World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: Discrepancy on May 31, 2017, 04:43:52 AM

Title: Discrepancy work in progress
Post by: Discrepancy on May 31, 2017, 04:43:52 AM
Well, I thought I'd join the fun and start a work in progress thread.
It is fun to mod Banished. I find it an enjoyable pastime that I wish I had more time for :)
As a consequence of not enough time and my own inability to work on a single mod from start to finish I have created an awful mess of mods to follow! So I hope you can follow my work in progress...

I'm going to use this first post as a place to keep a list of my currently worked on mods - mods that I have made, or mods waiting on updates, completed or shelved mods. It will be just as much for my own benefit to keep track of things, as it may be to some of you. **it may take me some time to update all the details.

This first post will be regularly updated:  last edit 29/April/2018




Current Projects:
These are mods that I am actively working on, they are in no particular order and details can change at anytime just as fast as my mind does.

DS Housing   - -   (approx. release: TBA 2018) - some various housing styles & sizes..

DS Mead Brewing   - -   (approx. release: April/May 2018) - mead brewing & honey production..

DS Pick & Hen Tavern   - -   (approx. release: May/June 2018) - A complete rebuild of the mod and buildings..

DS Industry Mining in The North   - -   (approx. release: TBA - when the North7 is released) - A complete rework of production, construction and a few new buildings. Blast Furnace Advanced in this new format becomes a mod purely about setting up a large scale iron mining and smelting industry in The North.

DS Clay Crafts   - -   (approx. release: April/May/June 2018) - clay, bricks, rooftiles, pottery and oil lanterns. A clay based industry

Fishmongers   - -   (approx. release: TBA) - see the forum post here (http://worldofbanished.com/index.php?topic=2208.0)

DS Celtic House & Village   - -   (approx. full release: TBA) - a beta version is available here (http://worldofbanished.com/index.php?topic=1755.msg44077#msg44077)

DS Guild Storage   - -   (approx. full release: TBA) - a beta version is available here (http://worldofbanished.com/index.php?topic=1755.msg45720#msg45720)

DSSV:Starts   - -   (approx. release: TBA) - original DSSV v1 start options expanded, in own mod.

DSSV:Complete edition   - -   (approx. release: TBA) - the complete single mod of DS Small Village, this won't add new content but will be a single compile .pkm of all 107 DSSV parts.

DS Roads   - -   (approx. full release: TBA) - new additions, texture fixes, incorporate into new DS toolbar.

DS Starting Conditions   - -   (approx. release: TBA) - many options, new trees and foliage..






Ideas:
These are mod ideas, things I'd like to make, or suggestions that have been made. They are either purely in planning stage or may have sections (code/models) already made but nothing set into motion on being a complete mod. For example some of these mods are early modding ideas where I have already made a 'skeleton' code and used vanilla buildings to test them. They may sit shelved for some time or could jump the queue to become current projects.


CampfireKitchen - small campfire to make meals. code is semi-written, models are complete.
DSBirchCraft - large mod, birch centered industry. code is semi-written.
DSCastles - the expansion to Styth Tower. code is semi-written, models are semi-made.
DSFerry - a ferry like bridge. code is semi-written, models are semi-made
DSGuildHall - townhall with UI variant. code is semi-written.
DSLocalMarket - modular market places. models are semi-made.
DSMonuments - decorative and functional (services/spiritual) statues and monuments. code is semi-written, models are semi-made.
DSPizzaBar - something for fun. code is semi-written, models are semi-made.
DSTents - middle ages styled tents and pavilions. models are semi-made.
DSTownAndCountry - large mod, early idea, possibly obsolete with new toolbar options. code is semi-written.
DSTradingCo - large trade mod (trading wharf's and resources, early idea. code is semi-written.
DSWagonGypsyCaravans - gypsy wagon housing, herbalist, storage. code is semi-written, 2 separate un-textured house wagon models.
FogradhWhiskyDistillery - a mod like the blast furnace with a full industry behind: Distillery, Malting House, Ageing/Storage, Peat Bogs & related industry. code is written.
Organized Professions - as the mod name suggests. mod on-hold.
TheHealersHerbs - herbalist and herb garden, healer for concocting health items. code is written.
TheOverlookCastle - unknown function townhall/brewery. code is semi-written, models are semi-made.






Title: Re: Discrepancy work in progress
Post by: Abandoned on May 31, 2017, 04:50:16 AM
Great thread to keep us up to date, impressive listing, great mods.  :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 31, 2017, 04:51:54 AM



So to the first work in progress report:

I am currently working on the new mod DS Stone Bridge. This is the modular stone bridge that was removed from DSSV/DS Jetty & Bridge to now be (as it should be) its own mod.

(http://worldofbanished.com/gallery/4163_31_05_17_2_12_29.jpeg)
Walkway pieces have been expanded, I've just been working on the winter snow look for the walkways. Next I'm onto making more buildings for the bridge. My idea is for an almost eclectic bunch of buildings. Not all of uniform style, but hopefully will all match in their own right.





Here is a look at Bryce's Butcher:
(http://i.imgur.com/LYV7VJm.jpg)
Title: Re: Discrepancy work in progress
Post by: despo_20 on May 31, 2017, 07:58:38 AM
That's amazing!!!

I absolutely love all your mods @Discrepancy !  ;D
Title: Re: Discrepancy work in progress
Post by: RedKetchup on May 31, 2017, 09:23:47 AM
you have so much artistic talent !!!
Title: Re: Discrepancy work in progress
Post by: Paeng on May 31, 2017, 10:36:09 AM
Quote from: Discrepancy on May 31, 2017, 04:43:52 AMCompleted / Shelved

Just to compare notes -

DS Storage - I still have that one listed as DS Storage v5 beta?


Styth Tower and
Pick & Hen Tavern

Are there going to be 107 versions?

Title: Re: Discrepancy work in progress
Post by: DesoPL on May 31, 2017, 11:44:49 AM
Damn this stuff looks great! Now i got free time from WoW, so i installing your old versions of mods to play. :)
Title: Re: Discrepancy work in progress
Post by: elemental on May 31, 2017, 03:44:08 PM
DS Flora is another one that isn't anywhere on your list. Unless maybe you are merging it with fences and decorations.

The butcher looks great.  :)  Your texturing has greatly improved in the last couple of months. Not that it was bad before, but it's really at a whole new level now.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 31, 2017, 05:36:16 PM
Quote from: Paeng on May 31, 2017, 10:36:09 AM
Styth Tower and
Pick & Hen Tavern

Are there going to be 107 versions?

Yes of course. The Completed/Shelved section is by no means a forget and move on dumping ground ;) They are just mods that I have, sitting in the background waiting.
When I look at that list I could really upgrade them all again, and more than likely will one day. I have ideas for all of them, but nothing concrete, no clear direction as of yet.

By utilizing this single thread and post it will allow myself to keep better track of things, being for ideas, plans and keeping a catalog of my mods.


A word on the Pick & Hen Tavern. This will be getting an upgrade, but when I'm not sure. It is something that I would have liked to do earlier, but the way I made the models will require a bit of work to fix things for Ambient Occlusion to be added. I haven't the heart yet to get into that. I want to finalize the complete version of DSSV first.

Styth Tower I could easily do an update for... I just haven't thought well with my toolbar where to include it!





I'm glad everyone is liking my mods :)
My artistic talent only grows along with all of the other talented modders here.


Quote from: elemental on May 31, 2017, 03:44:08 PM
Your texturing has greatly improved in the last couple of months. Not that it was bad before, but it's really at a whole new level now.
... I beg to differ when I look at the stone behind the tunnel mine  :o
Title: Re: Discrepancy work in progress
Post by: QueryEverything on May 31, 2017, 06:12:47 PM
This thread is now one of my 'subscribed' threads, it's a must watch! (To be fair, all dev WiP threads are on 'notify ;) ) Great work @Discrepancy :D
I sent you a PM yesterday too regarding textures, with a link to a screenshot, if it helps :D

For bugs etc, do you want them listed in this thread - or in the mods respective threads, ie: where do you want us to report to you?  (If we need to). 

I am really loving the look of those new stone buildings, they will definitely fit in my game play :D ;)  I can see a nice cross over between "Docklands" and "The Docks", one being more advanced than the other, the other more run down ... sagging walls, busy busy fishing & trapping, as opposed to high trade, and business.  I think that there is definitely room for both styles not only on the 1 map, but also in the same district, village.  Very exciting mod there.

As for your lists - thank you :D  Happy to have a 'go to' list here :D 

{{edit}} comments for existing mods (not just bugs), where would you like them ..  and no "stick them where the sun doesn't shine" will be accepted, perhaps warranted, but will be ignored ;) :D (all in good fun ;) )
I made a note on the DSSV Jetty / Docks re the wood collectors, and it's not on a priority list at all, but would you mind taking a read please? 


Basically just trying to work to your needs as a modder, as to how you would like feedback :D
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 31, 2017, 06:36:11 PM
Bugs, issues and ideas with particular mods can be put here or in the respective threads. I'm not fussed. I read them all, I may not reply to them all, but I do read them.


@QueryEverything , yes thank you for the screenshots, it confirmed that my texturing was awful ;)

I also read the post on the jetties, I will work on the wood collectors to make them still usable in post-life. I'm just not sure when I'll get to them. DSJetty might make it back into the current projects after a few other things are finished, but as I'm still building over water now (DSStoneBridge) it may be sometime after a break on land.
Title: Re: Discrepancy work in progress
Post by: QueryEverything on May 31, 2017, 09:50:20 PM
Thank you for your answers :) 
No rush on any of the work, it was just some things I found as I was playing through at 'regular' pace (rather than build in debug mode), and I thought I'd bring it up. :) 

Hahaha, no, not awful, and for the longest of times, I thought it was my end or that it was meant to be ;)  I didn't think that your texturing was that bad. 

I'll just float along (pun intended ;) ) and see what comes along, your skills have certainly improved though :) 
Thank you @Discrepancy :D
Title: Re: Discrepancy work in progress
Post by: Abandoned on June 01, 2017, 03:16:23 AM
@Discrepancy I thought of something that did not make it onto the future to-do list.  Gypsy Wagon caravan with wagon houses, a  herbalist, storage wagon, and other ideas as discussed in the DS Wagon Vendor thread.  Colorful gypsy wagons with a f-variant for more neutral colors that would go with a wild west theme, unless @kid1293 is already thinking of an addon.  :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 01, 2017, 04:33:55 AM
Quote from: Abandoned on June 01, 2017, 03:16:23 AM
@Discrepancy I thought of something that did not make it onto the future to-do list.  Gypsy Wagon caravan with wagon houses, a  herbalist, storage wagon, and other ideas as discussed in the DS Wagon Vendor thread.  Colorful gypsy wagons with a f-variant for more neutral colors that would go with a wild west theme, unless @kid1293 is already thinking of an addon.  :)

Thank you for the reminder. I knew there was something else. The code was in a .zip with the wagon vendor. I have written it to be a part of the wagon vendors, but I think a separate mod would be best.
Title: Re: Discrepancy work in progress
Post by: despo_20 on June 01, 2017, 05:23:06 AM
I wonder where you find time for all these mods  :D

I also have so many things in mind, but I just don't find the time  :(

Still many compliments for your masterpieces @Discrepancy !!!
Title: Re: Discrepancy work in progress
Post by: Abandoned on June 01, 2017, 10:26:17 AM
@Discrepancy , I agree a separate mod for gypsy wagons would be best. Did I mention how much I like the looks of that stone bridge  8)
Title: Re: Discrepancy work in progress
Post by: brads3 on June 01, 2017, 10:34:36 AM
separate mods??? do those wagons need wheel parts? can i make a request if you are doing separate mods? i would like the waterwheel pump well. if it were possable i'd like to see the pump have piping or a ditch to move the water inland a ways and then store it or have a open trough ike a half wooden barrel for the villagers to collect it from. most likely a 3 piece mod set. the wheel pump,some pipe or ditch decorative pieces and a collection tank with a worker. not sure of the output the wheelpump has but i think it makes sence to have  a high output.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 01, 2017, 04:33:36 PM
Quote from: brads3 on June 01, 2017, 10:34:36 AM
separate mods??? do those wagons need wheel parts? can i make a request if you are doing separate mods? i would like the waterwheel pump well. if it were possable i'd like to see the pump have piping or a ditch to move the water inland a ways and then store it or have a open trough ike a half wooden barrel for the villagers to collect it from. most likely a 3 piece mod set. the wheel pump,some pipe or ditch decorative pieces and a collection tank with a worker. not sure of the output the wheelpump has but i think it makes sence to have  a high output.

Haha, you've just outlined a whole new mod - not just making the water pump separate ;) but it is a good idea, I just don't think it is something that I'll be doing anytime soon, plus water is flagged as edible - it doesn't have nutritional value but will be stored and consumed along with all other foods... or do you mean to create a building like the RK warehouse & CC warehouses? where the worker is tasked to collect a certain resource (trader code)?.
When I start more on the whisky distillery, a water producing building will be needed for the set, at that point I will look into expanding it.

I might just release a few of the DSSV production pieces separate. one day ;)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 01, 2017, 07:13:29 PM
DS Mods - NatDiv Thatch Patch


what it does:

a small patch mod that alters the construction cost to DS buildings, utilizing the resource 'Thatch' from the mod: Natural Diversity (http://worldofbanished.com/index.php?action=downloads;sa=view;down=269)

alters the construction costs (adds thatch as requirement & alters other resource costs) of the following DS mods and buildings:
DSSmallVillageHomes.pkm  -- Small Village Home + Upgrade + Angle variants / Village Homes + Angle variants / Small Village Townhouse / Village Townhouse / Large Village Townhouse
DSSmallVillageProduction.pkm  -- Village Candle Maker / Village Fishing Dock / Village Forester / S,M,L Forest Food Gatherers / Village Gruel Kitchen / Village Hunting Cabin / Village Pasture, fenceless / Village Kitchen / Weaving Guild
DSSmallVillageServices.pkm  -- Village Herbalist
DSSmallVillageStorage.pkm  -- Small Village Barn + Angle variant / Village Barn + Angle variant
DSStoneHovels.pkm  -- Stone Hovel + Angle variant
DSCelticHouse.pkm  -- Celtic House

this mod also alters the residence code of the Celtic House - it will now support a family of 6, although the menu text has not been altered and will still say a family of 4.

(http://i.imgur.com/WytGSQe.jpg)


installation:

download the file 'DSmodsNatDivThatchPatch.pkm' from below.
place inside your banished/windata folder.
enable mod in mod list and place above the DS mods, but below Natural Diversity

load order:
NatDiv.pkm
DSmodsNatDivThatchPatch.pkm
DSSmallVillageHomes.pkm
DSSmallVillageProduction.pkm
DSSmallVillageServices.pkm
etc...


** requires the mod: NatDiv.pkm


thanks to @Bartender
Title: Re: Discrepancy work in progress
Post by: elemental on June 01, 2017, 07:53:13 PM
DS Mods NatDiv Thatch Patch... Great name. I don't really know why but it gave me a bit of a laugh.  ;D  Great mod idea, too.
Title: Re: Discrepancy work in progress
Post by: QueryEverything on June 01, 2017, 08:02:56 PM
Quote from: elemental on June 01, 2017, 07:53:13 PM
DS Mods NatDiv Thatch Patch... Great name. I don't really know why but it gave me a bit of a laugh.  ;D  Great mod idea, too.
@elemental ;)
*snicker

In other serious news - thanks @Discrepancy :D 
That's great, grabbed now!!
Title: Re: Discrepancy work in progress
Post by: despo_20 on June 02, 2017, 04:04:55 AM
Thanks for the patch @Discrepancy ! Very appreciated!  ;D
Title: Re: Discrepancy work in progress
Post by: Paeng on June 02, 2017, 04:31:20 AM
Cool!  :D
Title: Re: Discrepancy work in progress
Post by: QueryEverything on June 02, 2017, 07:37:47 AM
@Discrepancy were you able to find out why some of us were having duplicate Village Workshops show in our menus?
If not, can you please add it to the "bugs:  to do"  :)
Title: Re: Discrepancy work in progress
Post by: Bartender on June 02, 2017, 07:57:41 AM
That's great @Discrepancy ;D! Thank you for making our mods work together :)!
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 03, 2017, 01:01:04 AM
Thank you everyone :)


and thank you @QueryEverything , I have not forgotten that bug. I will make areas in first post to keep track of them also. Thank you.
Title: Re: Discrepancy work in progress
Post by: QueryEverything on June 03, 2017, 06:34:21 AM
Thank you @Discrepancy :)
I've checked your updated lists, a few things there are very exciting to see you have an idea about :o)


I'm creating a new topic now as a mod request, but I thought I'd pop this screenshot here too, see if it's something you've thought about for a future update in the Jetty mod :)
http://worldofbanished.com/index.php?topic=1758.0


*just placing this here :)

Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 07, 2017, 02:46:16 AM
I'm progressing slowly with DS Stone Bridge.

We discussed some time ago about making the buildings independent of the bridge. After trying both methods I decided to go back to them being a part of the bridge. So each piece is a part of the stone bridge walkway. This puts more emphasis in bridge planning before placing, but with some construction helpers it will be simple to work/travel around the build/demolish sites (more on this another day).

I think a couple more buildings, finish some missing build models. and then add some construction helper items and that will be all the new content for this v1.
After that, final bug testing and then release.

But I leave you with some screenshots from my own testing (tested with DS Jetty & Bridge):
(http://i.imgur.com/Dwfqm3V.jpg)
(http://i.imgur.com/tik0LSA.jpg)
(http://i.imgur.com/IItSFpP.jpg)
(http://i.imgur.com/UnTJkP7.jpg)
(http://i.imgur.com/Yrl00H0.jpg)
Title: Re: Discrepancy work in progress
Post by: RedKetchup on June 07, 2017, 03:01:02 AM
gods ! everything is looking so great ! incredible all the details that are there !
Title: Re: Discrepancy work in progress
Post by: embx61 on June 07, 2017, 03:11:24 AM
Wow!

That looks stunning.

Do you mean with construction helpers that it is possible the workers stand on a floor in the build stages instead that they have to use dive gear. LOL?
If so and you get this finished maybe you can show me how to do that. No rush, take your time, but I did not know that was possible.

One minor detail suggestionl. The end piece (Picture 3) is just hanging above the water. This is possible with reinforced concrete but with brick I am not so sure.
Maybe add some wooden beams horizontal underneath the brick as overhanging joists to carry the load of the bricks?
I think that it will be easy to add (Just a couple of square beams) and will add to the realism but we can also argue the beams are there but hidden by the bricks :)

I like the window shutters. Some of them in different positions add to realism. I did the same with some of my buildings.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 08, 2017, 12:34:56 AM
Quote from: embx61 on June 07, 2017, 03:11:24 AM
Do you mean with construction helpers that it is possible the workers stand on a floor in the build stages instead that they have to use dive gear. LOL?
If so and you get this finished maybe you can show me how to do that. No rush, take your time, but I did not know that was possible.
Yes and no.
I also have found that the floor does not work on a build model.
But what I am including with the bridge set are easy to plop down scaffold pieces, as 'construction helpers' - they will include a floor larger than the 1x1 model, I'm not sure how well, or if this will work though as I'm just starting to work on them now, but the general thought is these can be built along the edge during initial construction, or used as a detour path for citizens to travel when demolishing, they will be cheap to build costing 1 log + 1 work.


QuoteOne minor detail suggestion. The end piece (Picture 3) is just hanging above the water. This is possible with reinforced concrete but with brick I am not so sure.
Maybe add some wooden beams horizontal underneath the brick as overhanging joists to carry the load of the bricks?
Good idea!, I have been worried about some of the models being a little too top-heavy and over-extending...
Title: Re: Discrepancy work in progress
Post by: embx61 on June 08, 2017, 01:07:54 AM
@Discrepancy

That sounds very promising and hope it will work out as it makes Banished yet a bit more realistic. Yes, I knew that the build stages ignore the floor mesh.
I am eager to see what you come up with.

And as usual. Great work on the bridges. I really like them a lot. :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 13, 2017, 02:03:50 AM
Nearly a week has passed, so I thought I would give a small update...

And the update is that there isn't really much to report.
I touched on this in another thread; creativity takes its own course, and sometimes not at all.

DS Stone Bridge, this last week has been rather unproductive apart from some simple code mock-up.
I tried for a few days, but couldn't get the creative spark I needed. I just looked at the blender screen for minutes upon minutes...

There isn't a lot to do, but my mind isn't in the right place to even spot the visible bugs.

I feel deflated with the mod right now, so have been forcing myself into a small break (playing GTA V - has been a surprisingly good escape from the banished landscape).
Title: Re: Discrepancy work in progress
Post by: RedKetchup on June 13, 2017, 02:14:40 AM
we all do @Discrepancy ^^ we all do from time to time. i almost finished to watch all the marvel movies lately, i am at dr strange presently ^^

like you said... we cannot command the sparks and make them appear like magic (lol we arent dr strange ^^) you need to let the Source refill a day or 2 :) sometime it is faster... sometimes it takes longer :P
Title: Re: Discrepancy work in progress
Post by: elemental on June 13, 2017, 04:22:46 AM
Even us players need to take a break every once in a while. But then when you do, you come back ready to get started again. Just remember that it's supposed to be fun and there is no deadline. :)

I've been playing with your new(ish) content and it's been great - and I haven't even used it all yet. Was planning to post some pics but want to do more building first. I've also found a few minor bugs, but nothing important and they can wait.
Title: Re: Discrepancy work in progress
Post by: twilightbreeze on June 13, 2017, 06:50:59 PM
I tend to play the small and tiny terrains.

I love the DSSV mods, but there is no trader attached, and the hospital is huge. Any chance to get a smaller clinic or something?

Also, the original celtic house is very big also. Just a thought.

I understand you need rest, so try not to overload. Sometimes tho, and I have found this true for my own previous modding, working on another mod can help you come back to a mod that's been giving you problems. Thanks for all you do!! :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 13, 2017, 07:05:50 PM
I probably won't add another hospital or clinic to the small village set... I want to finalize this set so I can compile it as a single download. That said, I still don't think the hospital is too big. I made it have a larger footprint as I think it should be a building that costs more in planning and construction because the operating cost is just an assigned worker. I do want to add to / enhance and improve the gardens though.

I'd normally agree with statement, but I've been working on plenty of other mods already to try and break it up, that is why DS TownHouses came from nowhere. DSSV gives me grief, Stone Bridge has been giving me grief... I have done many other mods during the time I've been working on these. And I have a long list (backlog) that I see as incomplete... I don't want to start on something new just yet.
Title: Re: Discrepancy work in progress
Post by: Nilla on June 14, 2017, 04:26:05 AM
Make some holidays from modding @Discrepancy before it becomes a burden! Don't think about your unfinished projects, to do lists, requests and demands. Think about, what you have accomplished, think about all the fun you've brought to us players. How YOU have helped to keep this game alive! Then come back with new ideas, new projects, new spirit and above all; have fun by modding.

This could be said to other modders as well!

I know, I have said this before but it couldn't be said oft enough! I thank you all! You know, that I sometimes am critical, but that's just my way to give feedback and you can be sure, when I say positive things, I mean it! I am very well aware, that without you modders, I wouldn't have played this game more or less every day the past few years! :)
Title: Re: Discrepancy work in progress
Post by: taniu on June 14, 2017, 01:12:27 PM
@ Discrepancy.You are a great moderator, you have great ideas, I play a lot with your mods, I am delighted and I admire how your ideas are implemented. Thank you for the wonderful collection  "Village Home", "Town House"," Bryggen Townhouse "- I like the small doctor, bakery, market etc. It was a real surprise. - A great new proposition  "CampfireKitchen "and" DSPizzaBar "- Can add ketchup? :) I like to eat :-[ . Cheers!
Title: Re: Discrepancy work in progress
Post by: brads3 on June 14, 2017, 01:36:18 PM
what page is this???? RED KETCHUP is over there>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
he already did the ketchup factory.
Title: Re: Discrepancy work in progress
Post by: taniu on June 15, 2017, 03:28:37 AM
@ brads3 You do not understand my words. I know that @RedKetchup has created a "ketchup factory" - a separates mods . I had the idea of ketchup - @RedKetchup to add to the food such as Pizza + ketchup, pancakes + ketchup, maple syrup + pancakes, just more uses.
Title: Re: Discrepancy work in progress
Post by: brads3 on June 15, 2017, 03:35:06 AM
that makes sence. don't take me wrong.sometimes i just mess with people.it wasa play on words kinda thing with the ketchup.
Title: Re: Discrepancy work in progress
Post by: adelegarland on September 14, 2017, 12:53:34 PM
Has anyone heard from Discrepancy?  When is he coming back?? 
Title: Re: Discrepancy work in progress
Post by: embx61 on September 14, 2017, 12:57:50 PM
Last time he was on the forums was June 28.

He said in a thread before that he was burned out and would take a break.

No knowing if he will come back or not till he pops in and tell us.

The statement is even in this thread a couple post above this.

"Nearly a week has passed, so I thought I would give a small update...

And the update is that there isn't really much to report.
I touched on this in another thread; creativity takes its own course, and sometimes not at all.

DS Stone Bridge, this last week has been rather unproductive apart from some simple code mock-up.
I tried for a few days, but couldn't get the creative spark I needed. I just looked at the blender screen for minutes upon minutes...

There isn't a lot to do, but my mind isn't in the right place to even spot the visible bugs.

I feel deflated with the mod right now, so have been forcing myself into a small break (playing GTA V - has been a surprisingly good escape from the banished landscape)."
Title: Re: Discrepancy work in progress
Post by: quadgamer on October 15, 2017, 02:59:20 PM
i came looking for a longhouse because i want to do a viking style start. can't wait til it's finished. guess great minds think alike. (just kidding. yours is way better than mine.) thanks for your mods.
Title: Re: Discrepancy work in progress
Post by: twilightbreeze on November 08, 2017, 08:43:33 AM
I know how he feels. For 7 years I was a recolorist modder for the Sims 2....had my own site and everything and was well known. One day in the middle of a recolor I just.....stopped. Suddenly, I just couldn't continue. I just burnt out. I stopped recoloring, then my site was hacked, and I just walked away from the whole Sims 2 universe. This past August, 6 years later, I finally started feeling the urge to create again, came back, took one of my former artist's offer to join her at her site, and uploaded everything I had previously. I'm now 'retired' but still creating.

So,  I understand Des' issue. Sometimes the flow just...stops. Hopefully he won't take as long as I did to "come back", but it does sound like to me he just burnt out, like I did. It happens.
Title: Re: Discrepancy work in progress
Post by: mellowtraumatic on November 08, 2017, 08:53:52 AM
I've taken a long break from Skyrim modding myself. Sometimes you have to, especially when it starts to feel like work instead of being fun like it used to.
Title: Re: Discrepancy work in progress
Post by: galensgranny on November 08, 2017, 09:39:22 AM
Twighlightbreeze (http://worldofbanished.com/index.php?action=profile;u=7753), what modder name are/were you and what was your site name for Sims 2?  I used to be addicted to it and downloaded so many mods.
Title: Re: Discrepancy work in progress
Post by: twilightbreeze on November 08, 2017, 11:54:34 AM
I always was Riverwillows.....I started on TSR (yeah I know I know) then moved to Natural Sims....then had my own site PaeginSims, which is the one that got hacked. One of my artists from PaeginSims, Beckylynn, went on to get her own site, Beckylyn's Sims, and when I decided to come back, she offered me a spot. So I got all the stuff that had been on TSR and Natural Sims (stuff is still there, but links are broken), as well as all my stuff from PaeginSims, and it is now all up at Beckylynn's Sims. I still have tons of stuff for Christmas to put up, plus some new, but waiting til after Tryptophan Day to do so.

Here is the link: http://beckylynnsims.forumotion.com/

Do you remember me?
Title: Re: Discrepancy work in progress
Post by: Hawk on November 08, 2017, 12:18:51 PM
I can understand about getting burned out. I did quite a bit of modeling for Microsoft Train Simulator and some for Railworks (now known as TS20xx). Then one day I just stopped and never went back.

I was contacted about a month ago to do some more modeling for profit but just couldn't get my head into it.
Title: Re: Discrepancy work in progress
Post by: galensgranny on November 08, 2017, 12:43:18 PM
Sorry, Twilightbreeze, but I don't remember your Sims modder name.  I mostly downloaded Mod The Sims.  I gave a brief look at your current page, and things on TSR.  Nice stuff!  Will look more later.
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on November 08, 2017, 02:01:12 PM
Yes, motivation can be volatile if not regularly fed with something. It comes and goes as it pleases and you have to take care of it. And to avoid things that kill it. DS mentioned to have trouble with his small village set when leaving. Maybe he was too much "working" on it or so. I hope he will create something again one day. It was always inspiring for me to see new models from him. I never understood how he is able to design it only with the Blender beast. ;D
Title: Re: Discrepancy work in progress
Post by: elemental on November 08, 2017, 09:49:53 PM
He put out a lot of content in quite a short time and it was obvious that his modeling and modding skills were getting better and better with each release. I can understand wanting a break (I haven't played Banished for a few months myself), but I do hope he comes back someday, too.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on November 25, 2017, 04:28:47 AM
Hello everyone  :)

Sorry for the long absence. Burnout, yes. But life also got rather hectic and unpleasant.

I am back, it feels good. But I have to find my feet again.

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

(https://i.imgur.com/UBpbvM9.jpg)
Title: Re: Discrepancy work in progress
Post by: Hawk on November 25, 2017, 04:31:23 AM
Good to see you back. I hope the real world stuff wasn't too unpleasant.
Title: Re: Discrepancy work in progress
Post by: kid1293 on November 25, 2017, 04:44:23 AM
Warm welcome back!

I hope it will be a pleasant ride and no burnouts. :)

Kid
Title: Re: Discrepancy work in progress
Post by: Abandoned on November 25, 2017, 04:51:36 AM
 :) Welcome back Discrepancy, you've been missed.
Title: Re: Discrepancy work in progress
Post by: pappa on November 25, 2017, 04:53:28 AM
welcome back Discrepancy
Title: Re: Discrepancy work in progress
Post by: RedKetchup on November 25, 2017, 07:05:13 AM
Welcome back sincerly @Discrepancy  !

we ALL missed you !
Title: Re: Discrepancy work in progress
Post by: adelegarland on November 25, 2017, 08:07:29 AM
Thank Heaven You're Back,   Missed you very much!   

***Doing happy dance! :D
Title: Re: Discrepancy work in progress
Post by: galensgranny on November 25, 2017, 09:53:41 AM
So glad you are back!  That is a fine looking lumber mill.
Title: Re: Discrepancy work in progress
Post by: DesoPL on November 25, 2017, 11:36:19 AM
Welcome back and nice lumber mill!
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on November 25, 2017, 12:20:58 PM
Welcome back from me too. The lumber mill is a great work. A DS original.^^
Title: Re: Discrepancy work in progress
Post by: The Pilgrim on November 25, 2017, 01:45:01 PM
Welcome back DS
Title: Re: Discrepancy work in progress
Post by: Maldrick on November 25, 2017, 01:55:41 PM
Quote from: Discrepancy on November 25, 2017, 04:28:47 AM
Hello everyone  :)

Sorry for the long absence. Burnout, yes. But life also got rather hectic and unpleasant.

I am back, it feels good. But I have to find my feet again.

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

(https://i.imgur.com/UBpbvM9.jpg)

Welcome back @Discrepancy !!

Just getting back to the game myself.  Breaks are always good and I can only imagine how badly needed from modding.  Hectic happens and I hope the unpleasantness is behind you.

Not going to lie...When I noticed your website was down yesterday I made a point of downloading backups of all your mods from here and BL.

Great to see you!  The mill looks fantastic, by the way.
Title: Re: Discrepancy work in progress
Post by: Gatherer on November 25, 2017, 01:56:13 PM
Nice to see you're back Discrepancy:)
Title: Re: Discrepancy work in progress
Post by: Turis on November 25, 2017, 04:07:27 PM
Do I know you? ;)
Title: Re: Discrepancy work in progress
Post by: elemental on November 25, 2017, 05:26:35 PM
A nice surprise to see you are back. Teaser pics look great too.  :)
Title: Re: Discrepancy work in progress
Post by: OldnRetired on November 25, 2017, 06:01:17 PM
Great to see you are back!  Thank you!  I and many, many, others have enjoyed your mods. You have lots of talent and your skills are really appreciated!   ;D
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 14, 2017, 03:24:41 PM
 :) Thanks everyone. Glad to be back.





My mods are all going to be going through various updates, for the time being new content from now on is only going to be minor additions (apart from DS Stone Bridge).
I want to put the effort into getting all of my mods up to 107 standard and within the new toolbar.

This required some reworking on the 'base' code of the DS mods toolbar.

Here is the list of the up-to-date mods: I will try to keep this list updated as i update the mods

http://worldofbanished.com/index.php?topic=2147.0 (http://worldofbanished.com/index.php?topic=2147.0)
Title: Re: Discrepancy work in progress
Post by: Hawk on December 14, 2017, 03:29:21 PM
Quote from: Discrepancy on December 14, 2017, 03:24:41 PM
My mods are all going to be going through various updates, for the time being new content from now on is only going to be minor additions (apart from DS Stone Bridge).
I want to put the effort into getting all of my mods up to 107 standard and within the new toolbar.

This required some reworking on the 'base' code of the DS mods toolbar.

That's great news @Discrepancy .  :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 14, 2017, 08:07:52 PM
I'm actively working on DS Stone Bridge.

If anyone is interested in participating in the beta testing, i'm offering access to the closed beta version testing. Send me a message and i'll send you a link to download.

(https://i.imgur.com/COUhVXg.jpg)
Title: Re: Discrepancy work in progress
Post by: RedKetchup on December 14, 2017, 08:49:18 PM
WOW @Discrepancy  !!!!
you are so professional now !!!!


i am jealous LOL, really jealous of your talent and your skills  ;D
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 14, 2017, 09:15:44 PM
Quote from: RedKetchup on December 14, 2017, 08:49:18 PM
WOW @Discrepancy  !!!!
you are so professional now !!!!


i am jealous LOL, really jealous of your talent and your skills  ;D

Haha :)  thanks. I take a lot of inspiration from what you have done for banished, so I think likewise. I marvel at your own talent and skills :)
Title: Re: Discrepancy work in progress
Post by: kid1293 on December 14, 2017, 10:33:12 PM
You are making a very beautiful and uniform work, @Discrepancy !

I am sure glad you are back! :)
Title: Re: Discrepancy work in progress
Post by: pappa on December 15, 2017, 10:28:48 AM
I would like to helpout
Thank you
Title: Re: Discrepancy work in progress
Post by: taniu on December 16, 2017, 12:55:05 AM
@ Discrepancy :D thank you for updating mods
Title: Re: Discrepancy work in progress
Post by: Nilla on December 16, 2017, 01:50:43 AM
It looks really great. I´m just testing the new North version, otherwise I would have been happy to test this one.
Title: Re: Discrepancy work in progress
Post by: kid1293 on December 23, 2017, 04:14:38 AM
HI! Any chance we get this list as a sticky?
Nice to know where I should go.

:)
Title: Re: Discrepancy work in progress
Post by: The Pilgrim on December 23, 2017, 05:29:09 AM
 I split off the updated list as a separate topic, it has been stickied. It is called DS updates. 
Title: Re: Discrepancy work in progress
Post by: kid1293 on December 23, 2017, 09:20:07 AM
Merry Christmas, @The Pilgrim and thanks!
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 23, 2017, 09:29:20 AM
 :) wow, thank you.


and Merry Christmas all :)
Title: Re: Discrepancy work in progress
Post by: The Pilgrim on December 23, 2017, 12:15:20 PM
Merry Christmas to you guys too.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 25, 2017, 09:05:04 PM
I was in the process of updating DS Bridge Crossing, when I found an early Drawbridge model I'd made over a year ago.
So I adapted it for the Stone Bridge set:

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

(https://i.imgur.com/hUOXZRQ.jpg)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 26, 2017, 12:59:27 AM
well it turns out I'm just jumping around a bit today, haha, not sticking to anything in particular...

decided to resurrect the unfinished Trading Post I'd started for the Blast Furnace mod, scrapped it because I'd started to make it too complicated, and have started to redo it:
a simpler building, not sure yet what the platform/wharf will look like. (it is next to the Industry Market for comparison size.)
(https://i.imgur.com/Z0mCkPm.jpg)

It is going to take up the same footprint as vanilla trading post, but have an extra amount of storage as it won't trade livestock.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 26, 2017, 04:28:14 AM
has taken me forever...

(https://i.imgur.com/8UAiKwR.jpg)

still have the build models to go.

but first to do some code to get it into the game.
Title: Re: Discrepancy work in progress
Post by: kid1293 on December 26, 2017, 04:29:25 AM
It's massive! :) (in a positive way)  ;)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 26, 2017, 04:30:23 AM
BIG industry  :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 26, 2017, 05:01:01 AM
(https://i.imgur.com/hXglZ96.jpg)
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on December 26, 2017, 05:37:49 AM
That looks very promising. There is a need of such trade ports for developed towns. I would suggest to use the OpaqueInWaterMaterial to give your texture a natural under water look. You can just copy it from the vanilla post. :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 26, 2017, 06:45:54 AM
Quote from: Tom Sawyer on December 26, 2017, 05:37:49 AM
That looks very promising. There is a need of such trade ports for developed towns. I would suggest to use the OpaqueInWaterMaterial to give your texture a natural under water look. You can just copy it from the vanilla post. :)

wow, thank you. It does make it look so much better :)
I'd completely missed this. I'll need to do it with all my water pieces now... thanks.

;D
Title: Re: Discrepancy work in progress
Post by: Maldrick on December 26, 2017, 02:02:16 PM
Oh that's awesome.  Building Materials only trader, perhaps?  Would be very helpful.  Or a choice between regular and specialized traders?
Title: Re: Discrepancy work in progress
Post by: galensgranny on December 26, 2017, 02:46:08 PM
That new trading post looks quite nice!
Title: Re: Discrepancy work in progress
Post by: RedKetchup on December 26, 2017, 02:47:15 PM
Quote from: galensgranny on December 26, 2017, 02:46:08 PM
That new trading post looks quite nice!

yes it is !!!
Title: Re: Discrepancy work in progress
Post by: Hawk on December 26, 2017, 05:48:13 PM
Quote from: galensgranny on December 26, 2017, 02:46:08 PM
That new trading post looks quite nice!

Most definitely agree.  :)
Title: Re: Discrepancy work in progress
Post by: Hawk on December 26, 2017, 06:41:48 PM
I just noticed something that I'm not sure if you're aware of it or not.

If/When you get around to updating DSRoads, it seems that the tool tip for gravel roads does not mention that they need stone to build.  ;)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 28, 2017, 09:22:24 PM
Thanks for that @Hawk , I will be updating the DS Roads mod, not sure when yet as most has to be rebuilt as I lost many of the original textures quite a while ago.



onto some other news:

I have been working a bit on expanding the Celtic House mod:
(https://i.imgur.com/uwCdWoF.jpg)

I have adjusted the original house size it is now 5x5. I have added another large house 6x6 and a smaller one 4x4. Have a few others I still need to texture and code.
I've made a couple of storage shelters and plan on adding a workshop, wood chopper and maybe school and chapel.
Title: Re: Discrepancy work in progress
Post by: Hawk on December 29, 2017, 01:59:18 AM
Quote from: Discrepancy on December 28, 2017, 09:22:24 PM
Thanks for that @Hawk , I will be updating the DS Roads mod, not sure when yet as most has to be rebuilt as I lost many of the original textures quite a while ago.

That sucks, but I know how it is. I used to do a lot of 3D Modeling for a couple of train simulators, but a hard drive crash put a real damper on my enthusiasm for that when I lost a ton of stuff.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 29, 2017, 11:36:35 PM
(https://i.imgur.com/zSuVdO6.jpg)
(https://i.imgur.com/M2Qdyrd.jpg)
Title: Re: Discrepancy work in progress
Post by: Abandoned on December 30, 2017, 05:03:01 AM
oh my gosh, did that set turn out nice.  :)  Another great update, thanks Discrepancy.
Title: Re: Discrepancy work in progress
Post by: adelegarland on December 30, 2017, 09:11:45 AM
 ;D
Can't wait to get it!!!    Love it!
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 04, 2018, 05:08:22 AM
Happy New Year everyone :)


I've been working on a few things of late, a couple of patch mods and this:

the upcoming DS Celtic House and Village (v2.0)

I've decided to add a download here for the very first beta compile if anyone would like to try it out and give some feedback and suggestions.

There are 3 sized roundhouses with variants, a village house which serves as temporary accommodation, 3 storage buildings, a water producing well and a fire-fighting well, a campfire kitchen, a workshop, wood-chopper and stone circles...

download the beta version below
(https://i.imgur.com/yeFP9Kg.jpg)
(https://i.imgur.com/XPyA7aD.jpg)

I still have some work to do. Namely the build models for the stone circles, a more 'appealing' workshop, better icons and many other little things.
I'm also still thinking about some kind of school building.

The mod adds the following resources:  Water, Gruel, Vegetable Stew, Hunters Stew, Bannocks (Hardtack bread), Stone Tools.
It also adds the Worker profession.

download the beta version here: - this mod will show as conflicting, but should work with everything. There are no new flags so can be played in any game. Should also be able to be added to an old save.

Old! -- DOWNLOAD latest BETA version here (http://worldofbanished.com/index.php?topic=1755.msg44077#msg44077)


**edit -- removed download link - use link just above to download latest version.
Title: Re: Discrepancy work in progress
Post by: taniu on January 05, 2018, 05:49:03 AM
@ Discrepancy  :DI really like the Celtic village. I have a question whether it is possible to "CELTIC CAMPFIRE" - it was a single mod - I like it very much and would be useful in other initial conditions - Please
If for additional buildings - think about herbalism, but not about collecting, to heal people. Crafts - ceramics. The potters used wheels and added graphite to the clay, increasing the pot life and giving them a specific shade. Gun accessories [oval shields, swords and their vaginas,] harnesses and chariots, button-shaped decorations (so-called Fibula), belts and necklaces with a decorations . They were usually made of gold-plated bronze, precious metal and iron. They extracted salt. They produced tools: files, scissors, hoes. If you feel like it, can you add a craft building ?Greetings
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 05, 2018, 09:21:27 PM
@taniu , thanks I will look into making the campfire standalone.

A herbalist and healer would be nice :)




I've been remaking the Pick & Hen Brewery:

(https://i.imgur.com/Ek0vSpC.jpg)
no timeframe on this one though. It isn't catching my imagination right now as I'm just remaking the same building  :D


Title: Re: Discrepancy work in progress
Post by: RedKetchup on January 05, 2018, 09:34:54 PM
oh nice they look totally medieval :)
Title: Re: Discrepancy work in progress
Post by: adelegarland on January 06, 2018, 09:08:17 AM
lookin' good!
Title: Re: Discrepancy work in progress
Post by: elemental on January 06, 2018, 12:40:14 PM
I've always liked that design and the new colours look great.

Maybe the new versions could each have their own name? Maybe they could each brew a unique specialty drink, along with the standard drinks that the Pick and Hen already makes.
Title: Re: Discrepancy work in progress
Post by: Maldrick on January 06, 2018, 08:23:29 PM
The P+H is a hall of famer as it is, so would hate to see too many changes.  But I love this new (Tudor?) style you are working with now, too.  The butcher is gorgeous and this looks to match.  Beautiful.

I would second a different name, if we get a vote.  It's nice having different options and styles.  A whole series of uniquely named taverns would be amazing.
Title: Re: Discrepancy work in progress
Post by: DesoPL on January 06, 2018, 11:26:47 PM
Celtic stuff looks nicely done. Can't wait see what's next.  :)
Title: Re: Discrepancy work in progress
Post by: jone1488 on January 08, 2018, 08:58:46 PM
I really like your DS Stone Bridge mod.

Had an idea for you.  Is it possible to have the lower jetty pier tunnel under the upper stone bridge?  I had some jetty items in both sides of the stone bridge I wanted to connect.  Just a thought.

Thanks for the mods I've enjoyed them.
Title: Re: Discrepancy work in progress
Post by: triangle on January 08, 2018, 09:43:46 PM
These models are great, It reminds me of playing Medieval Total War Kingdoms just before the Teutons storm threw the straw house pegan villages with torches.

looks very well done Discrepancy.
Title: Re: Discrepancy work in progress
Post by: adelegarland on January 09, 2018, 08:28:55 AM
@Discrepancy Celtic houses and extras are great, One request, they appear to be a little darker than the originals, is it possible to lighten them or have a lighter option?
Title: Re: Discrepancy work in progress
Post by: galensgranny on January 09, 2018, 01:48:35 PM
Quote from: Discrepancy on October 20, 1974, 10:20:08 AM



I've been remaking the Pick & Hen Brewery:


no timeframe on this one though. It isn't catching my imagination right now as I'm just remaking the same building  :D



I like the remake style of the Pick and Hen Brewery.  Would you consider making chairs and a small table for an outdoor cafe look, along with the picnic table?  I'd really love that.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 14, 2018, 07:08:36 AM
I am back working on the next beta release of DS Celtic House and Village.

@adelegarland , I have slightly lightened the texture, though it still might not be as light as the roundhouse of v1.


I have been adding a School House and a Palisade wall:
(https://i.imgur.com/MWYVMDL.jpg)

The Palisades will either raise the ground to 0.5m or 1.0m when built

(https://i.imgur.com/YdG8Orn.jpg)


I hope to have the next beta ready within the next 24hrs.
Title: Re: Discrepancy work in progress
Post by: Maldrick on January 14, 2018, 07:30:04 AM
Coming together nicely, @Discrepancy .

Really dig the palisades.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on January 14, 2018, 08:20:55 AM
i really love these .... DEADLY ... pallissades :D
Title: Re: Discrepancy work in progress
Post by: adelegarland on January 14, 2018, 11:46:38 AM
Loving this!   Those certainly are DEADLY looking!   Ouch!
Title: Re: Discrepancy work in progress
Post by: elemental on January 14, 2018, 01:18:56 PM
It looks great.

That campfire would fit well into a normal banished game.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 15, 2018, 03:11:09 AM
It has taken me longer than I thought to get this beta version ready. I kept finding bugs... and getting caught up playing the game. I really like the way the villages can look :)
They look nice among the trees in the forest,
and out in the open surrounded by the palisades.

so what is new?
- 11 piece (more to come) Palisade Fence, built upon soil mounds of 0.5m or 1.0m, some pieces are non terrain altering.
- Celtic School House - a school for 20 students.
- a 3rd Celtic Stone Circle variant, they all act as a chapel and have an attendance of 55. cost = 374 build work to find and place the stones.
- Lugh's Stone - a ceremonial stone that can attract nomads from 0 population - only 1 can be built. cost = sacrifice of 1 Deer (200 venison) + 374 build work to find and place the stone upon a mound of soil at 1m.

+ bug fixes, icon changes, model fixes/additions, minor texture changes, text edits.

Download attached below (for forum members)

(https://i.imgur.com/cLxWhgC.jpg)
Title: Re: Discrepancy work in progress
Post by: RedKetchup on January 15, 2018, 03:31:51 AM
it looks awesome !!!  8)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 15, 2018, 03:52:22 AM
Quote from: RedKetchup on January 15, 2018, 03:31:51 AM
it looks awesome !!!  8)

Thank you  ;D





if anyone has trouble with the download above of DS Celtic House and Village, I have also uploaded to Nexus Mods - Here. (https://rd.nexusmods.com/banished/mods/74)
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on January 15, 2018, 04:18:21 AM
An exciting set of items. Have it in game right now and some thoughts about it. One is that these palisades could provide the safety aspect of happiness. A rather small radius but big enough to cover the area of a surrounded village or so. Then they would have a use if we can get the happiness system to work. Just a thought. Also I find many items a bit too large but that might be a matter of taste.
Title: Re: Discrepancy work in progress
Post by: twilightbreeze on January 18, 2018, 11:20:17 AM
About the Celtic Mod....

You could build a "house" that looks like a barrow for the cemetary, basically, a long house with a sod roof that looks like the terrain to simulate a small hill. Maybe various sizes? Call it a "barrow" or "cairn" and it's the cemetery. No headstones, just a burial ground.

I hope you understand what I mean.

"Barrow, in England, ancient burial place covered with a large mound of earth. In Scotland, Ireland, and Wales the equivalent term is cairn. Barrows were constructed in England from Neolithic (c. 4000 bc) until late pre-Christian (c. ad 600) times. Barrows of the Neolithic Period were long and contained the various members of a family or clan."

(https://i.imgur.com/MKgmd8e.jpg)


Also, why no meeting house/town hall?

Title: Re: Discrepancy work in progress
Post by: elemental on January 18, 2018, 01:43:30 PM
A great idea but something similar was discussed a while back. It was suggested that a crypt might be able to replace a cemetery. But unfortunately Red and the other modders weren't able to make it work. I don't know if it's truly impossible, but it has been looked at before.

It would be great if we could have a crypt or a barrow though. The bannie goths are getting too much sun hanging out in the cemetery. :)
Title: Re: Discrepancy work in progress
Post by: twilightbreeze on January 18, 2018, 04:43:04 PM
If there was only a way to make a house, code it a cemetery, and roof it with sod down to the ground. Or make a cemetery, and put a cover on it that covers all of it except for a door. sigh.

And still, why no town hall?
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 18, 2018, 05:36:43 PM
I am making a town hall building :)

I like the idea @twilightbreeze , I will see what I can come up with in terms of a cemetery and/or some earth houses.
Title: Re: Discrepancy work in progress
Post by: Gatherer on January 21, 2018, 03:57:18 AM
@Discrepancy 

I'm trying to set up the correct load order for your mods and I seem to be missing an icon in the community toolbar. I've tried more than a dozen different load orders with just your mods enabled and the icon still refuses to show up.

(http://shrani.si/f/v/DV/4n8nWGUe/ds-industry-merchant-bug.jpg)


This is my latest revised load order:
banishedUImod
banishedUI
DSLumberMill
DSWagonVendor
DSSmallVillageProduction
DSBlastFurnace
DSTownHouses
DSJettyAndBridge
DSSmallVillageServices
BetterStockPileStorage
BetterStockPiles
DSFruitVegBarn
DSSmallVillageStorage
DSCrestBlacksmith
DSPickandHenBrewery
DSAleHouse
DSBrycesButcher
DSRoads
Title: Re: Discrepancy work in progress
Post by: adelegarland on January 21, 2018, 07:34:26 AM
@gathererer   Try Blast Furnace in the very top position in the load order!  It worked for me..
Title: Re: Discrepancy work in progress
Post by: Gatherer on January 21, 2018, 09:32:26 AM
Damn...I feel stupid now. Of course that works! Thank you @adelegarland

It was the DS Lumber Mill that prevented me from doing that before. I read on its download page to place it above all other DS mods.
Title: Re: Discrepancy work in progress
Post by: adelegarland on January 21, 2018, 11:00:53 AM
that's the trouble with mods, each one wants to be first, we have to come up with a load order that fits too many requests for first position.   It's got me crashing right now...  grrrr!  I'm reinstalling on a new computer and there are over 220 mods in my game so first position is a real pain!
Title: Re: Discrepancy work in progress
Post by: tsabrack on January 21, 2018, 12:19:27 PM
I have currently dumped all of my mods and have all of DS's mods installed. Looking to get help to optimize a working load order for his set of mods. DS is an amazing modder and I would like to experience them all at once, but I keep crashing. Any Ideas. Current list of installed mods are: I have all of them!
DS Banished UI Improvements 1.4
DS Banished UI Maps 1.2
DS Banished UI Minimized Toolbar 0.9
DS Banished UI Professions 1.2
DS Terrain & Climates 1.0
DS Small Village Homes 1.3.2
DS Small Village Production 1.0.1
DS Small Village Services 1.1.2
DS Small Village Storage 1.2.2
DS Blast Furnace & Industry Mining 1.1
DS Town Houses 2.1
DS Stone Hovels 1.3
DS Stone Bridges 1.0
DS Jetty & Bridges 1.02
DS Roads v4
DS Fences & Decorations 1.3
DS Celtic House & Village V2beta02
DS Pick & Hen Brewery 1.1
DS Lumber Mill 1.0
DS Styth Tower 2.2
DS Tunnel Mine 1.0
DS Wagon Vendor 2.2
Title: Re: Discrepancy work in progress
Post by: Gatherer on January 21, 2018, 02:38:35 PM
See if this works:

DS Banished UI Improvements 1.4
DS Banished UI Maps 1.2
DS Banished UI Minimized Toolbar 0.9
DS Banished UI Professions 1.2
DS Terrain & Climates 1.0
DS Blast Furnace & Industry Mining 1.1
DS Lumber Mill 1.0
DS Wagon Vendor 2.2
DS Small Village Production 1.0.1
DS Small Village Services 1.1.2
DS Small Village Storage 1.2.2
DS Pick & Hen Brewery 1.1
DS Styth Tower 2.2
DS Tunnel Mine 1.0
DS Small Village Homes 1.3.2
DS Town Houses 2.1
DS Stone Hovels 1.3
DS Celtic House & Village V2beta02
DS Stone Bridges 1.0
DS Jetty & Bridges 1.02
DS Roads v4
DS Fences & Decorations 1.3
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 21, 2018, 04:45:19 PM
remove the very first Banished UI Improvements 1.4 - you will not need this mod if you use the other Banished UI mods - it is currently out-dated and not compatible with latest 107 mods.

Keep the Pick & Hen & DS Roads at bottom of list.

Other than that it should work fine, though as mentioned above you will have missing toolbar icons unless you have DS Blast Furnace & Industry Mining at top
Title: Re: Discrepancy work in progress
Post by: raerae2 on January 25, 2018, 12:17:34 PM
By the way Discrepancy, I am having trouble opening your .rar files. The .zip ones work fine. Also have been able to open kids .rar files. I also tried downloading from Nexus. No luck.

Love your mods. Thanks.
Title: Re: Discrepancy work in progress
Post by: elemental on January 25, 2018, 01:35:32 PM
I mentioned this in another thread. I also had some problems with some of Discrepancy's recent rar files, and just like you I wasn't having any problems opening Kid's files.You might need to update your software, @raerae2. I updated my 7zip and then it all worked fine.
Title: Re: Discrepancy work in progress
Post by: raerae2 on January 27, 2018, 03:25:03 PM
Thanks elemental. I finally figured out how to update 7zip when I couldn't open the new megamod either. Very frustrating but should be happy playing now with lots of new things.
Title: Re: Discrepancy work in progress
Post by: brads3 on January 27, 2018, 05:39:27 PM
make sure the files are completely downloading. there were issues a while back where files were saying done but were <90% downloaded.only solution is to wait and try downloading again and check the file size you have against what the mod says you should have. i have not seen an issue with the zipper not working otherwise.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 27, 2018, 06:00:01 PM
a lot of this seems to be with the new encoding winrar does after it upgraded to v5 - it is now using a new archive format that many earlier archive/extracting programs cannot read correctly yet.

Ensure you have downloaded latest versions, and check that they can unpack RAR5 formats.


From now on I will just pack everything as .zip files. I will eventually revisit these other mods that I compiled with winrar and new versions will be as .zip files.
Title: Re: Discrepancy work in progress
Post by: Hawk on January 27, 2018, 06:07:47 PM
Quote from: Discrepancy on January 27, 2018, 06:00:01 PM
a lot of this seems to be with the new encoding winrar does after it upgraded to v5 - it is now using a new archive format that many earlier archive/extracting programs cannot read correctly yet.

WinZip did the same thing a few years back. Older versions of WinZip couldn't open zip files created with the newer version.
That was about the time I got 7-Zip and never looked back - after uninstalling WinZip and Win RAR.  ;)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 27, 2018, 06:15:05 PM
yes, the latest version of 7-zip works fine, and it is a completely free and open source program so I love it too :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on February 03, 2018, 12:02:47 AM
So lately I've been taking a break from making all the new Fishmonger buildings.

Along with all the mods of nuts I've been making,
I've also been helping out @Yandersen with the Improved Mine mod, I must say I think the model I have made is rather nice, Yandersen has been very particular with how things should look, the mine has gone through numerous mesh changes/additions and though it has made more work for me ;) I have found that it has made me more particular on the details, and overall a nicer well finished building has been made.
A great job has been done on the terraforming and I think it is looking really good:
(https://i.imgur.com/Nd4BUJC.jpg)

I have recently finished the completely new model rebuild of the Pick & Hen Tavern, along with 2nd texture:
it now sits on a wider 10x6, previously 9x6 footprint:
(https://i.imgur.com/lhyIzUj.jpg)

A few more texture enhances and then all I have to do is the rest of the buildings in the set ;)
Title: Re: Discrepancy work in progress
Post by: Hawk on February 03, 2018, 02:28:15 AM
I;m liking what I'm seeing.  :)

What's the gal doing up on the roof?
Title: Re: Discrepancy work in progress
Post by: Discrepancy on February 03, 2018, 02:43:08 AM
Quote from: Hawk on February 03, 2018, 02:28:15 AM
What's the gal doing up on the roof?
Not a roof, an upstairs balcony:
(https://i.imgur.com/JtJekkm.jpg)
v1 had the balcony too  ;)
Title: Re: Discrepancy work in progress
Post by: Hawk on February 03, 2018, 02:43:41 AM
Ah! Now that's cool.  ;D
Title: Re: Discrepancy work in progress
Post by: Anjell on February 03, 2018, 03:11:59 AM
Ah very nice! Is that mine upgradeable & removable (meaning it won't stay on the ground after demolish) ? I really like the entrance and the fact that it doesn't take too much space like most CC buildings. That's super !!!  ;D

Ahhh, nice that you gave us an option for roof. Thanks ! Will the side Ale houses (forgot the name) still be limited to 2 per map ?

Oh and BTW I keep forgetting to ask somebody..... Why is it that All Taverns or Buildings that store Alcohol also store Materials & Food when you use the debug menu ? I'm sure there's something weird with the Vanilla coding cause playing around I even managed to get iron ore and logs stored in my Pick and Hen. LOL . The storage in the Alcohol buildings should only allow food or alcohol not materials i would think.   
Title: Re: Discrepancy work in progress
Post by: RedKetchup on February 03, 2018, 03:28:05 AM
is it me or the AO is extremly dark, @Discrepancy ?
Title: Re: Discrepancy work in progress
Post by: Yandersen on February 03, 2018, 03:59:13 AM
It is awesome, Discrepancy, that you show the progress on the Improved Mine here!
Quote from: Anjell on February 03, 2018, 03:11:59 AMAh very nice! ... I really like the entrance and the fact that it doesn't take too much space like most CC buildings. That's super !!!  ;D
Glad to see the people support the new look and appreciate the new concept. Would be nice to make it go in The Great CC, so all this details work I burden you with will have greater impact than just my little stand-alone mod idea it started with initially. I am so happy you picked it up and dig into it, this is great! :D

Quote from: Anjell on February 03, 2018, 03:11:59 AMIs that mine upgradeable & removable (meaning it won't stay on the ground after demolish) ?
Since I also play my little part in development, I will be dare to take the liberty to share my thoughts about that. Initially I was thinking about the default version of the mine being limited like normal vanilla mine but with upgrade option to the unlimited version. The unlimited one should require an additional iron for the upgrade and constant supply of log to run. The model shall differ by the rails sticking out of the entrance. The idea is to pretend miners use the trolley to carry the material out so the tunnels can be significantly longer inside. For the ore->iron concept where the output material is coal/stone/ore (not straight iron like in vanilla game) the unlimited version may also require iron supply to function (like if it is used to extend the rails deeper into caves internally). Just my thoughts, you know. You got the idea.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on February 03, 2018, 04:23:08 AM
bah you can start with a "IronMine" light version and then as you go with upgrades in upgrades as it is deplecated.... you call

UpgradeUIConfig upgradeConfig
{
   ComponentDescription _upgradeTo = "Template/IronMineLvl2.rsc";
}

and then at this one, you upgrade to lvl3 ... lvl 4...

UpgradeUIConfig upgradeConfig
{
   ComponentDescription _upgradeTo = "Template/IronMineLv3.rsc";
}


UpgradeUIConfig upgradeConfig
{
   ComponentDescription _upgradeTo = "Template/IronMineLvl4.rsc";
}

and in each template, not only you can ask for more building materials, but also you can put more "work units" to get those resource each time
Title: Re: Discrepancy work in progress
Post by: elemental on February 06, 2018, 02:11:46 PM
Have you thought about using flags as a nomad attractor? Different flags could attract different amounts of nomads.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on February 06, 2018, 03:26:35 PM
 :)

That is a very good idea actually. The resource of flags do need a better use than just decorative.
Title: Re: Discrepancy work in progress
Post by: elemental on February 06, 2018, 03:46:54 PM
Well it's only half my idea... Kid made some welcome signs (that I only discovered very recently) that attract different numbers of nomads as a percentage of town population (100-50-20-10-5-2%).

If it can work for a sign it should work for a flag.  And it will give your flagmaker something to do. :)

Probably should also keep some flags that are just decorative, because not everyone wants nomads turning up all the time.
Title: Re: Discrepancy work in progress
Post by: child_of_air on February 07, 2018, 03:20:44 PM
I second that request. Flags as nomad attraction sounds good, and will make me use them.
Title: Re: Discrepancy work in progress
Post by: Hawk on February 07, 2018, 04:02:59 PM
Since I rarely use nomads this doesn't appeal to me, but wouldn't this take away flags from other production that could use it? It seems to me there isn't enough flags as it is to handle all the production.
Title: Re: Discrepancy work in progress
Post by: elemental on February 07, 2018, 04:38:32 PM
You're thinking of the category flags (food, stone, wood, etc) and I agree that even with the new flags Luke gave us recently, more would be better.

But the flags we are talking about are items made by Discrepancy's flag maker. They are just another game item like tools or clothing, and they are used to build a decorative flag for use on the flagpole.
Title: Re: Discrepancy work in progress
Post by: brads3 on February 07, 2018, 05:51:56 PM
the idea has merit. i wonder how difficult it will be to click on the flag to accept the nomads? i would recommend a nice base for the flag pole as a "click" spot.
Title: Re: Discrepancy work in progress
Post by: Hawk on February 08, 2018, 04:56:52 AM
Quote from: elemental on February 07, 2018, 04:38:32 PM
You're thinking of the category flags (food, stone, wood, etc) and I agree that even with the new flags Luke gave us recently, more would be better.

But the flags we are talking about are items made by Discrepancy's flag maker. They are just another game item like tools or clothing, and they are used to build a decorative flag for use on the flagpole.

Ah! I misunderstood.   :-[
In that case, to quote Roseanne Roseannadanna - 'Never mind'.  ;D
Title: Re: Discrepancy work in progress
Post by: twilightbreeze on February 08, 2018, 05:20:32 AM
Trying to wait patiently for the update to the DS Jetty and Bridge mod. Really. Trying. So. Much.......... :-X
Title: Re: Discrepancy work in progress
Post by: elemental on February 08, 2018, 01:22:03 PM
I'm also looking forward to that, with the water opacity on all those wooden posts.  :)  But there's a lot in that mod so I'm guessing it might take some time.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on February 10, 2018, 01:21:06 AM
I got side-tracked:

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

DS Guild Storage
BETA01


The Guild of Storage are masters of packing and storage.
The guild will take (some) food items, pack them to approx 1/10th of their original weight.
These are stored as inedible foods, they can be stockpiled in barns, taking up less storage space.
When needed they can be unpacked back into edible foods.
Packed foods can also be traded for a small increase in profit.


The Guild wishes to inform that they are currently only offering their services with the following foods:
Acorns,
Almond,
Apple,
Bean,
Berries,
Brussels Sprouts,
Cabbage,
Cherry,
Chestnut,
Corn,
Hazelnut,
Honey,
Horn Carrots,
Lentils,
Mushroom,
Onion,
Peach,
Pear,
Pecan,
Pepper,
Plum,
Potato,
Pumpkin,
Roots,
Squash,
Walnut,
Wheat,

** the building (Guild) is designed with Educated workers (an educated town) in mind. If worked by Uneducated workers you will have a loss of food!


All [stored] items have a storage weight of 1.

The following are the outputs for an Educated worker (uneducated will lose food and produce approx. half quantity):
65 x Almond, Apple, Cherry, Chestnut, Hazelnut, Peach, Pear, Pecan, Plum or Walnut will be packed into 6 of their [stored] equivalent. trade value = 12 each (total profit = 7)
44 x Acorns will be packed into 4 of their [stored] equivalent. trade value = 1 each (total profit = 4 * unpacked Acorns are worth 0, not traded. restricted trade on stored item.)
32 x Honey will be packed into 3 of their [stored] equivalent. trade value = 12 each (total profit = 4)
30 x Lentils will be packed into 3 of their [stored] equivalent. trade value = 12 each (total profit = 6)
28 x Bean, Brussels Sprouts, Cabbage, Corn, Horn Carrots, Pepper, Potato, Pumpkin, Squash or Wheat will be packed into 2 of their [stored] equivalent. trade value = 17 each (total profit = 6)
22 x Berries, Mushroom, Onion or Roots will be packed into 2 of their [stored] equivalent. trade value = 14 each (total profit = 6)

[stored] foods can be unpacked: the same quantity of the original output will be required to unpack the stored goods.
For example: to unpack Apple [stored] you will need 6 x Apple [stored] to unpack into 65 Apple.
**this is by an Educated worker, uneducated will lose food again and only unpack 50.

packing numbers:
Educated / Uneducated
3 / 6 - Almond, Apple, Cherry, Chestnut, Hazelnut, Peach, Pear, Pecan, Plum, Walnut
2 / 4 - Acorns
2 / 3 - Honey
2 / 3 - Lentils
1 / 2 - Bean, Brussels Sprouts, Cabbage, Corn, Horn Carrots, Pepper, Potato, Pumpkin, Squash, Wheat
1 / 2 - Berries, Mushroom, Onion, Roots

unpacking numbers:
Educated / Uneducated
65 / 50 - Almond, Apple, Cherry, Chestnut, Hazelnut, Peach, Pear, Pecan, Plum, Walnut
44 / 32 - Acorns
32 / 27 - Honey
30 / 24 - Lentils
28 / 20 - Bean, Brussels Sprouts, Cabbage, Corn, Horn Carrots, Pepper, Potato, Pumpkin, Squash, Wheat
22 / 16 - Berries, Mushroom, Onion, Roots


* altered the vanilla storage barn (StorageBarn.rsc:storage) code to accept inedible foods.
* altered the citizen (Citizen.rsc:storage) code to accept inedible foods as well as all new 107 limit flags.


Download below for forum members:

(https://i.imgur.com/rDDyl9Q.jpg)
(https://i.imgur.com/BHsalIk.jpg)
(https://i.imgur.com/AutPX9V.jpg)
Title: Re: Discrepancy work in progress
Post by: Gatherer on February 10, 2018, 05:38:46 AM
I have to say that this looks mighty interesting! Hope to see some packed smoked fish as well.

Questions: Is it possible (by an add-on mods) to:
1. Disable merchants bringing these packed goods but only buying them?

or

2. Disable bringing their unpacked versions while selling and buying only packed ones?
Title: Re: Discrepancy work in progress
Post by: elemental on February 10, 2018, 01:52:07 PM
This is an interesting concept for storage and also for value-adding for export. I'm wondering if barrels and crates should be incorporated into this. Or would that just be overly complicated and annoying?

With or without barrels and crates you could could expand on this by adding an export company that ships these packed goods out in exchange for coin or other goods. I know we can already do that with normal trade ports but you could make an overland exporter/trader as something different. It would also give you more control over what can be traded, and at what price.

You mention that you have altered storage barn and citizen files. Is this mod compatible with mods that increase storage capacity? And also ageing mods?
Title: Re: Discrepancy work in progress
Post by: Discrepancy on February 11, 2018, 10:11:04 PM
Quote from: Gatherer on February 10, 2018, 05:38:46 AM
I have to say that this looks mighty interesting! Hope to see some packed smoked fish as well.

Questions: Is it possible (by an add-on mods) to:
1. Disable merchants bringing these packed goods but only buying them?

or

2. Disable bringing their unpacked versions while selling and buying only packed ones?

Possibly yes for both. It would require altering the rawmaterial files and trade code of trading post, i will have to do some checks.

Quote from: elemental on February 10, 2018, 01:52:07 PM
This is an interesting concept for storage and also for value-adding for export. I'm wondering if barrels and crates should be incorporated into this. Or would that just be overly complicated and annoying?

With or without barrels and crates you could could expand on this by adding an export company that ships these packed goods out in exchange for coin or other goods. I know we can already do that with normal trade ports but you could make an overland exporter/trader as something different. It would also give you more control over what can be traded, and at what price.

You mention that you have altered storage barn and citizen files. Is this mod compatible with mods that increase storage capacity? And also ageing mods?

I'm not sure about the barrels, though it does make more sense.
If I added something like that the trade value would have to be increased.
Would we get the barrel returned after being unpacked?


I don't think there should be an issue as long as those mods also added: Grain | Fruit | Protein | Vegetable to the storage code.
Title: Re: Discrepancy work in progress
Post by: Nilla on February 13, 2018, 02:43:17 AM
I'm always fond of game play changing mods. This sounds like one of those. I'm looking forwards on testing this one.

Barrels (that would be possible to reuse after unpacking) would be a nice add on. It's hard to say anything about the numbers without testing. I agree with @Gatherer; these processed fish and meat products from other mods, would be a good thing, to be able to pack.

Title: Re: Discrepancy work in progress
Post by: carolinafan95 on February 19, 2018, 09:37:57 AM
Love your work DS. I've got a great game going with all your mods and I love the look and functionality. I'm really liking the jetty system more than I thought. ;D
Got a question tho, are you planning on expanding the Celtic mod? More production buildings maybe. It would be interesting to have a full "town" like this.
Keep up the great work and thank you for what you do. :) I'd be happy if you did nothing but your great colonial styles, but we all like change. :)

Edit: Nevermind, saw the link with the picture for the beta of the Celtic mod. I'll try it this week. :)
Title: Re: Discrepancy work in progress
Post by: Camillechan on February 23, 2018, 05:12:42 AM
Hey there, I heard you were playing Kingdom Come: Deliverance, and I was hoping if the architecture in the game inspired you :) I'm kindof hoping to build my own little fiefdom and those Bohemian village houses look really enticing haha
Title: Re: Discrepancy work in progress
Post by: Discrepancy on April 09, 2018, 03:30:07 AM
Recently I have released v2 of DS Jetty & Bridge (http://worldofbanished.com/index.php?topic=1482.0).

Some of you may be wondering what is happening with DS Industry Mining in The North (http://worldofbanished.com/index.php?topic=1721.0) (aka DS Blast Furnace Advanced). Most of it is finished, I have a few more things to work on with it, as well testing to get production numbers to what I think is ok for release, but...
I have decided to wait and release the mod for the next version of The North (v7) as this will allow a better integration with it.

I have put updating the Pick &Hen on hold for now as it is more time consuming than I'd have liked.

I am still working on/off with Yandersen to create the Improved Mine model.

And because I felt like making a new 3d model today, I started making the Globe Theatre (as requested by galensgranny (http://worldofbanished.com/index.php?topic=2234.msg44959#msg44959)) for the game:
(https://i.imgur.com/8qLrj0f.jpg)
(https://i.imgur.com/DmZT3bL.jpg)
Title: Re: Discrepancy work in progress
Post by: Nilla on April 09, 2018, 03:48:47 AM
WOW! Does it have a function, maybe like a church? Or is it simply some kind of achievement? In the second case, I find it ought to be hard and expensive to build.

Since there are no achievements in modded Banished, I don't mind, if you modders would come up with some special buildings (or production chains like Red´s jewels) that would need some more effort to make.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on April 09, 2018, 04:17:32 AM
It will function similar to a church in that it will give happiness and will be somewhere for them to go instead of a chapel/church.
It indeed will be very expensive and only one can be built on a map, but it will allow up to 500 'members' and will be worked by a 'Performer' or similar.
Title: Re: Discrepancy work in progress
Post by: galensgranny on April 09, 2018, 05:42:04 PM
Oh my gosh!!  Yahoo!!  Thank you so much Discrepency for making the Globe Theatre!  :) :D ;D It looks fabulous-rather much like the real one in London! You are so skilled at making buildings.

It is good for the bannies to go someplace else besides a church or bar/tavern.   I am so happy for this and can't want to use it in game.
Title: Re: Discrepancy work in progress
Post by: elemental on April 09, 2018, 06:02:15 PM
It looks good. It will definitely help to make a city look more like a city rather than a town. If it is supposed to be a challenge to make then perhaps one of the building ingredients could be a bunch of clothing (costumes).
Title: Re: Discrepancy work in progress
Post by: Discrepancy on April 29, 2018, 01:36:35 AM
To the shock of many.... myself included, I have started to rebuild most of the code to the mod that still hasn't even been released: DS Industry Mining in the North.
I've altered most of the file/folder structures, this has meant I must now also alter all the code to ensure everything is linked where it ought to be. Haha, I honestly regretted doing it once I'd started, but it was too late to go back. But, I still have time as the next version of the North isn't released yet, and it needed to be done for ease of updating and cross compatibility with my other mods. The changes will also make it a lot easier for me to make the non-north upgrade to DS Blast Furnace, as well eventually make it easier when I finally compile a DS combined mod.

My latest mod: DS Oil Mill has been sitting on the backburner for quite some time. Originally it would have been released with DS Industry Mining in the North as a required companion mod, but I ended up adding most of the same production type buildings to it anyway, so I decided to dust off the oil mill and release it.

Work on rebuilding the Pick & Hen has been slow, I've found it difficult as sometimes I find I'm losing some of the charm of the original model when I try to improve the textures. I'm in a conundrum though as the way I did the original texture is proving near impossible to work with and improve. I lost the original HQ textures.

I find updating mods can be tedious and sometimes I need to create a new 3D model, so I have started making a mead brewery, something that was always planned because I removed the function and product from DS Ale House. The code has already been finished long ago so it is only a matter of minor changes and just making the models & textures, though that is still far from finished:
(https://i.imgur.com/w3rROtO.jpg)

I have also been adding to the model collection I have been making for the Fishmonger mod. Things with this mod have also been slow, with many more pieces and higher detailed buildings (open-air; markets, fishmongers & kitchen dining areas) proving to be very time-consuming.

New Thompson Trade Merchant buildings have also been started that will be offering alternate trade options to just food. I've also made some water edge decoration Wharf pieces to match the merchants.

DS Clay Crafts has also hit a bit of a brick wall in creativity. I'm not overly happy with the models I've made and changes could be more difficult than starting anew. Something like this always seems to put me off so I have been slack and haven't looked at it in a few weeks. But I want to get onto it because of the requirement for Roof Tiles with DS Oil Mill, also DS Industry Mining will also require them.

So what will be the next release? haha, I have no idea! as many of you know by now, I can't stay still on one thing, don't always finish things and do whatever seems to beckon my mind at the time. It could be one of the above, or more than likely something different completely  ;D
Title: Re: Discrepancy work in progress
Post by: Discrepancy on April 29, 2018, 07:29:16 AM
... or it could be this:

The Parthenon
(https://i.imgur.com/JGTKaFJ.jpg)

lol, along with a footprint of 19 x 37 game tiles ! i'm not so sure...
even on a medium map this takes up a considerable percentage of usable space. And I don't know yet what the purpose of the building could be, being a temple, perhaps a chapel?

with even a minimum of 1.56 work per tile, it would be over 1090 work units to construct...
(1.56 work units, based upon the vanilla chapel having a construction cost of 150 and taking up 96 tiles)
and the trade cost of materials?? vanilla chapel has a cost of 12 trade units per tile, total 1,160.
Using that calculation the Parthenon would need to cost at least 8,436 in trade value to build....
vanilla resource values, that could look something like:

987 Stone (value 7x987= value 6,909)
+
233 Roof Tiles (value 5x233= value 1,165)
+
89 Lumber (value 4x89= value 356)
+
3 Logs (value 2x3= value 6)
Title: Re: Discrepancy work in progress
Post by: kid1293 on April 29, 2018, 10:11:53 AM
Excuse a joke. A big barn?

That is a massive building!
All those columns must increase polygons.

I like the style :)
Title: Re: Discrepancy work in progress
Post by: Turis on April 29, 2018, 10:28:17 AM
Well, what a majestic pantheon!
Too bad I still see it as a single-room house. ;)
Title: Re: Discrepancy work in progress
Post by: RedKetchup on April 29, 2018, 11:02:58 AM
Thats a new Majestic Wonder !!!

you know you can scale it if you want. compare it to the Majestic Cathedral :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on April 29, 2018, 04:57:01 PM
Quote from: kid1293 on April 29, 2018, 10:11:53 AM
Excuse a joke. A big barn?

That is a massive building!
All those columns must increase polygons.

I like the style :)

Storage sounds like a good idea... haha

polygon count isn't too bad. The columns are made of 20 faces, the actual flutes are in the texture, overall it isn't a lot, but the model still needs more details so faces will still probably double in number before I'm happy enough with it. Like the Globe Theatre only 1 will be able to be built so a high polycount over that many tiles isn't too bad.


Quote from: RedKetchup on April 29, 2018, 11:02:58 AM
Thats a new Majestic Wonder !!!

you know you can scale it if you want. compare it to the Majestic Cathedral :)

I though to make it a bit smaller, but then it will make it harder to arrange all the pillars. I don't want to get rid of any pillars, as I think that is what makes it so special, and makes it the Parthenon, with the 8 at the ends and 17 on the sides.  This building is still actually only 50% of its real world size!






A new version of the North is released, which means I must complete DS Industry Mining in the North...
Title: Re: Discrepancy work in progress
Post by: brads3 on May 01, 2018, 10:56:17 PM
we should get you and RED to do a special WOB set of these wonder mods. have KIDD make something special for the set as well. would be a neat idea.would be a challenge to build them all with some castles that we have in 1 map.
Title: Re: Discrepancy work in progress
Post by: galensgranny on May 02, 2018, 07:23:40 AM
Your Parthenon looks wonderful, Discrepancy!  I like the black carvings of people at the top, and the fluted columns.  It is a massive building!  If it is going to be temple/church in the game, the happiness radius should be massive as well.  Maybe it could be called a museum.
Title: Re: Discrepancy work in progress
Post by: noamsan on May 03, 2018, 02:12:25 AM
Parthenon - a place of worship.
The icing on the cake of course would be a complete Roman City set with housing and services.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 13, 2018, 09:15:33 PM
for now the Parthenon is in the 'on-hold' list of mods, just a quick model to see what it would look like :)




I'm still working on Industry Mining in the North, new beta3 is in progress, and still a week or more away. It will see improvements in the current productions:
- LumberTimber -- slight change in production speed of industry lumber-mill, also the mill is now called timber-mill, all Lumber is now going to be called 'Timber', though it will still be the same resource as lumber so interchangeable with other mods - this change is going to occur in all of my mods...
- Silver -- change in speeds at Silver mine & upgrades, also at the finery forge.
- Mining -- new iron and coal mine model, larger industrial mine than the Thadd Surrel mine. Thadd Surrel mine gets a smaller total lifetime output.
- Tailor & Tanner -- with the use of hides & leather in the North i also wanted to explore an old modding wish of mine and have started a tanning pits model and a separate tailor in style of other industry buildings, the process will use the lime resource added in the mod.
- Stone mine model has also started, not sure if will be completed though in time for next beta.




Another update to the Jetties mod & also the north patch is in progress, though this release will wait until I have finished the Industry Mining mod update.
Small fixes and a couple of new additions :)




and to other things... a screenshot of some of the new developments that will be available in the v2 update of DS Thompson Merchants:
(https://i.imgur.com/PhD4eBT.jpg)
not sure when it will be released, could be sooner or later. I have been enjoying making it though :)
Title: Re: Discrepancy work in progress
Post by: elemental on May 13, 2018, 10:09:36 PM
These Thompson people sure have their fingers in lots of trading pies.

I was hoping you would make some more quay pieces. These look great.
Title: Re: Discrepancy work in progress
Post by: tuggistar on May 14, 2018, 09:39:04 AM
In the picture new items and especially the quay looks cool. :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 14, 2018, 11:48:53 PM
Quote from: elemental on May 13, 2018, 10:09:36 PM
I was hoping you would make some more quay pieces. These look great.
Quote from: tuggistar on May 14, 2018, 09:39:04 AM
In the picture new items and especially the quay looks cool. :)
Quote from: Kristahfer on May 14, 2018, 04:12:52 PM
If you have seen the "Quest For Fire" a movie about paelo peoples learning to work with fire. The is one scene where they have not eaten for some time and see a herd of Mammoths and being drooling and frothing thinking about all that good stuff just waiting... Well that is just about how I feel every time you post something you are working on. And the v2 update of DS Thompson Merchants has also given me that same feeling. Your work is just fantastic. Thank You !!!

Thank you :)
I think everyone will enjoy the merchants. There are already 7 specialist traders made and working in game, and I have another 2 models that I am working on.




An update to DSLumberMill coming soon,
there was indeed an issue with the 1x1 wharf piece being unable to be demolished, this has now been rectified for next version.
Unfortunately the update is not going to be save-game compatible. File names & mod structure has been changed & rewritten.
Lumber is now called Timber, the mill is now called Timber Mill.... and Timber will be flagged in wood limit (for now...)
I am having fun 'smoothing' out my buildings UI boxes, and have decided to add 'info' tabs to production buildings and storage places to give the player some more valuable in-game info :)

(https://i.imgur.com/AwBoYcT.jpg)
(https://i.imgur.com/p5yNzMY.jpg)

Title: Re: Discrepancy work in progress
Post by: Hawk on May 15, 2018, 12:45:02 AM
I gotta say, I like the info tab.  ;D
Title: Re: Discrepancy work in progress
Post by: RedKetchup on May 15, 2018, 01:11:24 AM
stop doing so much ! or i ll give you my RK Ed and will ask you to enhance it like you do for your mods :P
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on May 15, 2018, 02:55:57 AM
Yes, the DS Modding Factory is unstoppable.^^ I like your work on the UI. It goes in an interesting direction of improving the game. I still have my issues with this bitchy UI system but pretty sure there is some potential and more things to unlock.

I have taken away my hands from lumber in 6.1 (for now). It comes in game where you put it and how you name it. Does your renaming have a certain intention or is it just a better name? I called my wood export guy Timber Trader because I thought timber somehow includes also logs. Seems not really so. This material is still confusing me. ;D
Title: Re: Discrepancy work in progress
Post by: RedKetchup on May 15, 2018, 03:01:34 AM
Quote from: Tom Sawyer on May 15, 2018, 02:55:57 AM
Yes, the DS Modding Factory is unstoppable.^^ I like your work on the UI. It goes in an interesting direction of improving the game.

@Discrepancy is THE UI Master !
Title: Re: Discrepancy work in progress
Post by: child_of_air on May 16, 2018, 02:46:19 PM
I was playing with your Celtic village last night, and would like to request a few more buildings to make the set complete. It's hard to use this set with your other sets because the buildings don't match and clearly, they are from different eras. So, please consider adding a few more buildings, such as:

Gatherer
A Fishing dock
A Trader, most of the traders we currently have clash horribly and look way too modern/Tudor
Graves or some sort of mounds, to bury the dead?
An additional texture for your sheds/cellars that match this set
More variations to barns and storages

Thanks so much for your hard work, I'm really enjoying this set. :)


Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 16, 2018, 06:47:12 PM
Quote from: child_of_air on May 16, 2018, 02:46:19 PM
I was playing with your Celtic village last night, and would like to request a few more buildings to make the set complete. It's hard to use this set with your other sets because the buildings don't match and clearly, they are from different eras. So, please consider adding a few more buildings, such as:

Gatherer
A Fishing dock
A Trader, most of the traders we currently have clash horribly and look way too modern/Tudor
Graves or some sort of mounds, to bury the dead?
An additional texture for your sheds/cellars that match this set
More variations to barns and storages

Thanks so much for your hard work, I'm really enjoying this set. :)

:) thanks, yes I would like to get back into updating the celtic village, a lot more is planned with that one. Hopefully after I finish some things on a few other mods I will get back to it.
Title: Re: Discrepancy work in progress
Post by: child_of_air on May 18, 2018, 01:34:49 AM
Yay! I'm happy to hear that.
Title: Re: Discrepancy work in progress
Post by: Nilla on May 21, 2018, 08:34:36 AM
Maybe I should find a better thread but I'll ask here anyway.

I want to build a hospital in my present game. I have your "Townhouses" mod loaded and the Bryggen houses has a hospital, that's much nicer than the vanilla. My question: Does it have a happiness radius? If yes, how big? If no, maybe something to think about in an future upgrade.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 21, 2018, 05:18:24 PM
yes it has a happiness of Health and radius of 21. It requires a worker to be active.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on May 27, 2018, 02:19:30 AM
Important update:

I have spent the last day looking at all of my idea notes and having a think of where I want my mods to go and what production limits seem important. This of course started a chain-reaction in thoughts...

I will first get to the limits:

I will keep Wood as Logs only, same as Stone & Iron. Food as is.
Herbs/Medicine, Tools, Clothing, Alcohol will all remain as is, with being consumable resources.
Fuels will be Firewood (woodfuel) and Coal (fuel).
I'm going to put all fabrics and textiles together under textile limit.
CoalFuel will be Ores (minerals in CC), containing Iron, Silver, Copper Ores
Custom0 will be Crafted Goods & Utensils - Iron Fittings & Wagon Parts, pottery, flags, candles, lamp oil, linseed oil, fishing & hunting gear, etc.
Custom1 will become my Metals & alloys (forged in CC) it will contain things like Copper
Custom2 for now, will be Glass just like the North (fabrics in CC), this is still a limit I'm unsure of and might change.
Custom3 will remain as Metallurgical Fuels (industrial fuels) - coke & charcoal
Custom4 will remain as Raw Materials and contain Clay, Sand, Lime, Fertilizer, Thatch
Custom5 Construction/Building Materials - Bricks, Roof tiles, Timber
Custom6 Gold & Gemstones
Custom7 Silver
Custom8 Coins
Custom9 Aged/Stored/Warehoused items - this is a personal mod need; needed as an individual limit to restrict trade.

This will still mean my mods will be compatible with other mods using vanilla / North / or CC limits (except for the Custom9 perhaps playing havoc to a nordic bank), but...




And so I must apologize to all players and other modders alike.

For I am now going to concentrate on putting all of my material into one packaged mod, meaning all other mods apart from a few small updates are for now: 'on-hold'...

why?
because as the more my mods get complicated, and use more and more resources, the constraint in my creativity seems to be held back.
:)
Creating a series of 'split-apart' mods is fine if I didn't have a wandering mind when making 3d models... i might start making a house but before I know it, I've made a building that resembles a blacksmith.
As a player before that loved the diversity of looks in same functioning buildings, I have become a modder with a desire to alter and expand... and constrict.
My mods are getting too big to work by themselves and also some too small to work without others...
The introduction of advanced resources is both a curse and a cure....
And so, I want to make the vanilla game harder ... in my own way as I thought about when originally playing and later when I first stepped into modding.
I have a few thoughts and done experimenting with changing resource production and requirements and wish to expand upon it and give this to the community.
But the only way is to use most of what I have already made in various mods, and this is where it get messy. I don't want to make a patch mod, I have tinkered with it but it has been too difficult and confusing to keep up with all of my updates and work correctly in a load order.

So I will be working on a single collective mod to contain most if not all of my mod content (still unsure as to contain Celtic Village...), along with a large amount of unfinished/unseen content that I struggle to find the time to spend on to finish (clay crafts, fishmongers, and various other once off models I've made and never released).

My RL is getting more and more busy and time-constrained for modding as the world tinkers on insanity ;)
But, I need to see where this ride will take me... and it'll be easier, if for now I've only got to push the one cart.

stay tuned for more.
Title: Re: Discrepancy work in progress
Post by: Gatherer on May 27, 2018, 02:38:28 AM
It will be interesting to follow your work on this unified mod.

Your new proposed limits seem sensible to me for the most part. Thatch as a raw material only, raises a question on how much will be available on the map and in what way.

With that being said, as long as you have fun modding you're on the right path.
Title: Re: Discrepancy work in progress
Post by: elemental on May 27, 2018, 03:02:46 AM
I'm not particularly concerned about limits, but looking at your list I see three whole limits used for gold, coins, silver, gemstones. I don't know what you are planning but that seems like a lot. Do they really all need to be separate? You might want more free limits later on, depending on what you might decide to add in future mods.
Title: Re: Discrepancy work in progress
Post by: Voeille on May 27, 2018, 03:06:02 AM
I would shove in gemstones, gold, silver and coins into precious or something similar. I think @elemental is right, you might want free limits for future use.
Title: Re: Discrepancy work in progress
Post by: Nilla on May 27, 2018, 03:24:44 AM
I like your thoughts @Discrepancy!

I find it the right way to go. Follow your own vision of Banished. Follow your way and you help to keep this game alive and evolve! That doesn't the 6th different kind of cheese or the 20th different looking barn. (No critics @kid1293, you're a nice man, that makes what people ask for, admirable and nice)

I'm looking forward on "DS Megamod"! As usual, I will tell you, how I find it; what I like as well as what I don't like.
Title: Re: Discrepancy work in progress
Post by: Gatherer on May 27, 2018, 06:26:39 AM
Quote from: elemental on May 27, 2018, 03:02:46 AM
I'm not particularly concerned about limits, but looking at your list I see three whole limits used for gold, coins, silver, gemstones. I don't know what you are planning but that seems like a lot. Do they really all need to be separate? You might want more free limits later on, depending on what you might decide to add in future mods.


Quote from: Voeille on May 27, 2018, 03:06:02 AM
I would shove in gemstones, gold, silver and coins into precious or something similar. I think @elemental is right, you might want free limits for future use.


Hmm...perhaps gold, silver and gemstones in custom6, coins stay in custom8 and custom7 stays free for future use.
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on May 27, 2018, 09:45:06 AM
That sounds reasonable to me @Discrepancy. I'm not sure if an all-in-one compilation mod is a good idea but if it helps to find your concept then it's worth it. Be aware that you will get pressure about everything different to CC. Even unused flags have to stay unused to be conform. ;)

For the Nordic bank it would not be a problem since they store certain resources there, not flags. And even if a laborer puts something strange in, the bankers will take it away. A conflict would be only in trading because custom9 is used as currency and merchants bring it to pay with. I use custom 6 and 7 to mark different trade goods because it doesn't need a separate flag. At least with gold or silver as primary resource it works fine. That's the reason gold and silver are separate. To put them together only makes the counter useless and doesn't bring any advantage in this trading system. But everything can be improved and it would be nice to make a flag free there for something else.
Title: Re: Discrepancy work in progress
Post by: huyle on June 01, 2018, 04:48:02 PM
any chance that you can make a walkable stuff below the ground?
Title: Re: Discrepancy work in progress
Post by: oldgraywolf on June 11, 2018, 01:04:12 PM
Well, DS, you do great work and I love your ideas and mods, so anything to keep you going and making this game as fun and challenging as it is. Keep up the great work and hopefully RL wont stop or hold you back.  :)
Title: Re: Discrepancy work in progress
Post by: Goblin Girl on June 14, 2018, 05:11:55 AM
I like the idea of a unified mod of your stuff.  I've been playing with megamod, but I can also see the allure of playing with a single themed mod, such as RK Ed or The North, because it creates a distinct flavor for the game.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on June 19, 2018, 12:53:24 PM
Hey @Discrepancy   ;D

i am wondering if .... with all your knowledge in UI you've got since a year....
do you still think a partial clone of TP UI still cant be made ?
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 20, 2018, 12:11:58 AM
What do you want it to do?

Not include the tradeboat?
Title: Re: Discrepancy work in progress
Post by: RedKetchup on June 20, 2018, 01:03:59 AM
Quote from: Discrepancy on June 20, 2018, 12:11:58 AM
What do you want it to do?

Not include the tradeboat?

yeah without all the trade boat parts and tabs :)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on June 20, 2018, 02:23:56 AM
... yes and no.

I can't get it much different than yourself with your warehouse mod.

I can make it so the trader boat never appears by simply omitting the ComponentDescription _riverBoat within the template code of TradeDescription, also remove the sickness code.

now if we want to keep the desired product spinner we need the ObjectType _type = TradeUI within the template file UI ( I tried many times, hoping, but StorageUI does not work ).

and in the dialog/trade.rsc file you create you still need to include the whole UI... I'm not sure why, but it will crash, I'm guessing the hidden code we can't see is making another link between TradeUI and the dialog file.
So we are left with simply hiding the tab buttons we don't want:

ButtonDescription buttonInventory : "StandardDialog.rsc:buttonTab" { ElementDescription _content = "labelInventory"; }
ButtonDescription buttonPurchase : "StandardDialog.rsc:buttonTab" { Flags _flags = Hidden; ElementDescription _content = "labelPurchase"; }
ButtonDescription buttonTrades : "StandardDialog.rsc:buttonTab" { Flags _flags = Hidden; ElementDescription _content = "labelTrades"; }
ButtonDescription buttonOrder : "StandardDialog.rsc:buttonTab" { Flags _flags = Hidden; ElementDescription _content = "labelOrder"; }



there is another part...

it is possible to have laborers add products to the storage...
include the code for storagelocation - place in template file resource list above trade:


ComponentDescription resource
{
UpdatePriority _updatePriority = Fourth;
Description _descriptions
[
"ui",

"map",
"zone",
"toolbar",
"createplaced",
"decal",
"model",
"picking",
"highlight",
"interact",
"storage",
"work",
"statusicon",
"ambientemitter",
"Common.rsc:fireWoodBuilding",
"particle",

"statemachine",
"cleararea",
"build",
"workplace",
"destroy",
"storagelocation",
"trade",
]
}

StorageLocationDescription storagelocation { }



But they won't care for the limits placed within the UI and will add any resource to it regardless, as long as the storage flag is included within the StorageDescription code.
If a worker is employed also, they will still remove unwanted items and fill with wanted items.

Also, you cannot alter what the UI will show in the inventory, it will display all resources visible to the player :( this is disappointing as it makes the limiting of resources to the building not very pleasant as the UI will not match and show items that the building cannot store.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on June 20, 2018, 03:55:14 AM
i know the hidden flag trick. but if you would start from scratch, not basing yourself on the TP UI ?
like calling a tab, set the size of the tab, add a border all around, and then ... start to add the elements one by one or call a list ...

i know the TP UI is tightly made with the boat cannot be dissociated... but i was just wondering if a new full UI can be made from scratch.
like the way you added all those beautiful new "info" tab :)

it was just a question btw, not asking to do it, just knowing if something like this can be made :P
Title: Re: Discrepancy work in progress
Post by: rkelly17 on June 20, 2018, 10:53:20 AM
Quote from: Discrepancy on June 20, 2018, 02:23:56 AM
also remove the sickness code.

Wait a minute! You can remove the sickness code from trading posts? Does this mean you could also remove the sickness code from nomad attracting buildings? [emoji of a devilish grin]
Title: Re: Discrepancy work in progress
Post by: schueler on July 15, 2018, 09:11:54 PM
I found a bit of an odd bug in your celtic campfire mod:

The cook runs back in forth in case i try to make a vegetable soup from onions+roots+mushrooms+firewood.
The venison stew recipe works fine so,and so does some other veggie soup. So it cannot be a storage/flag problem?

EDIT: Merely required a higher storage override. Now it can cook the stew. :)
Title: Re: Discrepancy work in progress
Post by: schueler on July 23, 2018, 04:16:47 AM
@Discrepancy

Another odd bug - upgrading from the small leather tent to the warm leather tent crashes my game - erratically. Once in a while the leather tent gets built.
I deactivated all other mods, re-installed banished, re-downloaded your pkm, checked the registry entries for activated mods... still, same result. Quite unexpected behavior.

Of course, the bug can be easily circumvented but I do still wonder...
Title: Re: Discrepancy work in progress
Post by: Discrepancy on August 07, 2018, 01:17:19 AM
Update:

Hello, sorry for not being around and replying to many posts of late.
Life has become incredibly busy, I am working away from home so modding has stopped. I don't have access to the files and programs to mod and wouldn't have the time to do so anyway.
For how long? at least another 2-3 months, though I have a few days where I will be home in that time and will try to fix some bugs.

It is unfortunate that some players are having issues with the few latest releases of my mods. Rest assured once I can get back into it I will :)
Title: Re: Discrepancy work in progress
Post by: brads3 on November 05, 2018, 08:35:24 AM
when are you returning? your expansion mods to RED's railroad are super.the mines and iron foundry work so well with it.always neat to see how another modder can take 1's idea and add to it with a different look and textures or ideas.
Title: Re: Discrepancy work in progress
Post by: tuggistar on December 12, 2018, 06:11:57 PM
Hi discrepancy. I don't know what the Mod is. I have your whole mod. But in a place with the Mod from Redketchup-RK Editor Choice Your gatherers I noticed that do not collect wild fruit from the ground that adds this mod.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on December 12, 2018, 08:04:15 PM
Quote from: tuggistar on December 12, 2018, 06:11:57 PM
Hi discrepancy. I don't know what the Mod is. I have your whole mod. But in a place with the Mod from Redketchup-RK Editor Choice Your gatherers I noticed that do not collect wild fruit from the ground that adds this mod.

thats normal, gatherers building need a list of what he needs to gather and pickup. things not on the list cannot be pickup
thats the opposite of the hunter cabin which we cannot specify anything and will take everything that walk^^


but everything is in the Laboratory if he wants to add to gatherer's list.
Title: Re: Discrepancy work in progress
Post by: brads3 on December 12, 2018, 08:14:35 PM
i see similar results with the pine mod and RK and some others.not all gatherers will collect all items.they can vary.this is one of those give and takes i mention with adding mods together.have you tried KID's FO mod?or the pine mod and its vanilla cache?the FO does seem to bring in the most varied list of items.my laborers will find many when they clear land,more than the clear tools will highlight.

    have you tried an overlap 2 gatherers from both mods and see how they do that way?overlap half the circles so they still have land they work themselves.i have experimented and tried mod orders over time to fine tune my gathering.i still try differnt things. RED continues to make changes so the next RK will be different again.LOL

     not all forests are the same even in the same country.the game does a good job of mimicking that.we get all different forests even on the same map.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on December 12, 2018, 09:44:26 PM
Quote from: brads3 on December 12, 2018, 08:14:35 PM
     not all forests are the same even in the same country.the game does a good job of mimicking that.we get all different forests even on the same map.

it is been 2-3 days i am on this again. playing with some numbers and keeping the same seed... i want a forest not too much everywhere but more in packs.... more natural.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 18, 2018, 12:43:18 AM
DS update:

As you are aware I have been inactive until recently on the forums along with modding banished, RL is far too demanding in things that should be of no importance in RL.

That said, I have found some time this last month to slowly come back into modding banished.
When I had to stop earlier in the year I was starting to put together a combined DS mod with all of my mods together. This was turning into a headache as I tried to get them to work cohesively in my 'vision'. I kept getting stuck... and struck down by my lack of organisation in how I wanted my resources to fit within the limits.... and also my unorganised file and folder structures of all the different mods. My newly found thirst for altering and adjusting the UI boxes meant I was doing this at a snails pace. So yes... the combined mod is on hold again.

I've kicked my OCD into overdrive and am in the process of making a template for all my mods to use and follow...

My limits will be much like I posted earlier in the year:




Log
Stone
Iron
Metals, Alloys & Forged goods
Household Fuels
Ores & Minerals
Metallurgical Fuels
Raw Materials
Building Materials
Tools
Clothing
Herbs & Medicine
Textiles & Fabrics
Crafted Goods & Utensils
Glass & Glassware
Food
Alcohol & Luxuries
Gold & Gems
Silver
Coins
Packed Goods
     
Log
Stone
Iron
Custom1
Fuel
Coal
Custom3
Custom4
Custom5
Tools
Clothing
Herbs
Textile
Custom0
Custom2
Food
Alcohol
Custom6
Custom7
Custom8
Custom9
       Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Barn
Barn
Barn
Barn
Barn
Barn
Barn
Brewery/Specialised storage
Specialised storage
Specialised storage
Specialised storage
Specialised storage


I'm isolating all of my RawMaterial files, allowing me to simply drop them into a mod folder without having to alter any code... as soon as I link the template file it will call up all the associated files without me having to worry about string texts/icons/models/textures etc.

This, along with a more structured mod folder template will hopefully allow me to not get lost so easily with updating a big mod. As I go along, this will mean most of the mods are getting rebuilt in some form... as soon as I alter the mod folder structure it is going to make them incompatible with earlier versions.

So first off will be the final release of DS Thompson Trade Merchants. I haven't been hearing of any issues yet, so a few minor edits and changes to things I know of and the full v2 release will be out by end of this week.

I haven't been working on anything else in particular, just working on a few 3d models: a church and a windmill, but I don't think i'm going to release either anytime soon.. more just as a break from code work, both still require a lot more work on the models and textures:
(https://i.imgur.com/FlLay9t.jpg)
keen observers and players of KC:D might recognise the similarities with this church and the Uzhitz church  ;)

The next project is likely a few updates to some of my larger production based mods to alter limits and resource values and quantities produced. I also want to release a version of the Industry Mining in the North mod with these changes in limits for the update to the normal Blast Furnace mod.
Mead has been missing from the Ale House for too long, so i'm hoping to also get back into the Mead Brewing mod... might be a belated Christmas gift.
Also renewed interest in the Fishmonger mod has also sparked a bit of creativity so who knows?
:)

Title: Re: Discrepancy work in progress
Post by: Hawk on December 18, 2018, 04:43:08 AM
It's good to see you back in the fray @Discrepancy
Looking forward to your updates.  :)
Title: Re: Discrepancy work in progress
Post by: RedKetchup on December 18, 2018, 05:07:00 AM
good to see you back Disc.
Title: Re: Discrepancy work in progress
Post by: Maldrick on December 18, 2018, 05:34:05 AM
As a middle aged bachelor, I can relate all too well with the first paragraph. :P

Very interested to see what you do with your flags, Discrepancy.  Not that there's a problem with the "standard" set, but I see it as potentially being another creative avenue and I have a keen interest in what can be done with it.

I do recognize that chapel.  The plaster texture is beautiful.  Well done.  "Wanna put some ring on the bell, darlin'?" lol

@Hawk It's good to see you back, sir.  Have you gotten your hardware situation sorted?
Title: Re: Discrepancy work in progress
Post by: Gatherer on December 18, 2018, 08:33:42 AM
Quote from: Discrepancy on December 18, 2018, 12:43:18 AM
Mead has been missing from the Ale House for too long, so i'm hoping to also get back into the Mead Brewing mod... might be a belated Christmas gift.


There's never enough mead!!! :)
Title: Re: Discrepancy work in progress
Post by: Hawk on December 18, 2018, 05:27:43 PM
Quote from: Maldrick on December 18, 2018, 05:34:05 AM

@Hawk It's good to see you back, sir.  Have you gotten your hardware situation sorted?
I am running a little better system now. Thanks for asking.  :)
I'm really surprised you remembered after all this time.

QuoteMotherboard - ASRock M3A770DE
Processor - AMD Phenom II X4 965 - 3.42 GHz
Video Card - NVIDIA GeForce GTX 460 768 MB - Driver Version: 391.35
Operating System - Windows 7 Home Premium SP1 64-bit
Memory - (2) 4096 MB Dual Channel (8 GB total) PC3-12800 DDR3-SDRAM Corsair - 1600 MHz
Sound Card - OnBoard
Title: Re: Discrepancy work in progress
Post by: Maldrick on December 18, 2018, 05:36:22 PM
@Hawk Fantastic!  It's great to see you.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on December 29, 2018, 05:07:03 AM
DS update:

Progress on DS Mead Brewing, I have finished the Village Meadery building (except for the footprint texture is still to do, placeholder in pics below) for production of Mead & Mulled Mead and service of alcohol. I also finished the Village Apiary for production of Honey, Comb Honey, Beeswax & Royal Jelly. I started another mead brewery building but unsure if to release with these as different style building.
But still to do before release I have to create a water source for the Mead brewing, probably will be a simple well for Water, and I am also going to make a version of the hollowed-out stump beehives for placement for smaller production building. Also deco options for the tables and benches, etc.
... but I've spent over 6hrs just working on the UI and sprites for these 2 buildings.
(https://i.imgur.com/0XbAyBq.jpg) (https://i.imgur.com/J7Cd1xe.jpg)

DS Industry Mining, code work has almost finished to alter all the files and folder structures of the mod for better cross-compatibility. I have so far got most of the mod back working and now will be going through re-checking and balancing all the resources. This is slow going as there is a lot more to this mod then i remembered, plus I am thinking of expanding the mod substantially yet again. We will see.

Title: Re: Discrepancy work in progress
Post by: Gatherer on December 29, 2018, 05:37:49 AM
Oooh...More mead options :)  The tip of the hive trunks could be a bit wider and shorter imo.


Will we be able to choose between producing honey, comb honey,... as we are now or all at once? Will beeswax be included with either choice or will we be able to produce only honey for example? If not to the latter, are 6 production "recipes" (with/without beeswax) a possibility?
Title: Re: Discrepancy work in progress
Post by: Maldrick on December 29, 2018, 02:01:58 PM
Looks amazing, Discrepancy.

Always like your UI work, too.
Title: Re: Discrepancy work in progress
Post by: Kristahfer on December 29, 2018, 06:53:48 PM
Really like the info tab. Would like to see more of that.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 12, 2019, 04:53:39 AM
DS Thompson Trade Merchants is suffering from more post release bugs then i'd have liked ;)

Thanks to @wreckcelsior who pointed out to me about a crash to desktop occurring when pausing the construction of the Trade: Protein merchant.



Loading the mod up I also got the same experience. The normal construction works fine up until you might press the pause button, then CTD.
(https://i.imgur.com/Hnz9ifC.jpg)
The problem in a way was it was the only trader crashing, and none of the code was different or incorrect that i thought would be causing it (a crash on press of pause button of build.rsc dialog). I logically thought the UIDescription code would be causing issues:
{
ObjectType _type = BuildUI;
ElementDescription _element = "Dialog/DSDialog/Build5DS.rsc:build";
String _insertAt = "pageBuild";
}


Yet all looked fine and was pointing to the same Build5DS.rsc that was used in a few of the other traders.
the crash though when in the modkit came up with the error the of a size index out of range...
(https://i.imgur.com/JrAadKJ.jpg)

So i looked around the CreatePlacedDescription and MapDescription code to see faults in map pathing and cell sizes, still none though.

Nothing worked so i replaced most of the template code, tried calling up different models, re-compiled the .fbx models... still would keep crashing, and being only on the build construction UI when pressing pause button I was at a loss.

Turns out i wasn't thinking logically enough, or perhaps this isn't logic at all. the protein trader is unique in that it only has 1 RawMaterialFlag listed in the TradeDescription, ResourceGroup code, and within the dialog file DSThompsonTradeMerchantProteinTrade.rsc is the purchase tabs TableDescription has an int _height = 1;
This is what is making the  purchase tab display just 1 rawmaterial (protein).
I didn't suspect this was originally playing a part as who would think this would effect the construction dialog box? besides, that dialog box should not use any of the code that is to do with the trade purchase table, I never thought as it is inserted at "pageBuild" which is a separate page within the StandardDialog.rsc file.

But I wasted hours when it indeed was the culprit. The real reasoning why this happens I do not know. But you need to have a minimum int _height of 2 within the purchase tabs TableDescription,
this means you also need to have 2 _resourceGroups listed within the template file TradeDescription code.

???  !

a success:  ?
(https://i.imgur.com/LcS80dG.jpg)
not quite...
(https://i.imgur.com/ebpUuAI.jpg)

Why does this cause a crash with the building construction pause button?


So I'm stuck with minimum of 2...

And I've been at this for over 12hrs.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 12, 2019, 04:57:12 AM


[Option 1]
I split apart the meats and nuts, have a 'symbolic' (lol... some might say lying) split within the protein flag group, haha and moving one above the other in the list is not going to make a difference....
(https://i.imgur.com/L2BWUhF.jpg)

or

[Option 2]
As the purchase tab is useless anyway in the protein trader do i just 'hide' it like with the seed trader and livestock trader?
(https://i.imgur.com/8txFV8w.jpg)
Title: Re: Discrepancy work in progress
Post by: Tom Sawyer on January 12, 2019, 05:23:39 AM
That's really an oddity. We don't know what's going on when the internal code generates the UI and it was not made to have only 1 row. What you could try to hide the second row is making the container smaller..

ContainerDescription containerPurchase
{
   int _width = -1;
   int _height = ... //212;
   int _scrollSpacing = 4;

   ElementDescription _verticalScroll = "SharedElements.rsc:verticalScrollbar";
   ElementDescription _content = "tablePurchase";
}
Title: Re: Discrepancy work in progress
Post by: Gatherer on January 12, 2019, 05:29:54 AM
I vote for option 2. Who in their right mind would autotrade for protein when that means you'd also be autopaying for processed meats worth 3 trade value.
Title: Re: Discrepancy work in progress
Post by: elemental on January 12, 2019, 01:11:01 PM
If it serves no purpose then you might as well hide it.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on January 12, 2019, 01:24:05 PM
not easy sometime with this code. i know it is 4 days i am losing. first cause one of the tooltips got a : Tips: Use "R" or "T" to rotate. or Tips: Use "F" to switch between models.

the game doesnt like it at all and searching and expecting a " ; and crash. in a file that has 60,000 caracters.

then somewhere in my code now, i cannot see all my 40 different map. i only see the first 4. second day i am on this. i cant see the 36 others
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 12, 2019, 09:03:28 PM
Quote from: Tom Sawyer on January 12, 2019, 05:23:39 AM
That's really an oddity. We don't know what's going on when the internal code generates the UI and it was not made to have only 1 row.

It is weird though because the building itself does work with just the one row. As long as you do not press the pause button on the dialog box during construction, the building gets built and you can then use it normally like any other trader. I just don't know why the trade purchase has anything to do with the construction pause button.

I also thought about making another dialog/build.rsc file that did not have the option of the pause button at all. But like with the other 2 options, there is still a loss in function.


Quote from: Gatherer on January 12, 2019, 05:29:54 AM
I vote for option 2. Who in their right mind would autotrade for protein when that means you'd also be autopaying for processed meats worth 3 trade value.
Quote from: elemental on January 12, 2019, 01:11:01 PM
If it serves no purpose then you might as well hide it.

Though not useful in the split between the protein/nuts, some players may still have a use of having the purchase tab for setting the trader to autotrade if letting the game play while away from keyboard.

But poll results are pointing more to hiding it though.

I have a couple of other changes to do in code that I have noticed while playing long games with the mod:
- increase the max. number of workers at each trader.
- a few construction cost alterations.
- and i'm going to split the recently added ghosted deco pieces into separate toolbar buttons.





Quote from: RedKetchup on January 12, 2019, 01:24:05 PM
not easy sometime with this code. i know it is 4 days i am losing. first cause one of the tooltips got a : Tips: Use "R" or "T" to rotate. or Tips: Use "F" to switch between models.

the game doesnt like it at all and searching and expecting a " ; and crash. in a file that has 60,000 caracters.

then somewhere in my code now, i cannot see all my 40 different map. i only see the first 4. second day i am on this. i cant see the 36 others

Wow, yes I have had similar experiences when adding the wrong characters to stringtables or inadvertently deleting parts of code in other files.


RK, I know you have said that you don't run your mods through the modkit environment much, but instead compile and test.
But I suggest you do when writing/adding to the stringtables and making dialog/UI changes. I find it very useful as I can have the game in windowed mode and alter texts at same time and can easily see changes with every click of the save button. If a mistake has been made you will know about it straight away.
:)
Title: Re: Discrepancy work in progress
Post by: RedKetchup on January 12, 2019, 10:45:57 PM
yeah i do some sometimes. it is good for numbers. but nothing prevent me from typo errors.
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 13, 2019, 06:04:06 PM
:) thanks everyone who did vote.

But, I have removed the poll and decided that a loss of function is not acceptable for the trader so have went with the suggestion from @Tom Sawyer (thank you).

I have got it all working and extensively tested these last 24hrs by building everything, pressing/using all the function buttons on all traders, trading with all boats and then deleting them all and all seems to be working correctly at all stages.

I have a few minor adjustments to undertake and then I will compile the mod for upload to the site.
This will be v2.2 of DS Thompson Trade Merchants. To update the mod within a save-game you will once again need to delete all the traders while playing v2.1.1,  also any ghosted deco pieces that I added last update will need to be removed, sorry for the inconvenience but most of the changes were important bugs with traders as there were some issues with pathing.
As a bonus I have also made a Stone Road matching the trader/dock texture.
Title: Re: Discrepancy work in progress
Post by: taniu on January 22, 2019, 12:56:14 PM
@Discrepancy ;D ;D ;Dthank you for your hard work in creating new mods - I love your mods- it's a lot of fun for us players - attractions - I think your add new mods? Cheers
Title: Re: Discrepancy work in progress
Post by: Discrepancy on January 25, 2019, 01:10:46 AM
It has been a little while since my last update.
I've been working almost exclusively on DS Industry Mining (expansion to Blast Furnace), the mod has grown even more since I released the north advanced version. It now encompasses a lot more supporting industries to get the mines running smoothly. I still have a lot more building and production balancing to do as well finishing the model of a stone mine and of course more UI work...

Lately I've just finished making a Charcoal-pile... has been a long time in the making, scrapped my original model and started over. It's not a constant production building but must be managed (see bottom screenshot for how the UI changes over the course of its life), total production output is based on the quantity of Logs that is used to build the pile.
(https://i.imgur.com/uj57qT9.jpg)
Another large Industrial Mine, it is a lot bigger than the other mine behind it:
(https://i.imgur.com/hjcJ1OX.jpg)
I've been putting together an info dialog box:
(https://i.imgur.com/zDYBxYq.jpg)
(https://i.imgur.com/wKl0x6C.jpg)
Title: Re: Discrepancy work in progress
Post by: paralias on January 25, 2019, 03:54:58 AM
when you say you've seen them all in Banished .. @Discrepancy apears with something completely new and exciting. thank you and congratulations once more
Title: Re: Discrepancy work in progress
Post by: Artfactial on February 01, 2019, 11:14:47 AM
Brilliant! I had just added the old version.
We really do need some more early industrial scale recourse extraction and fabrication. Smoke stack horizons!
Thanks for doing this.:)
Title: Re: Discrepancy work in progress
Post by: Discrepancy on February 20, 2019, 06:49:17 AM
Modding has been slow.
Finding time within RL, work, geopolitics and other constraints has been difficult.

I am still working on DS Industry Mining, a few hours here and there, but with my mind not always able to focus upon it I find I am slow in achieving much of substance ;)

That said, Industry Mining is within its final stages, mostly I am within the testing time-frame now, with only minimal additions being added (there being already over 50 added resources and 40+ buildings, + numerous decorations and railway parts), this has been time-consuming and slow as to achieve an ideal mining economy which has meant altering many vanilla resource numbers... which of course means compatibility with other mods is sometimes lost. That is what I am working on now.

With DS Industry Mining changing, and adding much more than I have before, I am also planning on releasing a few new mods, as well as updates to some of my older mods at the same time to utilise the new resources. One new mod will be a collection housing designs, including Brick Townhouses and Log Houses. An update to DS Wagon Vendor, DS Small Village: Production & Services, and some more Banished UI mod additions/changes.

(https://i.imgur.com/2VoTiax.jpg)
(https://i.imgur.com/Z540H5B.jpg)

With many crashes and persevering, I have finally got the UI of houses/residence to display a 3rd tab... I must have been looking at it wrong before, as it turned out to be a simple mistake.
(https://i.imgur.com/orM4Etk.jpg)

I was hoping to have a beta version of DS Industry Mining out a couple of weeks ago, but available time has been nought to allow. Hopefully within the next few weeks along with updates to a few other mods. I promise it will be worth the wait.
Title: Re: Discrepancy work in progress
Post by: RedKetchup on February 20, 2019, 06:56:39 AM
woah ! thats a good news. i tried to check your info tabs things but the first one i wanted to work at that point was an house... and i was crashing... so i stopped the project there.
Title: Re: Discrepancy work in progress
Post by: Nilla on February 20, 2019, 09:44:55 AM
Agree! Good news! These townhouses would look great together with the industrial buildings. I´m looking forward on testing your new mod!
Title: Re: Discrepancy work in progress
Post by: wreckcelsior on February 20, 2019, 12:25:13 PM
@Discrepancy
I hope your RL issues are just the basic crap that everyone has and not something dire like an illness... that being said,... Hurry up!!  ;) :D

These look fantastic and I, for one, cannot wait!

cheers.
Title: Re: Discrepancy work in progress
Post by: galensgranny on February 20, 2019, 01:10:24 PM
Those new houses look great!
Title: Re: Discrepancy work in progress
Post by: elemental on February 20, 2019, 01:54:47 PM
Townhouses look great.

Is there a T shaped house in that set? If there isn't, could you please add one?  :)  It would be good to be able to build two rows intersecting at right angles. I don't know of any row house set that allows players to do that.
Title: Re: Discrepancy work in progress
Post by: Artfactial on February 21, 2019, 01:36:46 AM
Incredible, just the sort of Industrial stuff I've been wanting in Banished for a long time.:)
The row-houses are brilliant, those backyards are typical; can't wait to have clustered sooty neighborhoods.

(http://thedabbler.co.uk/wp-content/uploads/2015/11/dore3.jpg)

That third tab is lovely, well done!
Take it easy. Let this be a reprieve from the RL chaos swirling about.
Title: Re: Discrepancy work in progress
Post by: Pancakesplease on March 02, 2019, 08:23:10 AM
Cannot wait! Thank you for your hard work!
Title: Re: Discrepancy work in progress
Post by: twilightlilly610 on March 29, 2019, 09:32:13 PM
This looks great. wonderful job
Title: Re: Discrepancy work in progress
Post by: Dolbadarn on March 30, 2019, 06:42:26 AM
I love the Cornish Tin mine theme pumping house, fits the early industrialization era nicely!
Title: Re: Discrepancy work in progress
Post by: Kimbolton on April 09, 2019, 07:14:01 PM
This looks really nice. I particularly like the brick row houses.

One question, could someone please tell me what the building is that I've marked in the photo below. I really like it.:

(https://i.postimg.cc/vZK077Hz/2VoTiax.jpg)
Title: Re: Discrepancy work in progress
Post by: Artfactial on May 18, 2019, 12:54:54 AM
@Kimbolton I don't think that I've seen that before, probably a new one from DS? The Stepped Gable style and situation near mines might imply something to do with minting?

@Discrepancy , are you okay? Still stuck in the RL-muck, I fear?:(
Title: Re: Discrepancy work in progress
Post by: quadgamer on October 23, 2019, 02:57:51 PM
I'm really late. But, just in case you, DS, reads this, I want to add something.

I just found your Celtic Village. I've been trying to RP a Vking"ish" start. Only having the single Celtic house was hard. Now, with a village...!!

Would it be such a problem to leave the old, single dsceltichouse.pkm as is, but rename the village as dsceltichouseandvillage.pkm? That way we can use both colors.

Thanks for all your mods.
Title: Re: Discrepancy work in progress
Post by: Jewelz on January 20, 2020, 08:19:38 AM
Hi DS,

I just wanted to tell you that the Pick and Hen Brewer's house is my most favoritest modded house ever. EVER!
If you ever found yourself bored (Ha!) You could make a couple variations of it. :D