World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: Necora on February 12, 2017, 10:56:23 AM

Title: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 10:56:23 AM
Good day everyone,

I was playing around with getting my own space on each sub-tool bar, so that I can break my main mod up and release bits independently, with out worrying about multiple placement issues or spamming up existing tool bars.

I think I discovered something, but I need someone like @kid1293 , @Discrepancy , or @RedKetchup to test it out and confirm.

First, I started a new mod, based on the apiary example. I made a trapper. In the 'MyMods/Trapper folder', I added another folder, 'Game' and a file 'NecoraToolbar.rsc' so it is 'MyMods/Trapper/Game/NecoraToolbar.rsc'. This rsc looked like this...

Quote- MyMods/Trapper/Game/NecoraToolbar.rsc

Toolbar base
{
   StringTable _stringTable = "Dialog/NecoraTBStringTable.rsc";
   SpriteSheet _spriteSheet = "Dialog/NecoraTBSpriteSheet.rsc";
}

ExternalList resource
{
   External _resources
   [
      "NecoraFood",
      "NecoraHousing"
   ]
}

Toolbar NecoraFood : "base"   
{   
   Toolbar _parent = "Game/Toolbar.rsc:food";
   int _sortPriority = 100;

   String _toolTip = "NecoraFoodTip";   
   String _image = "NecoraFood";
   Action _action = ShowGroup;

   bool _autoHotKey = true;
   Keys _hotKey = Toolbar1;
}

Toolbar NecoraHousing : "base"   
{   
   Toolbar _parent = "Game/Toolbar.rsc:housing";
   int _sortPriority = 100;

   String _toolTip = "NecoraHousingTip";   
   String _image = "NecoraHousing";
   Action _action = ShowGroup;

   bool _autoHotKey = true;
   Keys _hotKey = Toolbar1;
}

You'll see I added a sprite sheet (and associated texture, material etc.) into the 'Trapper/Dialog' folder, along with a string table. The sprite sheet just points to a few 32x32 icons, in this case one, a maple leaf, for each tool bar icon. Same with string table.

QuoteMyMods/Trapper/Dialog/NecoraTBStringTable.rsc

StringTable resource
{
   Entry _strings
   [
      { String _name = "NecoraFoodTip";            String _text = "Necora's Food"; }
      { String _name = "NecoraHousingTip";            String _text = "Necora's Housing"; }
   ]
}

QuoteMyMods/Trapper/Dialog/NecoraTBSpriteSheet.rsc

SpriteSheet resource
{
   String _materialName = "NecoraTBSpriteSheetMaterial.rsc";
   String _imageName = "Build/NecoraTBSpriteSheet.png";
   int _imageWidth = 256;
   int _imageHeight = 256;
   bool _padForFiltering = true;
   
   Sprite _sprites
   [
      { String _name = "NecoraFood";         String _source = "Dialog/MapleLeaf.png"; }
      { String _name = "NecoraHousing";      String _source = "Dialog/MapleLeaf.png"; }
   ]
}

So now, I can add a tool bar icon to each sub menu, one for housing, food, storage, industry etc.

All I need to do, is make sure that these files are in the 'Dialog' and 'Game' folder of every mod I break my big one up into.

For example, I made this trapper, then copied the whole Trapper folder, renamed it AnotherTrapper, and three files within to AnotherTrapper/AnotherTrapper.rsc, AnotherTrapper/AnotherTrapperResources.rsc, and AnotherTrapper/Template/AnotherTrapper.rsc. Everything else was left the same. I built and packaged it up.

I moved both mods, Trapper.pkm and AnotherTrapper.pkm into my Windata in the steam folder, fired it up, enabled both mods, loaded a game, and the results are in the attached picture. As you can see, there is 1 maple leaf icon in the food tool bar, and both trappers are sitting happily side by side within it, despite both being separate mods.

So @RedKetchup you can have an RK menu on either the main tool bar or in different sub tool bars, with all mods into it with no crashes etc.!

Somebody with lots of separate mods please test this!
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 12:06:18 PM
oh i need to test that !!!!!
(after i finished what i am making)
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 12, 2017, 01:14:42 PM
This looks extremely promising.
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 12, 2017, 01:19:32 PM
One (maybe stupid) question -
why in folders 'Game' and 'Dialog' ?
Doesn't 'UI' folder work?
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 01:26:03 PM
i dunno... when i tried that 2 years ago it didnt worked :( so i dunno... maybe i did things wrong ? maybe :P

i can say : YES !!!!! IT WORKS !!!!!!!

Necora.... I <3 YOU !!!!!



1st screenshot : i did my first mod .. .Beach Party 1.0

2nd screenshot : i copied all dialog and game folder to my 2nd mod... Country Little House 2.0


Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 01:41:19 PM
hahahaha so awesome !!!

Finally my OLD Dream came thru !!!


just added a 3rd : ChooChoo 2.0 and a 4th Training Camp 1.0
Title: Re: Modular Mod Tool Bar Spaces
Post by: QueryEverything on February 12, 2017, 01:57:36 PM
Quote from: RedKetchup on February 12, 2017, 01:26:03 PM
i dunno... when i tried that 2 years ago it didnt worked :( so i dunno... maybe i did things wrong ? maybe :P

i can say : YES !!!!! IT WORKS !!!!!!!

Necora.... I <3 YOU !!!!!



1st screenshot : i did my first mod .. .Beach Party 1.0

2nd screenshot : i copied all dialog and game folder to my 2nd mod... Country Little House 2.0




@RedKetchup looking great!!

I know when I copy & paste code, if it's from the US or the EU into my worksheets it doesn't always work, I normally find it's something as little as an " ' " or " - ` etc, or in one instance it was because I was trying to get a long " - " to work instead of the normal " - ".  It may have been that Luke sent you the code and visually it looked the same as what you were attempting, but the slight difference in characters changed things, and crashed them.
It happens a lot in VBA & MySQL when you grab code snippets from somewhere.  Oh, the hours I've wasted ...  hahahaha
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 02:16:42 PM
@QueryEverything  : i have no idea.... last hour was super fast testing ... all my code was already made... i ve just to got to "cut" "paste" everything like necora told me and it worked ! before it didnt  :'(


even Medieval Town gone on my RK toolbar ^^


that mean : REDO EVERYTHING i did since 2 years LOL and put EVERYTHING on my own toolbar lol
that mean also i can now do a NMT Series ! (split everything in NMT and release them in little seperated modules haha)

i will have alot of work for 1-2 weeks lol
i need to prepare ALL my mods for it but i wont release that before 1.0.7 in case i need to redo things again with next patch changes ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 12, 2017, 02:39:59 PM
super awesome!!!!!!!!!!!
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 12, 2017, 03:19:16 PM
So does this mean it's possible to have one button on the main toolbar ("themed sets" or "modder's menu" or something like that) that any modder can place a mod under? So all the big mods can then go under that one toolbar button instead of having all of them sitting on the main toolbar? By this I mean we would have one Mods button, you press that and then you get RK button, DSSV button, Kid button, Necora button, plus more. Nice and neat and organised.

Would anyone else like to see mods arranged like that? It would really clean things up and keep that main toolbar much shorter and neater.
Title: Re: Modular Mod Tool Bar Spaces
Post by: QueryEverything on February 12, 2017, 04:30:18 PM
Quote from: elemental on February 12, 2017, 03:19:16 PM
So does this mean it's possible to have one button on the main toolbar ("themed sets" or "modder's menu" or something like that) that any modder can place a mod under? So all the big mods can then go under that one toolbar button instead of having all of them sitting on the main toolbar? By this I mean we would have one Mods button, you press that and then you get RK button, DSSV button, Kid button, Necora button, plus more. Nice and neat and organised.

Would anyone else like to see mods arranged like that? It would really clean things up and keep that main toolbar much shorter and neater.

Not a bad idea, having a "Mods" button / toolbar.  That way for some oldies like me, who our memories are little whackaddoooo  haha :)  we know we need to go "there" for mods, and it keeps the vanilla in tact.
Look, it made sense at the time I was starting this comment ...  then I realised the stupidity.

Run along, mumma's had a long morning ....
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 04:36:12 PM
personally, i would be OK with a MOD icon where everyone has an icon toolbar siting on it.
and everyone inside their icon they would put ALL their mods :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 05:19:55 PM
Quote from: kid1293 on February 12, 2017, 01:19:32 PM
One (maybe stupid) question -
why in folders 'Game' and 'Dialog' ?
Doesn't 'UI' folder work?

I have no idea, I guess these are constant between all mods? Where as your UI is specific to that mod? I simply just copied the exact same lay out that the Resource/Game/Toolbar.rsc uses, which is what we refer to when we want to put something into the food toolbar for example.

I have no idea if the location of this NecoraToolBar.rsc or RKToolBar.rsc makes any difference.

Here was my thinking about it. I figured, if we want to put a mod into the food tool bar, in the MyMods/Trapper/Trapper.rsc file we list our tool bar, which refers to the parent tool bar which is 'food' in the Resoure/Game/Toolbar.rsc. So I figured, why can't we do that with mods? Refer all individual mods to one master tool bar file? So I simply copied the Resource/Game/Toolbar.rsc, removed everything and added my own tool bar slots in the same manner, then placed this into a Trapper/Game folder. This NecoraToolbar.rsc refers back to the Toolbar.rsc in Game/Resource to read for the 'food' or 'housing' toolbars etc. I guess you could just edit the original Toolbar.rsc, keep it the same name, and move it to your own Game folder in the mod so it gets incorporated. I custom named it as I figure then everyone can do the same and there will be no conflicts between mods.

I think if you try to make the communal tool bar in the MyMods/Trapper/Trapper.rsc file, then each mod will try to make it new and it will result in crash errors or nothing in the tool bar. But if you make them all refer to the exact same CustomToolbar.rsc then they will all build the exact same thing? I'm not sure but I think this is why. I don't think it has to be in the game folder, I think it just has to refer to a CustomToolbar.rsc which is identical in all mods using this, in the same way that we refer to the Toolbar.rsc in the Game folder of the Resource folder. I used Game because that is where it is in the original resource with mod kit, same as why I used dialog.

I think the important thing is keeping these toolbar and spritesheet/stringtable files the exact same in different mods, so it needs updating for all with new instances or it needs some fore planning form the modder.

Quote from: RedKetchup on February 12, 2017, 04:36:12 PM
personally, i would be OK with a MOD icon where everyone has an icon toolbar siting on it.
and everyone inside their icon they would put ALL their mods :)

I agree, I would be OK with that. I guess that is the next thing to try. I did try to package this up as a dependency, but couldn't get my Trapper/Trapper.rsc file to read a Toolbar.pkm in the windata folder of the modkit, so not sure if it is possible to make a dependancy.

What we would have to do, is put together a 'ModdersToolbar.rsc' which makes the 'Modders' icon on the main toolbar. Then, each modder makes their own 'CustomToolbar.rsc' which refer in the parent toolbar line of each of our icons refers to the 'ModdersToolbar.rsc:Modders' in the same way that my 'NecoraToolbar.rsc' refers to the 'Resource/Game/Toolbar.rsc'.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 05:54:47 PM
@RedKetchup I don't have enough individual mods to try this, but I made .rsc for a custom toolbar.

Could you do me a favour and test it?

Put the CommonToolbar.rsc into the Game folder, and the sprite and string stuff into the Dialog folder of each mod.

Then for one mod, use the RKToolbar.rsc referring to this CommonToolbar.rsc as the space on the main menu.

Then in another mod do the same, but instead of using RKToolbar.rsc make up another one like NecoraToolbar.rsc.

See if you can package up the two mods and see if they both sit in the new Common Toolbar space on the main menu.

Game/CommonToolbar.rsc
Quote
Toolbar base
{
   StringTable _stringTable = "Dialog/CommonToolbarStringTable.rsc";
   SpriteSheet _spriteSheet = "Dialog/CommonToolbarSpriteSheet.rsc";
}

ExternalList resource
{
   External _resources
   [
      "CommonToolbar"
   ]
}

Toolbar CommonToolbar
{
   int _sortPriority = 250;
   SpriteSheet _spriteSheet = "Dialog/CommonToolbarSpriteSheet.rsc";
   String _image = "CommonToolbar";
   StringTable _stringTable = "Dialog/CommonToolbarStringTable.rsc";
   String _toolTip = "CommonToolbarTip";
   Action _action = ShowGroup;
}

Dialog/CommonToolbarSpriteSheet.rsc
Quote
SpriteSheet resource
{
   String _materialName = "CommonToolbarSpriteSheetMaterial.rsc";
   String _imageName = "Build/CommonToolbarSpriteSheet.png";
   int _imageWidth = 256;
   int _imageHeight = 256;
   bool _padForFiltering = true;
   
   Sprite _sprites
   [
      { String _name = "CommonToolbar";      String _source = "Dialog/CommonToolbar.png"; }
   ]
}

Dialog/CommonToolbarSpriteSheetMaterial.rsc
Quote
MaterialInstance resource
{
   Material _material = "Material\UI\uiMaterial.rsc";
   Texture _textures
   [
      {
         String _name = "diffuse";
         ImageBuffer _texture = "Dialog/CommonToolbarSpriteSheetTexture.rsc";
      }
   ]
}
Dialog/CommonToolbarSpriteSheetTexture.rsc
Quote
ImageBuffer resource : "Texture/UITexture.rsc"
{
   String _imageName = "Build/CommonToolbarSpriteSheet.png";
}
Dialog/CommonToolbarStringTable.rsc
Quote
StringTable resource
{
   Entry _strings
   [
      { String _name = "CommonToolbarTip";            String _text = "Mod Collections"; }
   ]
}
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 06:26:28 PM
i ll be able to check that in an hour or so
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 08:19:40 PM
i took 1 mod beach Party 1.0 and i ve put the commonToolbar kit

Game/CommonToolbar.rsc
Dialog/CommonToolbar.png
Dialog/CommonToolbarSpriteSheet.rsc
Dialog/CommonToolbarSpriteSheetMaterial.rsc
Dialog/CommonToolbarSpriteSheetTexture.rsc
Dialog/CommonToolbarStringTable.rsc

for this one i ve put the NecoraToolbar kit

Game/NecoraToolbar.rsc
Dialog/NecoraToolbar.png
Dialog/NecoraToolbarSpriteSheet.rsc
Dialog/NecoraToolbarSpriteSheetMaterial.rsc
Dialog/NecoraToolbarSpriteSheetTexture.rsc
Dialog/NecoraToolbarStringTable.rsc

+ an extra toolbar  which set on your NecoraToolbar
Dialog/Necorahousing.png


And i ve compiled and placed the .pkm in my winData


Next.

i took 1 mod Country Little house 2.0 and i ve put the commonToolbar kit

Game/CommonToolbar.rsc
Dialog/CommonToolbar.png
Dialog/CommonToolbarSpriteSheet.rsc
Dialog/CommonToolbarSpriteSheetMaterial.rsc
Dialog/CommonToolbarSpriteSheetTexture.rsc
Dialog/CommonToolbarStringTable.rsc

for this one i ve put my RKtoolbar kit

Game/RKtoolbar.rsc
Dialog/RKtoolbar.png
Dialog/RKtoolbarSpriteSheet.rsc
Dialog/RKtoolbarSpriteSheetMaterial.rsc
Dialog/RKtoolbarSpriteSheetTexture.rsc
Dialog/RKtoolbarStringTable.rsc

+ an extra toolbar  which set on my RKtoolbar
Dialog/RKhousing.png


And i ve compiled and placed the .pkm in my winData

started the game and chose only these 2 mods....


And you can see your Necora "NE" icon next to mine "RK".
and inside of each moddler icon we have each 1 mod ( BeachParty for you .... Country house for me :) ^^ )

Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 08:47:41 PM
@RedKetchup ... Yes!! I just did exactly the same. I extracted the PEI shore set from the maritimes mod and used that for the 'Necora' tool bar and used the trapper for the 'Red' tool bar, and did the exact same thing.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 09:10:51 PM
CommonToolbar Icon Kit.

Place this kit inside all your mods. (along with your PersonalToolbar Icon kit)
This is the common icon toolbar "at the base of the main toolbar" for all the moddlers.
All the moddlers will have all their personal Icon and will set all their mods on their personal toolbar.


ENJOY !!


********************************

PersonalToolbar Icon Kit

Do your personal Icon kit and place it inside all your mods. (along with the CommonToolbar Icon kit)
This is your personal icon toolbar "at the base of the Common Toolbar" for all your mods.
All the moddlers will have all their own personal Icon and will set all their mods on their personal toolbar.


ENJOY !!


i provide 2 examples: Personal NecoraToolbar Icon Kit.zip and Personal RedketchupToolbar Icon Kit.zip
to help you to get an idea of how to set up your own personal toolbar icon kit. (dont put other people personal kit in your mods, this is their icon. You , you will do your own one.)

when you will do a mod, you will ask to go sit on your own personal Icon (instead to go sit anywhere else in the vanilla toolbars)

like for example, my mods will be :
   Toolbar _parent = "Game\RKToolbar.rsc:RKtoolbar";   
or
   Toolbar _parent = "Game\RKToolbar.rsc:RKhousing";   
.....

and Necora will put:
   Toolbar _parent = "Game\NecoraToolbar.rsc:NecoraToolbar";   
or
   Toolbar _parent = "Game\NecoraToolbar.rsc:Necorahousing";   
.....

if you need sub toolbars... you set it up inside your personal toolbar :) (like those "housing" )

Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 09:14:53 PM
@Necora  yup working GREAT !

this is so AWESOME !!
Thanks you Necora for this major Discovery !
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 09:19:10 PM
Quote from: RedKetchup on February 12, 2017, 09:14:53 PM
@Necora  yup working GREAT !

this is so AWESOME !!
Thanks you Necora for this major Discovery !

Yay! I contributed something!

Ha no worries my friend, I'm glad it worked!


And I will add to the post above, the string entries and sprite icon of the common tool bar were just things I thought up quick and the treasure chest something I found off a google image search... I thought a treasure chest would be most appropriate for this menu item after all it is a treasure of mods to be found inside!

So if you want to change the icon or strings, then I have no objection to that. We could probably change the strings to make the description a bit more interesting, I just wrote 'Mod Collections', seems a bit bland for such a cool menu!
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 09:22:15 PM
i was about to do it when i was in my tonight game.... but when i saw yours... i found it very OK... so i didnt made another one.
i passed a good hour asking myself ... how i should do that icon ^^ i wanted to do something awesome... in this very small 32x32 space lol
(something like [MOD] with some flames ^^)
Title: Re: Modular Mod Tool Bar Spaces
Post by: TheOtherMicheal on February 12, 2017, 09:26:08 PM
So not only do we have some really great mods coming from people lately, we also have a major revelation about the game that will make the toolbar easier for everyone. Fantastic discovery @Necora and fantastic job @RedKetchup for the independent testing.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 09:26:33 PM
Go right ahead, a custom made icon is way better than something I found on google image, plus everything is better with flames!
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 12, 2017, 09:46:25 PM
So as someone who is sitting here watching you wizards talk in language that I don't understand... does the modular mod trick still work under the common mod menu? I'm guessing that it probably does, but that's just a a guess.

If yes, these two new tricks combined together have the potential to change how modders create/offer their content and also how they handle updates. Small downloads and updates instead of major new releases. New content piece by piece instead of in huge chunks. And players will be able to pick and choose what they want to use and what they want to leave out.

But it might still be good to have larger combined mods just to keep the in-game mod menu from getting bloated with dozens of small mods.

The treasure chest icon is a good idea, but maybe it should be more simple/less ornate? I couldn't tell what it was until I saw Red's zoomed in pic. The vanilla toolbar icons are very simple and flat, so a chest that matches those might look like it belongs a bit more. CC uses that fleur de lis icon for their themed sets menu and it fits in very well.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 09:56:27 PM
all individual "part" or "chunk" still need to be stand alone without crashing.... yes at certain point, alot can be modular, till it has everything to work.

i agree though, the mod list in mod window can 2x 3x 5 x lol (imagine if i split NMT in 12 "parts" and CC split it in 36 "parts" lol



talking of icons .... haha my toolbar is filling quickly !!
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 12, 2017, 10:01:12 PM
Quote from: elemental on February 12, 2017, 09:46:25 PM
So as someone who is sitting here watching you wizards talk in language that I don't understand... does the modular mod trick still work under the common mod menu? I'm guessing that it probably does, but that's just a a guess.

If yes, these two new tricks combined together have the potential to change how modders create/offer their content and also how they handle updates. Small downloads and updates instead of major new releases. New content piece by piece instead of in huge chunks. And players will be able to pick and choose what they want to use and what they want to leave out.

But it might still be good to have larger combined mods just to keep the in-game mod menu from getting bloated with dozens of small mods.

The treasure chest icon is a good idea, but maybe it should be more simple/less ornate? I couldn't tell what it was until I saw Red's zoomed in pic. The vanilla toolbar icons are very simple and flat, so a chest that matches those might look like it belongs a bit more. CC uses that fleur de lis icon for their themed sets menu and it fits in very well.

I'm not sure what you mean by modular trick...

And for the icon, if anyone has been keeping up with the Maritimes dev thread at BL, you'll know that creativity with toolbar icons and other sprites is something I severely lack. So if someone wants to re-design this icon either as a simpler treasure chest or as something new and awesome, please do!

@RedKetchup wow! I can't wait to get mine all made into smaller parts! That toolbar is going to be heavy!
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 10:06:17 PM
i didnt "broke' NMT apart yet lol
i didnt made as many as CC crew... but i made alot, very alot :) it is just .... they all in small mods ^^

i ll check tomm for a new icon.... but if anyone want to do too .... we will take the best one :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 12, 2017, 10:13:04 PM
Quote from: Necora on February 12, 2017, 10:01:12 PM

I'm not sure what you mean by modular trick...

And for the icon, if anyone has been keeping up with the Maritimes dev thread at BL, you'll know that creativity with toolbar icons and other sprites is something I severely lack. So if someone wants to re-design this icon either as a simpler treasure chest or as something new and awesome, please do!


Icons are very hard to do! 32x32 is tiny, and it's best if they are white only. I had to make icons for my slowly-evolving plants mod and I just could not do it without using colour.

But here's a little chest I found on google and modified. I don't know if it will look any good but you're welcome to use it if you think it's OK.

Jpg version so everyone can see it here, and transparent png if you want to use it.
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 12, 2017, 10:24:13 PM
Now I don't know if I like your chest better or mine...

I like the idea of a chest icon, but what about something else? A diamond? A star? A circle? I don't know...
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 10:27:32 PM
tomm i ll try to make a [MOD] with some flames .... not sure if i can make it fit in 32x32 ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 12, 2017, 10:42:51 PM
going to bed very very soon ... 1:40 AM ....

but tomm also i will try to see if i can make a little quick "patch.pkm" which people will able to put at top of the list and it will put all my mod in the New Community Toolbar if they use them :D

if it works :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 12, 2017, 11:15:42 PM
It might be difficult to fit that inside 32x32. Also, something without text would fit in better with the vanilla icons.

I still like the chest idea but here are some more:

Tools - representing the tools you forge your mods with.  :)

Globe - representing global modding and global Banished community.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Discrepancy on February 12, 2017, 11:48:00 PM
Great find @Necora & @RedKetchup !


To me, this changes everything...

lot's of work to do!

:o
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 13, 2017, 04:01:35 AM
i did my attempts :)

what you think of .... ??


included a 160x160 px
included the 32x32 px

and a screenshot of the game toolbar
and a screenshot of game toolbar X 200%
Title: Re: Modular Mod Tool Bar Spaces
Post by: Paeng on February 13, 2017, 04:14:23 AM
After rubbing my eyes hard, I decided to go to sleep and see tomorrow (now) if this is really happening...  :D

What a fantastic improvement for all menus to come - great job, Necora and RedK!

To me, keeping the basic toolbar (first level) uncluttered and short is paramount... what happens further above it - anything goes, so fill 'em up LOL... and if it helps modders to break up huge mods into smaller parcels that can be loaded individually, so much the better!

Wow, between fresh limits, fire and now better control of menus (and of course all the new or updated mods of all kinds) 2017 is off to a glorious start...  8)

EDIT

Yeah, MOD(der)S ON FIRE - I like that...  :D
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 13, 2017, 05:39:32 AM
@RedKetchup - Nice icon. Clean and to the point. You get my support for it.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 13, 2017, 08:15:20 AM
i redid almost all my icons, more rich, more ... velvet ? ?

and when i was playing with my effects... i did a test for Kid ^^

( i took the green color from this : http://blackliquidsoftware.com/uploads/monthly_2017_02/MegaModList.jpg.063c33dd5d2162fd15fdd91fba701500.jpg (http://blackliquidsoftware.com/uploads/monthly_2017_02/MegaModList.jpg.063c33dd5d2162fd15fdd91fba701500.jpg) ^^)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Gatherer on February 13, 2017, 08:18:28 AM
A bit late to the party...what about a lightbulb for an icon?


(http://shrani.si/f/1D/q5/1q8G1McZ/idea-32x32.jpg)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 13, 2017, 08:55:45 AM
I really like where this is going.
Shouldn't that fire be an orangeish color though?  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 13, 2017, 09:05:40 AM
Quote from: Hawk on February 13, 2017, 08:55:45 AM
I really like where this is going.
Shouldn't that fire be an orangeish color though?  :)

some people dont want any color on the the main toolbar, but they allow color if it is hiding further  :-X
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 13, 2017, 09:41:09 AM
Oh this is so awesome. @RedKetchup I love how you've embraced the new tool bar!

But really, what have we done??? I pulled out the PEI Shore fisheries to make them modular, decided to clean them up and re-master them for the new release, oh the amount of work involved!
Title: Re: Modular Mod Tool Bar Spaces
Post by: Paeng on February 13, 2017, 10:08:34 AM
Quote from: RedKetchup on February 13, 2017, 09:05:40 AMsome people dont want any color on the the main toolbar

I admit, I'm one of them...  ;)

When I'm playing (as opposed to building), just traveling through my town, visiting with my peeps, I want Banished UI as "pure" and unobtrusive as possible, which is ensured by the subtle, monochrome default bar...

@Hawk, just imagine the psychedelic effect if all the level 1 icons were colored, half of them with colors that bite each other <shudder>... I for one am really grateful that mostly all modders stick to this convention...

* And as RedK pointed out - from level 2 up some color is fine (if not overdone, subtle still rulez)... like the thin frame around icons signalling "more...") - that is certainly helpful...   ;)
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 13, 2017, 10:34:42 AM
I just saw your Kid-icon, nice.
I've been sitting, compiling most of my stuff. As a test.
It works very well.

I even had a green icon at one point :)
Then I remembered voices like Paengs that icons should be monochrome,
so a white icon it is. (but I liked the green color....)
Maybe I change again. I can't see where this is going to lead us. Looks promising!
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 13, 2017, 01:56:51 PM
Quote from: Paeng on February 13, 2017, 04:14:23 AM


To me, keeping the basic toolbar (first level) uncluttered and short is paramount... what happens further above it - anything goes


I agree completely. Keep the basic toolbar clean and uncluttered. No colour icons down there please, and preferably no text either. None of the other vanilla icons on that first level toolbar have text so @RedKetchup I would very much prefer to see a mod icon that doesn't have any text.


But for any of the submenus under that mod button... please do what you like.  :)  I don't mind text in the submenu because you can't see it when the main menu button is closed.

Also, how about putting the mod menu button after the vanilla content icons? It seems only fair that the vanilla content buttons should come first. So second from the right, just before the game settings icon. Or maybe third from the right, next to the axe, seeing as the axe button doesn't have any buildable content under it. Just a suggestion.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Paeng on February 13, 2017, 02:46:39 PM
Quote from: elemental on February 13, 2017, 01:56:51 PMAlso, how about putting the mod menu button after the vanilla content icons?

I think that's a good idea - to me --more selfish than Elemental--, mainly because mod menus quickly become long (or: wide), so I think the farther on the right side it sits, the more space there is to open mod menus...  ;)
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 13, 2017, 09:39:37 PM
so you want me to put it between ... the "remove" button and the "exit" ?
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 13, 2017, 10:02:01 PM
Somewhere over there on the right, but how about to the left of the remove button?

The mod button is a content button. The remove button isn't a content button, it's a special menu. And then we have the settings button, also a special menu.

So if the Mod button was the last content button (on the left side of the remove button, 3rd from the end) that seems like a good place for it. But that's just my opinion and the idea to move it is just a suggestion. This is a fairly important mod because it is going to change the UI for lots of players, so of course other people's opinions are welcome on this. If lots of people want it somewhere else then it should go somewhere else.  I am certainly not trying to tell you what to do - just offering opinions and suggestions.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: QueryEverything on February 14, 2017, 12:00:38 AM
I think (for me), having the button either end is ideal.
I like it either after the settings buttons on the left, or before the Axe (removal & extras) on the right. 

But, that's a "me thing".

I do also really like the idea of having the modders colour coded, where possible matching the colours of MM allocations, I like to quickly, visually associate colours with modders.
I always associate @Necora with orange, his first Maritimes buildings were grey & orange  (Emb seems to be orange, but, meh, I associate it with Necora.  Maybe a forest colour for him :D)
@kid1293 has always been green
@RedKetchup has always been red
and so on ...

I like the splash of colour, it breaks the monochrome feel, shows that it's not Vanilla content.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 14, 2017, 12:16:36 AM
Yes, I was just about to tell @RedKetchup that I want to use his icon!
I agree with @Abandoned that the colors have a nice visual impact.

And I think the idea of putting the mod menu to the right is fine.
I suggest next to last button (options).
Because all other buttons have, one way or the other, added mods.
All those buttons are 'vanilla' game buttons.
...rambling... I'm good either way.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 14, 2017, 12:58:34 AM
seems alot of people prefer to the left just before the remove button.

i will change and add this new Community Tollbar set . zip to the posts that the old one was posted. please update your kit :)
(tutorial section post has been updated with the new Community Icon Toolbar)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Paeng on February 14, 2017, 11:08:52 AM
I just updated to 1.0.7... if any of you wants to have some stuff tested with the new icons, limits and toolbars before releasing them, I'm game  ;)
Title: Re: Modular Mod Tool Bar Spaces
Post by: MarkJerue on February 14, 2017, 12:50:43 PM
I have nothing to contribute except I love all of you for your hard work on these mods. Thank you!! <3

- An adoring fan
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 15, 2017, 01:10:39 AM
@RedKetchup - I have been testing and playing with the new toolbar.
The icon is a bit 'annoying' because of the text (MOD).
It would be much better off with just the flames.
Unique icon and a lot of symbol value in it.

Now the toolbar is clean and I hope it stays that way.
It's a pity an icon should disturb that feeling.

@elemental was saying something like this earlier.

Better not just listen to me, others maybe have an opinion too.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 01:16:34 AM
bah personally , it is been a year and half i am living with a [RK] icon ... a [MOD] icon doesnt "bother me"  :-X
it is cause they are black ? and what if they were ... in abscence of color ? written with "holes with no pixels" ??

the flame are just there to give a design for the MOD text ... if no text... then the flames are useless and need something else...

but if people have to discuss they need to do it quick ... because we cant let that undecided for months ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 15, 2017, 01:30:38 AM
I can learn to live with it. :)
The change will probably not happen over night so there will be a lot of icons for a long time.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 01:32:21 AM
Quote from: kid1293 on February 15, 2017, 01:30:38 AM
I can learn to live with it. :)
The change will probably not happen over night so there will be a lot of icons for a long time.

we maybe can wait a day or 2 max before starting to release 1.0.7 version of all our mods....
but i dont think it is good to wait alot longer...

once we start, it should be definitive ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 15, 2017, 01:41:31 AM
How does the mod button work?

As a player, do I need to install the first level mod button that sits on the main menu (the MOD with flames button) as a separate mod?

Or does the MOD with flames button come packaged inside of other mods?
Title: Re: Modular Mod Tool Bar Spaces
Post by: Tom Sawyer on February 15, 2017, 01:51:31 AM
What about an icon like this?

(http://www.banishedventures.com/images/mod-toolbar.jpg)
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 01:58:25 AM
@elemental  : players doesnt have anything to do. it is included in each .pkm

@Tom Sawyer : looks clear and well done but it tells me "Config"  :-\
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 15, 2017, 03:07:15 AM
What about a simple puzzle piece?
Title: Re: Modular Mod Tool Bar Spaces
Post by: Abandoned on February 15, 2017, 03:19:31 AM
I like the simple puzzle piece, using mods to piece together the map.  Looks nice, clean.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 03:26:35 AM
the puzzle draw is well done ... it is just the "signification" what it has to do with mod downloaded from the community of moddlers ?

i just did some other draws....

there are my best ones :

first : the limit icon flip vertically which seems to say : download(ed)
second : same with more work, bold : mean downloaded
third : a chest (color chest turned grey levels)
fourth : same another chest
fifth : icon with a circle of people : mean community
sixth : same , more worked out : mean community.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 03:39:15 AM
if you want to test them @kid1293
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 15, 2017, 03:45:45 AM

No need to test. I like the first.
Very clear message! ...and clean.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 04:02:13 AM
Quote from: kid1293 on February 15, 2017, 03:45:45 AM

No need to test. I like the first.
Very clear message! ...and clean.

yeah very clear and simple , but i prefer the bold one , look more worked (number 2 )

but i like also 10b which represent the 3D community (3 moddlers working hands in hands ^^)
Title: Re: Modular Mod Tool Bar Spaces
Post by: kid1293 on February 15, 2017, 04:10:26 AM
Why not the community icon?
I would be happy to release under it.
I'm a happy guy. :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 15, 2017, 04:23:33 AM
yeah i love 10b  ;D : it has full meaning (kinda same meaning about the planet icon posted before....)

and it is clear, well done, and looks great.

and that way there is no letters LOL
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 15, 2017, 08:00:41 AM
Quote from: RedKetchup on February 15, 2017, 01:16:34 AM
but if people have to discuss they need to do it quick ... because we cant let that undecided for months ^^

i figured it would take several weeks to redo so many mods.and we still have the debates on those new tags.plus i know not all mods will be updated. don't think anyone wants to load 1 mod at a time. i be patient and rather wait and do a list of mods later. in my case i made a new game file and added the 1.07 to it,mainly cause i didn't wan to break my chicken-wired,duct-taped game. its the old original 1.0 upgraded several times.
     to not confuse me or the game,i plan to add the new mods to that file and later i can copy the older mods that weren't updated to it that i want.this will serve another point also, i'd be able to use my old saves with the older game file.
   you guys can take your time. we players will keep busy playing.lol  the placement sounds good being to the right side. my bar is already  1 and a half lines on the game screen. with the mod icon,i figure it'll be close to 1 line. a simple icon that doesn't look like anything on the toolbar already is probly the best way to go.the globe,the puzzle piece, treasure chest are better but i am flexible.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 15, 2017, 08:32:24 AM
Quote from: brads3 on February 15, 2017, 08:00:41 AM
in my case i made a new game file and added the 1.07 to it

How did you make a new game file? Just copy/paste?
How did that play with the registry in regards to mods and game settings?
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 15, 2017, 08:54:42 AM
yes HAWK,copy and paste and name file different like banished old  or 1.07. i already had my game in a folder so i could organize older mods from new 1's that i wanted to test.it works,i only had the new CC in the newer winDATA file. it might have moved 1 mod in the order but i wont swear to that as i had been testing and moving for a few days anyhow.quickly noticed it when the game played funny. good thing is on a saved game it would keep the order in the save. i don't have my game thru steam either. that would change a lot. i actually have the 1.0 and upgraded it.shhhh don't tell anyone they'l crash me.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 15, 2017, 08:58:32 AM
Thanks Brads. I'll give it a try.
I bought Banished from GOG back in Nov. of last year and got the latest version.
I just downloaded and installed the 1.07 patch but I still have the old files backed up so I may give the separate folder a try because I am testing some stuff with the new patch but I have a game I was playing before and would like to play it a bit more.  ;)
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 15, 2017, 02:06:47 PM
@RedKetchup I was hoping that each player needed to download the community mod button as a separate mod. That way we could have several different versions of the mod with different icons. Is that possible? Or does it absolutely have to be packaged into every single mod that uses it?

I agree with Kid, I like the simple download arrow (1) the most. Very clean, very simple, and perfectly describes exactly what it is. Fits perfectly with the vanilla buttons because it is one of them (upside down). Very good idea. I also like the simple treasure chest (6) but I much prefer (1).


Also, 1.07 is only a beta. It's not final and not everyone is using it yet. New mods made with current mod kit might not work for everyone yet, so no need to rush.
Title: Re: Modular Mod Tool Bar Spaces
Post by: QueryEverything on February 15, 2017, 02:10:38 PM
I like 10b @RedKetchup it's clean, and it's clear what the content will be.
As much as I liked @Tom Sawyer's one with the tools, it seemed more that it was a shortcut to the settings.  Had we been able to have a shortcut to the settings, that icon has my vote :)

For now, I like the community one.

Also too, don't forget there is the Puzzle Market place, meaning we already have an ingame puzzle piece. :D
Title: Re: Modular Mod Tool Bar Spaces
Post by: Discrepancy on February 16, 2017, 12:11:51 AM
Quote from: elemental on February 15, 2017, 02:06:47 PM
@RedKetchup I was hoping that each player needed to download the community mod button as a separate mod. That way we could have several different versions of the mod with different icons. Is that possible? Or does it absolutely have to be packaged into every single mod that uses it?

I'm not RedKetchup  ;) , but thought I'd have a go at answering this. yes, every mod will need to have the code and an icon for the community toolbar.
I assume you could make an overriding mod, with a same named icon but have a different image. load this pkm above all other 'community' mods and I think it would work.
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 16, 2017, 02:59:58 AM
That's what I was thinking. In theory every modder who uses this button could package up a different icon with their mod and whichever mod is on top would be the one that the player sees.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 16, 2017, 05:56:17 AM
you can probably change the icon with a simple override mod, but why would you want to? I think any of the will be great.

Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 16, 2017, 06:00:34 AM
we are all started that for simplify the visual of the toolbar and put everything in 1 icon.

now you want us specifically to use a different icon to give you choice to put the icon you prefer on top ? ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 16, 2017, 07:26:19 AM
i am somewhat confused by that also. not sure if its a request for different icons so each player can choose which they use. or  is it a question as to can a rogue modder come along change something in the coding and offset the icon themself?? not sure why anyone would do that but in todays world who knows.
   1 icon and then the modders have their own icon under that 1 and can group their mods as they want. this will simplify our toolbars. with all the work modders are doing between adding this button to each mod and dealing with the 1.07 changes and new tags, we don't want to make them work harder.
   did the modders on WOB make a list of how they prefer the tags to be used?? should we send a spokesperson back to CC or call a modder group meeting?? i didn't see changes when i opened the 1.07 but i know most of it was to give modders more powers.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 16, 2017, 09:28:54 AM
the tags have been decided by CCTeam along with certains of us in private. CCTeam are the ones who use the flags the most.
and we got an agreement on how they will be used :) Decisions have been made to efficacely meet all the possible scenarios for everyone.

the icons for each flags have been made from the Colonial Charter Mod items.
Title: Re: Modular Mod Tool Bar Spaces
Post by: kralyerg on February 16, 2017, 11:13:53 AM
It wasn't entirely a CC team decision. :)  I brought my (cc centric) thoughts to the table and we all had a very productive discusion about it.  I think we got all the kinks worked out, so I expect an official announcement will be forthcoming.

I admit that most of the little icons for the new limits I chose from existing cc resources, but I gave everyone involved in the discussion all the code and icons I made and any of them can tweak them to their liking. It's in no way bound to cc and can be used with any mod that wants it.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 16, 2017, 11:45:31 AM
oh yeah right  ;D sorry > < 1 icon has been chosen from ChooChoo hehe ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 16, 2017, 02:00:39 PM
Quote from: RedKetchup on February 16, 2017, 06:00:34 AM

now you want us specifically to use a different icon to give you choice to put the icon you prefer on top ? ^^

No, I didn't say that. I'm just saying that it looks like it's probably very easy for someone to change the icon. So all this talk about icons has been a bit unnecessary when each modder could just use the icon that they like the most and the player can then decide which mod to put on top.
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 16, 2017, 02:04:38 PM
Quote from: kralyerg on February 16, 2017, 11:13:53 AM
It wasn't entirely a CC team decision. :)  I brought my (cc centric) thoughts to the table and we all had a very productive discusion about it.  I think we got all the kinks worked out, so I expect an official announcement will be forthcoming.


Interesting to hear that. Will be even more interesting to see what you came up with. Now (or at least soon) you get to redo everything to incorporate them into CC. Big job.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 06:06:29 AM
so ? people are starting to get many mods that use the Community Icon .... and see how everything imbricate inside it ....

How it look ? what you think about it ?
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 18, 2017, 07:20:04 AM
I loaded these mods in a 1.07 patched version of Banished, all 1.07 version mods and the only mods installed

BostonHouse
CountryLittleHouse
DSJettyAndBridge
PlymouthHouse
RKFirewoodStorage
TinySmallBarns
TrainingCampDeco
TrainingCampMain
TrainingCampStorage
WoodButcher

and every one of them showed red in the mod list.
It didn't seem to actually cause any problems in game. I just though it was strange that they all showed red.

Other than that, the tool bar looked good. I liked it.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Abandoned on February 18, 2017, 07:26:48 AM
I am interested in hearing what they think about this also.  I am still undecided whether or not to update my game or mods now.  Not to sound defeatist but I think it is going to be difficult and time consuming to find specific items you want to use.  A icon in the main icon bar for all deco mods with subcategories for each modder sounded like a good idea.  Likewise subcategories for food related or storage mods would make sense to me, but that's just me.  Nice that modders are going that extra mile to update everything.  Good job.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 07:48:26 AM
Quote from: Abandoned on February 18, 2017, 07:26:48 AM
I am interested in hearing what they think about this also.  I am still undecided whether or not to update my game or mods now.  Not to sound defeatist but I think it is going to be difficult and time consuming to find specific items you want to use.  A icon in the main icon bar for all deco mods with subcategories for each modder sounded like a good idea.  Likewise subcategories for food related or storage mods would make sense to me, but that's just me.  Nice that modders are going that extra mile to update everything.  Good job.

you will get used to it after few hours more, @Abandoned  like you did when you started to use them a while ago :)
i also try to make sure there is some new pieces in the new versions ^^ not upgrading them means : not get the new things ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 18, 2017, 08:16:34 AM
OUCHHHH ,i just did a big write up and bumped the keyboard and poof it is all gone. ABANDONED, i don't think it will be that bad.  it will be tedious. knowing it will take modders time to upgrade all their mods,i would keep playing the town you just started. you can do as i and i think HAWK have done. make a copy of the game file and name it banished 1.07,then upgrade that file and start loading the new mods to it. this way you don't get confused between what you have and have not upgraded.plus the old saves will work off the old files. the registry may swap the mod order by going between the 2 files,but the save games have the order in them. if you just load a save game the order will be right for that game. plus there will be mods that aren't upgraded and we can copy those over later.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 18, 2017, 08:42:24 AM
Quote from: brads3 on February 18, 2017, 08:16:34 AM
you can do as i and i think HAWK have done. make a copy of the game file and name it banished 1.07,then upgrade that file and start loading the new mods to it.

I actually have 3 separate installs of Banished now. Details about this can be found starting with this post here (http://banishedpeople.freeforums.org/post3012.html#p3012).
Title: Re: Modular Mod Tool Bar Spaces
Post by: Necora on February 18, 2017, 09:00:25 AM
Quote from: Hawk on February 18, 2017, 07:20:04 AM
I loaded these mods in a 1.07 patched version of Banished, all 1.07 version mods and the only mods installed...

...and every one of them showed red in the mod list.
It didn't seem to actually cause any problems in game. I just though it was strange that they all showed red.

Mods show red in the mod list when they have the same file name inside them, even if that file is identical. It is more of a warning that anything else, just to let you know that there may be an override or a difference depending on which goes on top.

Any mod using the common toolbar will show red in the mod list because they all have the same core common toolbar files, even though those files are identical. So it is no issue if they show red.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 09:04:33 AM
Quote from: Necora on February 18, 2017, 09:00:25 AM
Any mod using the common toolbar will show red in the mod list because they all have the same core common toolbar files, even though those files are identical. So it is no issue if they show red.

thats something Luke did very very bad. the common sense would have been to put a check : if the files have the exact same Hachtags then it should flag those files as non-conflicting.
that would have been intelligent.
Title: Re: Modular Mod Tool Bar Spaces
Post by: kralyerg on February 18, 2017, 11:11:39 AM
Quote from: RedKetchup on February 18, 2017, 09:04:33 AM
thats something Luke did very very bad. the common sense would have been to put a check : if the files have the exact same Hachtags then it should flag those files as non-conflicting.
that would have been intelligent.

I would also have been nice if Luke would have made it clear from the beginning that just because mods turn red, it's not actually necessarily a bad thing.

In the case of the mods sharing a toolbar, it's actually a *good* thing that they're turning red, since they're sharing code.

But yes, a more comprehensive conflict check would be great.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 11:46:57 AM
Quote from: kralyerg on February 18, 2017, 11:11:39 AM

In the case of the mods sharing a toolbar, it's actually a *good* thing that they're turning red, since they're sharing code.

But yes, a more comprehensive conflict check would be great.

should turn GREEN lol imo ^^
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 18, 2017, 12:09:09 PM
Thanks for the explanation folks.  :)

I just thought it was strange that everyone of them was red. I've seen that with other mods before and knew it wasn't necessarily a problem but this is the first time I saw that with all of them.  ::)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Paeng on February 18, 2017, 12:58:18 PM
Quote from: RedKetchup on February 18, 2017, 06:06:29 AMHow it look ? what you think about it?

I spent some time with it today with the available sets (RK, DS, NEC)... ( http://worldofbanished.com/index.php?topic=652.msg28792#msg28792 )

Took me a little while to get used to it, since I had to re-arrange my UI-layout a bit... but once that was settled and I slowly became familiar with the new icon positions, I really started enjoying it.

For me, this new system is a HUGE improvement...
* And that I'm a big fan of the modular approach is no secret anyway...  :)

Now off to see if there are already new sets...  ;)
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 01:04:23 PM
Quote from: Paeng on February 18, 2017, 12:58:18 PM
Took me a little while to get used to it, since I had to re-arrange my UI-layout a bit... but once that was settled and I slowly became familiar with the new icon positions, I really started enjoying it.

For me, this new system is a HUGE improvement...
* And that I'm a big fan of the modular approach is no secret anyway...  :)

Now off to see if there are already new sets...  ;)

sweet ! GLAD to hear we have A FAN :) ^^

sorry i am a but more slower today :P
yesterday night i ve got to "write" all the "This building contains" in every mods i did so far which pissed me off so much, after that ... i only watched a couple of movies... and did nothing ^^

today i am back to city roads to do the diagonals and general fixes through all the pieces. i did all the 3x3 - both textures.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Tom Sawyer on February 18, 2017, 01:15:18 PM
Quote from: RedKetchup on February 18, 2017, 11:46:57 AM
should turn GREEN lol imo ^^

Why not. Actually it's just annoying. It scares players and we always have to explain. I think it would be the best to remove the red warnings. The yellow marks in the file list give enough info for possible conflicts. Or replacing by a discreet color.
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 01:20:13 PM
an Hachtags subroutine should resolve all these little "red warning" and seperate the real changes made to a file than just a pure perfect copy.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Abandoned on February 18, 2017, 01:59:20 PM
Thanks @brads3 and @Hawk for suggestions but now after reading about red warnings am even more unsure about updating game.  There will be 2 or 3 times more mods to put in the game and arrange and go through to pick which ones to use on a map.  If they all show red conflict warnings then each one would have to be checked as to why.  Sounds like fun  :(  Guess I will just miss out on new stuff but I have plenty of really great mods already.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 18, 2017, 02:56:20 PM
Quote from: Paeng on February 18, 2017, 12:58:18 PM

For me, this new system is a HUGE improvement...
* And that I'm a big fan of the modular approach is no secret anyway...  :)



I haven't started using this new system yet but it has to be a huge improvement. Clean and tidy menus and each modder can have his or her own space for all their mods.

Before this came along the vanilla menus were starting to get crowded with bits and pieces here and there. Now they can all have a proper home. And if all the mod material gets removed from the vanilla menus then we'll really be able to see just how little content there is in the vanilla game, and it will really make it obvious just how much great stuff the modders have given us.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 18, 2017, 03:08:30 PM
Quote from: Abandoned on February 18, 2017, 01:59:20 PM
Thanks @brads3 and @Hawk for suggestions but now after reading about red warnings am even more unsure about updating game.  There will be 2 or 3 times more mods to put in the game and arrange and go through to pick which ones to use on a map.  If they all show red conflict warnings then each one would have to be checked as to why.  Sounds like fun  :(  Guess I will just miss out on new stuff but I have plenty of really great mods already.  :)

I agree that all the mods causing the list to show red can be a little confusing or even frustrating but in my experience most of the time there actually is no conflict between mods, except for the terrain start and difficulty start mods, and a couple here and there that change certain aspects of production, etc., but it's not the modders fault, and it would be nice if Luke could fix this.

That said, it certainly isn't going to steer me away from the updates.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 18, 2017, 03:35:18 PM
ABANDONED,you could just upggrade to the 1.07 and leave the old mods alone just keep playing as you are. as new mods come out that you want to try add them .the old mods will work ,they just won't be listed under the community icon.
  mod orders can be a pain sometimes. but usually when it happens you know what mod you just added.way i do mod order is anything that affects the game start and play goes to the top. then mods that change functions of a building like the bakery plus or blacksmith tool add on. then the buildings,etc. in your case from what i have seen most of the mods you use should not have a problem with each other. unless you are using a particular bakey or other building with a big mod like CC or NMT,they shouldn't have problems. the other thing you can do is when you load a new mod ,activate it and then open the small icon and check the conflicts. if it shows just a couple lines affected those are the icon codes.
Title: Re: Modular Mod Tool Bar Spaces
Post by: QueryEverything on February 18, 2017, 04:19:32 PM
If I may ...  what I now find frustrating (and I direct this at no one person in particular, this is a general gripe) that there have been players for months that have voiced concern / complained, that there are excellent mods, but that they are too big for their systems to run, or too big for download, or that there are just XYZ problem with that.

We are now in a position where the artists, mods, devs, are able to break their mods up into smaller parts and NOT clatter the toolbar, that they are able to now modularise their work so that they mods aren't too big, that players are now able to pick and choose nearly exactly what they want to install, and that the players can the very best of both worlds, and so too the devs.
1)  clutter free toolbar, everything has a nice organised feel to it
2)  no 'bloatware', or specifically, mods which can be choosen as to (nearly) exactly what you want overall.  Don't want ABC building, that's ok, it's no longer part of a 30mb file, easy to download and install
3)  updates from pre-beta, beta & gold release can be done faster, more effectively, and perhaps more people will be able to participate in betas with modders because it's a quick file update, rather than at the current time 4/5/6 sub-mods are all in 1 package which makes it hard for both modders (creating the update, releasing the update, loading the update), and then of course us who want 'fast' updates, we have to go through the lengthy process of downloading, rewriting, deleting, blah ...
4)  Effective use of game space, and game play - yes, our systems will run quicker (some of the time it won't we can't help that, everyone has a different spec system, and modders shouldn't be expected to work to all game specs), the smaller files, whilst more numerous, means faster game load time to the system.  Most game devs will tell you that faster dedicated files are better than 1 singular bloat.

Look, I get that the red warnings are difficult somedays, I also get the (slight, but not for me) frustration of so many files, but, honestly, the red warnings are generally harmless, some mods may be listed in a particular order, for the most part the easiest part of this exercise is that any new 107 files should be placed ABOVE MM & CC mods.  Storage boosters, should be placed near the very top, anything that changes behaviour, should also be at the top.  buildings, for the most part should be above MM & CC, except where stated, and the devs at BL (MM & CC) make this VERY clear on their downloads.

It won't take long to figure load order when remembering some of the game dynamics.

This new endeavour should be embraced, whilst it's daunting to some, overall these new findings and ways of building the mods will only benefit the community in the long run, and I am thrilled to see how this all started out (I was in the conversation/thread when @Necora had his triumphant find) and all I can see for all of this is a happier community as a whole.

Guys (& gals) who are concerned, give this a couple of days, let things start to balance out, let the mods get circulating and as bugs etc are picked up and reported the modders will endeavour to fix them and we will all (all of us) will figure things out as we go along and post tips & tricks.

Let's embrace this, and enjoy.

Cheers.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Paeng on February 18, 2017, 05:21:30 PM
Quote from: Tom Sawyer on February 18, 2017, 01:15:18 PMI think it would be the best to remove the red warnings.

Well, Shockpuppet suggested this at some point, but mostly with mixed reactions... UI changes quickly raise sh*t-storms...  ;)

And one thing remained - how to mark items that DO conflict...
Title: Re: Modular Mod Tool Bar Spaces
Post by: RedKetchup on February 18, 2017, 05:31:10 PM
very good post @QueryEverything  :) very good post.

i just passed OVER 8 HOURS to try to make a little update to City Roads ! 8 hours!
who in the world would want to pass 8 hours of their life for me ??? for a little unsignifiant file, for a person who you dont even know in real life ?

i feel there will be some "me ! , me ! me!... " after this post but easy to say ! and do it for real in real life you would really do ? not sure

all the time Nec, Kid, Dis, Tom, Kral, Shock ... they took in their life... they are doing it for free for everyone ! i know very well we cannot please everyone.
we are doing our BEST !

I LOVE YOU guys and Girls :)



out of that ... bah posting City Roads now with diagonals roads :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: brads3 on February 18, 2017, 05:41:03 PM
RED,i did try to call a meeting at my place. i would have bought the beer too.but everyone laughed said it was too far to come.it would have been a fun meeting thou. i can't imagine rewriting so many files. you modders are awesome.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Abandoned on February 18, 2017, 08:16:18 PM
@brads3 I may take your upgrade advice when I have more time.  I've been busy taking care of a sick cat, one of many abandoned "pets" my husband and I have taken in over the years.  Sadly she didn't make it.  But anyways, as you know I select mods carefully when starting a map.  I have many mods that effect the game start and thus must watch conflict red flags carefully, I have plenty of notes of which to use together and which not.  I rarely have a crash or other problems and have never had a problem with a cluttered toolbar, I pick a select group of mods to use on each map.  Then again this game update effects few mods that aren't cc, few if any of the mods I am currently using ... so .. well see
Title: Re: Modular Mod Tool Bar Spaces
Post by: QueryEverything on February 18, 2017, 08:50:04 PM
Quote from: Paeng on February 18, 2017, 05:21:30 PM
Quote from: Tom Sawyer on February 18, 2017, 01:15:18 PMI think it would be the best to remove the red warnings.

Well, Shockpuppet suggested this at some point, but mostly with mixed reactions... UI changes quickly raise sh*t-storms...  ;)

And one thing remained - how to mark items that DO conflict...


A tri-colour system maybe?
Green = shared texture resources
orange = shared texture & model files
red = game changing behaviour

That way you know that there are similar files, shared files, and dire "game changers".
Not sure exactly :) 
Title: Re: Modular Mod Tool Bar Spaces
Post by: Discrepancy on February 19, 2017, 12:44:35 AM
Quote from: QueryEverything on February 18, 2017, 08:50:04 PM
A tri-colour system maybe?
Green = shared texture resources
orange = shared texture & model files
red = game changing behaviour

That way you know that there are similar files, shared files, and dire "game changers".
Not sure exactly :) 

Another limit we have with the modkit - we can change the style of the UI, but not much of what it displays.
There are no files in the modkit that hint towards the workings of the mod compatibility code.

I myself could not even find the code to change the color.
Title: Re: Modular Mod Tool Bar Spaces
Post by: elemental on February 19, 2017, 12:52:44 AM
Red compatibility warnings aren't really that bad. If you are here on this forum downloading mods then you are already a fairly advanced Banished player and you're probably competent enough to realise that most red warnings are harmless. And if for some reason you have a mod compatibility problem... just ask.  :)
Title: Re: Modular Mod Tool Bar Spaces
Post by: Tom Sawyer on February 19, 2017, 02:04:11 AM
I think at the beginning of the modkit it was a useful feature, when mods were changing something here and there. Now it is standard to share resources and if we are going to put all in one toolbar we get 100% red marked mods with warning icon. Then it is useless and annoying.

To compare the content of shared files could solve many cases but I don't know how much time it would take to refresh the mod list when the game has to compare CC, MM and so on. Maybe not really an option.

I would just change the background color from red to a dark variant of the "banished orange" and take away the warning symbol from the mod icon. Then green means no shared files and orange means shared files, maybe a conflict but keep cool. Also with 100% orange mods it would work. Then it's just the color of enabled mods. Something like this...
Title: Re: Modular Mod Tool Bar Spaces
Post by: Hawk on February 19, 2017, 03:41:49 AM
Has anyone discussed this with Luke? He might be able to address this before the 1.07 final release.
Title: Re: Modular Mod Tool Bar Spaces
Post by: Abandoned on February 21, 2017, 04:00:36 AM
So, is there any chance that this red compatibility warning problem will be fix?  Like I said early, I would find it to be a real problem when selecting different mods for each map, in fact it is my deciding factor whether or not to install the patch and download new mods when modders are done with updates.