores, instead of us having to do each one separately. 

What I love most about your new mod is your new stone houses and the new pinkish tile roofs on the tailor, school, and some other business buildings.  I wish you would make an F key variant so the houses could have a choice of the black or that lovely pinkish tile roof texture. 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 10:02:12 AM
again, being able to target direct a raw material file .rsc would be again very useful instead a generic flag which are very very limited.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 10:06:21 AM
i am not planning to do a specialized 2nd floor to the vanilla replacements of the tailor/bakery/blacksmith buildings.
they will have a version that fit under the multi floor lvl kit.

for the F variants... : maybe later.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 02:28:51 PM
so itried to get rid of the stupid moiré in the ClayPit and the SandPit ...

it is a bit better but still some there i cant get rid of :(
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 02:40:19 PM
anything else to be fix ? btw i am at it ? LOL
Title: Re: Red's new Work In Progress thread
Post by: Nilla on February 27, 2018, 05:41:36 PM
The merchants still bring jewels and perfume. I don't know if you want it that way but I guess; no one will ever buy any of these products.

I had to upgrade a mine this evening, so I built a candlemaker. It's nice. But as far as I remember it; you use CC values. Not very profitable; only 0.5 trade unit for each candle. So candles are not interesting to produce for export. I don't know, if you want it this way. It's alright by me. There are many other possible export goods. I only wanted to mention it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 27, 2018, 05:46:24 PM
bah i took the CC files.. and go with those
i tend to do this unless someone say something thenafter :)
Title: Re: Red's new Work In Progress thread
Post by: purringcat on February 28, 2018, 02:01:05 PM
RedKetchup... your two story colorful houses in MM8 are quite a bit darker than the original mod.   Did you make that change or did CC when they put together that massive mod?     I really liked the darker version - is it available as a single mod?   

Also, your Peaks Valley map had a + version and the ground was a custom version that I can't find anywhere.   
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on February 28, 2018, 02:06:30 PM
wait it is not the same problem as @Abandoned  had ? at some point ? because , i personally didnt made "2 version with 1 darker" i only made 1 version

can you show me some picture ?
Title: Re: Red's new Work In Progress thread
Post by: purringcat on February 28, 2018, 05:02:21 PM
I've dismantled MM8 but will try and recreate it.   Way too much stuff in there that I'll never use.  I need to remove all mods, clean the registry and start over.    Will post a picture asap.   Will take a picture of original version first.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on February 28, 2018, 10:13:10 PM
@RedKetchup , I have tried out your grocery store and the others, but find the radius is too small.  I wish it was larger than you have it.  After building the shops, there isn't much room for many homes to be covered.

Also, the name of your Hardware Store doesn't really fit.   I thought at first from the name "Hardware" that it was going to sell tools.   A better descriptive name would be something like "Building Materials Store", or "Materials Store", maybe "RK's Building Supplies".
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 01, 2018, 02:07:24 AM
Good @galensgranny that you start to talk about these shops. I wanted too, but always forgot.

The circle of the grocery store is indeed small, but that's fine with me. I find, that it should be a big difference between a regular large market and such a small store. You must concider, if you use the NMT houses there's a lot of homes on a small area. Maybe it could be a little bit bigger, but definitely much smaller than an ordinary market.

The names of the stores don't bother me, maybe because English isn't my native language. But of cause, names that don't confuse anyone is good. I wanted to talk about the content in the stores. I had some trouble in my game.  I find the Hardware store holds too many different kind of material, opposite to the Supply and goods store, that I never had any use for. If you want a Hardware store to supply your smelter/blacksmiths, it gets full of firewood and bricks and if you build one in a new area because you want building materials there, it gets filled with ores and fodder.

I find something like this would be better:

Grocery and textiles - they are good and worked fine in my settlement

Hardware - tools, firewood, clothes, herbs (things people need that's not food)
Building materials - logs, stone, produced building materials like bricks, lumber and glass (I would exclude iron it's better off close to blacksmiths)
Supply and goods - ores, minerals, iron, coal, logs (materials to supply smelter, toolmaker, lumber mills, woodcutters)

I know, there are logs in two store, I find it make sense. Maybe I´ve forgotten something, this is just a brief suggestion for you to think about @RedKetchup and for discussion.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 01, 2018, 06:16:15 AM
the big vanilla market is 14x14' has 45' radius.
the medium market is 10x10 has 30' radius.
those special stores are 4x5' have 20' radius.


whats about 45, 35, 25 ?
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 01, 2018, 10:00:37 AM
Fine with me.
Title: Re: Red's new Work In Progress thread
Post by: purringcat on March 01, 2018, 10:42:19 AM
I'm having a terrible time getting in game pictures.   The Banished logo and menu are imposed over everything and I can't figure out how to get rid of them.   

Anyway, here's a mangled shot of the green house.   The darker one is with MM8 and the lighter one is with just a few mods and no MM8.
And the sun direction doesn't impact how dark the house looks.   

Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 01, 2018, 10:52:04 AM
the big vanilla market is 14x14' has 45' radius.
the medium market is 10x10 has 30' radius.
those special stores are 4x5' have 20' radius.


whats about 45, 35, 25 ?

That seems good. 
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on March 01, 2018, 11:02:50 AM
About darker Colorful Little House

RK fixed the naming of the AO-map in his separate Colorful Little House mod.
The conflict was with my Colonial Houses. I also changed name to prevent further conflict.

I guess @kralyerg hasn't updated MM - so there is a conflicting name.
Title: Re: Red's new Work In Progress thread
Post by: purringcat on March 01, 2018, 11:27:27 AM
Kid... your Colonial Houses mod contained my favorite Clothing store.    The little blue one where you can still have 1 leather and 1 wool and get a warm coat.   It's sitting on top of the MM8 mods and I'm now a happy Banished player.   ;D
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 01, 2018, 11:49:49 AM
Good @galensgranny t

I find something like this would be better:

Grocery and textiles - they are good and worked fine in my settlement

Hardware - tools, firewood, clothes, herbs (things people need that's not food)
Building materials - logs, stone, produced building materials like bricks, lumber and glass (I would exclude iron it's better off close to blacksmiths)
Supply and goods - ores, minerals, iron, coal, logs (materials to supply smelter, toolmaker, lumber mills, woodcutters)

I know, there are logs in two store, I find it make sense. Maybe I´ve forgotten something, this is just a brief suggestion for you to think about @RedKetchup and for discussion.



@Nilla, I see how you are thinking to sort the items. 

But, herbs and clothes should not be in what is called "hardware".  In English, people would not think by the name that there might be clothes and herbs in a hardware store.  That needs a name change.

(Nilla's idea) Hardware - tools, firewood, clothes, herbs (things people need that's not food)

It would make more sense in English for that shop to be called "Supplies and goods".  In English, with the word "supplies", by itself, people usually consider it to be things they need to use for daily life, like you had them sorted.  It's just that the name "Hardware store" does not match.

Then what Nilla listed as:

Supply and goods - ores, minerals, iron, coal, logs (materials to supply smelter, toolmaker, lumber mills, woodcutters)

That should get rid of the name "Supply and goods".  Ores, minerals, etc. are what in English would be called "raw materials". 

I think that iron should be in the same shop with construction materials.  Iron is used in construction of some building.  It can be in in another shop too, if desired.

I don't understand why plain textiles would be in the same shop as food, but then clothing is not.  It seems to me clothing and textiles are better to be together.

Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 02, 2018, 03:12:46 AM
OK, I don't know about the names. I can live with "soft things" in a hardware store. But of cause it's always good, if the names don't confuse anyone.

I mainly care about the function. I want these markets to work in a settlement. And as I said, I find there could be some improvements. You misunderstood me @galensgranny, you would have known, if you had built all these markets; textiles and food are not in the same. I only wanted to say; these two markets work good, the way they are. Sorry if I didn't express myself well enough. However, the textile market wouldn't work, if it also contains clothes.

Why?

Let's look at the function of this market: You locate one or a few tailors close. A vendor collects textiles from all over the map and the tailors work very well. What will happen, if clothes would be stored here, too? Convenient to put them there directly from the close tailor. Yes, that's right. BUT: Vendors don't steal from eachother! That means, that these clothes stay in that small store, until they are consumed. None of them gets to a normal market, where they would be better needed. The distribution of clothes breaks down. And what happens, when the settlement grows and you want to have more clothes in your stores? This market will be full of clothes and there will be no space left for textiles and the meaning of this store is gone.

Similar my suggestion not to store iron together with other building materials. Most of the iron is needed to produce tools. You want the blacksmith to be efficient with enough iron close. To me it's less inconvenient for laborers to get a small amount of iron far away from the building site, than for the blacksmith to get it from a building location, who knows where.

Title: Re: Red's new Work In Progress thread
Post by: Turis on March 02, 2018, 04:02:33 AM
An enciclopedia comes really handy. http://www.thesaurus.com/browse/hardware?s=t (http://www.thesaurus.com/browse/hardware?s=t)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 02, 2018, 06:16:53 AM
NILLA i really am not trying to argue with you. what you said is generally correct. at least in theory. i think markets can be improved on and used to make games work better.not just RED's mod but all markets and any game setup. we all have different ideas but seem to agree there must be ways to use markets better.
     though markets don't "steal" from each other,i have seen some that will help each other. once they have too many of an item,they move excess goods to a different market. they can be set up to hold x% of varrying goods,so they won't fill with just clothes.it might have been SMURPH who brought that up before.the market vendor can become so busy trying to locate certain materials that they fail to stock the items you do have including food.this can slow down the working bannies production rate. either they don't have enough materials to work or need to travel farther for food.
      the last map i did,i used a lot of pine markets. since i didn't have a pine forest i didn't have those items.the markets would fill to around 45% only.the remaining space is reserved for items i didn't have.so say you set 1 to supply a village and hope it will bring logs to keep the woodcutter busy.the vendor will stock a set amount of logs and no more.as the woodcutter uses the logs,the vendor will go find more constantly.thereby taking time away from moving food or other items.if the vendor did get busy somewhere else,the logs would get used up and the woodcutter would be forced to find them himself.
           all vendors are not the same. each modder has oded the markets differently. it is interesting to watch them and see how they work.some are more helpful to other workers,some are more willing to move excess stock to a nearby market,there are hard-coded mysteries to the vendors as well.
Title: Re: Red's new Work In Progress thread
Post by: Turis on March 02, 2018, 08:09:42 AM
Let's take a look at this:

1.- Fair: http://www.thesaurus.com/browse/fair?s=t (http://www.thesaurus.com/browse/fair?s=t), http://www.dictionary.com/browse/fair (http://www.dictionary.com/browse/fair)
2.- Market: http://www.thesaurus.com/browse/market (http://www.thesaurus.com/browse/market), http://www.dictionary.com/browse/market (http://www.dictionary.com/browse/market)
3.- Marketplace: http://www.thesaurus.com/browse/marketplace (http://www.thesaurus.com/browse/marketplace), http://www.dictionary.com/browse/marketplace (http://www.dictionary.com/browse/marketplace) - Look forum is synonym of marketplace so this forum is like a marketplace. You browse the goods and you "buy" whichever you like the most. Just look at the different exhibits. Hey, in this exhibit they're selling clothes from Greg's tailor shop. I really love this market. We're lucky that the bad weather went away so we could held this market this weekend. There are a lot of people from the neighboring towns.
In my hometown, there is a yearly market held at the lasts days of Spring and you can buy about everything, mostly clothes. It is held in the middle of a street so people can walk up and looking at the different exhibits, mostly second-hand used or old clothes at really cheap prices. Sometimes, the local stores use it to clear their storage for new ítems. And this is very common in most towns and cities in Galicia, Spain.

Wow, I don't usually write so much.
And that's how I view markets in game.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 02, 2018, 08:11:39 PM
so ? what you people has decided about those markets ?


meanwhile i added 2 start conditions dificulties....
the traditional Adam & Eve,
and an alternate Hard which give you 1 seed in exchange of a few goods on the start.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 02, 2018, 08:32:40 PM
how soon? markets i think is an on-going discussion. not sure there is a solid answere yet. i mentioned the carts cause they can be more item specific.like logs for the woodcutter or mineral or stone for a blacksmith,textiles for a tailor,etc.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 02, 2018, 09:19:46 PM
so ? what you people has decided about those markets ?

I haven't deeply considered it yet. I haven't played near as much as Nilla has, so for now, I am fine with the way Nilla would like the markets sorted, BUT, use the new names I suggested so it is more clear in English what might be in those shops.   If other people have more input, more changes could be made.  I'd be interested in further thoughts from Brad
 

Nilla's grouping of items, my suggested name change for some of the shops:

(Name is fine) Grocery and textiles - they are good and worked fine in my settlement

Hardware   Change to "Supplies and goods" (or something very similar) - tools, firewood, clothes, herbs (things people need that's not food)

(Name is fine)  Building materials - logs, stone, produced building materials like bricks, roof tiles, lumber and glass
(Nilla wants to exclude iron  from the Building Materials shop, thinking it is better off close to blacksmiths.  I think iron makes sense in a building materials store since some buildings use it, but maybe they don't in your RedKetchup Editor's choice mod.)

Supply and goods  Change to "Raw Materials" (or something similar)- ores, minerals, iron, coal, logs (materials to supply smelter, toolmaker, lumber mills, woodcutters)

Maybe also add a few more descriptions of kinds of items in each shop that will show when people hover over the icon in game.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 02, 2018, 10:28:37 PM
Also, Red, would you make at least one F key variant for the walls of the shops?  One that has a tannish or reddish color so it would match better with the upper levels of the housing that can fit on top of the shops?.  It would be great if you did all of the choices, but if only one, maybe the sand bricks.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 03, 2018, 12:56:15 AM
@RedKetchup, it's your mod, YOU make the decisions!

It's nice, when you listen to our opinions. I would have liked, if more people would discuss this. I (once again  ???) agree with @brads3, markets are interesting and it is important to have good  working markets in a game, especially when it grows. Discussion about markets is on going.

I've told my opinion about these NMT markets. I also find it's important to have markets of different size. And to charts; we can always use the nice DS markets charts, if we want even smaller. I guess they are compatible.

I want to say one more thing about the look. I know, I showed some pictures from the backside I didn't really liked the look of, when you build brick houses on top. But on the other side as my settlement grew, I found it very useful, that they did look different. As I said, markets are important, I use to look into my markets quite often, to see, it they works as intended. It was easier to find them this way, as they looked different. So I would say; no need to make them in different F-variations. I would rather concider something to hide the backside, if you want a beautiful looking village. Maybe some climbing plants, like ivy; maybe some wall? I guess this would be more fun for you to make, and opens up for more creativity by the user.

Title: Re: Red's new Work In Progress thread
Post by: Turis on March 03, 2018, 04:18:31 AM
Let's take a look at this:

1.- Fair: http://www.thesaurus.com/browse/fair?s=t (http://www.thesaurus.com/browse/fair?s=t), http://www.dictionary.com/browse/fair (http://www.dictionary.com/browse/fair)
2.- Market: http://www.thesaurus.com/browse/market (http://www.thesaurus.com/browse/market), http://www.dictionary.com/browse/market (http://www.dictionary.com/browse/market)
3.- Marketplace: http://www.thesaurus.com/browse/marketplace (http://www.thesaurus.com/browse/marketplace), http://www.dictionary.com/browse/marketplace (http://www.dictionary.com/browse/marketplace) - Look forum is synonym of marketplace so this forum is like a marketplace. You browse the goods and you "buy" whichever you like the most. Just look at the different exhibits. Hey, in this exhibit they're selling clothes from Greg's tailor shop. I really love this market. We're lucky that the bad weather went away so we could held this market this weekend. There are a lot of people from the neighboring towns.
In my hometown, there is a yearly market held at the lasts days of Spring and you can buy about everything, mostly clothes. It is held in the middle of a street so people can walk up and looking at the different exhibits, mostly second-hand used or old clothes at really cheap prices. Sometimes, the local stores use it to clear their storage for new ítems. And this is very common in most towns and cities in Galicia, Spain.

Wow, I don't usually write so much.
And that's how I view markets in game.

No comments?!? Neither positive nor negative?!?

I know that I started my post, only to change its format in the middle as I was writing. But, didn't the info I gave have any value to any of you? Oh, boy! I think I'm going crazy. All I'm trying to do is to reach... Living alone is driving me crazy.
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on March 03, 2018, 05:04:15 AM
I always use thesaurus.com. Mostly for what you are doing now.
Finding a name for a building. There are SO many links leading you
far away from where you started but always interesting!

I wish more people had the guts to learn more diverse words.
It could lead to a nice and living atmosphere in game.
We have many 'markets' already! Let's try to vary a little bit!

:)

...and yes, being alone sucks.
Title: Re: Red's new Work In Progress thread
Post by: Turis on March 03, 2018, 05:06:49 AM
Thank you, @kid1293 ! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 03, 2018, 07:11:24 AM
tommorow i would like to launch beta 10 :) so you still have the day ^^
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 03, 2018, 08:14:07 AM
      we could start a post on markets and storage. with so many different players with different playstyles,we should have many ideas on what works and doesn't.an open -discussion could help unlock some mysteries.
       i tried to go back thru some of my notes. i thought i had more notes. SLINK's vendors are helpful. i use the industrial market to store excess stone.the vendor works well with the laborers. the laborers clear land and leave piles for the vendor to pick up. since he has a wheelbarrow,he can haul more faster. i have seen EB's farmer market vendor take extra supplies to another market and bring back items. such as  take firewood to the CC small market and bring back tools.i have seen vendors wait til a barn had more stored and then travel out to collect from it.always seemed to be the same level of fullness.have seen them walk past several barns and specifically go to a far away barn for items.some tend to help others more ,while some loiter a lot.
     DS made a double market with his small village set. this has a farmers type market to store items used by the bannies including food. the other half stored production goods,logs and ores.this is handy in a production or mining area since you have a merchant bringing food and 1 to supply the workplaces. i also use the industrial plaza. same size as a central market but stores production items.both of these are 1.06 so limited with the new flags. cellars xan also be useful. a luxury cellar adds storage to a winery,the medicine cellar adds to a clinic,etc. this stores the items conveniently for the worker and bannies.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 03, 2018, 11:49:46 AM
Let's take a look at this:

1.- Fair: http://www.thesaurus.com/browse/fair?s=t (http://www.thesaurus.com/browse/fair?s=t), http://www.dictionary.com/browse/fair (http://www.dictionary.com/browse/fair)
2.- Market: http://www.thesaurus.com/browse/market (http://www.thesaurus.com/browse/market), http://www.dictionary.com/browse/market (http://www.dictionary.com/browse/market)
3.- Marketplace: http://www.thesaurus.com/browse/marketplace (http://www.thesaurus.com/browse/marketplace), http://www.dictionary.com/browse/marketplace (http://www.dictionary.com/browse/marketplace) - Look forum is synonym of marketplace so this forum is like a marketplace. You browse the goods and you "buy" whichever you like the most. Just look at the different exhibits. Hey, in this exhibit they're selling clothes from Greg's tailor shop. I really love this market. We're lucky that the bad weather went away so we could held this market this weekend. There are a lot of people from the neighboring towns.
In my hometown, there is a yearly market held at the lasts days of Spring and you can buy about everything, mostly clothes. It is held in the middle of a street so people can walk up and looking at the different exhibits, mostly second-hand used or old clothes at really cheap prices. Sometimes, the local stores use it to clear their storage for new ítems. And this is very common in most towns and cities in Galicia, Spain.

Wow, I don't usually write so much.
And that's how I view markets in game.

No comments?!? Neither positive nor negative?!?

I know that I started my post, only to change its format in the middle as I was writing. But, didn't the info I gave have any value to any of you? Oh, boy! I think I'm going crazy. All I'm trying to do is to reach... Living alone is driving me crazy.

Turis, what you posted is fine for whether to call the entire building type a shop, or market, or fair, etc.  But what we are trying to specify is what kind of shop, market, fair, etc. it is.  A raw material shop, a food market, etc.  And then what exact items will RedKetchup flag to go in them.

Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 03, 2018, 12:28:23 PM
For now, since RedKetchup wants to get this update of his mod finalized tomorrow, I think the decision should be based on what he has now, but with some changes to the identifying name of the markets (or shops, or stores) so people in general will get a good idea of what is in that building.  Then, there is a question of some groupings of items.

Of course, at some time in the future changes could be made, but for now Red wants to get things moving with his mod.

I think the way Nilla posted the groupings of items and my name changes so it is more precise in English are good, except for the iron decision. 

Nilla prefers no iron in the Building Materials shop, but instead only in the Raw Materials shop.  I think it might be good if it is in the Building Materials shop and also the Raw Materials shop. Iron is used as both a raw material to create a new substance- steel for the steel tool, but it is also used as a building material for construction of some buildings. 

@brads3 , I would be interested if you started a new discussion all about Markets.  I don't have as good an understanding of how they operate the way you  and Nilla do.  It would be helpful to all players.  Especially telling about the different markets various modders have made.
Title: Re: Red's new Work In Progress thread
Post by: Turis on March 03, 2018, 01:30:27 PM
This is a problem with the game itself. Blacksmith usually produces about everything made of iron, but, also sells them. But, here we need two buildings, the forge and a storage. Same deal with the tailor. We could play around the names and named the store, Farrier, which is another name for blacksmith and Clothier if you figure out, it is another name for tailor.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 03, 2018, 01:41:04 PM
This is a problem with the game itself. Blacksmith usually produces about everything made of iron, but, also sells them. But, here we need two buildings, the forge and a storage. Same deal with the tailor. We could play around the names and named the store, Farrier, which is another name for blacksmith and Clothier if you figure out, it is another name for tailor.

Red deciding what items to put in his various shops is not a problem of the game itself.  The question at hand is how to group items in the shops Red already made.  Should there be any changes to what Red has already made?
Title: Re: Red's new Work In Progress thread
Post by: Turis on March 03, 2018, 03:54:08 PM
This is a problem with the game itself. Blacksmith usually produces about everything made of iron, but, also sells them. But, here we need two buildings, the forge and a storage. Same deal with the tailor. We could play around the names and named the store, Farrier, which is another name for blacksmith and Clothier if you figure out, it is another name for tailor.

Red deciding what items to put in his various shops is not a problem of the game itself.  The question at hand is how to group items in the shops Red already made.  Should there be any changes to what Red has already made?
Then you didn't understand nothing of what I said. They called blacksmith to what should be called forge and the tailor does his job of making clothes in the back of his store while waiting for customers. Banished takes those items to a different storage.

NOW, I was giving you reliable information about the middle ages which obviously you know nothing about. When I want to speak to @RedKetchup , I'll talk to him directly and not you so stop acting like you speak for him. Do you understand, kiddo?

@RedKetchup The name Farrier refers to blacksmith and it was used between 1375 and 1425 A.D. while Clothier was used between 1325 and 1375 A.D. at England. So, pretty much these names goes along with your Medieval mod.
Title: Re: Red's new Work In Progress thread
Post by: estherhb on March 04, 2018, 09:09:29 AM
The occupation "farrier" currently (at least in the U.S.) is used for someone who shoes horses. The term "blacksmith" is often used too for that job but they often do more iron working than just that.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 04, 2018, 12:57:27 PM
i finished to integrate back the small cheap Creamery as promised :) i tried to keep all the essence of the old medieval creamery :)
it will be 2nd floor compatible :)
it has all Red creamery recipes but the big red creamery is faster and more productive.



Now i will read back everything you said about the little stores :) once read, once changes made, i ll compile the new Beta 10 :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 04, 2018, 01:15:46 PM
:)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 04, 2018, 02:28:07 PM
i am making popcorn during i am compiling ^^  :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 04, 2018, 02:51:06 PM
so i made those :

"Raw Materials"
String _text = "The Raw Materials Store is a little market that only sell raw materials (Wood, Minerals, Iron). Fit under Multi-level floors"

"Building Materials"
String _text = "The Building Materials Store is a little market that only sell Tier2 building materials (Stone, Construction: Lumber, Glass, Bricks, Rooftiles...). Fit under Multi-level floors"

"Grocery Store"
String _text = "The Grocery Store is a little market that only sell food (Proteins, Grain, Vegetables and Fruits). Fit under Multi-level floors"

"Supplies & Goods"
String _text = "The Supplies & Goods is a little market that only sell materials to craft various goods (Tools, Fuel, Clothing, Herbs). Fit under Multi-level floors"

"Fabrics & Co."
String _text = "The Fabrics & Co. is a little market that only sell fabrics materials to craft cloths (Textiles and Fabrics). Fit under Multi-level floors"

probably later i ll change the Fabric & Co to Clothier and make another one Farrier with iron and other metal
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 05, 2018, 08:38:10 AM
GRANNY, i would be glad to add info but i have a concern. the way my vendors work might not work with a different mod order. market A does this and market vendor B does that. but when you add several mods will they influence each other.so A and B might act somewhat different depending on mod C even.
         this is a theory that i started to see since the 1.07 change.the mods seem to cross over and affect each other in a different way than before.
where the old way the game would read from the top down and the top mod would override the next. now it seems as though the game can mix 2 or more mods together.not saying it should read that way but i do see odd things now and then.
      give you an example. KID has no mod with ducks included.at 1 time i had a duckhunter issue. the duck hunter would catch fish. usually very small amounts per year. this ment he would have less ducks.loss in production was a huge difference.he would get 5 fish and hundreds of less duck meat. not counting the feather difference.i moved a few mods and thought it was 1 of NECORA's mods causing the issue.not that he had ducks included either. next map duck hunter worked. i moved KID's mods around slightly and the issue came back.these mods were above CC,so should have not been affected by that.
        the mod set up i have now is more treacherous. it should read th top mod's start conditions and load those. it actually loads part of TOM's and then RED's darker terrains. the order of the 2 mods doesn't seem to matter to it. i have already seen subtle  behavior  changes of vendors. the SLINK market vendors nromally would come help the laborers. this is quite handy as they use the wheelbarrows to haul more.laborers can break rocks and stack logs while the vendor hauls items back. in this map the vendor does leave his market and come help. he carries as a laborer not with  a wheelbarrow,though.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 05, 2018, 11:46:14 AM
Brad, I have noticed things get different depending upon what one has added to the game and the load order.  So I guess it would be difficult to discuss how markets work in a modded game with many different modder's markets, except to say what you did, that load order can make some unexpected changes.

Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 07, 2018, 03:18:50 PM
Now I do have to ask; how many children can the Bannis have in the NMT houses. First I thought 4 then I reconsidered and thought 3, but now I've looked again and it looks like 3 or 4 ???

Look at the picture. It shows the mother and the children. In some houses right column, there are 4 children. In the other houses there are 3 children and you can see, if 4 children would have been possible, there would have been another child in these houses as well. It looks like they can have 4 children if they live on the 3 floor but never on the ground floor. The second floor seems more random.

Maybe this is funny and quite realistic; you'll never know how many children a family can get but in that case it would have been even funnier with something between 2 and 6. In a vanilla speed game, it doesn't matter much. The agedifference makes it rare with 4 children at the same time. Even if a woman may have 4 children, the oldest has mostly moved out before the 4th is born. In a real time speed however it's different.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 07, 2018, 03:49:49 PM
maybe she gone through adoption ?  :D

multi level floor 1 :    int _maxOccupants = 5; (which is 2 adults, 3 children)
multi level floor 2 :   int _maxOccupants = 5; (which is 2 adults, 3 children)
multi level floor 3 :   int _maxOccupants = 6; (which is 2 adults, 4 children) :)

NMT Little houses:    int _maxOccupants = 5; (which is 2 adults, 3 children)

i ve gone through all textures and they are all the same :)
if you ask the question: Is it an error ? my answer would be no ^^ i think i known exactly what i was doing when i did it ^^ (3rd has alot more space so i added a child)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 08, 2018, 12:48:59 AM
OK, thanks. That will work.  I think the 4 child family in one of the 2 floor houses comes because of a separation; I took some nomads, the first house I built for them, was taken by a man with two children (no nomad), probably the father of that family. The 4. child was made in that brief time before I forced them together again, as there was room enough in the original house.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 02:25:52 AM
anyone want some ... color in your Banished life ?  :P


screen 1-2 with original colors....
screen3 with -20% saturation, -20% lightness



edit: i will probably redo the arch long 2 tiles to make the arch going over the full 2 tiles. look abit weird like this
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 02:58:51 AM
i will maybe make some different tests with the brown and orange. i think they lost alot of their essence and shifted colors (too much mustard/rust) maybe try some -20,-10 or -20,0 or -30,0 (saturation, lightness) ^^
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 08, 2018, 11:47:59 AM
Many color choices is always a good thing!  I haven't compared with your Colorful Little Houses mod, but it would be nice to have some fences matching the roofs on those houses.
 
Will this be a stand alone mod? 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 12:19:29 PM
Many color choices is always a good thing!  I haven't compared with your Colorful Little Houses mod, but it would be nice to have some fences matching the roofs on those houses.
 
Will this be a stand alone mod?

i will certainly offer it in stand alone + inside RK Ed

and i guess i probably can make a 2nd set with the textures from Colorful Little House :)

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

meanwhile ...  i changed the 2 tiles width archway .... i also lowered the saturation of -20% and lightness of -20% (Brown & Orange of -20%, -10% though) ... oh and i deleted an unecessairy level of toolbars (changed also the icons)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 12:46:06 PM
i know those can maybe shocked or stun people ^^ or people are just not interested....

i didnt found back the post...
but when i did white fence set, people asked me if i can make more colors. So i am doing it :D

i didnt really know which color i had to make.... and since i dont want to make more later once all this done... i chose those colors for all the people tastes ^^
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 08, 2018, 01:03:01 PM
Red, I just looked over your Beach Party houses and it seems your new colorful fences match well with those.  Someday I will make a very colorful section.  :)

But also, these new bright colors can go with many other houses.  I love them!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 01:11:21 PM
Red, I just looked over your Beach Party houses and it seems your new colorful fences match well with those.  Someday I will make a very colorful section.  :)

But also, these new bright colors can go with many other houses.  I love them!

lol yeah they will match those perfectly ^^
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on March 08, 2018, 03:05:45 PM
Is there a 2 tile overhang piece included? With one half normal and the other ghosted?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 03:14:54 PM
Is there a 2 tile overhang piece included? With one half normal and the other ghosted?

pieces thats stand between 2 tiles ? yes but only ghosted. ghosted simplify alot both, me and the player.
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on March 08, 2018, 03:20:00 PM
I mean a 2 tile long piece that is half (1 tile long) ghosted?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 08, 2018, 03:22:58 PM
I mean a 2 tile long piece that is half (1 tile long) ghosted?

a straight long of 2tiles width by 1 tile height with the fence stand in middle ?



if you see your piece inside that, but ghosted, you ll be happy. all those set are ghosted too.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 08, 2018, 04:27:28 PM

if you see your piece inside that, but ghosted, you ll be happy. all those set are ghosted too.

All the fences are ghosted!?  That's wonderful!  No more problems if there is a road or something else preventing one from placing fences as desired.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 09, 2018, 03:58:37 PM
the Ghosted set is done now :)

they cost nothing to build although the wont block pathway and can't be used to seth up specific path :)


oh and also i've changed the 2-tiles archway over road , i wasnt satisfied at all, were too big
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on March 09, 2018, 04:17:09 PM
Since they are ghosted will I be able to place non-passable squares under them except at the gate areas?

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 09, 2018, 05:13:53 PM
Since they are ghosted will I be able to place non-passable squares under them except at the gate areas?

yes entirely
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on March 09, 2018, 05:36:16 PM
Fantastic. That will allow using them for specific path access to areas.
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on March 09, 2018, 05:44:15 PM
Some time ago you asked for additional building ideas. Sorry for being slow, I am old... lol

They don't need to be necessarily functional (would be nice if they could be) but can be used as a living space requiring additional building materials. Some sort of decoration or signage could be used to set them apart.
    - Wig Maker (Hair Salon/Powder Maker)
    - Cobbler/Cordwainer (two versions - city/village and plantation)
    - Printer/Binder/News Stand
    - Post Office
[/size]These were standard buildings in colonial townships and in larger villages.
[/size]
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 09, 2018, 06:23:19 PM
for ideas like that KID came up with a very good solution. the buildings function as houses with the style of the shop or post office.check out his wild west mod. your news stand could replace a church,the cobbler is a tailor.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 10, 2018, 02:07:25 PM
added 2 pieces that are standing between the edges of 2 tiles, a ghosted straight and a ghosted long straight

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 11, 2018, 06:36:19 PM
Colorful Little House also integrated :)


PS.: i will maybe have to change the fence colors ^^ it doesnt fit alot ^^
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 11, 2018, 08:01:17 PM
having colored fences... for colors....

what about this instead ? there is a purpose now.....
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 12, 2018, 12:27:17 AM
The Colorful Little Houses look even better with the matching fences!  Looking forward to using those fences!
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on March 12, 2018, 04:21:33 AM
 :)  Oh, Mr. Red that is great, fences to match colorful little houses, marvelous.  :)
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 12, 2018, 11:32:18 AM
I'm not sure adding fences is a good idea, it imposes a colour choice, and can interfere with things like your city roads. It might be best to let the players choose when to use them. You also have to consider that you are limiting the ability to mix house and fence colours. Designers should give the player as many choices as possible, so they can let their imagination run free.  ;)
Title: Re: Red's new Work In Progress thread
Post by: raerae2 on March 12, 2018, 01:08:02 PM
I don't think they are attached to the houses, just that the colors match.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 12, 2018, 02:55:50 PM
I don't think they are attached to the houses, just that the colors match.

no they are not attached !! hehe
i've put them there so i can see the difference of color and try to get the same main color.

the houses dont comes with fences ^^ hehe
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 12, 2018, 04:24:53 PM
since i took the white color fence away ... i added the White Fence Set to the RK Ed
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 12, 2018, 08:05:41 PM
people asked me at some point to add an alternative to stone road with bricks as requirement to build roads.... i made 2 from the brick textures used for the buildings....
plus i made another one from the stone road i ve made from RotP mod..... and i set it to also use bricks,
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 12, 2018, 08:16:17 PM
Those new brick roads are beautiful, Red!   :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 12, 2018, 08:20:58 PM
Those new brick roads are beautiful, Red!   :)

thanks and will also help when you have very hard to get stone.... and you have plenty of bricks made.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 12, 2018, 11:14:50 PM
thanks and will also help when you have very hard to get stone.... and you have plenty of bricks made.

Oh, yes! That makes them even better!  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 13, 2018, 03:42:09 PM
it looks like ....


Seedlings ARE BACK !!!!

lol
Title: Re: Red's new Work In Progress thread
Post by: Hawk on March 13, 2018, 04:36:56 PM
What will those seedlings grow?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 13, 2018, 04:37:42 PM
What will those seedlings grow?

decorative trees :)

i am kinda inside my Decorative Items Pack presently :)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on March 13, 2018, 04:39:10 PM
Hmm! OK! Thanks!  :)
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on March 13, 2018, 04:55:30 PM
I used to like to use the seedling for trade. At a value of 8 they were a very good return on the investment.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 13, 2018, 04:58:32 PM
I used to like to use the seedling for trade. At a value of 8 they were a very good return on the investment.

yeah but that wont be comeback :)
i am sorry.


Botanists will create 2 to 3, they will have a value of 2 and it will cost water and fertilizer to create those.
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 14, 2018, 10:37:29 AM
Excellent choice, there are a lot of tradable goods, the old version was a bit overpowered, almost a cheat.  ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 14, 2018, 02:01:35 PM
so .....



so far , 2 kind of decorative trees made :)

a Cedar tree made (my old japanese cedar tree) , it will come with 3 "F" "alternate" different forms.
a Cherry tree in flower made (my old japanese cherry tree), it will come with 3 "F" "alternate" different forms X 3 different colors = 9 ( 9 "F"ed )

they will need a "Seedling" as required material.
Title: Re: Red's new Work In Progress thread
Post by: raerae2 on March 14, 2018, 04:44:36 PM
Those trees are really pretty. Thank you for all your work on this (and your other mods). I have really enjoyed trying out this mod. It will be fun to have some decorative elements.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 15, 2018, 01:21:36 PM
added some maples ? in 3 colors , green from summer and yellow and orange/red from autumn :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 16, 2018, 02:49:42 PM
the update is save-game compatable. i added it with no crash.it might depend more on what is built.
   i did figure out something with the texture issue. when the CHOICE is enabled it automatically points to the peak start.you can change the option to valley ot lakes,etc.not sure what causes the game to decide where to load. i cleaned the registry and was teating. if the CHOICE is above the north then you can choose the terrain.only happens when the north is loaded above now.it seems the game loads the choice peak texture instead of the North's.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 16, 2018, 03:49:06 PM
in fact you (in fact "we", i mean) we cannot decide which one by default. this is the game which decide that, it always relative to the "position" you decided last time you did a map (whatever the mod choice menu)

for example, you had the north mod and you decided to take the 3rd option in the list and you started a map.
the next time, you decide to put RK Ed" first in the list and start a map from RK Ed. the game will give you the 3rd choice in the list in the "RK Ed menu"

to continue our example, you decide to make the 6th choice in the RK Ed list and start a map....
and then. after a while you decide to go back to North Mod and make another new map.....

the game will take you back to the "6th choice" in the North Mod menu if it exist, (if not: it will take you to last one in the list, or first one in the list, not sure there...)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 16, 2018, 05:06:10 PM
i dont find the post where i've been asked to add some carts as markets...

i am making some...
but i am wondering while i do this.... how much "weight" a cart should hold ? certainly not as big as the barns...  how much capacity it should have ?
and also , should it acts like a market with a vendor ? or just like a barn/stockpile with no vendor ??
Title: Re: Red's new Work In Progress thread
Post by: marcoic on March 16, 2018, 05:14:33 PM
Hello everyone, ive been reading this thread and id like to try this mods, but i cant seem to find the link for it.
Also, once installed, should I disable anything I have and give it a try on its own?
Thanks
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 16, 2018, 05:28:20 PM
Hello everyone, ive been reading this thread and id like to try this mods, but i cant seem to find the link for it.
Also, once installed, should I disable anything I have and give it a try on its own?
Thanks

the link is here : http://worldofbanished.com/index.php?action=downloads;sa=view;down=409 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=409)


yeah i suggest to try it first alone... and add later what you would like to
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 16, 2018, 07:18:14 PM
i dont find the post where i've been asked to add some carts as markets...

i am making some...
but i am wondering while i do this.... how much "weight" a cart should hold ? certainly not as big as the barns...  how much capacity it should have ?
and also , should it acts like a market with a vendor ? or just like a barn/stockpile with no vendor ??


still no answers on this

i did my mesh though :) it will look like this (i'll need personalize each signs) (and put stuff inside the carts)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 16, 2018, 07:54:30 PM
looks good.i would say vendors so they move items.as for space i would say 2500 or less but i was hoping for others to give input on that also.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 16, 2018, 08:20:05 PM
one for every flag ; and has only 1 flag ?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 16, 2018, 08:41:55 PM
i leave that to you. i can see stone,logs,minerals,textiles.NILLA mentioned grain and fertilizer. doing them by flag and then splitting the food carts to each catagory is a good idea.how much control do you have over how it prioritizes? say it stores grain which is grain+flour, can it be made to store more grain than flour.which would cause it to move flour esewhere to keep space for the grain.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 16, 2018, 09:05:25 PM
you cant prioritize things in same flags. it is grains or it is not grains :)

wheat is a grain, corn is a grain, sorghum is a grain,  flour is a grain thats all.
it will try to make 50-50 everything.

in game picture :) 2x2 tiles as vanilla cart
20' tiles radius is enough ?
1 vendor by default, can up at 2 ?

i need to sort out my toolbars, it is starting to fill up that quick in that toolbar lol
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 17, 2018, 06:20:14 AM
That's a sweet looking chart! :) It's small, so a small radius is good, also a maximum of 2 vendors. Fits all.

I started a discussion in my blog about how to handle flour. There hasn't been much response, maybe not so many read my often too long blogs, so I will repeat it hear. It looks like @RedKetchup also want more of you to say your opinion. The background is that flour is inedible in this mod. As far as I have seen it, all grain is eatable. This is different in different mods. There are some where grain and flour is inedible, others where both are eatable.

In this mod, flour is not stored in the smaller market place. It only contains costumer's goods, so that might be logical. The small grocery stores however, can contain flour. Flour is special, you want it close to bakers, it's the only place you need it and want it. Now it's spread all over the map to every small store. I have tried to locate bakers a bit spread but that doesn't work well either, I guess I can afford too few vendors to fill the stores fast enough for both the people and the bakery. I suggest two options to make it work better: (maybe some of you see more possibilities)

1. Make flour eatable. Let it spread to all small, medium and big markets. Let the people bake their bread and cook their pancakes. It's easy to make an overproduction.
2. Let it stay inedible. Take it away from the small markets. It's better to lacate mills and bakeries together and not letting the flour spread all over the place. Maybe it's even possible to make a special chart that only holds inedible grain.

I prefer option 1. ;)

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 17, 2018, 06:24:17 AM
personally i am ok with option 1 too
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 17, 2018, 08:13:08 AM
i agree with you both. all flour should be edible. players who want it in-edible can use the add-on mods.
    the carts should help the issue of items being stored everywhere. i don't think we can totally solve this but may be able to help the bannies.there are times scattering items is useful. laborers in forests drop food,tools,firewood,etc that the bannies need.helps the forest workers be more productive since they don't have to travel to find things they need.same thing works for a dock area or mining town.i try to scatter laborers to use this to my advantage.
    the issue of everything being stored all over the map RED has worked on.fertilizer is more controlled now. it isn't stored everywhere and has a more specific place.markets are better at bringing needed items instead of everything.
          we need more understanding of the coding for markets and barns. each vendor reads though the markets coding and decides what to bring in. he also can decide to remove items and take them back to storage or another market. the more we understand how and why he "thinks" the way he does, the more control we players will have. same applies to how and when labores choose what item in which barn. theory is the closet barn.once that barn has a certain amount of item A,they will go store in a different barn. the 1st barn won't be completely full.a food barn won't fill with just chickens.barns have an assortment of goods.
       i think LUKE has this "thinking" coded more complex than we realize.there are hidden mysteries.
Title: Re: Red's new Work In Progress thread
Post by: oldgraywolf on March 17, 2018, 10:08:09 AM
I may not be much help, being relatively new to the game but I'd go with the edible grain/flour solution as well. It should make it easier to store and find when needed. I also like the single cart for the "single" items. I like having the flexibility of only using what I might need or want at the time.
It still amazes me when I see the Bannies taking items from one storage to another or clearing out an area of stone when stone is needed for the foundation of the building where the area is being cleared.  :o
Its still a great game in concept but some of these little problems make you scratch your head sometimes.
I'm waiting for you next update Red, and I'll download and try this mod, I've been reading and watching up to this point. I like your designs and concepts, and it looks like a different play style for me to enjoy.
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 17, 2018, 12:09:25 PM
I am convinced that the scattering of goods in different locations is hard coded to avoid disasters being village killers. A fire or worse won't destroy every single unit of an item. This is very important in small villages or those that are starting. You have to remember the game is coded without mod in mind, so there is a logic to this.

As for carts, I think the single good version is the best, it could be match with a storage version to help mitigate some of the storage locations problems. On this subject I would like to remind you that the warehouse can solve some of these problems too, bringing the goods in and then have them sent back out can change where they are stored, and compensate for concentrations caused by building sequences.

I've been gone for a few month, and just looked at the mod, I understand its a beta, but I think some features could be changed to make it an easier mod to play with. I realize many things have been discussed, but I feel certain building requirements may make it too difficult to get what are essential features like trading and health care. Having to build several production chains can simply stop development of a village.

For example trading, it is usually useful as a source of more advanced resources, before one can build production chains. You are also changing how fast you get seeds and animals. Finally it can save you from a death spiral of starvation.

I could say the same for heath care, which has an impact of growth by making accepting nomads far more dangerous. I like the idea that things like the barber are more difficult to get, it makes for great challenges, something Banished needs. Having the hospital require produced resources is a dangerous choice that will simply stop growth, and may even kill a village when everybody dies of old age.

There are other places where this is also something to think about.

There are some easy ways to fix this, creating a basic building that handles these functions, this would create 3 levels of health care, and two for trading. Again limits can be placed on those that are easier to build so you want the better ones. The camp mods might work, but they are a bit of specific theme that may not appeal to everyone.

One thing I do want to say is that I think a mod should not force players to rely on using other mods to fill a basic function. :)

Nilla: can you PM me a link to your blog, I'm interested, but don't have time to look for it. :)

Mon ami, J’aime vraiment ce que tu fais, c’est juste des idées pour faire un meilleur mod.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 17, 2018, 01:16:25 PM
I disagree with you @Denis de la Rive. I like that, you need to start the production of some "advanced" building material early. It's also no way too hard to produce a few pieces of glass to be able to build a trading port and a doctor early. Just because you need a few glass or a few lumber doesn't mean, that you need a constant production of these materials. You need to micromanage. But I always micromanage at the beginning, a little more makes the gamer rather interesting. I don't think this is too hard for the average player. I see no risk for the "disasters" you mention.

One thing to you @RedKetchup; have you thought of the school? It would be nice if you could add the NMT school to the next version of this mod.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 18, 2018, 11:46:41 AM

One thing to you @RedKetchup; have you thought of the school? It would be nice if you could add the NMT school to the next version of this mod.

i still hope to have time to check if i can easily transfert the NMT20 school to this....



meanwhile i was working on the carts idea of Brads....

i did 13 carts, for 13 flags. they all have the new cart look, but every cart has something inside that help define their role. they have a personalized sign behind, and they have personalized resources inside the carts.

i ve got to modify the toolbars though, now when you will open the storage toolbar, you will get 3 options. barns, markets, and carts. The other icons which were hanging already there are still at same place.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 18, 2018, 12:09:22 PM

One thing to you @RedKetchup; have you thought of the school? It would be nice if you could add the NMT school to the next version of this mod.

i still hope to have time to check if i can easily transfert the NMT20 school to this....


unfortunatly, i wont be able to just move it, i will need to redo. but i promise, it is the next thing i ll do this week, and who knows, maybe i can launch beta 12 next weekend :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 18, 2018, 12:26:26 PM
what about the 2 and 3 story hostels? any thought on pottery and using it to store food like a cannery?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 18, 2018, 12:39:36 PM
what about the 2 and 3 story hostels? any thought on pottery and using it to store food like a cannery?

hostels will be done at some point.... not sure on cannery... need more thoughts on this
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 18, 2018, 01:04:53 PM
I agree with Denis that it is better for the trading post not to need building materials that require additional buildings and production, such as it needing copper.  I think it needs iron as well, so one already has to make a smelter to turn iron ore into iron, taking another employee.  I like to start trading early on and with limited employees, one really can't do that with the extra production chains.

I also think the hospital should not require much extra, since sometimes one wants to accept nomads as soon as possible.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 18, 2018, 01:50:40 PM
You don't need a smelter to produce a few iron and copper @galensgranny. The blacksmith may do it as well. It's not quite as efficient as a smelter. But the few you need for a trading port doesn't matter much, if 3 or 2 ore are needed for each iron/copper.

As I said at the beginning; you don't need so much of these products, that you need to employ these sites all the time. So there's absolutely no problem to produce the material. Don't you people micromanage at the beginning of a game? Do you really build a site and let someone work there all the time right from the start? I don't. In a vanilla game one person switch between woodcutter, blacksmith, tailor and maybe something else at the beginning. Here there will be some more sites; I find that rather interesting than hard.

I know there are mods, that gives you nomads easier, but normally you'll need a townhall, a tradingport and a big market to get some nomads (or at least the footprint of these later 2) and the nomads don't arrive immediately, so there is much time to produce what you need for a doctor/dentist/barber of your choice after the townhall is done.

Of cause, these are only my opinions based on the tests I made from the latest versions of this mod. If people find it difficult to produce more than the 3 "basic materials", you might need to think this over @RedKetchup . But how is it @galensgranny and @Denis de la Rive; have you tested this mod? Did you really have these difficulties? Did your settlement suffer from starvation because you couldn't build a trading port fast enough or a decease after taking nomads but without a possibility to build a hospital?
Title: Re: Red's new Work In Progress thread
Post by: estherhb on March 18, 2018, 02:15:57 PM
I have to admit that I don't use some of RK's re-designed buildings that require additional construction materials because I have other options (aka mods) without those requirements. I don't want to have to set up a glass production chain that I'm not really ready to use.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 18, 2018, 02:49:15 PM
i am ok with personal changes or personal way to play :)
i cannot please everyone :P


compiling a last time and .zip'ing it :)

so ...

Beta 11 available !!!!!

Added :
ColorfulLittleHouse : (Entirely as it was in 2.2 version)
ColorfulLittleFence (New) : 10 new colored wood fences which colors will match ColorfulLittleHouse roofs. available in ghosted and non-ghosted version
White Fence set : (Entirely as it was in 1.0 version)
Brick Roads (New) : 3 New kind of roads that will ask 1 brick per tile. This is an alternative when you dont have alot of stones.
Seedlings : back from Decorative Item Pack, but not as a cheated trade resource though. Will cost fertilizer and water to produce in greenhouses.
3 kind of Decorative Trees (New) : 3 models of Japanese Cheery Trees in 3 colors, Japanese Cedar in 3 models, Maple Trees in 3 colors. cost 1 seedlings to build
13 Specialized Carts (New) which will act as a very mini market with 1 unique storage flag each. you can assign 1-2 vendor to those and can hold 1500 weight. 20 tiles radius.
made various little tweaks in numbers in many little things ^^


Enjoy !!
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 18, 2018, 04:37:49 PM
ghosted color fence double gates. starts bout the 4th color to the left. double gates are not centering.when you clikc to pull the fence up to place it,they are offset way to the left.1st 3 colors set normal,then they each go farther and farther offsetting.doesn't seem to happen to other pieces.doesn't happen to the normal fence either. are the seedling added to the veggy greenhouses?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 18, 2018, 05:24:01 PM
ghosted color fence double gates. starts bout the 4th color to the left. double gates are not centering.when you clikc to pull the fence up to place it,they are offset way to the left.1st 3 colors set normal,then they each go farther and farther offsetting.doesn't seem to happen to other pieces.doesn't happen to the normal fence either. are the seedling added to the veggy greenhouses?

can you show me a screensht cause i have hard to follow about the fence

yes seedling to the veggy greenhouse, last item at the bottom
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 18, 2018, 08:43:14 PM
this won't show the pointer. the pointer is just above the right end of the fence toolbar.the 2nd it is on the farthest right stack of wood.if i turn the piece it will go from that far left to that far right.doen't just pivot around where it is.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 19, 2018, 12:48:42 AM
You don't need a smelter to produce a few iron and copper @galensgranny. The blacksmith may do it as well. It's not quite as efficient as a smelter. But the few you need for a trading port doesn't matter much, if 3 or 2 ore are needed for each iron/copper.

I did not find the blacksmith can smelt iron ore.  I have many other mods installed and for now do not have Red's Choice mod first, so maybe that affects something if his blacksmith can smelt iron ore. 

Quote
As I said at the beginning; you don't need so much of these products, that you need to employ these sites all the time. So there's absolutely no problem to produce the material. Don't you people micromanage at the beginning of a game? Do you really build a site and let someone work there all the time right from the start? I don't. In a vanilla game one person switch between woodcutter, blacksmith, tailor and maybe something else at the beginning. Here there will be some more sites; I find that rather interesting than hard.

Oh my goodness, I am so glad you wrote what you did,@Nilla ! I have not been playing the start sensibly. I did really build the various work sites and then let a Bannie just stay there and keep working.  Now that I think about it, your way is the best way.  :) Why didn't I think of that all this time?!  It seems so obvious now.  :-[ Things would have been so much better and then I would not be as concerned about having various production chains, since I could stop work at one site so that same Bannie would go work another, until later on I have enough people to stay for good at a work site.

In view of my new "awakening" to better gameplay thanks to Nilla, @RedKetchup I am fine with how you have things.


Quote
But how is it @galensgranny and @Denis de la Rive; have you tested this mod? Did you really have these difficulties? Did your settlement suffer from starvation because you couldn't build a trading port fast enough or a decease after taking nomads but without a possibility to build a hospital?

I still had other mods installed, so I used one of those trading posts and hospitals.  But, it is the case that I don't start trading right away and people didn't starve.  I just wanted to get some sheep soon to start getting wool.  I have been too impatient to let some years go by to be ready for a lot of things in the game.  Now that I know to rotate the same Bannie to various jobs to get a little of this, and a little of that to start some more complex buildings, it will be fine.

Thank you so much, @Nilla !  :)   I am sure you did not think it necessary to ask if people just keep one Bannie at the same job forever from the start instead of using one Bannie to do several things at things at first.  But, obviously, there was me not doing it sensibly and efficiently.  ;D
Title: Re: Red's new Work In Progress thread
Post by: oldgraywolf on March 19, 2018, 06:38:32 AM
Don't feel bad galensgranny, I played the same way until I got on this site and started reading and learning. It takes a little time to get used to the "micromanagement" aspect, but I only do it at the beginning to get things rolling. Nilla seems to be more "hands on" than I am, but her way works, especially while playing the North mod.
Red's blacksmith does smelt a couple of ores and is very useful at the beginning when ore is available and iron isn't. I tried it out this weekend and I just kept an eye on the tool quantity and switched him up as I needed to.
Hat's off to you Mr. Red.  8) I downloaded this mod this weekend and got started just in case you didn't get your newest out. I love it. It will take some getting used to for a noob like me, but I've been reading and learning and really like what you've done.
Much appreciated.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 19, 2018, 09:10:07 AM
2 suggestions to the canals. can the workers clear trees,rocks,or grasses back as far as the walkway? opposite side of the canal you can see things growing through the stone.it is removable by the clear all tool.
     2nd can a walkway be made with the canal textures and the same height as the canal sides.preferably ghosted.that way we can widen the canal sides and still place carts or markets,etc on top of it. be nice to have a set for each canal and be stretchable like a road. you can see i tried some roads. the city road sidewalk on bottom to left is closer to the same height. would help around that mill.i would add them as sidewalks to the canal toolbars,under the same textures.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 19, 2018, 12:14:37 PM
this won't show the pointer. the pointer is just above the right end of the fence toolbar.the 2nd it is on the farthest right stack of wood.if i turn the piece it will go from that far left to that far right.doen't just pivot around where it is.

yeah i saw this and it is acting very very weird !! as you go further the colors, it is like each color the double-arch goes 1 tile further each time and get like +10 tile away with the 10th color LOL

thats very very weird, gonna take a look at this today.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 19, 2018, 12:26:00 PM
2 suggestions to the canals. can the workers clear trees,rocks,or grasses back as far as the walkway? opposite side of the canal you can see things growing through the stone.it is removable by the clear all tool.
     2nd can a walkway be made with the canal textures and the same height as the canal sides.preferably ghosted.that way we can widen the canal sides and still place carts or markets,etc on top of it. be nice to have a set for each canal and be stretchable like a road. you can see i tried some roads. the city road sidewalk on bottom to left is closer to the same height. would help around that mill.i would add them as sidewalks to the canal toolbars,under the same textures.

it cant be processed to the canal mesh themself, you cant ask the mesh to clear something outside the mesh footprint.

do you know you can put road ontop of the walls ? you wont mess up the canal water. it even made on purpose to give fast and faster path along ontop of the canal walls
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 19, 2018, 12:31:03 PM
RED,what did you do to the merchants? this 1 found his way to the canal trade post AND i don't have it connected to the main river yet.does he carry the boat over dry ground? totally unexpected. these canals seem easier to place now. the game plays noticably faster than CC.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 19, 2018, 12:34:46 PM
haha , he is not lost ! he is a clever merchant and knows to put effort to get to streams other side of mountains/lands :)


great to hear some of my optimizations are giving fruits :)
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 19, 2018, 01:18:22 PM
I understant that I have come in to this conversation a bit late, and respect the opinions stated above, but when one is designing a mod, you must think of the least skilled user as your bottom line, or state directly that your mode is for more advanced players only. You must also consider all game functions, such as playing with disasters. Ignoring extreme circumstances can also be a trap you need to avoid.

I can see that some very skilled players have tricks and playing styles that make these situations interesting, but others have stated they just discovered those same tricks here.

I am certain that I could play this mod like Nilla, (who is certainly one of the best I have seen), but that is not the case with everyone.

I also remain convinced that having this mod depend on others for such basic features is a mistake. It would be a waste of Red's wonderful buildings if most players avoid it, or if they use it as a secondary mod, that would render useless things like starting conditions, and terrain.

Concerning the blacksmith, having to divert production from tool making can also create as many problems, as it solves, I have seen this many times, and trading can often save a town.

Again  :) :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 20, 2018, 05:30:15 AM
I have started a new game, to show how easy it is to produce these "advanced" materials for these basic buildings. I'm sorry, the entry is (as usual  :-[) rather long, but you can read about it in my blog. http://worldofbanished.com/index.php?topic=2256.msg47167#msg47167

I know, I'm an experienced player and can maybe manage extreme situations better than some of you, but I don't make any "magical things", just paying attention on the needs of the Bannis. The experience also gives a confidence in my decisions. I think I know, how far I can go without disastrous consequences. I know, when I have to concentrate on the essential things like food, fuel and tools, I know when I have security to "play around" with what ever I like.

@RedKetchup this is your mod. You haven't said anything about how you feel about this discussion. If you want to, there might be a rather simple solution to fit everyone:

For the vanilla doctor and vanilla townhall you have other, to my opinion much nicer alternatives, where we need other materials than the "usual". You could change the materials back in the vanilla versions to use only logs, stones and iron (maybe you could even reduce the amount of iron, because it has to be produced and maybe instead increase the amount of stones).

Unfortunately the trading port isn't that easily changed. But there I have a suggestion, that also could solve another problem; the many seed and animal merchants, you don't need after some time. Why not make a small trading port for initial use, where you only need the basic building materials. It has to be much smaller, than a normal port, only so big that you can store goods to buy a seed or two, some animals, a few extra logs or stones for the beginning and maybe some grain for initial diversity. If we buy seeds and animals in such a port, these often annoying merchants could be taken away from the normal port and the canal port.

But as I've said in this discussion; I'm not sure that these changes are needed.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 20, 2018, 01:04:47 PM

@RedKetchup this is your mod. You haven't said anything about how you feel about this discussion. If you want to, there might be a rather simple solution to fit everyone:


i am personally very proud of this new system of extra building requirements. so i wont deleted.  since long time i wanted those lumber/glass features to be integrated and be essential part of the game as i did. Too long time i made mods just for the look without taking care at all the impact on the game and i really try to take care of the "game" in this mod.
for sure i dont want to make this mod like an overload and a bloated version as was CC, but i really think this game needed some love.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 20, 2018, 01:17:08 PM
I agree: You can be proud of this mod. As I've said repeatedly, I don't think it's too hard to build these basic buildings the way they are, and as you may have seen: I'm about to prove it. In fact I will continue right now. This Kersew only got in my way; now back to my game.
Title: Re: Red's new Work In Progress thread
Post by: oldgraywolf on March 20, 2018, 02:21:27 PM
I think you're good Red, I'm fairly new to this and haven't started playing with the newest version you just released, but I've got the previous and don't see a problem with your decisions. Some of them are challenging to a newer player like me but not hard or impossible.
As for the blacksmith. I didn't want to build a smelter so I ended up using two blacksmiths for awhile, one as smelter for the iron the other for tool production, and this after using one and managing it ala Nilla. :P
Keep "your" mod yours. We either play it and like it or not, same as any other. Listening to input and opinions is one thing, trying to please everyone or cater to everyone is another. "You can please all of the people sometimes and some of the people always, but never all of the people all the time."
Again, great mod and ideas, keep it up. This new, inexperienced player likes what you've done.  ;D
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on March 20, 2018, 03:44:44 PM
I really like RKEditorChoiceEdition mod. If you pay attention to the 'Choice' portion you will see what I think was @RedKetchup purpose. It is a choice, and in the earlier posts it was indicated that this mod was some of the things that Red liked to play with. It has also been indicated that it will run with CC 1.75 which will give you a great choice of building that use both vanilla and advanced materials for construction. I have found that using CC 1.75 under the RKEditior mod gives me that choice and allows me to play and build my experience with the new materials. I am a very slow learner but I want to use the new materials as they present me a great challenge in playing options.


It is my great hope that @RedKetchup continues with expanding this fantastic mod for this game.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 20, 2018, 03:51:02 PM
thanks all !

yeah as name and people thoughts suggest... it is primary a mod for me for playing the way i would love to do, and it doesnt bother me to add things people would want to get inside even if i didnt thought about it , yet, for myself.

for sure i am continuing this, and next is : the ghosted 2 tiles fence arch, the nmt school and brambles-firewood as spawns (if brambles is a good english name for it)
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 20, 2018, 07:27:33 PM
Two questions, are you certain you want to be dependent on other mods, in particular CC to make this mod work, and are you really aiming at making an expert level mod? You must realize the consequences of your answers to those questions. There is nothing wrong with any answer you come up with but you must make sure that people know what you are doing.

Having a clear idea of what is going on will certainly make the design process simpler, and help your testers to make more useful comments. As it stands, I can't understand what your objective is, this is creating some confusion as to what comments are useful, and which ones are wasting everybody's time.

I think that players rely too much on mod makers to create challenges, always seeking personalized mods instead of inventing their own ways to make the game more interesting. The question of what a mod should do is very complex, but it should try to include as many players as possible. Its a wonderful thing that should be used by as many people as possible.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 20, 2018, 07:32:25 PM
this mod is not at all "dependant" of other mods. fully operational by itself.
but i know people will never play this mod alone and i cannot (and i dont want to) ask people to play only this mod and put everybody else work in the garbage !!

i will never do that. so it will always be "compatible" with other mods as much as possible. but it never as been "dependant"
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 20, 2018, 09:40:15 PM
Compatibility must not stop you from making sure that your mod is as complete as possible, there is no way you can predict which mods people will use, you must assume that your mod can be played alone. This make all your design choices that much more important. It can be frustrating if you are playing and you are forced to turn to other mods that aren't created by the same person. With your work, the visual is important, and that may create problems when you are trying to make a nice looking village. :)
Title: Re: Red's new Work In Progress thread
Post by: taniu on March 21, 2018, 01:35:11 AM
@RedKetchup  :)Thank you for the new update. I like that you added -seedling to Grenhouse and Fodder-tath to Wood cutter - less cutting out beautiful trees.
1. I have a question - is Wooden Butcher, who is processing wild animals but the lack of Watch Tower - hunts wild game and tailor what makes clothes from fur - can you add to RkEditor Choice? because I am forced to added the mod "RK Training Camp Main - and it often happens to me that I forget about adding it and I have to new start
2. The jeweler makes various decorations - but there is no precious stone mine? where to get them? do I have to play "My Precious" or CC - maybe you can add gemstone mines?
3. I really like the new Orchand - is it possible to make a separate mod or segment? - Grapefruit, Lemon Lime, Mango, Banana, Orange, Acai, Blackberry, Cranberry, Raspberry, Date, Pineapple, Date - everything you added to the new one? - I am asking you - I like trees and these shrubs to grow - only in this set they occur. We have a mod "Palm Tree start" and CC Terrians - Kralyerg - there is a hot climate - I do not fit to grow these plants - Tropical Greenhouse - please consider my proposal - maybe this segment  it will be useful for a new project "Rise of the Pharash" Cheers! :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 21, 2018, 03:59:35 AM
Hi Taniu

i can maybe add the watch tower to it at some point. In RK thats the regular hunter cabin who take care of these now. haven't you noticed it ? the hunter cabin catch all those exotic animals.
and the regular tailor can make warm coats with furs and even fur coats which is also a warm coat but with more value.

to get gems you need to build the Random Mine. that is the one which drop gems.


you are right, one day i need to do this stand alone NMT3.0: Orchards mod
Title: Re: Red's new Work In Progress thread
Post by: taniu on March 23, 2018, 12:52:02 PM
@RedKetchup :D Thank you for explaining my problems. I know what the reason was that the hunter did not hunt for particular wild animals, eg, bears, etc.
Attention players
If you play with RKChoice Beta11 mod, you add Wild Grouses - Tatypredator. Colonial Charter Modular-Kralyerg - fashion kid1293 is:
"Hunting cabin" - kills deer and wild game in general - Game - you have to upload the mod "Rk Training Camp Main - where is the Watch Tower, which hunts for Bear, Bison, Boar, Hare etc. - then" Wooden Butcher "- processes meat of individual wild animal - Bear, bison, Boar, Hare etc.
Title: Re: Red's new Work In Progress thread
Post by: taniu on March 23, 2018, 01:21:13 PM
@RedKetchup :) further explanation :
Without "Wild Grouses" - Hunting hunts particular wild animals and Butcher processes them - there are more animals in the forest that can be hunted and can be seen in the forest - a very nice thing. - no problem @RedKetchup but maybe you can only add Watch Tower - for my whim - I leave the decision to you - I like the player all that is new? have Wild Groses or walking individual wild animals in the forest?
I have not tested the rest of my arguments because you do not have enough time - would like a day if you have 48 hours, unfortunately my family got ill, now I have trouble - but I hope it will be - OK
I noticed when testing RK Editor Choice Beta11 - "Kid Friendly Neighborhood" - butcher does not make SAUSAGES - but this thread will be written in @ Kid1293
Regards
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 23, 2018, 02:05:57 PM
yeah @taniu  , if you put wild grouse on top, you will have walking wild grouse in the forest but you wont have any other animals (exept deers)
if you put RK Ed on top you will have tons of new animals walking in the forest but you wont have Tany wild grouse :(

thats sad and thats the way the game is made. thats the game biggest limitations.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 23, 2018, 02:18:46 PM
RED beat me to the post. i was thinking 1 mod might block the other so you don't see chickens or pigs running around the map.i too wish the game added from mod to mod instead of blocking.we could make some neat combinations.
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 23, 2018, 02:48:50 PM
Its great to not having everything, making choices makes for a more interesting life, especially when you use RK Ed.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 23, 2018, 03:30:17 PM
I agree with Denis. I don't need all things in one game. If I have pigs and white birds in this game I'll be more happy about the wild grouse in the next. This way every game is memorable.

But I entered WoB to see if I find anything about the gems, gemstones, gold and silver. And if not, ask @RedKetchup how they are flagged. I haven't really tested this chain (only made the buildings and ran them for a short time in an earlier game), so I find, now is time to make a severe testing. To build the right stores in my random mining area, I need to know the flags.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 23, 2018, 05:03:24 PM
ok

Silver ore is Mineral and once you make bars, it is Forged.
Gold ore is Mineral and once you make bars, it is Forged.
Gems (uncut) are Mineral and once you cut them, they are Precious.
all Jewelries (rings, necklace, etc...) are Precious too.


Silver ore worth : 12 ; you harvest 1-2
Silver bar worth : 30 ; you create 2-3
Gold ore worth : 24 ; you harvest 1-2
Gold bar worth : 50 ; you create 2-3

Gems(uncut) worth : 200 and when you cut them you only take 1 and create 1
Amethyst worth : 60 ; chances: 8/21
Topaze.... worth : 80 ; chances: 5/21
Emerald.. worth : 250 ; chances: 3/21
Sapphire. worth : 300 ; chances: 2/21
Ruby....... worth : 400 ; chances: 2/21
Diamond. worth : 1000 ; chances: 1/21


Jewelry : to take bars + gems and create different number of items which worth different value. They all Precious.
With Silver bars :
Silver Ring...... : need 1 silver bar, 3 coal, 1 amethyst ; ..you create 4-5 worth 50 each
Silver Brooch... : need 1 silver bar, 3 coal, 1 topaze ; .....you create 3-4 worth 80 each
Silver Pendant. : need 1 silver bar, 3 coal, 1 emerald ;  ..you create 3-4 worth 180 each
Silver Necklace : need 1 silver bar, 3 coal, 1 sapphire ;  .you create 2-3 worth 320 each
Silver Bracelets : need 1 silver bar, 3 coal, 1 ruby ;  ......you create 1-2 worth 600 each
Silver Circlet.... : need 1 silver bar, 3 coal, 1 diamond ;  you create 1-2 worth 1500 each

With Gold bars :
Gold Ring...... : need 1 gold bar, 3 coal, 1 topaze ;  ...you create 4-5 worth 70 each
Gold Brooch... : need 1 gold bar, 3 coal, 1 amethyst ; you create 3-4 worth 80 each
Gold Pendant. : need 1 gold bar, 3 coal, 1 sapphire ; .you create 3-4 worth 230 each
Gold Necklace : need 1 gold bar, 3 coal, 1 emerald ; ..you create 2-3 worth 290 each
Gold Circlet.... : need 1 gold bar, 3 coal, 1 ruby ; ......you create 1-2 worth 650 each
Gold Bracelets : need 1 gold bar, 3 coal, 1 diamond ; you create 1-2 worth 1500 each
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 23, 2018, 05:34:20 PM
hoping that helps :)
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 23, 2018, 06:04:01 PM
Not knowing work or investment, I find these very generous. If you have the needed buildings cost a lot and make work a large number then you can find a nice balance, without changing the numbers. You can also reduce the uneducated output, and have a larger range so that a greater profit can be made form educated workers. It takes a lot of time and skill to make jewelry.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 23, 2018, 06:04:48 PM
Thank you very much. I´ve found out the categories by building the most likely charts to look, where the goods landed. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 23, 2018, 06:24:35 PM
Not knowing work or investment, I find these very generous. If you have the needed buildings cost a lot and make work a large number then you can find a nice balance, without changing the numbers. You can also reduce the uneducated output, and have a larger range so that a greater profit can be made form educated workers. It takes a lot of time and skill to make jewelry.

first you need to mine in the random open sky mine. and find gems. 1 chance on 21 to get an uncut gem (4.76% chance)
second you need to get good RNG about getting the best gems cuts.
third : uneducation cut any profit almost in half, at least the the highest ones, (lose one third or one quarter in lowest..)
fourth: you can buy gems from merchants, but merchant should sell only 1 or very few at the time. and if you preorder, you should pay more than its value.

16 working units to cut a gem, 20 work units to make a fancy jewelry.


buildings cost materials :
Gem Cutter : 8 wood, 24 lumber, 16 stones, 18 bricks, 6 glass, 40 working units.
Jewel Maker : 8 wood, 24 lumber, 16 stones, 18 bricks, 6 glass, 40 working units.


Open sky Random mine : 42 wood, 80 work units to build, miners get 1 RNG every 40 work units.
(the 2 other mines thats doesnt give gems cost about the same, and need same working time to get a RNG.)
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 23, 2018, 07:07:31 PM
Very nice numbers, it makes more sense this way. It is a great idea to make it so hard to get the raw materials. I like the way you have found balance! :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 24, 2018, 11:33:29 AM
Very nice numbers, it makes more sense this way. It is a great idea to make it so hard to get the raw materials. I like the way you have found balance! :)

Yes! This is ingenious!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 25, 2018, 03:37:51 PM
presently i am working to add a smaller and cheaper Trading post just for selling your seeds and livestock :)

i took my original 3D and i've cut it from 14 tiles width to 8 tiles and deleted alot of things and moved things around to make something out of it :)

(on screen 2 , i need to fix a little thing though ^^ the step is high sometimes, i need to add a custom ground to the pasture part ^^)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 26, 2018, 05:51:48 AM
Good news everyone :)

the Medieval School is back :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 26, 2018, 06:46:22 AM
:)
The port doesn't look too small, so I think 1/3 of vanilla is reasonable (unless it's very cheap).

I could have used the school in my present game.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 26, 2018, 10:33:06 PM
just did a couple of fixes about the smaller barns interaction. bannies were going to the sides of the smaller barns instead to go at the doors.
when beta 12 will be release, people will have to delete the smaller barns and rebuild those, they will see their graphic turned 90 degres
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 03:20:56 AM
When you're looking at barns, maybe you can also think about the content of the forest barn. I thin it's fine, that it can hold the normal things that are produced in the forest; food, textiles (leather) and logs but my barns are full of fodder, bricks and lumber so there's no space left for any food. I would take away building material, stone, ores..... Even if the forester may get some of these materials at the beginning, it's just for a short time.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 27, 2018, 04:38:36 AM
I am with Nilla on the contents of the forest barn.  Mine is getting full of sand, clay, bricks and rooftiles.  I  have a materials store next to the sand, clay and kilns, but the bannies like to carry the bricks, sand and clay into the forest 

Maybe you can make one of your mini barns hold materials like the ores and stone, things a forester might wind up picking up as he is planting new trees.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 27, 2018, 04:43:33 AM
i disagree.many times the forester is placed where he will gather excess stonea nd ores.plus the thatch-fodder is lie firewood to the houses out there. in a pine forest there are other items collected as well,pine pitch and boughs.different way of playing. i think the % or priority of storage space could be adjusted to help store more food though.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 27, 2018, 06:01:45 AM
i disagree.many times the forester is placed where he will gather excess stonea nd ores.plus the thatch-fodder is lie firewood to the houses out there. in a pine forest there are other items collected as well,pine pitch and boughs.different way of playing. i think the % or priority of storage space could be adjusted to help store more food though.

That would be a good solution, adjusting the forest barn to store more food than the other items.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 06:13:22 AM
When you're looking at barns, maybe you can also think about the content of the forest barn. I thin it's fine, that it can hold the normal things that are produced in the forest; food, textiles (leather) and logs but my barns are full of fodder, bricks and lumber so there's no space left for any food. I would take away building material, stone, ores..... Even if the forester may get some of these materials at the beginning, it's just for a short time.

bah they got construction cause originally, lumbermill was a forest center district. and construction now can be alot of things... bricks... glass... copper....thatch...

thats the flags allowed :
   RawMaterialFlags _storageFlags = Edible | Tool | Health | Fuel | Wood | Textile | Grain | Vegetable | Fruit | Protein | Custom5;

i can take out the construction of it (custom5).
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 06:18:48 AM
i think the % or priority of storage space could be adjusted to help store more food though.

i cannot set a % or any priority for specific flags. you can only do that to markets, not storage.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 06:21:12 AM
I find this is a good idea. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 06:28:21 AM
I find this is a good idea. :)

i deleted the construction of forest barn. i cant do nothing for its % flags
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 06:33:14 AM
Nomads requirement Townhall:

i deleted the big 14x14 vanilla market requirements for the Nomads in the townhall. i kept the trading post requirement... but about the markets, we have so many choices... it is a big hard to put 1 big one down.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 06:47:05 AM
i just gone through all the Canal pieces and i've changed all default workers and set to 1 by default. you can still up the amount to max as previous.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 07:01:20 AM
just fixed all the covered stockpiles bug. now when your laborers have to clear the resource before it is fully operational, there was a bug on the window UI.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 07:04:05 AM
All sounds good to me! :)

Have you also looked at the canal stores? As I said, I would prefere, it they wouldn't contain "stock pile stuff". But as always; it's your mod and if you like it that way, I have to live with it. It's no big deal to build a barn for a canal fisher at the side of the canal, but I would prefere, if he could put his catch in the canal store right beside.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 07:04:30 AM
changed the time it takes to grass to get maturity from 20months to 15months in hope to have better production from fodder farmer.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 07:14:19 AM
All sounds good to me! :)

Have you also looked at the canal stores? As I said, I would prefere, it they wouldn't contain "stock pile stuff". But as always; it's your mod and if you like it that way, I have to live with it. It's no big deal to build a barn for a canal fisher at the side of the canal, but I would prefere, if he could put his catch in the canal store right beside.

i replaced this line:
   RawMaterialFlags _storageFlags = Edible | Fruit | Vegetable | Grain | Protein | Tool | Health | Clothing | Textile | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;


by
    RawMaterialFlags _storageFlags = Edible | Fruit | Vegetable | Grain | Protein | Tool | Health | Clothing | Textile;

so i took out minerals and all custom new limits
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 08:42:26 AM
I'm very happy about the canal store. :)

I'm not sure, if it's necessary to change the output from the grass. Although I have observed, that the output is very different between different years, this might help to get a similar output from year to year.

I just looked of the production last year; I have 4 fodder farmers and because the place is a bit too flooded with thatch, I have only one forester in each at the moment. The production is between 84 and 52. A stable with 2 worker produce about 210 fertilizer; for this it needs 70 fodder, that's about the average for one farmer. So it fits; 1 foddderfarmer, 2 stables, 5 or maybe 6 greenhouses and some wells. (two workers in each stable and fodder farmer)

But it wouldn't be overpowered, to increase the amount of fodder, so let's try it. If you split the 5000-6000 food you get out of the greenhouses on all people involved in this rather complicated chain, it's less than a farmer on a normal sized field.

It will be interesting to see which numbers @smurphys7 will produce.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 08:48:42 AM
yup , we will see with those numbers.... cause with only 1 worker, it is pretty low.

i also managed to add the firefighting to the edible water well
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 08:52:04 AM
That´s interesting, I mean the firefighter. :)
Title: Re: Red's new Work In Progress thread
Post by: smurphys7 on March 27, 2018, 08:56:56 AM
For perspective, in value created per time: Honey 2. Fish (Pond) 2. Sand 1.75.  Firewood (Log) 3.5.  Iron Tool 1.8.

Fertilizer 0.1.  Beans 2.  Seedling -0.08.  At the Greenhouse

I am confident on the Fertilizer number.  I am not confident on the Bean nor Seedling number.  The files I am looking at may be the wrong ones.  Assuming you have minimum distances and unlimited available materials real close by, do you make about 700ish Beans per year per worker?  How about Seedling, 80ish per year per worker?

I have never made these buildings myself.  If you don't have these numbers available I will make a town to test them.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 08:57:03 AM
i just added the auto pickup button to the crop field and the orchard field :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 08:59:10 AM

Fertilizer 0.1.  Beans 2.  Seedling -0.08.  At the Greenhouse


seedlings it is on purpose. the very old version at 8 value, people were building tons of greenhouse all over the map just for that
so i made the opposite with it
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 09:02:29 AM
I started to write a little in my blog but got /got myself interrupted all the time. It has a lot of do with balancing, so I might as well post it here.

Finally, my mines give enough gemstones to run a gemcutter continously. I have 7 random mines with 6 miner in each, maybe it´s one mine too much, 6 would do as well. These mines also give a lot of other materials. My store of gold and silver increases, I now produce all/most tools I need. I can use the stones and the coal, I export the salt. But all the same; this is no good bussiness. I have made some notes but not calculated any numbers, so I can´t say in detail, but I also think it doesn´t matter. It´s more like an achievement; if you have a healthy settlement you can afford to build it and produce this way. It´s funny. So I like it.

But like so often, there are ways to use this in a way that would make it profitable, even very profitable: I´ve made an order for one of the cheaper gemstones; Amethyst. The merchant brought 150. Even with the order value of 75 it would be profitable to produce jewels. If I didn´t had all these mines, I would also order gold or silver (ore or bars ?), I haven´t done this and I don´t know how much each merchant would bring, but I guess enough.

Worse, if I started to order diamonds. Even with the ordering cost, it would give an annual profit more than 30 000 if you produced diamond jewels. I don´t know how much diamonds a merchant would bring. Anyhow, in your case @RedKetchup I would try to limit the possibility to buy gemstones.



Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 09:04:42 AM
@smurphys7; a good greenhouse produces about 1000 beans/corn each year.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 09:08:21 AM

Worse, if I started to order diamonds. Even with the ordering cost, it would give an annual profit more than 30 000 if you produced diamond jewels. I don´t know how much diamonds a merchant would bring. Anyhow, in your case @RedKetchup I would try to limit the possibility to buy gemstones.

it is already at lowest limit :S

the only thing i can do is asking to not bring any precious flag
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 09:09:44 AM
if you had 6 miners in 7 mines = 42 citizens . to feed them it ask you 42,000 food per year. or it is 4,200 ? lol

but maybe it is the best to close that flag from merchants ? and that way too , you will be happy to see they dont try to sell a silver pendant ? hehe
(which you asked many times ^^)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 27, 2018, 09:12:23 AM
Nilla are you arguing with yourself now? you had RED tweak the numbers cause you compared the # of workerrs and the amount of space to farmers. the whole chain functions based on YOUR math.

   i like excess fodder since my bannies burn some and use it for construction including RED's wood houses. i'd still like a milk stable to eat fodder and give milk and fertilizer,maybe small amounts of leather.that would add more food to the chain and help Nilla's math comparison too.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 09:31:19 AM
Nilla are you arguing with yourself now? you had RED tweak the numbers cause you compared the # of workerrs and the amount of space to farmers. the whole chain functions based on YOUR math.

   i like excess fodder since my bannies burn some and use it for construction including RED's wood houses. i'd still like a milk stable to eat fodder and give milk and fertilizer,maybe small amounts of leather.that would add more food to the chain and help Nilla's math comparison too.

If he tweaked them, it was the opposite way, as I suggested, but it doesn't matter. It's his mod and I'm happy with it. And he just said, that he increased the fodder production, so be happy.

Again to the jewels. It's not easy. If you take them away from the merchants, the jeweler will not be used often in a normal game, it would be a pity. It's nice. If you leave them, there would be a possible product with an enormous profit. What about gold and silver? I guess the merchants already bring as little as possible. If you choose to mine for the precious gems, somewhere there had to be a profit. Maybe take them away from the merchants and increase the probability to find a gemstone or change the recipe of the gemcutter, to give more than 1 gemstone from each gem, and maybe lower the profit from each jewel.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 09:37:11 AM
i already deleted all precious from the resource merchant in all the TP including the canal ones.
they will still sell gold and silver. they wont come to see you with silver pendants ^^^and gems ^^

and also , i remind the fact i changed the work required for resources in the mines, including the random mine :) so should get more chances of random gems
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 09:39:35 AM
I just made a screenshot from one of my fodder-fertilizer greenhouse area. The values are very typical and also has a pedagogic value.;)

There is one greenhouse where the production was very bad last year. The chart where this greenhouse should get its dung is full of clay and sand. I also guess that there wasn´t very much fertilizer in the other chart quite close to this greenhouse, so the botanist had to walk far to get it. This can easily happen. Sometimes ther´s fertilizer enough but despite more wells than needed, no water in the close barns. This also sets the production down.

Edit; As I wanted to close the picture I saw that I made a mistake as I set the arrows. I hop this time it´s right.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 27, 2018, 09:44:31 AM
how are you finding the gold and silver chain,NILLA?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 09:50:43 AM
note maybe the change i made to grass maybe it will have no impact .. i dunno, testing will clearify this.

btw, i just changed the death selector of stonecutter/miner to number similar to the hunter/forester numbers which seems the lowest after.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 09:59:10 AM
I haven't really looked at the values for gold and silver. It's a small product. It's profitable to process what you find on the ground to bars at the foundry, but you'll never have so much, that it will help you support the settlement. Mining for it hasn't payed off and I doubt it will, even after these changes Red talks about. I just looked at @smurphys7 spreadsheet and it says too, that especially gold bars has a high win, related to worktime. But you'll need the ore and it's rare, at least in this mod.

I can live with the higer probability of accidents but if this makes us more willing to mine ourselves, it´s not a bad idea.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 10:09:15 AM
you cannot get a game with 10,000 stones 16,000 iron ... etc neither.
so it still needs to stay more rare than food lol


so about the change of precious with merchants ? good or bad ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 10:15:48 AM
i also put all the profession in alpha order :)

i did like CC:
laborer first
builder 2nd
farmer 3rd
-------------
all the others in order.
Title: Re: Red's new Work In Progress thread
Post by: Denis de la Rive on March 27, 2018, 10:28:27 AM
First, I think that you are finding a good balance to the jewelry chain, removing some flags from merchants will fix much of it. You can't fix the actual numbers the merchants bring, but its the best we can do. If this continues to be a problem, you can change the input/output formula or the final trade value. Work is already high, if I remember as is the difference between educated, uneducated. I don't need the numbers. This is possibly the best that can be done.

I think that a mod with production chains, needs at lest one chain that can be used to for trading, if only to save you after something bad happens.

The other changes also make sense, it will improve the storage situation. I always found it strange that you could not use the water from the food well for firefighting, so that is a good fix.

All things considered, I like how you are playing with what are minor factors like the death % to make your mode even more different from vanilla. You are looking at the whole game, not just a single factor, and that makes a better mod. :)

Little UI changes too!  :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 10:32:13 AM
I think these changes; no precious from merchants are good. Otherwise you would need to change the recipes from the jeweler. What I don't know, is how this coexist with other mods. Here I guess we must ask our friends @brads3. Are there mods you can load and get the diamonds and have some 30 000 profit from one site? Are there other precious things, people like to buy from the merchants who also disappears?

What about merchants buying precious? Do they still want to buy my jewels? I hope so, otherwise it would be bad.
Title: Re: Red's new Work In Progress thread
Post by: smurphys7 on March 27, 2018, 10:35:57 AM
Is reducing the value and/or quantity produced of Jewelry Maker products not feasible?

If my math was correct, the Random Mine and the Gem Cutter were not issues.  If anything, those two need increased results.  The Jewelry Maker edit and the foundry are the sources of large profitability issues.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 27, 2018, 10:56:36 AM
sure ask the guy that gets kicked out trying to salt fish and feed bees. when i tested with the north above i had issues between  "gold" and "gold ore" same with silver and "gems" different terms for same items. i did adjust the my precious mod above RK EC in this game though.i will see what happens if these bannies decide to co-operate. from memory the precious mine took a lot of work time to produce anything.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 27, 2018, 11:34:27 AM
I'll give you some actual numbers: I have made some notes before and just looked into my 7 mines: Each mine has 6 miners, none is upgraded.

Annual number of gems: 2 - 3 - 0 - 4 - 5 - 0 - 5 - 0 - 2 - 5 - 4 - 4 - 2 =36 gems/13*6 miner

Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 27, 2018, 02:07:26 PM
i also put all the profession in alpha order :)

i did like CC:
laborer first
builder 2nd
farmer 3rd
-------------
all the others in order.

Thanks!  That is good.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 27, 2018, 02:47:31 PM
RED,i was reading about the forest center piece over at BL. a decorative barn yard piece that does similar for farm areas might be interesting.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 06:27:48 PM
Are there other precious things, people like to buy from the merchants who also disappears?

bah yeah, all the flag import will disappear.


What about merchants buying precious? Do they still want to buy my jewels? I hope so, otherwise it would be bad.

of course, all the merchants are still buying everything that is precious.



RED,i was reading about the forest center piece over at BL. a decorative barn yard piece that does similar for farm areas might be interesting.

an open field barn ? and what it would store ? only food ? there are already some building for that , root cellar and granary.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on March 27, 2018, 07:24:55 PM
was thinking of something like the  center to the forest district that creates random items. but instead of forest items,it could give random homestead items. say flour,apples,butter,coats,firewood,etc. stuff that people would have made themself at their homes during the winter months. maybe a park-like square with a work shed,small animal pen,an apple tree,some flowers or a garden. something that could be placed next to a house to make a nice farmette or homestead setting.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 08:05:04 PM
i'll try to keep it in mind :) although i kinda abandonned the "center" idea with districts because it is a very strange way to do things or at least unique and not common...
i had one in mind, a mining center.... but didnt get into it yet.

will see
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 27, 2018, 09:50:54 PM
so i was checking about the idea of minimize icons on everything that has a worker.....

i did tried to make a batch of those. and noticed some things happening.

some are OK like TP... TH... hospitals/clinic/barber/etc like this, schools....

but when the UI has a feature to toggle to statistics UI like previous/current year... it doesnt work. not with that code at least. i copied over the same "2 paragraph" that is used to get the minimize button in each template and when it has a current/previous year window ....

it prevails and switch to statistic UI when we click on minimize. it doesnt minimize , instead it switch to statistics. as you can see to the right of the screen. all those place have stats and doesnt work that way. not with that code. i dont know if i can make something different.

the very little title bars in middle right are those working fine.

the market in middle left is not working, nothing happends when you click on it.

and everything to the left, are those i didnt put the 2 paragraphs code yet.
and if you compare screenshot 2 , from those not done yet... if i took out all those i know they have a statistic sheets and which wont work... whats left are those i am sure it will work OK.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 28, 2018, 12:03:31 AM
So, so far i have a minimize on : Townhall, Lighthouse, TradingPost, TP Seeds, Hospital, Clinic, BarberShop, Dentist, Bathhouse, Cathedral, School and Medieval School.

I did not succeed to put minimize button on anything that has already another page like production windows or storage windows.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 28, 2018, 08:25:50 PM
so i tweaks some numbers about mining , values , and work times on many things....

i am presently working on the wild deadwood spawns which will be harvested and converted to firewood
so far i made 3 models :) and will work on the code for those :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 28, 2018, 11:54:11 PM
So now when you create a new map (although probably you will see it in the future inside your saved games.....)
you will find a new wild resource on the ground :)

The Dead Woods.
those can be harvested by your gatherers and will give 3-4 firewood :)
can also be harvested manually with a new icon toolbar : Collect Dead wood.
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on March 29, 2018, 12:18:03 AM
 :) I like that! it is a very good fallen tree model. Well done.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on March 29, 2018, 02:24:05 AM
Agree! Looks great. I'm looking forward on next version. I'll try to give you some numbers from my "mining game" later.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on March 29, 2018, 07:13:27 AM
Those dead fallen branches look great!  Being able to gather dead wood is a good addition to the game.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on March 29, 2018, 01:05:35 PM
 :) Downed trees look very nice.  Dead wood to gather, very nice indeed. 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 31, 2018, 01:01:10 PM
beta will be tommorow guys
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on March 31, 2018, 04:49:04 PM
Very nice indeed. Really like the idea, if anyone has every been in a forest the fallen or deadwood is the best for firewood. Wonder if using the fallen trees as dead wood and giving 1.5 or 2 times fire wood would be possible? My guess would be not but gotta ask anyway.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on March 31, 2018, 10:33:15 PM
Very nice indeed. Really like the idea, if anyone has every been in a forest the fallen or deadwood is the best for firewood. Wonder if using the fallen trees as dead wood and giving 1.5 or 2 times fire wood would be possible? My guess would be not but gotta ask anyway.

we cannot ask a tree, nor a fallen tree to drop 2 things in sme time, it is 1 shot and nothing more. the number of firewood is set inside the firewood template, not in the fallen tree template.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 01:36:38 AM
doing the last things i forgot to do (like footprints ect.....)
i just edited almost all files to tweak and make some changes to all mumbers (specially all food) LOL

will have to test to see if i didnt break anything, and test if save compatible with my 5-6 different towns.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 03:53:02 AM
for the moment, i am trying to find what i did today(or yesterday) that make non saved compatible :(
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 04:11:22 AM
for the moment, i am trying to find what i did today(or yesterday) that make non saved compatible :(

i narrowed it down for the moment to :
or changes to Template/PopulationDeer.rsc fixed
or changes to Template/WildAnimalDeer.rsc

that cause problems :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 05:36:47 AM
Beta 12 available !!!!!

Added :
Trading Post: Seeds (and Livestock). A new smaller, cheaper trading post to help you getting seeds and livestock more quicker in game. Cost: 36 wood, 27 stone, 8 iron, 80 work.
Medieval School is back. Good for 40 students, this school cost 48 lumber, 26 stone, 12 iron, 8 copper and 24 glass. 5x5 with road, you can build a floor 3 on it.
Deadwood spawns. Now the forest and the meadows will spawn deadwood which can be harvested for firewood.
Collect Deadwood Icon will help you to harvest those spawns manually. The gatherers will be in charge to collect those.

Fixes :
Fixed smaller barns dummies. Citizens will now get to the doors to pickup things.
Fixed Covered stockpile building process. you should get a proper build UI now.

Changes:
You will need 3 thatched-fodder now to make 1 shot of firewood (down from 5)
Made the grass available quicker for harvest in hope to boost the fodder farmers building.
Took out all extra storage flags from canal dock.
Added Firefighting capability to the water well.
Added auto pickup button on crops and orchards.
Seedings value is now 2 value.
Deleted the precious flag from all merchants, they wont try to sell you those anymore. they will still accept yours.
Mines&Quarries: It will be alot faster to get resources from all the mines and quarries.
Changed prices of those resources and lowered the amount sold from merchants in counter measures.
All professions should be in alphabetical order now.
I doubled the working units to build a root cellar.
I added a minimize button on all building windows i could add.

i lowered the amount of food across the board from -0.1% to -10%. fish got up though and greenhouse are 10% faster. Raw meat got the biggest cut, although the lowest new ones got boosted (hare/birds).
All 2nd tier processed food stayed the same though.

Various changes to work required to craft items in many buildings.

Enjoy !!
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 01, 2018, 05:50:59 AM
I'm looking forward to try this.:)

Something special you want to have tested? I had an idea to play a part of the game with uneducated people. (wait 50 years or so until I build a school). It looks like many players use to take a lot of nomads and play with a really low educational rate, so maybe it would be nice to know, how the game works without education.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 05:55:11 AM
up to you. you will probably find it hard ^^

i still wish to know how it will go with all the food/tweaks changes on everything :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 01, 2018, 09:09:57 AM
up to you. you will probably find it hard ^^

That's my intention! ;)

I think I've found a bug. The water well doesn't produce any water.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 09:14:53 AM
up to you. you will probably find it hard ^^

That's my intention! ;)

I think I've found a bug. The water well doesn't produce any water.

? ? ? ? ?
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 01, 2018, 09:16:07 AM
Definetly a bug. I can´t even close it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 09:18:19 AM
Definetly a bug. I can´t even close it.

repairing right now
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 01, 2018, 09:21:44 AM
:)

Probably something happened when you changed it to be used by firefighting.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 09:25:07 AM
:)

Probably something happened when you changed it to be used by firefighting.

hmmmm it really doesnt like the firefighting thing :(
gonna delete that completly

yeah probably, use the remove building tool to destroy it right now, while i check to upload a fix 12B
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 01, 2018, 09:32:59 AM
Thank you.
 I will try it later. Now I have to cook dinner.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 01, 2018, 09:44:38 AM
uploaded a Beta 12b. Please redownload the new one :)

Bugfixes Beta 12b :
fixed the Water Well. i deleted all the fightfighting thing from it.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 02, 2018, 07:12:30 PM
so i was wondering and asking what i can do as extra with flowers ? (out of perfume) to make flowers more important and more useful.

at some point, i was maybe thinking to add "paints" as material resources needed like in colored fences... colored buildings like country house / colorful little house / boston house..... and would need to put some on those building sites.....

and i am also exploring if i should delete the "health" flag from herbs and push people to build an "apothecary" to take like 1 herb and 2 flowers and make an "health elixir" which would be the only item with "health" flag ?

the "health" flag is what allow citizens to go to herbalist (or bath house) and get a 1/2 heart back
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on April 03, 2018, 12:41:09 AM
What flag would herbs then have?
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 03, 2018, 01:01:44 AM
I've been thinking about the use of flowers, too. Not that I really need them to have a larger importance. Sometimes beauty is enough. But there is one thing slightly disturbant, and that's the fact that the Bannis don't need any flowers or the only thing you can make from them; perfume. This makes it impossible/bad to play without trade, if you want to. And since many of your other changes work in the direction of making trade less interesting, it would be a logical step to find some more use for the flowers, something for the Bannis.

I really don't think, that taking away the herbs is a good idea. Herbs has always been used for healing. Force us to produce something not that natural, doesn't sound the right way to go. But maybe some additional medication, to use as alternative to herbs. If you don't want to create a new building, the perfume maker could offer a second product.

It might still be hard to get rid of the flowers in a mature=healthy settlement, if you want to play isolationist and use the fodder-fertilizer chain. If you don't build any "flower pickers", the thatch farmers pick quite a lot of flowers and if you want a lot of thatch, it's good to locate the florist there to; the result no matter what; you will need to get rid of a lot of flowers. I don't think that my last settlement would have needed that much medication.

What other options may you have? food? There's so much other food so rather no? Maybe for happiness; something like ale. They go to the flower shop, bye some flowers and get happy?
Title: Re: Red's new Work In Progress thread
Post by: smurphys7 on April 03, 2018, 01:07:06 AM
I think a bouquet of flowers that function like Ale could be fun.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 03, 2018, 01:27:41 AM
What flag would herbs then have?

i can maybe give the flag : "harvested natural resources but not through mining" flag aka materials ^^ for sure it wouldnt be food.
people already dont have too much problem with health... a 2nd item that would give health, a crafted one ? yeah can be.
maybe change the florist for Flower Picker ? lol and then make a florist which would make bouquets of flowers and can be consume at tavern/florist ? (aka alcohol/luxuries) thats also a possibility.

if i made that post is to have ideas :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 03, 2018, 02:02:59 AM
New Beta 12c.zip available:


Bugfixes Beta 12c :
fixed an irrationnal bug on the profession window which cause causing a crash exactly every 2 games. I deleted for the moment the override of the alphabetical order of the professions.


Enjoy !!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 04, 2018, 08:30:42 PM
Added to RK Ed : Creepy Cemetery :)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 05, 2018, 12:58:42 AM
:)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 05, 2018, 11:33:35 PM
Added Boston Houses :)

modified a bit : down to 90%, i added the same transparent windows i made for the school :) and i added 1 model non-paint
of course, the material required has been changed to : 54 lumber, 6 stones and 30 glasses. the heat efficacy has been up to 108. still good for 6 occupants (2 adults, 4 children)


EDIT:
there is a little possibility that i will scale them down a bit more and a possibility i change the non-painted wood to the wood texture i mostly used so far. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 06, 2018, 09:04:13 AM
I redid the Tavern :) it has been asked many times  ;D

so i did something between the Vanilla Tavern... and with the design of GemCutter/JewelMaker/CandleMaker :)


and till i didnt see it in game.... i was a bit ... skeptical ^^

but when i saw it in game... and turn around to see it from different views...
i liked it !!!


i liked it alot :)
i still have things to fix and do .... but tomm should be done.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 06, 2018, 10:16:02 AM
Maybe it would be even better with these two "beams" gone.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 06, 2018, 10:49:12 AM
Maybe it would be even better with these two "beams" gone.

ok
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 06, 2018, 08:02:45 PM
i just resized down to 80% the Boston Houses... it looks alot, and alot better ! i love the change
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 06, 2018, 10:24:47 PM
just finished the footprint / fixes for the tavern....
and i am at the recipe part....


i have a crazy idea  :P

whats about deleting wheat from tavern and replace it with malt   ::)
and do a MaltHouse which will take all cereals and turn it into malt
and with malt, we do beer which same value or maybe less like 6, but doing more of those, like 50-60% more

i know i ll add back hops... i wondering if i should add the hops into the malt process, or in the tavern process
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on April 06, 2018, 11:49:45 PM
Making the Boston house smaller is good!  Would you consider updating your separate Boston house mod for when someone wants it as a stand alone?

I like your new tavern.  I am not sure about changing it from the usual tavern products.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 07, 2018, 12:45:11 AM
Making the Boston house smaller is good!  Would you consider updating your separate Boston house mod for when someone wants it as a stand alone?

I like your new tavern.  I am not sure about changing it from the usual tavern products.

i can probably should update my Boston House mod to this new size.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 07, 2018, 12:56:20 AM
Real beer making sounds fun. But you know, wheat can also be used for beer. Many Germans, especially in the south, can't do without their Weissbier. But of course barely is the most common crop for beer and if you make a malthouse, different crops could probably be used. Just one thing; if you make a more complicated process, beer needs to be more profitable than ale; to sell, or better; increase in value for the Bannis. Maybe you can make like @Tom Sawyer and let it be food. In Bavaria where I lived for many years, they call beer a "Grundnahrungsmittel"; basic nourishment. ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 07, 2018, 01:45:04 AM
Real beer making sounds fun. But you know, wheat can also be used for beer. Many Germans, especially in the south, can't do without their Weissbier. But of course barely is the most common crop for beer and if you make a malthouse, different crops could probably be used. Just one thing; if you make a more complicated process, beer needs to be more profitable than ale; to sell, or better; increase in value for the Bannis. Maybe you can make like @Tom Sawyer and let it be food. In Bavaria where I lived for many years, they call beer a "Grundnahrungsmittel"; basic nourishment. ;)

yeah thats what i read. in fact, in medieval times, they said that beer was even given to children and beer was more "safe" to drink than water (cause water can hold bacterias that can give diseases) it is a very nourishing drink.

wheat will be in the process to make malt, along some other grains. instead of a windmill that will convert grains to flour, the malt house (as they call it) will convert grains to malt. the same process will be applying and will have around the same numbers. for sure beer will be more profitable than pure traditional ale. maybe they can value less? but can control the total gain by setting the number of beer made. since it has a process level additional, the overall gain will be higher.
not sure about food though, because it is already too easy to get food.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on April 07, 2018, 03:16:32 AM

..........not sure about food though, because it is already too easy to get food.

In one way, you're right; it's easy to get enough food. But what are the real alternatives the way the game is now? To make ale/beer for your population is a waste. It's said to increase the happiness, but does it? Not really! You can run a brewery for fun, just because you can afford it; like an achievement. Or it will be another export product. But don't we have enough of those?

It will be a choice of three not perfect things; food/export/only fun. I wish that happiness (and health) would have a larger impact on the gameplay. I know, @Tom Sawyer is working on this and I hope he will find something good.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on April 07, 2018, 07:10:25 AM
   this is 1 of those ideas from TOM's North that i hoped would have an affect with my game setup.it did work on KIDD's taverns. from what i saw , some is food and some is luxury. i think vanilla terms like ale is food, and cider or rootbeer is luxury still.i would assume wine would work as food.
       this is where we have to think outside the box since the game limits us.we don't have fruit juice and the bannies don't technically drink water even.so as players we can think of ale or wine as a juice not neccessarily alcohol.cider actually is juice when it is made. it must set and ferment before becoming hard cider. if left too long it will become vinegar.
      TOM tags beer as grain food. i would have thought it would work more like honey and give multiple food groups.RED's idea of changing the process could also add water and increase the volume.
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on April 08, 2018, 12:24:05 AM
i have a crazy idea  :P

whats about deleting wheat from tavern and replace it with malt   ::)
and do a MaltHouse which will take all cereals and turn it into malt
and with malt, we do beer which same value or maybe less like 6, but doing more of those, like 50-60% more

i know i ll add back hops... i wondering if i should add the hops into the malt process, or in the tavern process

I like the idea :)

In fact I think it is great!

If you do this it will be easier when I decide to make my Strathisla style distillery in the future, an extra Malt house will be good to keep up production to make whisky :)

Grain + Water ? or are you just thinking grain in and malt out?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 11, 2018, 03:04:36 AM
i am almost done to make the Boston Houses 2 :) i need to set the door...
do the building process...

and then do the 3 colors of the walls i have for this.
there is alot of details as you will notice in screen 3


oh an i need to take a decision about the rain water pipes... they have 1,000 poly. not sure i want to add this 1k poly to the houses^^
(screen 4)
for sure it adds something to the look of the house though, a very nice touch (screen 5)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on April 11, 2018, 03:35:10 AM
The pipes do add a nice touch, but not for 1000 more polys.
Title: Re: Red's new Work In Progress thread
Post by: feneris on April 12, 2018, 11:18:44 AM
Question, would it be possible to release your changes to the gathering/hunting as a stand-alone mod? Like, I've been going back and playing a little light banished and but it still would be nice if your hunters could bring in other things like ducks, geese and bears. (Maybe an alteration to the vanilia tailor to make clothes out of furs too?)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 15, 2018, 10:16:18 AM
Question, would it be possible to release your changes to the gathering/hunting as a stand-alone mod? Like, I've been going back and playing a little light banished and but it still would be nice if your hunters could bring in other things like ducks, geese and bears. (Maybe an alteration to the vanilia tailor to make clothes out of furs too?)

if you wont have that stand alone on top of your mod list .... you wont be able to get the changes.
and if you have it in top, you wont be able to get the changes from your intented top mod !
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on April 27, 2018, 01:28:11 PM
@RedKetchup  any news on boston houses 2 ? can't wait to build some of those new houses ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on April 27, 2018, 04:00:33 PM
@RedKetchup  any news on boston houses 2 ? can't wait to build some of those new houses ;)

yeah , soon ™

:)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 03, 2018, 02:44:13 PM
@RedKetchup  any news on boston houses 2 ? can't wait to build some of those new houses ;)

yeah , soon ™

:)


i had to redo the walls.... delete the water pipes....
they had way too much polygons for an house. and also the fact the wood planks walls were in 3d ... it was making thousand of shadow ants runnning endlessly on the walls. they are now alot more simple
so i made the wall straight and i am counting now only on the .png effects to give a nice touch.

it is available now :) here : http://worldofbanished.com/index.php?topic=2382.0 (http://worldofbanished.com/index.php?topic=2382.0)

Boston Houses 2 version 1.0

It is another version of the famous Boston houses.

it comes in 4 colors. they cost 54 wood to build. they are good for a family of 6, heat efficacity of 98. they are 4x5(4+1road).


(http://worldofbanished.com/gallery/37_03_05_18_2_38_43.jpeg)


Enjoy !!!
Title: Re: Red's new Work In Progress thread
Post by: Nilla on May 03, 2018, 04:18:17 PM
These colors look nice together! :)
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on May 04, 2018, 02:23:53 PM
Hi Redketchup. You chances to update or supplement mod New Medieval Castle-Beta v 0.2a wall and Moats. The Colonial Charter really has a lot of walls to surround the city, but the medieval style is not very suitable. And these walls would be perfect to surround the city center, and approach the kid1293 Gothic Fantasy, Gothic Farm mod.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 04, 2018, 02:40:18 PM
i never thought about that ... you are surprising me with this...

listen, let it creeps in my subconscious brain ... and who knows ?
 :P  :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 05, 2018, 05:05:03 AM
so i was drawing the Malt House...

i have a couple of details ... The Malt House Sign... some decorations... maybe a fence... still to do


edit: some explanation about the building....

the big part to the left is the grain floor or germination floor.
the little part to the right is the office and grinder.
the big tower is the malt kiln

the grain is lying on the ground for germination, once it has been developped as we call green malt, it is sent to the malt kiln to be dry. then it is grinded and rdy to be transfert to the tavern which will brew it into beer.

the value of Ale will drop to 6 offering only a +100% profit, while the Beer will take its place at 8 value.
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on May 05, 2018, 05:22:20 AM
Looks good. Minor suggestions:
- The roof on the little part should be at the same slope/height as the one on the big part (one continuous roof).
- Keep stone texture only on the lower section of walls.

My two cents.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 05, 2018, 05:37:48 AM
the thing will higher stone walls... it need to have a better control of temperature and humidity. (which stones provide)
but i can maybe lower it in the office part :P
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 05, 2018, 05:50:41 AM
about the roof... i did it the same way as the tavern (and the glassmaker/gemcutter/jewelmaker)
Title: Re: Red's new Work In Progress thread
Post by: Hawk on May 05, 2018, 07:34:55 AM
- The roof on the little part should be at the same slope/height as the one on the big part (one continuous roof).

I kind'a like it like it is.  :)
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on May 05, 2018, 11:01:07 AM
Whatever you decide is OK Mr. Red. Just throwing out ideas here.
 8)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 05, 2018, 11:48:00 AM
Whatever you decide is OK Mr. Red. Just throwing out ideas here.
 8)

i am just not satisfied with the Malt Kiln top part finishing.
Title: Re: Red's new Work In Progress thread
Post by: taniu on May 16, 2018, 01:54:20 PM
@RedKetchup :D :D :D for me, all the models are fantastic - I only regret that I do not have such talent - you are wonderful - thank you for the hard work you put into these models - I am waiting patiently, I have a question about the project - Egypt - beautiful project - wonderful buildings - a lot of it I've designed a great theme - will you ever release this project - someone have already written about it? Now there are more possibilities? maybe this topic will also capture @ Kralyerg? Cheers!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 16, 2018, 05:21:31 PM
Egypt - beautiful project - wonderful buildings - a lot of it I've designed a great theme - will you ever release this project

there is still a very thin chance, very thin
Title: Re: Red's new Work In Progress thread
Post by: taniu on May 18, 2018, 03:47:13 AM
@ RedKetchup :D It is very difficult for  to make such a big mod: Rise of the Pharaoh - but I have a question if you can make mod - only houses and basic facilities? -Egypt ? we have 2 mod NMT 3.0 Series: Orchads - where you can use exotic plants and plant them - and mod - Palm Tree Start - kralyerg - what do you think?
the second case is: January 26, 2016 you wrote with "BlackLiquid(CC) and RedKetchup just agreed to team together to make this mod .... the MOST AWESOME Banished gaming experience :)
Right :)@ BlackLiquid accepted tonight to join me in the creation of this Mod : Rise of the Pharaoh ' - I think that Blackliquid - withdrew from this projec
3 matter - maybe someone from the great moderators will grab this idea and help you? great pity  - great design - something new for Banished? Cheers! :-[
Title: Re: Red's new Work In Progress thread
Post by: River on May 18, 2018, 04:25:23 AM
"Rice of the Pharaoh"   ROFL!! I know I know, it was a typo....but it's implications are hilarious! :)
Title: Re: Red's new Work In Progress thread
Post by: taniu on May 18, 2018, 05:34:09 AM
quotation - @ RedKetchup
 "That's it ! My new project :) Rise of the Pharaoh.
Rise of the Pharaoh is 'Egyptian theme based' mod for Banished which will be best played on [CC : Desert maps]. "
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on May 18, 2018, 08:50:09 AM
I guess Rice of the Pharaoh could be released pretty soon. ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 18, 2018, 11:55:19 AM
I guess Rice of the Pharaoh could be released pretty soon. ;D

the " Rise"  and the " Rice " are 2 things very different ^^

whats about the Rise of the Rice of the Pharaoh ?
or the Rise of the Pharaoh's Rice ?
Title: Re: Red's new Work In Progress thread
Post by: taniu on May 18, 2018, 01:29:05 PM
I'm sorry for my mistake - you're right @ Redketchup - it should be Rise - but it's just a bad 1 letter c - instead of s - but that's not a big problem - I just wanted to remind you about such a great project and theme - Egypt - Tom - He joked - not everyone knows English perfectly - I think you'll forgive me this little mistake? I apologize for the confusion - I still like this project, and the idea differs from all mods in Banished? Am I right ? Cheers!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 18, 2018, 02:46:33 PM
I'm sorry for my mistake - you're right @ Redketchup - it should be Rise - but it's just a bad 1 letter c - instead of s - but that's not a big problem - I just wanted to remind you about such a great project and theme - Egypt - Tom - He joked - not everyone knows English perfectly - I think you'll forgive me this little mistake? I apologize for the confusion - I still like this project, and the idea differs from all mods in Banished? Am I right ? Cheers!

hehe dont worry , nobody will ever get that against you !!! never !
but we've got to make fun of your lapsus :)

it is been a month i didnt done anything :( i need today to get back and get a new RK ED beta going on, or possibly, making it "live" official release and maybe add to it later on.
after i ll check to offer a Rise of the Pharaoh partially in Beta.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 18, 2018, 03:03:55 PM
so i am gonna try tonight to get back to my RK ED :)
it looks like the very last thing i did was my Malt House building. so now i need to do all my recipes. (MaltHouse recipes and Tavern recipes)

i can say... i am so lost ^^
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 18, 2018, 04:49:49 PM
so i finished the Malt House. i didnt saw it yet in game...
it is looking so awesome !!!!

on the 2nd screenshot you can see its recipes.
Title: Re: Red's new Work In Progress thread
Post by: taniu on May 18, 2018, 05:31:31 PM
@RedKetchup :D thanks - Not once a man makes a small mistake by carelessness but everything has been explained and now he is Ok - work at his own pace - I know that such a mod is really hard work - I like all your mods and ideas. I am glad that you did not abandon this project about Egypt and it will be a beta version. Returning to RK ED - the Malt House building is fantastic - what will it produce? flour? Cheers!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 18, 2018, 06:40:46 PM
it will produce Malt
and Malt will be made from all grain. 12 grain = 24 malt

and it will be used to make " Beer ". 10 malt = 6-10 beer at 8 value
simple ale will go down to 6 value (Blueberries, Cherries, Peaches, Pears, Pumpkins, Apples)
will be able to make strong beer if you add a +1 hop and will value at 10

there will be wine too (Blackberries, Grapes, Plums, Raspberries, Red Mulberries, Strawberries or Watermelons, Apricots, Mango)
and mead from honey
checking if i can come up something for spirits
Title: Re: Red's new Work In Progress thread
Post by: River on May 18, 2018, 10:40:16 PM
Too bad we can't add vanilla and cacao to the crops list...then we could make chocolate, and also vanilla for malts. I like malted milk.  :)
Title: Re: Red's new Work In Progress thread
Post by: taniu on May 19, 2018, 12:05:25 AM
@RedKetchup :DI apologize for my stupid question about this Malt House building - of course, this building does not look like a mill, but a brewery - yesterday I had a bad day - I was very ill-witted - inattentive . Cheers!
Title: Re: Red's new Work In Progress thread
Post by: Voeille on May 19, 2018, 05:29:24 AM
I really like the roof, those wooden edges look great. We need more buildings with them :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 19, 2018, 08:37:31 AM
I really like the roof, those wooden edges look great. We need more buildings with them :)

in my mod it is starting to have many of that design :)

Gem Cutter
Jewel Maker
Candle Maker
Tavern
Malt House
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 19, 2018, 08:40:28 AM
made the tavern recipes :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on May 19, 2018, 09:05:32 AM
yeah,glad you expanded to include more berries and watermelons.
Title: Re: Red's new Work In Progress thread
Post by: Voeille on May 19, 2018, 09:30:20 AM
I’m looking forward for the gemcutter, I tend to trade for rough gemstones to make tools in my villages, so it’d be nice to have an alternative to the CC building.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 19, 2018, 10:26:19 AM
I’m looking forward for the gemcutter, I tend to trade for rough gemstones to make tools in my villages, so it’d be nice to have an alternative to the CC building.

gem cutter is already in Beta 12c :) and Jewel maker too.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on May 23, 2018, 10:48:37 AM
in the RK CHOICE, the crops start harvest automatically in sept regardless of the % yield. the blackberry orchard does not.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on May 23, 2018, 11:13:41 AM
Doesn't all vanilla orchards start automatic harvest in Autumn=October, fields in Early Autumn=September?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on May 23, 2018, 11:57:51 AM
oh ok. by then it is snowing.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 23, 2018, 02:49:32 PM
yeah orchards are automaticly harvesting 1 month later than crops.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 29, 2018, 01:54:03 AM
well i think i am satisfied now of my new orchard: Hops.

took me a good week, 4 tries, with alot of boycott between tries....

thanks to @Voeille  for his thoughts on the subject... :)

what you guys think of it ?
Title: Re: Red's new Work In Progress thread
Post by: Nilla on May 29, 2018, 03:02:52 AM
A really beautiful looking plant, but I'm sorry to say; I wouldn't have recognized it as hops. In my area hops grows very fast on 5 meter tall pikes and it "disappears" in winter. But it might be different in other parts of the world. I only know it from Sweden and German, so no complain. ;)
Title: Re: Red's new Work In Progress thread
Post by: Willows on May 29, 2018, 03:34:33 AM
I like them! Will hops be food, or for alcohol make only?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 29, 2018, 03:50:25 AM
I like them! Will hops be food, or for alcohol make only?

for alcohol making only.

yeah i tried to make thing slim and tall, but was very ugly so i tried different at the end. it is looking better even if it is not exact at reality. those are kinda similar to grapes, it need support, poles, wires.... but since the game is always turning things around on 360 degrees, we cant make those.

so i did it like that and look better
Title: Re: Red's new Work In Progress thread
Post by: Voeille on May 29, 2018, 05:14:46 AM
but since the game is always turning things around on 360 degrees, we cant make those.

Do you mean that the game rotates seasonal plants with the camera? If so, you can use my custom billboard material that disables it :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 29, 2018, 06:37:24 AM
but since the game is always turning things around on 360 degrees, we cant make those.

Do you mean that the game rotates seasonal plants with the camera? If so, you can use my custom billboard material that disables it :)

it is not the foliage planes the game can rotate for randomness, it is the complete mesh. if you make a decoration item, it wont be turned around.
but if you do a "natural" resource item , it has some spawn code and has also some hidden spawn code that will RNG the number of degrees and will rotate it.

thats a code Luke made to give some illusion to have x% more models. the view on a tree or a crop or a bush can be different depending the degres on 360.
and this code activate whenever it need to RNG a spawn. a spawn in the forest, in a crop, in an orchard.
go back and watch my orchard, you will see tons of different view and it looks like i made like a dozen of model. but in fact i made only 1 model that has been turned around by the game.
it is not the billboard effect.
Title: Re: Red's new Work In Progress thread
Post by: Voeille on May 29, 2018, 06:47:01 AM
I see, the game just randomly rotates things for a more diverse look, like a mod for trees in Cities Skylines. How is it a problem with making the plant taller though? I think it’d still look good :) For all I can see in the pictures it only rotates things around the Z axis (assuming Z axis is the vertical one, it depends on the game, some have Z and some have Y as vertical for all I know), so it shouldn’t change the shape or position of your model, just the rotation.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 29, 2018, 06:56:16 AM
it is a problem if you try to add a support (a set of poles and wires to support those thing in this picture, check on top in the sky) take out those support and those plant will never success to go that high. they all will fall to the ground.
(https://static.vinepair.com/wp-content/uploads/2016/01/hops-field-social.jpg)
so if you put some support frame, if it doesnt rotate, they would all imbricate together, but since they are always rotated, the frame never imbricate and expand evrywhere all around.


so some little bushes are good. although i made them 1m - 1m20 high and with some poly count saved, i added one at 2 third high and added another one at 1 third high. with 3 plants in triangle formation, it looks more better instead of 1 very thin tall one which was super ugly.
Title: Re: Red's new Work In Progress thread
Post by: Voeille on May 29, 2018, 07:08:32 AM
What about a pole inside the plant? I mean, it would look like a pole in that picture, but it would be placed in the plant and look like the plant is growing around it, would that work?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 29, 2018, 07:17:03 AM
What about a pole inside the plant? I mean, it would look like a pole in that picture, but it would be placed in the plant and look like the plant is growing around it, would that work?

you can try it :)
pretty sure it will still look too thin, too weird alone in its 2x2 tiles or 2x3 tiles (not dense, vanilla) orchard :)
Title: Re: Red's new Work In Progress thread
Post by: Freedom on May 29, 2018, 08:37:02 AM
The hops look fine to this player. They are obvious and distinctly different enough from other crop/orchard models that they won't be confused for anything else. I enjoy the brewers efforts but haven't seen hops growing so a hop plant without a support system is not something I'd notice. If an easy tweak makes the model more realistic, great. If it becomes more involved, I don't know that this player would properly appreciate all the added work that you put into it. 

In perspective, the game is full of oversized mushrooms, bannies who walk across the bottom of rivers to place logs at a building site, but who then freeze death because they won't take a half step off a dock piece that isn't connected to the next one yet, etc, etc. Absolute accuracy is not a requirement in my opinion.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on May 29, 2018, 08:50:59 AM
In perspective, the game is full of oversized mushrooms, bannies who walk across the bottom of rivers to place logs at a building site, but who then freeze death because they won't take a half step off a dock piece that isn't connected to the next one yet, etc, etc. Absolute accuracy is not a requirement in my opinion.

That 'bout sums up the realism of banished.  ;D
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on May 29, 2018, 09:20:08 AM
I think it's a nice model already. I would suggest to try it in a cropfield instead an orchard. And to add some small poles or things like that where they can climb. Just like in the picture here. Would not make problems with rotation.
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on May 29, 2018, 12:36:00 PM
Somewhere back in the caves of my mind I have a recollection that I've seen hops growing on tipi-like structures set up in rows. Would that help?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 29, 2018, 10:33:02 PM
I think it's a nice model already. I would suggest to try it in a cropfield instead an orchard. And to add some small poles or things like that where they can climb. Just like in the picture here. Would not make problems with rotation.

but you need to keep in mind about the small poles would "grow" as same as the plant itself. although i made it so it will be full growth the 2nd year and start to give hops the 2nd autumn.


BTW, all, i will release a beta 13 soon in a day or 2. and after it will be an RC build which wont be compatible.
Title: Re: Red's new Work In Progress thread
Post by: elemental on May 29, 2018, 10:55:43 PM
If you made a set of ghost deco pieces for poles then they will all line up. The plants could just be a column of green that isn't directional, similar to what you have already modelled. It would be interesting to see an orchard that has wooden support structures and vines rather than just trees.
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on May 30, 2018, 12:14:34 AM
Ah yes, a ghosted item for poles or racks from a deco toolbar would solve it. Players can put them on the field if they want a perfect look or not if they don't care. I like this idea. About the plant, as far as I know they harvest it completely every year and it grows new from the ground in spring. There are actually no wooden parts staying in winter as it is with wine or such.
Title: Re: Red's new Work In Progress thread
Post by: elemental on May 30, 2018, 12:19:17 AM
I would like to see ghost deco poles used with other crops such as tomatoes and cucumbers. It would make the fields look a bit more interesting.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 30, 2018, 04:12:26 PM
for the moment, i dont have any plans to release some deco poles... not for the moment.

compiling a last one to see if a last minute change in the UI of the tavern is ok... and then i will zip the Beta 13 and upload it :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on May 30, 2018, 04:46:25 PM


Build Beta 13 is available !!!!:

Changed all the tavern/alcohol production chain. Although you will able to continue to make the old ale (which has been lowered to 6 value), you will now able to make beer and strong beer.
A new building has been made : The MaltHouse. This new building will take your grain and make a new resource: malt. the tavern will take your malt and make beers of it. Strong beer will also require hops resource, the value of beer will be 8 value, strong beer will have a value of 10. A new orchard plant : Hops has been made.

it is possible i made some tweaks here and there... but i can't remember what ^^ hehe

WARNING Save Compatibilities: you ABSOLUTELY need to destroy all your taverns in all your RK Ed save games before making the switch or you wont be able to load those save games. This is because the look of the tavern has changed, making it non compatible with old vanilla tavern.

Enjoy !!
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on May 31, 2018, 11:19:06 AM
Although you will able to continue to make the old ale (which has been lowered to 6 value), you will now able to make beer and strong beer.
A new building has been made : The MaltHouse. This new building will take your grain and make a new resource: malt. the tavern will take your malt and make beers of it. Strong beer will also require hops resource, the value of beer will be 8 value, strong beer will have a value of 10. A new orchard plant : Hops has been made.

Oh darn! Now my favorite trade gambit--ale for everything--will be less profitable. But if I can make real beer I guess I can live with it. The existential question is, should I use barley and make lager or should I use wheat and make hefeweisen?  ;)
Title: Re: Red's new Work In Progress thread
Post by: Nilla on June 01, 2018, 01:17:52 AM
The existential question is, should I use barley and make lager or should I use wheat and make hefeweisen?  ;)

Build two breweries and make both! They look so good, that you will not be satisfied with building only one. :)
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 01, 2018, 08:09:55 AM
Build two breweries and make both! They look so good, that you will not be satisfied with building only one. :)

Of course! The perfect solution! Why didn't I think of that? Now, if two breweries is good . . . .
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 05, 2018, 11:48:28 PM
for the moment, i made a pause on animals... not going super well on this and cause i ve got a very good news on this (which cant make official yet...)

i was adding some wonderful colors to Boston Houses 2 :) generously made by @elemental  :)

so far i added +6 colors (from a set of 16 provided by elemental)

they look wonderful !!
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 06, 2018, 12:03:41 AM
I'm glad you like them, but you don't have to use them all. I made lots of them because it's hard to know how they will look in the game. So just pick and choose which ones you think are best and leave out the others. We can fine tune some of the colours if they aren't right. I'd say the yellow one could be better. Perhaps more of a pale yellow?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 06, 2018, 01:03:42 AM
you did already 3 different tone of the yellow, i tried the "darker" "more dirt" one... i will maybe try the other ones.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on June 06, 2018, 08:48:30 AM
That's great to have more colors for the Boston House 2!  Thanks, @elemental for the additional colors. 

I agree with elemental that a softer yellow would be good.

Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 06, 2018, 10:51:25 AM
That's great to have more colors for the Boston House 2!  Thanks, @elemental for the additional colors. 

Yes!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 09, 2018, 07:53:19 AM
i made a pause on this. While i need to make some critical changes to RK Editor Choice mod... and starting to prepare it for the first Release Candidate :)

i ve got to fix today some bugs abour the colorful little fences color 0-9 were ok, but color 11-12 were missing text. i took that opportunity to add a white color one as color 10. i had it planned but since i added white fence set, i didnt made it. but that set are very different models, so i finally added the white one.
also there was a missing icon "dot" at diagonal no paint one and when clicking on the "dot" it was crashing the game.

i am not sure if the bugs happended after i started my critical changes or before , and if it appears in beta 13. but now it is fix ^^

screenshot of the white color fences
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 09, 2018, 08:24:36 AM
Beautiful white fences, @RedKetchup. Outstanding!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 09, 2018, 09:38:42 AM
Beautiful white fences, @RedKetchup. Outstanding!

thanks :) yeah they are nice in white like that :)
Title: Re: Red's new Work In Progress thread
Post by: wiscoke on June 10, 2018, 05:59:57 AM
@RedKetchup will you update boston houses 1 also with the new colors in boston houses 2?. those houses look beautifull. maybe from those 16 colors, take 8 of them for boston1 and the other 8 for boston 2 ?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 10, 2018, 10:53:42 AM
i can maybe check it
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:13:49 AM
i have a very very gooooooooood news tonight !!!!

GOATS have arrived in our Banished Country  ;D


Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on June 11, 2018, 12:19:57 AM
 8) great work.
with animation?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:31:17 AM
8) great work.
with animation?

yup with animations :)


they will give milk everyday... and will give Goat Meat when will be slaughtered, no leather.
presently teaching the butcher to make Goat Meat Cuts :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on June 11, 2018, 12:42:23 AM
The goats look great, and it's wonderful that you got them animated.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:46:29 AM
The goats look great, and it's wonderful that you got them animated.

yeah right :) i ve got them... animated :)
i didnt made them animated ^^ It is a very very good guy, Troy, who made them for himself and decided to share :)
A very NICE guy :)
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on June 11, 2018, 12:52:02 AM
i didnt made them animated ^^ It is a very very good guy, Troy, who made them for himself and decided to share :)
A very NICE guy :)

Indeed a nice guy!
Do you know how he did it?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:55:20 AM

Indeed a nice guy!
Do you know how he did it?

i dont know >< i am still as bad as i was lol

at least i could teach the butcher to cut and prepare those :)

i set up : Goat give 60-80 Goat meat when they die... and butcher will take 12 Goat meat and do 18-24 Goat meat cuts.
gonna set up the other Tier 2 food producers how to dry/smoke/cured those :)
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on June 11, 2018, 12:59:39 AM
:)


Indeed a nice guy!
Do you know how he did it?

i dont know >< i am still as bad as i was lol

Ask him over! He is very welcome! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 01:13:56 AM
Ask him over! He is very welcome! :)

he already have an account in here :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 01:22:02 AM
oh and they have sounds too, btw :)
Title: Re: Red's new Work In Progress thread
Post by: LadyMarmalade on June 11, 2018, 02:00:56 AM
Yay!  Goats!  Can't wait to add them to my game!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 02:03:15 AM
BEWARE HUNTERS !!!!

Fear the deadly bears in the woods !!!
(fully animated too)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 02:14:58 AM
they will drop bear meat as set previously ... and i changed the leather for fur :)
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 11, 2018, 02:35:49 AM
Good stuff.  :)
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on June 11, 2018, 02:36:52 AM
Whoever you are, hiding in the background - Thanks!
This is good news! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 02:43:28 AM
Whoever you are, hiding in the background - Thanks!
This is good news! :)

indeed !!!

i will post more tonight :)
i want to keep people on their toes  ;D  ;D  ;D
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on June 11, 2018, 03:05:31 AM
Finally someone broke through animation barrier. Thank you whoever you are.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on June 11, 2018, 04:22:48 AM
 :) Thanks indeed to stranger and to Red.  @RedKetchup , any chance we could get those goats as a stand-alone mod?  The would be great added to a mountain map.  :)  Love the bears, I can see them roaming the forest around tany's wild honey.  :)  Wonderful
Title: Re: Red's new Work In Progress thread
Post by: embx61 on June 11, 2018, 05:07:43 AM
O wow!!


I hope that Troy guy want do a short tutorial up how to do animation for Banished.


Thank you Troy.



Title: Re: Red's new Work In Progress thread
Post by: Abandoned on June 11, 2018, 05:19:22 AM
@RedKetchup , you mentioned the goats have sound, I am wondering if Troy has managed to attach sound to any items like church bells or foghorns or train sounds.  I believe @Bartender was working on it, attaching sound to an invisible ghosted square but he was getting close but did not finish it.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 11, 2018, 06:55:08 AM
amazing. that is a huge accomplishment.
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on June 11, 2018, 07:27:30 AM
@RedKetchup Absolutely wonderful!   Can't wait to get them.  You and Troy are my new heroes!  Goats and Bears! Wow!
 It's you Modders that have kept this game fascinating from the start, and keep players engaged! No matter how long I play this game, its never dull, always changing and totally fun!  Thanks to all of you fantastic Modders.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 09:55:24 AM
@RedKetchup , you mentioned the goats have sound, I am wondering if Troy has managed to attach sound to any items like church bells or foghorns or train sounds.  I believe @Bartender was working on it, attaching sound to an invisible ghosted square but he was getting close but did not finish it.

sounds attached to animals is totally normal ! but sound attached to building isnt the same, it is totally easy to add both. but the thing with the sound attached to an invisible 1x1 building it will play all the time continuously. like a 1sec "dong" will become after 30 sec, 30 "dong" unless like i said back in time, you attached a 29 sec silence at the end of the 1 sec so it can sound once every 30sec.
a building will repeatly repeat it over and over.

an animal it is attached to 1 of his "event" , one of his (4) animations which is 1 walk, 3 idles. since it is attached to 1 of the idle, when the game "sometimes" play that specific idle, the sound start.

eventually goat will become standalone after RK Ed will have the exclusivity. thats a wonderful promotion tool ^^.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 11:00:16 AM
i know CC had that ...

but now RK Editor Choice will have Bisons !!!

Bisons will be BOTH, a Livestock Bison.. AND Bisons will roaming around in the wilderness :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 11:23:51 AM
and now the Wild Boars graphic has been replaced by a new one made by Troy :)
Title: Re: Red's new Work In Progress thread
Post by: LadyMarmalade on June 11, 2018, 11:40:35 AM
These look so great, RK!  Can't wait! 
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 11, 2018, 12:06:50 PM
now i ask the question. how wil this affect hunters? hunters hunt deer wil they hunt the bison and boars or just deer? or is this mod dependant?
Title: Re: Red's new Work In Progress thread
Post by: Nilla on June 11, 2018, 12:07:04 PM
NICE! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:09:32 PM
now i ask the question. how wil this affect hunters? hunters hunt deer wil they hunt the bison and boars or just deer? or is this mod dependant?

in RK Ed the hunters are already hunt for bison, bear, boar, geese, hare, ducks, turkeys, etc.....
but they were dressed mostly like deers in disguise and chickens in disguise :P

now they will have their own new graphics :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 11, 2018, 12:18:19 PM
when you have all the wild aniimals formatted,can we get an addon mod of those. please please
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:22:34 PM
when you have all the wild aniimals formatted,can we get an addon mod of those. please please

they will be available in RK Ed first :) to promote my mod... and later, available to other moddlers and also in stand alone :)
just give a bit of love to my awesome big mod, please :) which you never use as starter yet.
Title: Re: Red's new Work In Progress thread
Post by: Nilla on June 11, 2018, 12:24:15 PM
I recommend it as your ONLY mod in your next game Brad! ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 12:29:21 PM
i know CC had ...  it too... !

but now RK Ed will have Livestock Ducks !!!
(i also replaced my fake "chicken" Wild Ducks !!!)
Title: Re: Red's new Work In Progress thread
Post by: oldgraywolf on June 11, 2018, 01:24:18 PM
Wow, been away from the game for a little bit and I come back to all this awesomeness.  ;D
Cant wait to try the newest edition of your mod RK, it looks great as always. Thanks to you and Troy as well for the new animals.
Changes like these are what keep me coming back to this game and you modders keeping it alive for all to appreciate.
Nice job. 8)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 11, 2018, 01:42:45 PM
I recommend it as your ONLY mod in your next game Brad! ;)

NILLA, :P   i get the hint you 2,i'll tweak it.

RED does that mean we get turkeys too?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 01:46:49 PM

RED does that mean we get turkeys too?


i dunno ^^ .... will see when i get there :P
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 11, 2018, 01:52:49 PM
RED those ducks are a lot better than the CC flying ducks. i am surprised you can make the animals so quickly considering the code was locked so long. IMPRESSIVE
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 02:08:47 PM
RED those ducks are a lot better than the CC flying ducks. i am surprised you can make the animals so quickly considering the code was locked so long. IMPRESSIVE

like i said earlier in the previous page or the other one before.....

they arent made by me !!! They are from a very very very NICE guy, Troy !!
such a wonderful and very good guy ! And a very good 3D artist !
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 02:10:53 PM
i just added another new Wild Animal population :) These graphics are so lovely !!!

Elks !!!!!
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 11, 2018, 02:14:04 PM
i see. i thought he cracked the code and you were using it to make the animals. still IMPRESSIVE. ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 02:19:12 PM
i see. i thought he cracked the code and you were using it to make the animals. still IMPRESSIVE. ;D

indeed!
his collection is impressive !!!   :)

i ll make a pause and post some other new ... later tonight :)
need to keep people on their toes ^^  ;D
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 11, 2018, 02:47:59 PM
@RedKetchup, I'm looking for moose and beavers, eh?  ;)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 03:01:23 PM
@RedKetchup, I'm looking for moose and beavers, eh?  ;)

haha
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 05:53:08 PM
i see. i thought he cracked the code and you were using it to make the animals. still IMPRESSIVE. ;D

it is not so much about "cracking" .... when you know what you are doing... it more easy. the problem personally in animations... i have absolutely no idea of what i am doing lol

Troy is doing 3D and animations since 20 years he said !
it helps so much
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 06:51:43 PM
a new kind of..... cows ??? lol

Longhorn Cows !!!
to make different, i lowered the milk production, but give double stack of leather when they die :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 07:11:58 PM
next this is something CC has ... but i dont have yet ....


Pigs !!!
lol
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 11, 2018, 07:13:24 PM
RedKetchup what about the Bulls, for the collection. :) That give double meat when they die.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 07:14:01 PM
RedKetchup what about the Bulls, for the collection. :) That give double meat when they die.

i dont have bulls in this collection :(
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 11, 2018, 07:16:54 PM
I noticed this with the goats and now again with the cows... two different colours in the same pasture. Nobody has done that before. Very good.  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 07:42:35 PM
I noticed this with the goats and now again with the cows... two different colours in the same pasture. Nobody has done that before. Very good.  :)

yeah he did :)
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on June 11, 2018, 08:39:51 PM
This is good! So many new animals.
The forests will be crowded. I like that.

Hat off for Troy!
Title: Re: Red's new Work In Progress thread
Post by: taniu on June 11, 2018, 09:02:28 PM
 :D :D :D you are great people this game is fantastic - I've been playing in it since 2014 - I can say the same thing - here I put a quote about what I wrote @adelegarland "@RedKetchup Absolutely wonderful!   Can't wait to get them.  You and Troy are my new heroes!  Goats and Bears! Wow!
 It's you Modders that have kept this game fascinating from the start, and keep players engaged! No matter how long I play this game, its never dull, always changing and totally fun! " Thanks to all of you fantastic Modders."
I also thank all Moderators with all my heart for their mods. I wrote here on the forum for the addition of goats and rabbits but only answered me @ kid1293. I wrote also on the forum "Black Liquid" - they replied that they can not help -
  I thought that nothing could be done in this area - and here is a nice surprise - my old heart rejoices and I am waiting for the release of mod with new animals. @ RedKetchup I currently play with toim mod "RKEditorChoice BETA13" and I added several mods @ kid1293 and @Discrepancy, @Necora - they only use decorative goats. But now the game is great you can say that a new "Banished 2" was born. Regards :D :D :D
Title: Re: Red's new Work In Progress thread
Post by: taniu on June 11, 2018, 09:13:48 PM
Thanks for Troy! I have a question, will these new animals also breed in pastures?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 09:33:59 PM
 :)  :)  :)
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on June 11, 2018, 10:41:04 PM
Those new animals are looking great!  I don't think I would want to work in the pasture with those longhorn cattle, though.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 11, 2018, 10:55:56 PM
Those new animals are looking great!  I don't think I would want to work in the pasture with those longhorn cattle, though.

just build a fenceless pasture for those :)
Title: Re: Red's new Work In Progress thread
Post by: Kimbolton on June 11, 2018, 11:59:36 PM
Wow! These are wonderful! Thank you for making them available and of course Troy for making them!  :)
Title: Re: Red's new Work In Progress thread
Post by: embx61 on June 12, 2018, 04:27:35 AM
If I understand right Troy does not mind you share the meshes and stuff after the release of Editor Choice?
If so this would be great.


I still hope Troy will someday explain what is different between a bought animated animal and how Luke did it.
Luke did something a bit different I think and that is why bought animated animals not work right out of the box in Banished.
At least i never got it to work :(
Title: Re: Red's new Work In Progress thread
Post by: Tom Sawyer on June 13, 2018, 07:02:08 AM
Wow, that's great to see all these new animals for Banished @RedKetchup. Good job to you and your friend! Is it using original animations from the bought models or did he create new bones and stuff? Pulling out so many animals it might be just a certain export option or any special setting in 3dsmax to break this wall. We should try to find out what to do. Maybe we can make the model from @embx61 working..
Title: Re: Red's new Work In Progress thread
Post by: kid1293 on June 13, 2018, 07:06:25 AM
Hmm. I have also tried, no luck.

I went so far as to check Blender.
I imported White Chicken into Blender.
Exported without touching anything.
It did no longer work.
Some settings are not preserved. It really made me low.
I don't have the money to pay for 3DMax.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 13, 2018, 03:08:22 PM
Wow, that's great to see all these new animals for Banished @RedKetchup. Good job to you and your friend! Is it using original animations from the bought models or did he create new bones and stuff? Pulling out so many animals it might be just a certain export option or any special setting in 3dsmax to break this wall. We should try to find out what to do. Maybe we can make the model from @embx61 working..

he told me he took some free 3D animal meshes and entirely did its bones, done its skellies, applied the meshes to the skellies. and then made its movements. 1 walk , 3 idles. he didnt told me, but i noticed he kinda "save the movements" (i know you can do that, save it for reloading on another scene) and applied the saved movements to every quadrupedes he did.
so yeah he made everything but the "statues" of the animals itself.


edit: take it as a dance, you can save the dance on harddrive and re-apply it to another animal. when at the next animal, you load the presets and load back the dance you did saved.
and you wrap everything up
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 13, 2018, 06:28:58 PM
Are the animals in the current available version of your Editor, or will they be in the next update?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 13, 2018, 06:44:02 PM
Are the animals in the current available version of your Editor, or will they be in the next update?

in the next update, this will be the first Relelease Candidate :)
it will be soon, in a few days.
Title: Re: Red's new Work In Progress thread
Post by: Goblin Girl on June 14, 2018, 05:21:16 AM
This is so exciting! 
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on June 14, 2018, 06:05:44 AM
 :) Nice.  Added thought, I hope that when the animals are released as a separate mod there will also be deco animals included. That would be terrific.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 15, 2018, 01:14:26 AM
i spent most of the evening to fix the "walking" animations of all those new animals "Livestocks" and "Wild Animals"
the walking animations were very choppy when they were chained together when they had to change "zones". very choppy.

i didnt played with the animal graphic files, but just with their xxxxAnims.rsc files where it is stipulated it should start at x frame and end at x frame. they are now alot more "fluid" :)


tonight i ll go play with the population numbers so we dont get too many and get the game lagy and still get some of them depending the size of the map.
i need to find the good median numbers. Quality play versus Quantity. the golden mean :)
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on June 15, 2018, 02:49:31 AM
Spawning of these new wild animals could be made terrain and or climate dependant. No bears in swamps for example.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 15, 2018, 03:08:26 AM
Spawning of these new wild animals could be made terrain and or climate dependant. No bears in swamps for example.

but i dont see how i can do this
Title: Re: Red's new Work In Progress thread
Post by: Discrepancy on June 15, 2018, 03:28:34 AM
Spawning of these new wild animals could be made terrain and or climate dependant. No bears in swamps for example.

but i dont see how i can do this

each vanilla start condition calls up the default settings within:
Game/StartCondition/StartConditions.rsc

instead you can not call it up, include the needed code in your own start conditions, isolate the individual animals that are called up.

MapGenerator defaults
{
   WeakComponentDescription _populations
   [
      "Template/PopulationDeer.rsc",
   ]
}


that is the only way to do it. we can't attach the code to the terrains :(
has to be a start condition.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 15, 2018, 03:52:31 AM
this is where they are set up in the Game/StartCondition/StartConditions.rsc
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 15, 2018, 05:11:44 AM
this is where they are set up in the Game/StartCondition/StartConditions.rsc

if in the special specific starting condition, i put a modified copy of WeakComponentDescription _livestocks
it has a priority ahead of the "general list" set in the general Game/StartCondition/StartConditions.rsc

for example, i just added a new starting condition named : Sheppard
and in that new start i told 0 seeds, 0 orchards, 2 livestocks.
and i've put a a very small modified copy of the start list of livestock like : only sheep, goats and longhorn cows....

it never chose in the big list even if it is there in the general Game/StartCondition/StartConditions.rsc
it chose 2 of the mini list (although it can choose 2 times the same one^^ like goats X 2 hehe)

thats good to know
but yeah, it cannot be placed in the terrain list.
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 15, 2018, 01:26:20 PM
Spawning of these new wild animals could be made terrain and or climate dependant. No bears in swamps for example.

Aren't there bears in swamps? We need an actual swamp dweller to confirm or deny.  ;D
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 15, 2018, 01:35:00 PM
hmmm alligators.......
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on June 15, 2018, 08:48:05 PM
sorry, no bears in the swamp, to soggy for bear paws  :)
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 15, 2018, 11:38:35 PM
Lol, Shepard is spelled with one "p", hon. Don't let that get into the final release!!  ;)

And alligators would be interesting for the swamps....leather, and the meat is tasty, I've had it.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on June 16, 2018, 12:44:16 AM
Lol, Shepard is spelled with one "p", hon. Don't let that get into the final release!!  ;)

And alligators would be interesting for the swamps....leather, and the meat is tasty, I've had it.
And an lol, @Willows .  It is true that there is only one "p", but there is no "a".  The correct spelling is "shepherd".  The person will "herd" the sheep.
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 16, 2018, 08:12:36 AM
 :D :D Yup, you got me there!!

But...it wasn't me, see? Sticky keyboard, yeah, that's it!!   :P
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 16, 2018, 08:37:40 AM
Isn't a sheppherd a herder of shepps?  :P
Title: Re: Red's new Work In Progress thread
Post by: Nilla on June 16, 2018, 08:47:42 AM
Now you English speaking people must explain yourself. Again a poor non English person gets totally confused:

What is shepps?
I think I've also heard the word sheppard but it might be something else. Google translate says that it also means herdsman but I don't fully trust it. When I run the spellcheck here on WOB it doesn't want any of these words, but likes Sheppard, with a capital S.
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 16, 2018, 09:32:15 AM
Sheppard is a last name, fairly common. Shepard with an "a" has been used in recent years as a male first name. Shepherd with an "e" is "Sheep-herder" shortened to "shepherd".  In English it is not spelled with 2 "p"'s, but only 1.

Now, "shep" can be short for a type of dog known as German Shepherd, so named because they used to be used as sheep herding dogs.

And rkelly's use of "shepp" is a joke, a play on the word "sheppherd".
Title: Re: Red's new Work In Progress thread
Post by: Kristahfer on June 16, 2018, 12:41:38 PM
No, No, No, y'all got it wrong. They herd beer, or rather ale!


(https://groceries.morrisons.com/productImages/369/369680011_0_640x640.jpg?identifier=dacaf973248794972d6d5561a7cad7d9)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 16, 2018, 03:28:48 PM
thanks you, i renamed the name of the starting condition : shepherd
Title: Re: Red's new Work In Progress thread
Post by: Goblin Girl on June 16, 2018, 06:32:16 PM
Now you English speaking people must explain yourself. Again a poor non English person gets totally confused:

What is shepps?
I think I've also heard the word sheppard but it might be something else. Google translate says that it also means herdsman but I don't fully trust it. When I run the spellcheck here on WOB it doesn't want any of these words, but likes Sheppard, with a capital S.
The problem is that English doesn't have standardized spelling rules, especially where surnames are concerned.  So, if a person herds sheep for a living, they're a shepherd.  But, the last name can be spelled in a few different ways, perhaps because the spelling reflects an old dialect, or perhaps because someone didn't know how to spell very well, or perhaps (in the US) the name was misspelled by a customs official at Ellis Island and so that's what it is now.  But also, the idea that names had to be spelled one particular way (or any word for that matter) is relatively new.  Did you know that William Shakespeare didn't spell his last name the same every time? 

I'm sorry English spelling is so confusing.  You do really well!
Title: Re: Red's new Work In Progress thread
Post by: Nilla on June 17, 2018, 01:00:51 AM
I'm sorry English spelling is so confusing.  You do really well!

Thank you. I know, it's confusing and it's not only the spelling. English is a very difficult language. Not to learn the basics. That's easy. But to learn it proper, is very hard. I have lived in Germany and my husband is German. That was a hard language to learn at the beginning with its grammar rules. But after you've manage to understand these rules, the language is logical and uses the rules all the time. English doesn't have many grammar rules to learn. And those there are, have so many exceptions, that you can hardly speak of rules at all. But I'm happy, that I can communicate. And writing my blogs and other posts on this page make my English, maybe not better, but more fluent. That's what I want. :)

Sorry @RedKetchup for hijacking your thread!  :-\
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 02:33:47 AM
oh ! no problem !
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 04:55:15 AM
so i finished to handle the wild animal populations...
you should get : 1 pack of each at small, 3 packs of each at medium, 8 packs of each at large, and 16 packs of each at very large.
(the hares, the foxes, the wolves, and partridges populations has been deleted since i didnt had any new meshes of these).

i also handled the starting conditions features and i already told you there was a new "Shepherd" condition...
i also added a Farmer and a Gatherers new start conditions.

here the stats:
"Adam&Eve"
"A standard very hard game with only 1 family, no child. 2 tools and 0 cloth, 250 food, 75 firewood, no building materials, no seeds, no livestock."
1 cart.

"Hard Alternate"
"An alternate of standard hard game with 4 families. 12 tools and 20 cloth, 1200 food, 100 firewood, no building materials, 1 seed, no livestock."
1 cart.

"Shepherd"
"A standard medium game with 3 families. 16 tools and 16 cloth, 1200 food, 120 firewood, 30 wood, no seeds, 2 livestocks."
1 cart.

"Farmer"
"A standard medium game with 3 families. 16 tools and 16 cloth, 1200 food, 100 firewood, 30 wood, 12 stone, 3 crop seeds, no livestock."
1 medium barn, a 2x4 yard.

"Gatherers"
"A standard mid-medium game with 3 families. 12 tools and 12 cloth, 800 food, 80 firewood, no building materials,  no seeds, no livestock."
1 gatherer shelter, 1 cart.
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 17, 2018, 05:00:18 AM
Sounds good, can't wait to play! But, which wild animals are there in game then?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 05:08:15 AM
Sounds good, can't wait to play! But, which wild animals are there in game then?

Livestocks : Chickens , Cattles , Sheeps , White Chickens , Fresian Cows , Red Fresians , Goats , Bisons , Ducks , Longhorn Cows , Pigs.

Wild animals : Bears , Bisons , Boars , Deers , Ducks , Elks , Goose , Pheasants.
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 17, 2018, 05:15:04 AM
Thank you!  Can't wait!!  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 05:49:34 AM
i am planing to offer 2 .pkm

one RK Editor Choice, full. 616MB
one RK Editor Choice Light, with no decorations, no music, no canals, no colorful littlehouse, no bostonhouses, no multi floors. 307MB
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 07:08:44 AM
oh 1 last thing i absolutely need to do before... put the foundry 8x8  instead of 6x6.
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 17, 2018, 08:31:48 AM
Your livestock will conflict with CC or not.
The idea with a large number of wild animals is very cool. ;D Just what about the hunter now.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 08:55:20 AM
Your livestock will conflict with CC or not.
The idea with a large number of wild animals is very cool. ;D Just what about the hunter now.

no it wont conflict. when there are some duplicated(like the ducks), they are specifically renamed to RKanimal to not conflict.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 08:57:42 AM
The RC1 Full version and the RC1 Light version are available :)

FULL: (616MB) http://worldofbanished.com/index.php?topic=2472.0 (http://worldofbanished.com/index.php?topic=2472.0)

LIGHT: (307MB) http://worldofbanished.com/index.php?topic=2473.0 (http://worldofbanished.com/index.php?topic=2473.0)

ENJOY!
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 17, 2018, 08:58:54 AM
Thank you! I'll try the full version then at once. ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 09:26:21 AM
Thank you! I'll try the full version then at once. ;D

i know what i am gonna do today .... play a map ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 10:07:22 AM

i know what i am gonna do today .... play a map ;D


hehe i ve got a very dangerous start ^^
Title: Re: Red's new Work In Progress thread
Post by: rkelly17 on June 17, 2018, 10:50:38 AM
Early Spring? Bears just awake from the Winter and ravishing hungry? Those Bannies are toast!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 17, 2018, 03:59:03 PM
Just found a typo error !
The big Foundry has a typo that says it takes 3 iron ore and 3 copper ores to make an iron and a copper.
The Foundry should only need 2 of those. it was effectively taking 2, it was a typo only.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 02:58:41 AM
found another error : BostonHouses2 building material: the tooltip is ok, but it wasnt following it, instead to take lumber/stone/glass... it was only asking for wood.

nobody was playing beta 13 :( nor they did any beta testing and checking things :(
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 03:11:59 AM
found another : Goat Meat didnt had its little graphic icon.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on June 18, 2018, 03:30:13 AM
Something else you might want to check out. I tried loading a Shepherd game 6 times. It says you get 2 livestock but on four of those times I only got 1. This is on a large terrain size.
Once I got long horned cattle (spotted and solid color), twice I got goats and once I got sheep.
Finally on the fifth and sixth try I got Long horned cattle and sheep.

Also, it says you start with 16 tools, 16 cloth (I assume that means coats), 1200 food, 120 firewood and 30 wood. All I'm getting is tools, hide coats and food. No firewood or wood.

On Shepherd I get a cart. On Farmer I get a barn. Is there a reason for that? Farmer seems to load OK.
Title: Re: Red's new Work In Progress thread
Post by: embx61 on June 18, 2018, 03:48:50 AM
I just started a test run Shepherd Medium Map and get 2 livestock. Longhorn and sheep.
I think because there is no stockpile set in the map start by Red there are no logs and Firewood because there is no storage for it.

Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 03:58:42 AM
the thing with the RNG at the start of the game is you can get 2X times the same thing. it was also the same with crops and orchards. But those 2 since the list is extremly long, the chance to get 2 times the same is very very rare. Livestock list is very small so instead to get 2x 6 animals, you sometimes get 1x 12 animals (you get 2 times 6 animal of the same breed)

but... i wanted to do something and i should reverse it: i prefered to have some kind of shepherd herd: sheep, goat, some kind of wild cow...
instead to give the chance for the full list of livestock. i will gonna delete that change and give opportinity to have something like bison and ducks ^^

Effectively, we should get 120 firewood and 30 wood. and they arent there.
I know what it is missing, a stockpile to receive those !!

Thanks you for your report ! thats a good one ! :)

i will allow the full list of the Livestock and i will put a stockpile down there.


----------

about shepherd versus farmer : i imagined shepherd are more like going in the wilderness and feed their herds with the grass in meadows... so i thought a cart would be better. while farmers they more have the same crops that doesnt move year after year at same place, and a very little barn was more appropriate
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 03:59:25 AM
I think because there is no stockpile set in the map start by Red there are no logs and Firewood because there is no storage for it.

yeah thats exactly i figured out, thanks
Title: Re: Red's new Work In Progress thread
Post by: embx61 on June 18, 2018, 04:33:17 AM
Some very minor things you maybe want to change. Not game breaking at all.


NMT Little houses have a red border while it not opening up a next toolbar.
To be consistent with the rest I would get rid of the red borders for those so players not think it will open up a next toolbar.
Buttons for multi floor houses are positioned level3 level1 level2 . Logical would be 1 2 3.


Like I said, very, very minor but should be very easy to fix in a next build :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 05:17:06 AM
both fixed :( Thanks you @embx61  :)
Title: Re: Red's new Work In Progress thread
Post by: embx61 on June 18, 2018, 05:23:23 AM
No worry bro and you are welcome.
I miss those little things all the time.


So far it all looks very good and congrats on the release. :)
I know it had to be a helluva job to put it all together.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 05:30:54 AM
So far it all looks very good and congrats on the release. :)
I know it had to be a helluva job to put it all together.

thanks yeah it had so much new stuff.
the mod project started as : a collection of my mods to .... a totally new mod with a strong theme.


screenshot of all the previous fix : bigger list of livestock and a stockpile for the shepherd starter. fixed the nmt little housing icons, and fixed the order of the multi-lvl icons.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 05:33:02 AM
lets hope before tomorrow, people will help and try to find all those little things.
so i can release the Live version 1.0 :)
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on June 18, 2018, 06:06:47 AM
Great mod, Red.  Sorry I can't help test right now but am eager to try it soon.  I am hoping full version will run okay on my laptop.  I am glad there is a light version, nice. 
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 06:27:22 AM
if you choose a small map, it should run very smoothly
Title: Re: Red's new Work In Progress thread
Post by: adelegarland on June 18, 2018, 06:43:10 AM
Hey Red, I played all day yesterday and found no problems, in fact it was running very smoothly.  LOVE the new wildlife!   I'm going to play more this afternoon and will look for anything hinky.  This is a fantastic release, I'm very happy with it.
Title: Re: Red's new Work In Progress thread
Post by: Abandoned on June 18, 2018, 06:54:35 AM
 :) yes, small map, that is what I am think too.  Looking forward to it.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on June 18, 2018, 07:56:51 AM
the thing with the RNG at the start of the game is you can get 2X times the same thing. it was also the same with crops and orchards. But those 2 since the list is extremly long, the chance to get 2 times the same is very very rare. Livestock list is very small so instead to get 2x 6 animals, you sometimes get 1x 12 animals (you get 2 times 6 animal of the same breed)

I didn't even think about that, or notice how many, but I think you're right. I did see two different colors of longhorns and goats. I didn't pay any attention to the count of each when I finally got two different types of animals, but thinking back I do believe there were 12 cows and 12 goats.

That said, now that you fixed it, I wonder if the fix was even necessary. Understanding how something works goes a long way to understanding it. LOL!


about shepherd versus farmer : i imagined shepherd are more like going in the wilderness and feed their herds with the grass in meadows... so i thought a cart would be better. while farmers they more have the same crops that doesnt move year after year at same place, and a very little barn was more appropriate

That does explain it.  ;D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 08:12:49 AM
longhorns comes in 2 colors, the goats too in 2 colors. in the wilderness, bears too comes in 2 colors.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on June 18, 2018, 08:57:15 AM
I realize that now. Each color is 1 livestock option, correct?
So for the Shepherd start, 2 livestock could be (or was) 6 white goats and 6 grey goats, or 6 spotted longhorns and 6 tan longhorns. Do I understand that right?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 09:57:35 AM
I realize that now. Each color is 1 livestock option, correct?
So for the Shepherd start, 2 livestock could be (or was) 6 white goats and 6 grey goats, or 6 spotted longhorns and 6 tan longhorns. Do I understand that right?

the game give you 2 livestocks of 6 each. some of these have 2 colors so 1 set of 6 can be 3-3 (3 grey 3 white)(or)(3 spotted,3 plain)
the RNG can give you 2 time the same selection like 2 times goats and nothing else. you would get 3-3 + another 3-3 which at the end would give you 6 white and 6 grey but thats all, and wont get another kind of animals since the game already gave you 2x goats livestock.

the color means nothing. some are female some are male,  the deer has some horns, some without horns.
goats some are grey some are white.


if i wanted, i could made the male cows black&white, and the female cows red&white but i prefered to make 2 different animals.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 18, 2018, 01:34:43 PM
i made some other little fixes...

i moved the MaltHouse icon to the RK Resources toolbar.
i changed the tooltip of Collect Iron to Collect Iron Ore.
i made bigger (2) the year/previous_year window of the BlackSmith for more names (4 now)

thanks to EstherHB for the findings.
Title: Re: Red's new Work In Progress thread
Post by: Hawk on June 18, 2018, 07:24:10 PM
I realize that now. Each color is 1 livestock option, correct?
So for the Shepherd start, 2 livestock could be (or was) 6 white goats and 6 grey goats, or 6 spotted longhorns and 6 tan longhorns. Do I understand that right?

the game give you 2 livestocks of 6 each. some of these have 2 colors so 1 set of 6 can be 3-3 (3 grey 3 white)(or)(3 spotted,3 plain)
the RNG can give you 2 time the same selection like 2 times goats and nothing else. you would get 3-3 + another 3-3 which at the end would give you 6 white and 6 grey but thats all, and wont get another kind of animals since the game already gave you 2x goats livestock.

the color means nothing. some are female some are male,  the deer has some horns, some without horns.
goats some are grey some are white.


if i wanted, i could made the male cows black&white, and the female cows red&white but i prefered to make 2 different animals.

OK! I understand now. Thanks!  :)
Title: Re: Red's new Work In Progress thread
Post by: Kimbolton on June 19, 2018, 01:03:13 AM
Hi Red,

I just wanted to pop in and thank you for this wonderful new mod and all the hard work you put into it.  I am sure it was quite a project!  I don't have much time to play right now but will try to test if I can. I along with everyone else here greatly appreciate all you do for us! :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 19, 2018, 02:36:40 PM
i am trying to quickly draw a new church for church replacement. i hope to make it done within the 2-3 hrs :P

i am basing my model on the "old abandonned church" from NMT2.0 (it was a mesh i found free in the past as it was)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 20, 2018, 03:05:10 PM
so.... Live will be postponed a week. designing a new church (and after i ll do the pasture) i didnt made those and it is really a mess that i didnt redone those yet and have this great awesome theme mod incomplete like this with 2 building missing....
is just sad.

so i am doing those before Live.

sorry guys , i know i promised the Live for yesterday.
my bad


the church is going very slowly.... very slowly. i ve got to change my mind midway.. was in wood, now in stone...
i am far from finish.
Title: Re: Red's new Work In Progress thread
Post by: LadyMarmalade on June 20, 2018, 06:28:54 PM
It's looking great so far!   Keep up the good work :)
Title: Re: Red's new Work In Progress thread
Post by: Gatherer on June 21, 2018, 08:20:27 AM
That entrance with four stone pillars would look cool as a standalone deco piece with stairs on all four sides. ;)
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 21, 2018, 03:31:59 PM
That entrance with four stone pillars would look cool as a standalone deco piece with stairs on all four sides. ;)

Very good idea. I can see it as a cemetery entrance. Google lichgate or lychgate to see what I am thinking of. But it would make a great standalone deco piece too.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 21, 2018, 04:40:38 PM
That entrance with four stone pillars would look cool as a standalone deco piece with stairs on all four sides. ;)

Very good idea. I can see it as a cemetery entrance. Google lichgate or lychgate to see what I am thinking of. But it would make a great standalone deco piece too.

ok
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 22, 2018, 08:26:55 PM
The NMT 2.04 seems to have a category with excavations of the building and production. This church you're doing now is one of them. In RK Editor Choice there will be something similar or not, that it was possible to build a tent settlement with many different kinds of excavations.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 22, 2018, 09:32:51 PM
no, archeology wont comeback and yeah the model of this church was the very damaged abandonned church.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 25, 2018, 07:20:23 PM
i am still working on the church replacement  :(

 :-X

people have no idea how a good mesh takes so much time.

i am at the tower now, made 2 third of it, and still have the entrance covered arch to replace.

Title: Re: Red's new Work In Progress thread
Post by: Goblin Girl on June 26, 2018, 06:32:09 AM
It's looking good, Red!
If I might offer a suggestion: could you maybe make the lean-to pieces on the sides of the nave separate, buildable add-ons that would allow the church to serve more people?  They'd be sort of like chapels, each with their own cleric? 
Title: Re: Red's new Work In Progress thread
Post by: LadyMarmalade on June 26, 2018, 07:39:36 AM
Good idea, Goblin Girl. I love it when you can upgrade a building to increase capacity - so much more realistic than tearing it down and totally rebuilding.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 26, 2018, 12:01:33 PM
if seperate that would mean ghosted and ghosted things works very bad with a profession.
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 26, 2018, 03:54:41 PM
if seperate that would mean ghosted and ghosted things works very bad with a profession.

Separate doesn't have to be ghosted. It all depends on the size and shape of the ground footprint you give the main church. You could do something similar to what you did with your multi-storey houses. You could also give the add-ons a one tile ground footprint that sits outside the main church footprint, with the add-on building mesh sitting 3 or 4 tiles away from their ground tile. Then they could fit into position next to the church correctly but wouldn't need to be ghosted.

Of course, making them add-ons means more work for you, so it's understandable if you just want to make one building without add-ons.

This church looks very good.  :)  It would be nice to see a vicarage (house for cleric) in the same style. Any plans for a matching graveyard/deco crypts?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 26, 2018, 04:07:11 PM
but the things is, knowing very well people, they will take the lean-to and they will place it everywhere without the main church and use it cheap even if it is 10-20 citizens.
i would maybe prefer to be build first without and then press the upgrade button and have it more citizens and full lean-tos.

i know too much what will do people with those ^^  :'(

and also at some point my original little church will comeback with a new lifting :)



about 2nd question, maybe later :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 26, 2018, 04:47:19 PM
finished the tower :)

this mesh will have taken me so much time ! unbelievable
there is even a big bell inside ^^
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 26, 2018, 04:50:40 PM
I didn't think of that. Upgrade makes more sense from that point of view.
Title: Re: Red's new Work In Progress thread
Post by: elemental on June 26, 2018, 04:52:23 PM
I like the bell tower. Very interesting design.
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on June 26, 2018, 05:17:37 PM
That church and bell tower are amazing! 
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 26, 2018, 06:02:53 PM
Replacement base Church looks more and more exceptional. CC I looked beyond the texture base Church in F Key there are two textures, they will stay or not.
Can a small request about blacksmith tools in RK Editors Choice Edition.
I like the list of tools, but you can add a couple more to the list of tools for an earlier stage of the game. When do you need the tools and wait when the blacksmith would first make iron or copper for tools, takes too long for the Hard difficulty. You can make tools from iron or copper ore and wood to start after the stone tools.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 26, 2018, 06:06:44 PM
i dunno ....
maybe i can add recipe with 4 ores + 1log ?
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 26, 2018, 06:13:20 PM
5 copper ore and 1Log
and
4 iron ore and 1Log
In my opinion looks reasonable, maybe.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 26, 2018, 07:03:10 PM
5 copper ore and 1Log
and
4 iron ore and 1Log
In my opinion looks reasonable, maybe.

why 5 copper  and 4 iron ? copper tools are less good than iron tools (80%)
Title: Re: Red's new Work In Progress thread
Post by: tuggistar on June 26, 2018, 07:11:26 PM
On Hard difficulty getting the tools is difficult to do in early game, may suit any tools from the ore and wood. At your decision. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 27, 2018, 12:47:22 AM
i almost done the replacement for the church :)
just need to do the footprint on the ground.... tomorrow
Title: Re: Red's new Work In Progress thread
Post by: LadyMarmalade on June 27, 2018, 05:35:12 AM
Well done,RK  - it looks fabulous!
Title: Re: Red's new Work In Progress thread
Post by: zak4862 on June 27, 2018, 06:00:46 AM
Greetings RK!
The church looks amazing. Cant wait to put it in the game. I am playing your new mod for a week now and I have also implemented for more then 20 other
mods. Some are big and some are small, but for now everything works perfect.
Would it be possible for you to implement in your RKchoice mod - your tailor, blacksmith and your other mods which also own the residence?
Just  a sugestion to consider.
Anyway amazing work. Thanks for sharing it.
     Regards  zak4862  :)
Title: Re: Red's new Work In Progress thread
Post by: Kimbolton on June 27, 2018, 11:14:21 AM
The church looks wonderful! Love the bell! :)
Title: Re: Red's new Work In Progress thread
Post by: Goblin Girl on June 27, 2018, 01:22:49 PM
The church is looking great, Red!  I like the idea of an upgrade to add side chapels and increased capacity.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 28, 2018, 05:58:18 PM
The church is looking great, Red!  I like the idea of an upgrade to add side chapels and increased capacity.

i will see tommorow, it will depends how it looks without the lean-tos each side.... for the non-upgrade mesh


during that time tonight , i jumped on the pasture :)
Title: Re: Red's new Work In Progress thread
Post by: zak4862 on June 29, 2018, 01:43:39 AM
Wow! Impresive work with details for milk and goat food. :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 29, 2018, 03:02:12 PM
so i finished all the fences/gates all around the pasture... screenshot.
i made the following changes to the vanilla pasture :
- now takes +1 fodder-thatch per tile (1 wood, 1 fodder). this change is made for more realistic cost since a pasture should require fodder over time but due game mechanic limitations, over time input cant be implemented. Fodder are anyways super easy to get and often we have an overstock on this.
- i allowing now up to 30x30 tiles maximum (which represent 75 goats lol)

gonna add a fenceless pasture which will only cost 1 fodder per tile (wood part is free) and allowing it to be build over small hills/low_mountains.
Title: Re: Red's new Work In Progress thread
Post by: taniu on June 29, 2018, 03:57:02 PM
Greetings RedKetchup! :D
all your models like them very much. I have a question, do you remember my request to add a wooden "Apothecary" - I really liked this building - Medieval Apothecary from NMT 2.04. I am writing because such a building would be very useful at the beginning of the game - people would enter the building - it would increase the heart, regain strength and health -  there were shamans and herbalists who treated people. Is it now possible to add such a building to RK Ed? -. Please  :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 29, 2018, 04:49:27 PM
i know >< sorry.

the thing now , the bathhouse has that function of in middle of a town.
will see :)
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 29, 2018, 05:16:57 PM
Fenceless pasture done :)

 ;D  ;D  ;D Mountain Goats ?  ;D  ;D  ;D
Title: Re: Red's new Work In Progress thread
Post by: taniu on June 29, 2018, 07:07:01 PM
Greetings RedKetchup!
Thank you for the answer - I am testing RKECHRC1 and MM8
1. I have a question - when it comes to the subject of a goat and a cow? Is it possible to create a separate goat module and "Longhorn cow" - why? - I think that these two separate fashions can be applied to the African, Egyptian climate?
2. the question if you can do mod - Goast + meat processing as in CC
3 question. The division of the butcher into two categories - a butcher from farm animals and a butcher from wild animals - will be a better transparent list
If Troy adds foxes or hares, there will be no place on the list for the meat processing
4. question - can you add offal - in general [heart , etc.] to a butcher from wild animals?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on June 29, 2018, 07:33:46 PM
RED,if you really wanted to continually feed the pasture with fodder,it is possable. would have to be a a "building mod" instead though. similar idea that Necora did with his dairy barn,requires domestic animals to build but was fed grain.not sure how it would function with the different animals,however. i am content with either system.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 29, 2018, 07:45:17 PM
Greetings RedKetchup!
1. I have a question - when it comes to the subject of a goat and a cow? Is it possible to create a separate goat module and "Longhorn cow" - why? - I think that these two separate fashions can be applied to the African, Egyptian climate?

it will come but later, i want to promote RK Ed so it becomes a Great & Popular mod first.

2. the question if you can do mod - Goast + meat processing as in CC

it does not ? what the difference ?


3 question. The division of the butcher into two categories - a butcher from farm animals and a butcher from wild animals - will be a better transparent list
If Troy adds foxes or hares, there will be no place on the list for the meat processing

it will have some place, hare were already processed in beta but have been paused. and my foxes were only giving double fur, no food. as wolves.


4. question - can you add offal - in general [heart , etc.] to a butcher from wild animals?


what is that ? sacrificial offerings ?


RED,if you really wanted to continually feed the pasture with fodder,it is possable. would have to be a a "building mod" instead though. similar idea that Necora did with his dairy barn,requires domestic animals to build but was fed grain.not sure how it would function with the different animals,however. i am content with either system.

the thing with a "building mod type" : there are no animal animations.
Title: Re: Red's new Work In Progress thread
Post by: taniu on June 29, 2018, 08:10:20 PM
@RedKetchup  :)summary . We have butchers:
Butcher Stalls CC - if @kralyerg would add a goat meat it would be great
Modular Stacked B.- Urban Butcher CC is Charki Chops [12 Charki] and Cheval Shank [12 Cheval]
Butcher - Make Cuts [Goat Meat] - RKECHRC1
Butcher Tent - is Make Roast [Partidge] - TC Main
The question is: how to improve the butcher so as not to load all mods? do you have any idea? Cheers! :D
Title: Re: Red's new Work In Progress thread
Post by: taniu on June 29, 2018, 08:29:37 PM
@ Redketchup  :D thank you for answering - you are like lightning - I love RKECHRC1 and RKEd, I asked about giblets but I do not want to offer is just a trifle. Work quietly, I will not bother you with my ideas  Now, 5, 30 in the morning I go to sleep .Cheers!
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 29, 2018, 09:01:09 PM
the thing with "Charki" is i never heard that name before, nobody in my country know what it is.
the " cuts [12 goat meat] " was how Troy did it in his code.
Title: Re: Red's new Work In Progress thread
Post by: Willows on June 30, 2018, 03:48:59 AM
Offal (Organ meats like heart, liver, gizzard) is very high in protein. Might be nice to have that.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on June 30, 2018, 08:43:55 PM
i think there is already enough different meat resources already. sorry.

meanwhile i added a BS recipe to take 4 iron ore + 1 wood to make iron tools. but i didnt added the same for copper.
this has been made to help with tools in hard mode. Of course, it is less profitable  ;D

i added Flour [(CC) Rice] recipe to all the Windmills/Watermills/Canal_Watermills. i also fixed a but where all canal mills took 20 inputs instead of 16 as it was set in the other kind of mills.

Title: Re: Red's new Work In Progress thread
Post by: tuggistar on July 01, 2018, 06:22:52 AM
Hi Redketchup. Can be a small request. Today I tried to activate a few of your old mods: Adriana's College v 1.0, Adriana's Library v 1.0 and Steph's Grain Silos v 2.0, and despite the first two mods do not conflict after I came back to banished I have Crash. The third in a small Conflict with CC, I was afraid to activate it. Can these three mods upgrade to version 1.0.7.
Title: Re: Red's new Work In Progress thread
Post by: taniu on July 01, 2018, 04:02:33 PM
@RedKetchup. :Dback to the topic Butcher - I explain 1. lack of position in RKECH RC1- CHEVAL SHANK [12 Cheval] - horse breeding
2. lack of CHOPPER CHOPS position [12 Charki] - llamas breeding.
These items are included in CC mods - without CC mods, MM8, Modular Stacked Buildings CC - @kralyerg I can do nothing even though I have horse farms and llamas - there is no one who processes their meat.
Question is it possible that @ Kralyerg get codes for these items? and add to RK Ed? or maybe @ Kralyerg to send out a separate mod only to Butcher CC? just like "CC Milling" did. Secondly - how do I play with CC mods - there is Butcher but there is no position - Make Cuts [Goat Meat] - lack of GOAT - performed by Troy- moze Troy send codes for @kralyerg? to add this item - if @kralyerg will be willing to make such a mod .
 I am begging you and please
Why do I ask for it because I like this editor "RK Editor Choice - Release Candidate 1 - FULL" and RK Editor Choice - Release Candidate 1 - LIGHT - everything is fantastic, music, plants, forest - now the forest looks real - noise trees, singing birds, the sounds of wild animals and, of course, converted buildings accordingly.
Thank you for this fantastic mod @RedKetchup, BlackLiquid, Troy and all the great modelers for the release of such a wonderful work - that's why I personally build a small village, not a big city.Regards :D
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 01, 2018, 04:21:29 PM
@taniu  i am very sorry. i cannot just start to add everything from CC !
at the end , every open menu will have half of the recipe [CC] in it :(

CC has a separate butcher for each type of animal. Makes "name of meat" cuts, Tallow and Bonemeal.
and i think building choice is good. if you need a specific item/recipe .. just build that one, and if you need another one, build the other one. and if you need both... build both !

i really dont want to add everything CC has and make it as overweight as it is.
i have my own projects @taniu  :)
Title: Re: Red's new Work In Progress thread
Post by: taniu on July 01, 2018, 04:57:16 PM
@RedKetchup  :)I'm explaining my idea because you will answer me , there are 2 mods, eg MM 8 - and RK Editor Choice - Release Candidate 1 - FULL - I checked these mods - they are great and all the things you want - but it's not like that - I personally I like small mods, because the game is better and I can manipulate them, and the game becomes more interesting, and secondly I hope that the new wonderful fashion will come out and it will be difficult to give up something, and then there is a great regret. I have an idea, but I'm afraid to write, - but I will try - I think o RK ED about Africa with African climate and music,. plants, palms, acacias, baobab, savanna -new animals:  antelope, gazelle, ostrich, crocodile - idea for Troy, because Egyptian buildings are prepared by you - they are beautiful - I know that I am an old marauder. You wrote that you might release a beta version later - this is the second idea. Greetings :)
Title: Re: Red's new Work In Progress thread
Post by: taniu on July 01, 2018, 06:07:45 PM
@ Redketchup :)I did not think about it exactly - you're right, but as a player I just wanted a tiny mod - goats and meat, because uploading all mods takes a lot of time, I know all modelers here have a design and vision , I'm just asking you - I do not want to upset you you would be angry with me - if I do not understand something and especially from the technical side of the mods, I am sorry. I had one more idea, but from your side there will be a negative response because you have already written that you will not add anything to the slaughterhouse - I mean and the quote "Giblets (meat of organs, heart, liver, stomach) is very rich in protein." @ Willows "- I thought to add Offal to the mod "I See Fire v1.0 for 1.07 -17.02.2017" and baked venison. If we have a real forest, hunters all over the world from Alaska to Africa, when they hunt they divide the animal into parts for meat, giblets, skin - why this idea - maybe this topic someone else  the moderators will undertake and form a small mod "Campfire"? Greetings :D :'(
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on July 01, 2018, 06:33:04 PM
That offal meat (hearts, liver, gizzard, etc.) is better suited to what Red said,

4. question - can you add offal - in general [heart , etc.] to a butcher from wild animals?


what is that ? sacrificial offerings ?
Red has the correct idea- use that gross stuff for sacrificial offerings, or as bait for fishing. 


@RedKetchup. :Dback to the topic Butcher - I explain 1. lack of position in RKECH RC1- CHEVAL SHANK [12 Cheval] - horse breeding
2. lack of CHOPPER CHOPS position [12 Charki] - llamas breeding.
These items are included in CC mods - without CC mods, MM8, Modular Stacked Buildings CC - @kralyerg I can do nothing even though I have horse farms and llamas - there is no one who processes their meat.


Don't eat the llamas and horses!  :o

Title: Re: Red's new Work In Progress thread
Post by: taniu on July 02, 2018, 01:31:45 AM
@ galensgranny.I am just a gamer playing this game for 4 years and I never get bored - fantastic mods are created thanks to the wonderful moderators of noble hearts. which make my life very pleasant and thank you very much for that. I respect the decisions @ Redketchup and I also agree with him - maybe it was not a good idea to have only one main butcher. Horses and llamas -
  appear in the mod Colonial Charter v 1.75, CC Stacked Shops and Homes, MM8 - there is a butcher who rework their meat. You do not need these mods to play as you want, it's just your decision. I just gave my ideas and did any of the moderators come to my ideas and create a new mod I will be very happy? .Greetings
Title: Re: Red's new Work In Progress thread
Post by: galensgranny on July 02, 2018, 12:24:11 PM
@taniu , I was joking.  I think liver is disgusting in smell and taste, so when Red did not understand the English word "offal" and asked if it was a sacrificial offering, I thought that was the best thing to use liver for.  :D



Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 02, 2018, 04:01:29 PM
I think meat are extremly ok like it is :)
i ll add horse meat / lhama meat if one day i have horse/lama in my mod. till then , i think it is still better to not add butcher recipe cause butcher isnt the only one. i have salted/dryed/smoked process too.

If people arent finding any bugs/errors in RC2 ... it will go live soon.

and then , i will start to make a new thread for showing/discussing the next future updates to my mods / work.
this topic has 92 pages now. it is time to close it.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on July 02, 2018, 04:45:54 PM
100 was too fast?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 02, 2018, 05:03:25 PM
100 was too fast?


it was since some time i wanted to start a new thread.... i think thats the perfect time.
Title: Re: Red's new Work In Progress thread
Post by: schueler on July 05, 2018, 01:15:50 PM
Very well done!

Just maybe a greater variety of the wooden textures for the default houses/workplaces/barns might be nice.
The dark grey weathered wood, despite being realistic, makes the town look a little bit too sad. :)
And maybe grey stones, too.


Other than that, great work!
Title: Re: Red's new Work In Progress thread
Post by: brads3 on July 06, 2018, 01:08:13 PM
RED, did you set it the A&E to not allow nomads??? i have tried for days.thought i had a mod conflict,moved mods around.tried over and over.finally disabled the North,so i could use the DEbug. and narrowed it down. i get no nomads when using the A&E start. got nomads quick running medium start.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 06, 2018, 01:14:45 PM
oh maybe i didnt specifically put a minimum of 0 citizens... and did let as it was in vanilla with a min of 8!


lets see...

ImmigrationDescription immigration
{
   ComponentDescription _nomad = "Template/Nomad.rsc";

   int _requiredPopulation = 8;
   ComponentDescription _requiredStructures
   [
      "Template/TradingPost.rsc"
   ]


yup as it was in vanilla.... but without the market requirement.
Title: Re: Red's new Work In Progress thread
Post by: brads3 on July 06, 2018, 01:26:32 PM
is thart what it is? i need 8 citizens before i get nomads? even with the mini TH or KID's well?
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 06, 2018, 01:36:25 PM
is thart what it is? i need 8 citizens before i get nomads? even with the mini TH or KID's well?

for the town hall.

the mini th and kid have maybe been specifically made to trigger at 0 pop !
each building control its own nomads, nomads arent cross the board rule, every building control it.

i ve put 0 at my townhall... but you will only get it at 1.1 or 2.0 :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on July 06, 2018, 01:44:10 PM
ok,so the mod is updated? the mini nor KID's nomad well would get any under A&E with the RK.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 06, 2018, 02:45:38 PM
ok,so the mod is updated? the mini nor KID's nomad well would get any under A&E with the RK.

yup you can put those wherever in the list order :) they will work as intended :)
Title: Re: Red's new Work In Progress thread
Post by: brads3 on July 06, 2018, 04:05:29 PM
thank you.i will load and try tomorrow. i want to try adding TOM's happiness addon above the RK. it doesn't look to be doing much as i have the RK above the NORTH.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 06, 2018, 05:33:23 PM
thank you.i will load and try tomorrow. i want to try adding TOM's happiness addon above the RK. it doesn't look to be doing much as i have the RK above the NORTH.

doesnt Tom's North still delete my icons and hide my buildings ?
Title: Re: Red's new Work In Progress thread
Post by: brads3 on July 06, 2018, 06:12:13 PM
NO sir.i am using the old CC NF version. did it so the fort parts would work. in the process since the CC has its own toolbars.it fixed that.now the main buildings load via the CC toolbar but are RK textured.and the NORTH buildings load also. the North buildings aren't lableled when you scroll over their icons or their menus after building them.

   i cleaned the registry before the next map. my hope was to stop the CC from loading so much and get the North to load its climate and the happiness changes TOM made. i can't load the north above the RK cause i will get the darker terrain of the RK.it is a give and take. way i have the mod order set,i can play with A&E and get your animals and terrain starts. with KID's well, nomads would be every year to increase the population.
Title: Re: Red's new Work In Progress thread
Post by: RedKetchup on July 06, 2018, 06:48:11 PM
oh ok. i asked because i remember when tested like few month ago, i couldnt get the vanilla button ON (tom was hiding them) so since i am replacing all vanilla... vanilla missing was equivalent to my building missing.