World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on March 10, 2017, 02:53:23 AM

Title: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 10, 2017, 02:53:23 AM
Garden Walls: Utility for 1.0.7

http://worldofbanished.com/index.php?action=downloads;sa=view;down=240 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=240)



(http://worldofbanished.com/gallery/37_10_03_17_2_30_19.jpeg)


Garden Walls: Utility adds a new chain of production. You will produce fertilizers; which will serve to produce more food all year long in greenhouses.";


This mod contains:

- 5 New resources : Fodder, Fertilizer, Raspberries, Strawberries, Watermelon.
- 3 New professions: Stableman, Botanists and Workers
- 5 New buildings : Fodder Farmers, The Stables, Water Well, Greenhouses, and Miscellaneous Barns.

- You will use the Fodder Farmers to make grow grass for fodder. This Fodder will be use to feed the horses in The Stables. You will get some fertilizer that will be used along with Water to make grow food quickly all year long in the Greenhouses. A new barn will help you to store this fodder and fertilizer.

(http://worldofbanished.com/gallery/37_13_03_17_1_55_42.jpeg)



UPDATE 2.0 :

I lowered alot the fodder number produced.
I lowered a bit the number of fertilizer produced and put a bit more work to produce it.
i scared a bit the amount of hay on the ground, much nearer of a forest is producing.
i ve put a little bit bigger radius from 20 to 24.
now hay on the ground can spawn flowers in the empty tiles. Flowers will change color and disappear in winter as they will float with wind.
the hay now will change color and disappear from sight in winters. they also will float with wind now.
A new building: Florist will harvest these flowers and
another new building: Perfumery will produce perfume with those flowers.
Perfume is essentially a vendor product for the moment.

The update is fully compatible with old saves :)
Enjoy !



(http://worldofbanished.com/gallery/37_09_04_17_1_16_24.jpeg)

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Title: Re: Garden Walls: Utility for 1.0.7
Post by: taniu on March 16, 2017, 02:07:10 AM
@RedKetchup.I apologize for my mistake put an article - mod"Garden Wall".I will answer on this page. I know that the Mr. does not deal with - mods crops, but if possible would like to have a separate mod "Watermelon"?GrenHouse works great, but CC, so as not to burden the game, dug up from the archives mod "Lost  of Seeds v 2 [1.04B] It is thus a watermelon -. .. And Grenhouse produces watermelon.  Mod" Lost of Seeds "is not perfect, because this is the first mod 2014 by Kralyerg, and then began to leave the "CC". sorry for the confusion, but certainly forgive me for an older person. I still question whether the old mod can be repaired because the errors are eg. cucumber looks like a cabbage. I personally have to ask @ Kralyerg whether this mod "watermelon' will consider my request favorably?
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 16, 2017, 04:03:42 AM
yeah you need to ask him by respect.

he generously gave me the watermelon files but it is not mine. i cannot come and release something that it is not from me.
if i do and he doesnt liked what i did.... he will never give me something back, understand @taniu ?
i am sorry, my friend.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: taniu on March 16, 2017, 04:32:36 AM
@RedKetchupI'm just a player, moderators work together. Thank you for your response aha 2 storey colorful houses are great, the Banished becomes more beautiful. I'll use the old mod in 2014 and all the mods "CC" are great Cheers! :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 16, 2017, 04:55:31 AM
Quote from: taniu on March 16, 2017, 04:32:36 AM
@RedKetchupI'm just a player, moderators work together. Thank you for your response aha 2 storey colorful houses are great, the Banished becomes more beautiful. I'll use the old mod in 2014 and all the mods "CC" are great Cheers! :)

it is the players who make requests :) not the moderators :)
want me to send him a PM for you  ?
Title: Re: Garden Walls: Utility for 1.0.7
Post by: kralyerg on March 16, 2017, 08:09:04 PM
It doesn't bother me if you make a watermelon mod with the files I sent you.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 16, 2017, 11:08:05 PM
Quote from: kralyerg on March 16, 2017, 08:09:04 PM
It doesn't bother me if you make a watermelon mod with the files I sent you.
alright i ll make one just for him and send in private message.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: taniu on March 18, 2017, 02:58:19 AM
Is my case something has changed? will I be able to cultivate watermelon without mods "CC"? I play this mod "Lost Seeds of v2 [1.04B] on their Responsiblity. If nothing can be done is difficult, and so thank you @RedKetchup and @ Kralyerg for taking the time for me. I can send a few photos from the mods but I note in advance that with errors - it's just information.The barn is correctly listed crops - on a field grows mostly cabbage or pumpkin but it's a cucumber or watermelon
Title: Re: Garden Walls: Utility for 1.0.7
Post by: taniu on March 18, 2017, 03:04:47 AM
sequel
Title: Re: Garden Walls: Utility for 1.0.7
Post by: taniu on March 18, 2017, 03:21:33 AM
 @ RedKetchup sequel
errors also occur in the orchard, but it's mods 2,014 years.The base game can cultivate only bean,pepper,potato,pumpkin,squach ,cabbage,wheat,corn Orchard - apple,walnut ,peach, pear,pecan.plum, cherry,chestnut.
Here in the winter greenhouse grown tomatoes, radishes, cucumbers, lettuce and chivesoyster mushrooms, etc. Cheers :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 18, 2017, 03:51:54 AM
@kralyerg did everythinng he could back in time. people came up with a huge list of all the vegetable possible just because people loves to throw names ^^
he didnt had the resources to make it, nor the real time neither. and people continued to throw names of things that our super grocery here never heard of in centuries of histories ^^.
so he did what he could taking the vanilla graphic as much as it could have been a temporary fit to provide graphics to the names and this is why you got tons of cabage graphics for tons of vegetables.

but i agree with you , all those vegetable needs an huge graphic update :)
it would takes hundred of hours of work.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: taniu on March 18, 2017, 05:19:48 AM
@RedKetchup. Sorry for confusion , I am old, and often a little whining, but I do not know if it will be a watermelon? I know now that moderators have a lot of work, every player wants something new, do not want to, lest he got the hump from sitting at the computer constantly, often forget that so fantastic moderators spend a lot of time and not once neglects his family - in the creation of new mods. Sorry about that, and I have great respect for you my friend. Cheers! :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on March 26, 2017, 07:07:46 AM
Finally, I've come to test this mod. I found it interesting from the start, but I don't want too many new things at the same time. So it had to wait until now.

I haven't played very long yet, but my first impression is very good. I like the look of it. I find, that you have really made the best out of the limitations the modkit provides. Well done!  The chain seems to have a high productivity. I've seen the discussion in that other thread. But it's an alternative way of farming, a chain with several steps, several people involved, so at least now at the beginning, it's OK. Hard to say how it looks later, when the chain is fully developed.

I have discovered one small thing: the menu of the stable says: 8 fodder 2 water (make 8 fertilizer) but in real you need 12 fodder. I guess, you've changed it somewhere along the way and forgot to change the menu. No big thing, but maybe you can fix this, if you make an upgrade.

I also have a question: Is it possible to buy fertilizer? I hope not! Not so nice to get a boatload full of s.....t: ;) With the actual tradevalues, stingy people, like me, would be tempted to buy fertilizer and run the greenhouse without growing fodder and having any stables. (But I promise I will not buy any, even if some poor merchant would bring it. I like the meadows and the stables too much for that) :)

Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 26, 2017, 08:36:22 AM
yeah i probably forgot to change the stringtable :S

about meadows.... you will love it more when you ll see it swing with the wind and give flowers :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on March 28, 2017, 09:26:53 AM
Now I can say a little bit more about this mod: It is very productive! Do I find it too "good" ? Maybe! I don't know. Yes! No! That's a hard question. It depends on how you see it.  :P

I think, I read that the Fodder Farm can supply 2 stables and a stable can supply 2 green houses. That's not true.

I now have 1 fodder farm with 2 workers. It produces a lot of fodder; enough to supply 3 stables with 2 workers in each. The horses produce a lot of dung. I have 13 greenhouses, and the amount of fertilizer still grows a bit, so I guess these 3 stables could supply another 1 or 2 greenhouses.

So from this 1 fodder farm, I can produce around 20 000 food each year. A lot! Very much, if you compare a small greenhouse with a big field. Alright, it has to produce a lot more; it can be used all year, and the fertilizer improves the harvest, but 2000 food on a 4*5 tiles spot? That's 100 food on each tile, if you grow vegetable or grain, fruit is a bit less.

But if you look at it in another way: to produce this 20k food, I need 2 fodder farmer, 6 stable worker, 13 botanists and 9 workers to fetch water. I have to overproduce water to make it work well. My Bannis seem to carry the water around all over the place, so unless you have a lot, the production might be bad in stables or greenhouses. There wasn't much water in the homes as I looked but in more or less every barn and market on the whole map. This way I need 30 people for the 20 k food. That's less than 700 each. Not more, than a normal farmer. So if we see it as an alternative way of farming, the production is alright.

And it's a really nice alternative way of farming. :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 28, 2017, 09:46:45 AM
yeah you need to check the overall versus the number of people  working of the chain.

but definitely, there is a bit too many fodder. i need to reduce it.
the thing with the water.... water is good to calm hungry ^^^
but not alot nutricious :P


edit i just cut the fodder production from 24-32  to 16-24 thats 25% less
i will cut the fertilizer too  from 6-8 to 4-6 25% less too:P
and i fixed the string table about the 12 fodder (instead of 8) in the stable menu

the new version not dispo yet
Title: Re: Garden Walls: Utility for 1.0.7
Post by: brads3 on March 28, 2017, 12:51:00 PM
thank you,REd for reducing the fodder. i also have found that to be overproductive. i use 1 fodder, 2 stables with 1 worker and 2 grenhouses also with 1 worker each. i always hit the limit with the fodder and it throws the set out of balance. end up with fodder,no fertilizer and then the greenhouses stop working.i tried to send the fodder to a trading post to get back under the limits and the trading post never fills with it. last time i tried to get the fodder to only use half its circle area and still was overpowered. be glad to try with the 25% reduction. i do wish the greenhoses produced more than just beans. an option to have 1 set to berries or each produce beans and fruit both would have been good.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 28, 2017, 03:09:51 PM
Quote from: brads3 on March 28, 2017, 12:51:00 PM
i do wish the greenhoses produced more than just beans. an option to have 1 set to berries or each produce beans and fruit both would have been good.

wut ? greenhouses can produce over a dozen different items !! open the menu for the other options
Title: Re: Garden Walls: Utility for 1.0.7
Post by: brads3 on March 28, 2017, 04:34:02 PM
thank you RED. wow that is a list. i missed it before. that helps a lot.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on March 29, 2017, 03:12:59 AM
It seems to be a good idea to reduce the fodder and fertilizer 25% each, the way you say. If I recalculate my values with these production numbers, it will give a production of 600- 650 for each worker (1 fodder farm, 2 stables, 6 greenhouses, 4 wells); a little less than a "perfect" farmer, but still very good. The same thing, if you add the space of the fodder and the production sites, it will give about the same output, as if you would build farms on this area. I find that reasonable, too.

I'm not sure if @brads3´s problem with too much fodder in the barns will go away, but now when he has discovered all the lovely things, you can produce in the greenhouses, he might chose to build some more stables and greenhouses and everything will turn out well. ;)

Another thing to prevent someone like me, to buy fertilizer and only run the small, very productive greenhouses; increase the tradevalue of fertilizer to 3 (yes, some merchants will bring it, at least to Necoras little trading port, vanilla port I don't know). It will do no harm; still the fertilizer isn't profitable enough to sell, but it would take away the loss. (1,25 win on each fertilizer, with the new values a stable worker will produce about 250, I don't run export businesses with a profit of only 300 each year)   :P
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 29, 2017, 06:25:17 AM
in the other hand, you dont have this nice meadows on your map if you dont farm it and buy fetilizer
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on March 29, 2017, 06:29:35 AM
Quote from: RedKetchup on March 29, 2017, 06:25:17 AM
in the other hand, you dont have this nice meadows on your map if you dont farm it and buy fetilizer

Right! :)

It might convince me, not to buy the dung, but you know me; no guarantee!  ;)

Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on March 29, 2017, 07:43:02 AM
Quote from: Nilla on March 29, 2017, 06:29:35 AM
Quote from: RedKetchup on March 29, 2017, 06:25:17 AM
in the other hand, you dont have this nice meadows on your map if you dont farm it and buy fetilizer

Right! :)

It might convince me, not to buy the dung, but you know me; no guarantee!  ;)

but i can do something though .... make the merchants importing so few at the time it will discourage you to try to import those :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Agnes53 on March 29, 2017, 09:18:56 AM
Hi all! This mod looks really nice, I´d like to try it, but can I use it with the 1.0.6 version? I haven´t had the courage to download 1.0.7 yet..  ;D
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on March 29, 2017, 09:20:48 AM
Quote from: RedKetchup on March 29, 2017, 07:43:02 AM

but i can do something though .... make the merchants importing so few at the time it will discourage you to try to import those :)

Very good idea!  :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Paeng on March 29, 2017, 01:38:17 PM
Quote from: Nilla on March 29, 2017, 09:20:48 AMVery good idea!

Yes, very good indeed...

I would even go further and make it harder (or at least much more expensive) to build the stables and greenhouses...  ;)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on April 05, 2017, 08:29:31 AM
Here comes my promised numbers from the greenhouse production from my latest game:

As I said, I played a round a bit yesterday, not in the hay, but with the hay. Inspired by @Paeng´s many haypiles and the hay harvest from my childhood, where "everyone" went out on the meadows to harvest hay a few weeks in summer; always sunny, always a lot of fun for the children; riding the hay wagon, picnic in the meadows, sleeping in the fresh hay in the barn. I guess it was very tiresome and heavy work for the adults, but for children; a good time. 

I decided to test; what is, if the forester only plant the hay, and "everyone" is used for the harvest; once a year the area is cleared. I guess it wasn't a very good idea. To test this, I wanted a clean area to start with. It took many years to get rid of the grass in the circle. (I ran it some years in a normal way, before I got this idea). It's a lot of fodder in such a circle. That's for sure! The first picture shows how some of the last finally is harvested.  As the circle was empty, I let 1 single forester plant new grass. After 1 year, I cleared the area; lots of beautiful hay piles and a huge harvest; ~6500 hay harvested this way. (Second picture) Quite insane. I know, it's not meant to be ran this way. If you send a lot of people out to clear a forest, you'll get a lot of logs, too but you can't do that every year. You can with the fodder and get enough to run 10 stables. And this experiment was with 1 forester planting, with 2 it will be even more!

So @RedKetchup, if you want to change the productivity of this way of farming, I don't think you ought to care all too much about the fodder part. I guess it's quite impossible to find a way using the forester method, that produces hay continuously in a normal way, as it's meant to be, that you can't "cheat" in this, or a similar way. I think it's better to forget this part and accept, that you can produce as much fodder you need easily. Instead focus on the other steps; and maybe reduce the output of them.



I made some notes of the numbers;
I have 6 stables with 2 worker in each. The production of fertilizer was 536- 672, average 624.
These stables supply 22 greenhouses. The production of food was 1848-2184, I guess the average is around 2000.
I also have 14 wells with an average production around 500.

Together 48 people producing 44 000 food or, ~920 each. I find that too much.

There is an overproduction of fodder, fertilizer and water. It's not that easy to produce food in greenhouses with a high productivity. The Bannis seem to have fun in carrying these things around the map! :-\ I find fertilizer in the most remote barns, and not only small amounts, that might land there by accident. The barns close to the the stables might be empty, still the people fill these remote barns. It seems like the barns are programmed to contain a little of each kind of material, and since fodder and fertilizer have their own, the Bannis think, that they need to spread it out. I can't even guess, why they prefere fertilizer over fodder, ther's always more fertilizer.

I have built some extra greenhouses here and there, close to a full barn, but it's hard to get rid of the fertilizer. You can see one on the third picture. I built the barn on the shore for flax, hemp, rope and dories, but you can see, there's a lot of fertilizer and some fodder. The same thing with the small yellow barn close to the greenhouse; built for flax, furs and pelt from the close forest, containing a lot of fertilizer and hay.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 05, 2017, 09:02:37 AM
effectively, i think fertilizer is too much productive.
thanks you @Nilla for your numbers :)

like i said before, i lowered the fodder.... i will check more closely about fertilizer....
hopefully will get a new build soon :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Paeng on April 05, 2017, 09:12:20 AM
Maybe it also helps to make the circle for the fodder farmer a bit smaller... would maybe also reduce the performance hit  ;)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: brads3 on April 06, 2017, 03:23:16 PM
i agree with NILLA on the food production being too high. an average of 500 per worker is sufficient. with multiple testing i have done, i think the fodder could be cut by 50%.i'm running 1 fodder worker,2 stables,4 greemhouses,and 2 water.all with 1 worker each.i set the fodder to only use half the circle. i am about breaking even on fodder and fertilizer running this way.the stables eat about 500 fodder each per year.
i turned the stables,fodder,greenhouses and 1 well on at the same time. i was hoping the barns and greenhouses would stock water while fodder was being produced. all the buildings initially stocked just 16 water. by the next year i did need more water.now however the storage of water in the stables and GH's has increased and i have water surplus of over 500. i don;t think the fertilizer is too high.NILLA'S numbers are flawed. 1 stable can support 2 greenhouses with 1 worker each. she has 2 workers so she should have 24 greenhouses.since she only has 22,she should have extra fertilizer.
  what would be nice is if there was an option for the stable barn to have milk cows and produce milk say 250 or equal to the fertilizer+the fertilzer as now. even if it ment the stable "eats" more fodder to do that. also,what about doing another forester that gives corn or a mixture of grains and then feed some of that grain back to the milk stable??
Title: Re: Garden Walls: Utility for 1.0.7
Post by: QueryEverything on April 07, 2017, 02:36:32 AM
I don't mind the fodder values as they are, if the fodder becomes overpowering I simply build more buildings within the radius, making the usable space, less.  If I find then that I run low, I remove a building or 2 until I get the right balance. :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 08, 2017, 12:07:34 PM
i will probably upload an update tonight or tommorow :)

or maybe in 2 days ^^ (i have a building to do)


I lowered alot the fodder number produced.
I lowered a bit the number of fertilizer produced and put a bit more work to produce it.
i scared a bit the amount of hay on the ground, much nearer than a forest is producing.
i ve put a little bit bigger radius from 20 to 24.
now hay on the ground can spawn flowers in the holes. Flowers will change color and disappear in winter as they will float with wind.
the hay now will change color and disappear from sight in winters. they also will float with wind now.
Harvesting flowers will require a new building (project list to do) and will produce perfume with those essence of flowers.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 09, 2017, 12:53:02 AM
UPDATE 2.0 :

I lowered alot the fodder number produced.
I lowered a bit the number of fertilizer produced and put a bit more work to produce it.
i scared a bit the amount of hay on the ground, much nearer of a forest is producing.
i ve put a little bit bigger radius from 20 to 24.
now hay on the ground can spawn flowers in the empty tiles. Flowers will change color and disappear in winter as they will float with wind.
the hay now will change color and disappear from sight in winters. they also will float with wind now.
A new building: Florist will harvest these flowers and
another new building: Perfumery will produce perfume with those flowers.
Perfume is essentially a vendor product for the moment.

The update is fully compatible with old saves :)
Enjoy !
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Nilla on April 09, 2017, 01:05:04 AM
Sounds very good. I will go away a few days but test it when I'm back! I liked this mod before and will probably like this version even more! :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Paeng on April 10, 2017, 12:16:24 PM
Fantastic update!

Really like the way the fields vary in color from gold to green, plus the flower patches, very nice - they fit really well in the fodder fields...  so cool that now everything disappears in winter, too...

And I much prefer the new balancing ( waving at QueryE  :D )... it's not so easy anymore, my peeps need to work again for their food  ;) ... plus the perfume for export can make some money instead, so that's okay...

Great Show  :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 10, 2017, 01:30:52 PM
Quote from: Paeng on April 10, 2017, 12:16:24 PM
Fantastic update!

Really like the way the fields vary in color from gold to green, plus the flower patches, very nice - they fit really well in the fodder fields...  so cool that now everything disappears in winter, too...

And I much prefer the new balancing ( waving at QueryE  :D )... it's not so easy anymore, my peeps need to work again for their food  ;) ... plus the perfume for export can make some money instead, so that's okay...

Great Show  :)


i am happy to know you are satisfied of it :)

i also put a very big range for the flowers harvesters so they arent obligated to be inside those fodder crops :) and with their long rang they can take care of 2-3 circles :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: TheOtherMicheal on April 10, 2017, 04:46:56 PM
Quote from: RedKetchup on April 10, 2017, 01:30:52 PM
Quote from: Paeng on April 10, 2017, 12:16:24 PM
Fantastic update!

Really like the way the fields vary in color from gold to green, plus the flower patches, very nice - they fit really well in the fodder fields...  so cool that now everything disappears in winter, too...

And I much prefer the new balancing ( waving at QueryE  :D )... it's not so easy anymore, my peeps need to work again for their food  ;) ... plus the perfume for export can make some money instead, so that's okay...

Great Show  :)


i am happy to know you are satisfied of it :)

i also put a very big range for the flowers harvesters so they arent obligated to be inside those fodder crops :) and with their long rang they can take care of 2-3 circles :)
That's an interesting and very cool idea! Having workers with the range to harvest 2-3 circles gives us a lot of flexibility when it comes to placing the circles.
This is what I find really interesting  with modding, people experimenting with what can be done and creating new ways to play the game.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: QueryEverything on April 11, 2017, 02:14:16 AM
Quote from: RedKetchup on April 10, 2017, 01:30:52 PM
Quote from: Paeng on April 10, 2017, 12:16:24 PM
Fantastic update!

Really like the way the fields vary in color from gold to green, plus the flower patches, very nice - they fit really well in the fodder fields...  so cool that now everything disappears in winter, too...

And I much prefer the new balancing ( waving at QueryE  :D )... it's not so easy anymore, my peeps need to work again for their food  ;) ... plus the perfume for export can make some money instead, so that's okay...

Great Show  :)


i am happy to know you are satisfied of it :)

i also put a very big range for the flowers harvesters so they arent obligated to be inside those fodder crops :) and with their long rang they can take care of 2-3 circles :)

Fantastic @RedKetchup what a great idea, will make use of it!!  :)

@Paeng here ...  let me find a raspberry for you ...  pfffttttt ;)  hahahaha :D    :P :P :P
Title: Re: Garden Walls: Utility for 1.0.7
Post by: wiscoke on April 22, 2017, 02:17:04 PM
is it possible to make those flower patches a decorative item, so you can place them wherever you want. I very much like it. also the grass of the fodder farms would be a nice decorative addition .
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Karlieb on April 23, 2017, 08:58:59 AM
The flowers are a little large but I love this. Almost looks like home.

http://imgur.com/TSlK5kh

Either I'm too dumb to embed an image or I'm too new. ;)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: asthehind on April 23, 2017, 09:16:32 AM
This mod is so pretty! But I can't get it to work. :( I built all the necessary buildings and put workers in. The well started making water immediately, and some was put in the greenhouse. The fodder farm sprouted all the lovely grass and flowers, but come late autumn it all disappeared and no fodder went into the stables or storage! For some reason the miscellaneous production level (while very high) was full and both the fodder farm and stable had warnings that they were at the production limit despite having never made anything. Increasing the limits made the warnings go away temporarily, but nothing was made. This is a new save running with Medieval Town, Colonial Charter, Natural Diversity Lite and a decorative plants mod that I forget the name of.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 23, 2017, 01:49:59 PM
i really dont understand why it doesnt work for you

the fodder disappear in winter but it is just "visual" they should continue to grow and harvest it like it was summer.
should take 1 or 2 years before it start to cruise.

dont you see any hay stack piles standing on the field, never ?
do you have the specific barn to stock it ?
which version of banished ? 1.0.6 or 1.0.7 ?

do you have last update about natural diversity ? is that mod on top of GW:Utility ? or Utility ahead of Diversity ?
Title: Re: Garden Walls: Utility for 1.0.7
Post by: QueryEverything on April 23, 2017, 04:05:13 PM
Quote from: Karlieb on April 23, 2017, 08:58:59 AM
The flowers are a little large but I love this. Almost looks like home.

http://imgur.com/TSlK5kh

Either I'm too dumb to embed an image or I'm too new. ;)

Wow, such a stunning picture @Karlieb :)  And welcome to the forum :)

Quote from: asthehind on April 23, 2017, 09:16:32 AM
This mod is so pretty! But I can't get it to work. :( I built all the necessary buildings and put workers in. The well started making water immediately, and some was put in the greenhouse. The fodder farm sprouted all the lovely grass and flowers, but come late autumn it all disappeared and no fodder went into the stables or storage! For some reason the miscellaneous production level (while very high) was full and both the fodder farm and stable had warnings that they were at the production limit despite having never made anything. Increasing the limits made the warnings go away temporarily, but nothing was made. This is a new save running with Medieval Town, Colonial Charter, Natural Diversity Lite and a decorative plants mod that I forget the name of.


@asthehind Can you please check your storage buildings?
Do you have the right storage (with the new game version 1.07 you will need new storage for these new mods (in some cases, depending on how @RedKetchup coded his).  Often times the 'limit' symbol isn't just about the Resources tab, but, about the storage for them - you may simply just not have the right storage laid out! :)

With Colonial Charter, as long as you have the new 1.75 version you should have an abundance of new storage buildings, as well as any Red has put in, I would suggest trying 2x2 squares of all the 'specialized storage', as well as putting down 1 each of the small storage units.

I didn't think NatDiv would have an impact, as it's for the starting conditions, but, ...  it is a new mod.

If possible, can you post a screenshot of your setup?  It may be easier to 'see' the bug :D
Title: Re: Garden Walls: Utility for 1.0.7
Post by: brads3 on April 23, 2017, 05:27:45 PM
the only thing i can think of is he has the older NAT DIV mod. so the limit he is hitting is the thatch. i think the fodder is under  a MISC limit and nothing else i know of is except fertilizer which would be at 0 still and the flowers.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 23, 2017, 06:01:05 PM
Quote from: brads3 on April 23, 2017, 05:27:45 PM
the only thing i can think of is he has the older NAT DIV mod. so the limit he is hitting is the thatch. i think the fodder is under  a MISC limit and nothing else i know of is except fertilizer which would be at 0 still and the flowers.

thats what i think too : the NaturalResourceGrass.rsc changed from old NAT DIV version
Title: Re: Garden Walls: Utility for 1.0.7
Post by: asthehind on April 23, 2017, 06:26:49 PM
Thanks for the replies! And may I take the opportunity to thank-you RedKetchup - your medieval towns mod really makes the game of Banished for me! I never play without it. :3 Regarding all your questions - it's late here so I can't post screens or check my mod load order till tomorrow. However I can tell you that I'm running the lite version of Natural Diversity, the one that just changes the appearance of the herbs/wild foods and does no more. (I tried the full version on a different save and kept getting crashing issues so I disabled it and downloaded the lite version.) I'm trying a hard start for the first time, and the only storage buildings I have are storage piles (default kinds) the starting wagon and the new miscellaneous storage building that came with the mod. I didn't see any hay piles after the harvest. I'm not sure how to check which version of Banished I'm running, but I have it through Steam and it's set to keep it up to date. In fact it's running some kind of update as I type. I shall answer the rest of your questions tomorrow.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: QueryEverything on April 23, 2017, 06:42:20 PM
Thanks for the update @asthehind
On the load screen of Banished, in the menu screen, if you look to the black bottom border there is yellow writing.
You will see the game details there. :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 23, 2017, 06:43:54 PM
thanks for the reply @asthehind  :)

first thing to do is re download and make sure you have the latest version of Natural Diversity Lite. (the first version of it full/lite had a conflict with my grass/fodder but should been fixed in later version) (the Lite version should not have a conflict)

in your steam launcher right click on your "banished" game and at the bottom of the menu you should see properties, click properties.
go on last tab named "BETA" and open the little box and "select : Beta - beta test for version 1.0.7"
and click close. at the bottom of your launcher you should see a download happening
and when done 1/1 retry your game.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: asthehind on April 24, 2017, 10:10:46 AM
OK, news everyone! It turns out I was running 1.0.6, so I downloaded the 0.7 beta. On trying to load my save, I got a message about Medieval Towns version having changed (??) and loading the save crashed the game. So I started a new testing game but silly me forgot to choose mods before starting it, so I checked in game. For some reason the Medieval Towns version had rolled back to a previous version, 1.1b. So I quit the game, unsubscribed from that version in Steam and resusbscribed to the newest version. It did a little download in Steam. For some reason though 1.1b is still shown in the mod menu, but it says 'updating mod' at the top. I'm currently waiting to see if that does anything, it seems to be taking its time!
Title: Re: Garden Walls: Utility for 1.0.7
Post by: asthehind on April 24, 2017, 12:39:47 PM
Right. To cut a long and boring story short, I broke it! I tried the 1.0.7 beta, but as I couldn't get Medieval Town 2.0 working right I decided to roll back to the previous version. That's where it went wrong... So I uninstalled and reinstalled Banished as it was completely borked and wouldn't load at all and said 'content file locked'.
So new question - will this mod work with 1.0.6, or am I out of luck?
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 24, 2017, 02:14:55 PM
yes NMT 2.0 works with banished 1.0.7 . the only thing is if you have CC also in same time , it will bug the clay/bricks/rooftile/pottery chain. and that bug wont crash you but would make the kiln and pottery shop inoperant (citizen go back and forth with material and cant put it inside the building so it return to the stockpile and restart the process)

but NMT 2.0 works fine without crash.


if you are making your change with banished 1.0.7 stop to subscrib to mods with steam workshop and go in the download section here. you seems to have enough knowledge to handle those " go to folders and do copy/pastes" operations :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: asthehind on April 24, 2017, 06:31:48 PM
That's interesting, the kilns work fine with CC in 1.0.6! I think for now I'll stick with that version. Is it worth trying Garden Walls again, or does it require 1.0.7?
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on April 24, 2017, 07:12:40 PM
Quote from: asthehind on April 24, 2017, 06:31:48 PM
That's interesting, the kilns work fine with CC in 1.0.6! I think for now I'll stick with that version. Is it worth trying Garden Walls again, or does it require 1.0.7?

of course kilns work fine with 1.0.6 they are made for it. i talked about your questions : medieval town with 1.0.7
i tried to explain kilns , with CC on top, in 1.0.7 will have a bug. if you dont have CC, or CC is below in the mod order : you will have absolutely no problem.


let me know if i need to explain more.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Karlieb on May 08, 2017, 11:03:04 PM
Thanks for this mod and for sharing your resource files. I've been playing around, trying to get a seasonal kind of thing going. I wanted to make it so that the grass died every winter and the flowers spawned the grass in the spring and then died but I couldn't tinker that one out. So now I have the flowers all blooming in the summer and then dying over winter. Now if I can find a happy balance with the grass, I'll be happy. :) You have created something beautiful!

Please excuse the quality of my first ever animated .gif. And the shifting of the camera as I fought with my mouse.

Early Spring through early Autumn.

(http://i.imgur.com/KiJf7DB.gif)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on May 09, 2017, 02:49:20 AM
wow that really, really incredible !!!!!
i made the mod, yes i tested a little bit, but i never saw it like this !!!

thanks you for sharing !!
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Gatherer on May 09, 2017, 03:41:36 AM
That'a a lot of flowers.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: QueryEverything on May 09, 2017, 05:51:30 AM
Oh my ....  @Karlieb that is just ...  superb!!!

@RedKetchup maybe ask her if you could use that .gif in your main post & download post - that is amazing! 

Truly beautiful @Karlieb :)

Please, let it have it's own thread too, not everyone may say it in this thread.  :) 
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Karlieb on May 09, 2017, 12:26:13 PM
Quote from: QueryEverything on May 09, 2017, 05:51:30 AM
Oh my ....  @Karlieb that is just ...  superb!!!

@RedKetchup maybe ask her if you could use that .gif in your main post & download post - that is amazing! 

Truly beautiful @Karlieb :)

Please, let it have it's own thread too, not everyone may say it in this thread.  :) 

I forget my name looks like KAR-LEE-BEE instead of the intended KAR-LEEB (I'm a guy ;) ).

It's perfectly fine for @RedKetchup  to use the picture but it is a modded version (just the growth.crs to make everything non-immortal, the grass reseed and the flowers to only bloom when the temperature is 77F or above) of his work, so not 100% representative of the mod itself.

Thanks very much for the compliments, but I'm not sure this is worthy of it's own topic (and I'm also afraid some would ask for my modifications which I'd not feel comfortable giving out because it's RK's work, not mine). Which forum group should I post it in if I decide to post this as its own topic?

I just like to tinker so thanks again, @RedKetchup, for posting your raw material files.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on May 09, 2017, 01:26:59 PM
Quote from: Karlieb on May 09, 2017, 12:26:13 PM
I just like to tinker so thanks again, @RedKetchup, for posting your raw material files.

welcome :)

but the flowers, itself, are immortal. the grass are not, living about 2/3 of a tree life.
dont be fool by the winter... they only go hide beneath the snow :D in winter and show back up at spring :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Abandoned on June 03, 2017, 06:18:24 AM
@RedKetchup it would be safe to assume that I can not use this absolutely fantastic looking mod with 106, correct?

It has really gotten difficult and time consuming trying to get information on completed mods, so much in threads that probably should be in suggestions and ideas section. 

thank you  :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on June 03, 2017, 03:44:55 PM
no you cannot use with 1.0.6
Title: Re: Garden Walls: Utility for 1.0.7
Post by: Abandoned on June 03, 2017, 03:51:32 PM
thanks @RedKetchup , disappointed but will look forward to it at a later date.  :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: gatinho65 on November 02, 2019, 05:10:19 PM
Hey RK, I used to love this mod when I played with Banished a few years ago and struggled with playing it on a mac lol, so happy it worked then. Now I have a pc and can play with so many mods I never got to use before. I've wanted to use this one again but although it will enable and seems to work fine with a saved game, it does not produce anything at all, no fodder and no fields. Where is it supposed to be in the load order? I'm using NatDiv2.pkm, is this GW utility supposed to be above NatDiv in the load order, or below it?

Right now I'm playing with with this load order:

RKVanilla TP
Flax Patch
EB Unified Mod
New Pine Flora
New Flora
Pine Set
NatDiv2.pkm
.
.
.
GW Utility down the list after a lot of other DS mods

I also used to get lots of reeds along waterways with a game, now I don't see any unless I build one of the reeds gatherers who plant them. I'm sure it is a load order thing but not sure what it should be to get all the great various flora and fauna. Thanks for any tips on making these mods work well together;)

Edit: Just needed to update this. I demolished the farm, then rebuilt it, and this time after two years the fodder fields grew. I have no idea why lol, maybe it was just when I planted the first one, the wrong season and it took longer for the fields to grow. In any case, this mod is probably working as it should.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: brads3 on November 02, 2019, 08:50:02 PM
you must have some power to use the Nat Div 2. you need the garden utiity above the Nat Div,otherwise you will get thatch grass instead of fodder on the map. remember also that the Nat Div needs a medium start setting to perform.

  with that much power would you prefer the RKEC and get the fodder plus RED's wild animals? you basically are making the Nat Div obsolete.the only way you would get thatch grass<< texture only> is by using a thatch hut to plant it.fodder and thatch do interchange.

   1 thing that does happen but is subtle usually is by adding more items each shows up ess often. if you have 10 items you have a 10% chance of getting each 1.now say you add ore and double to 20 items being gathered. you now have half the chance of each 1.so yes you would see less reeds that way. the overall total gathered will be the same with a lot more variety.
Title: Re: Garden Walls: Utility for 1.0.7
Post by: RedKetchup on November 03, 2019, 04:56:11 AM
yeah if you want to have the fodder on the ground, it needs to be optop of your list :)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: gatinho65 on November 03, 2019, 10:01:35 AM
Ah, interesting to learn that there is a limit built in regardless of the mods for various things. So adding lots of new flora, natdiv and meadows still only adds up to a total of some kind, right? I've noticed a very significant drop in herb harvests, even though I keep vast areas of old growth for them. Is that also related to some kind of overall total of some kind?

Right now, I usually use the reaper hut to plant the grasses for thatch, and eventually dismantle it because I like the thatch and wild things growing in town. I used to do the same with the fodder farm and that is how I am using them now as well, after I realized the meadows are growing. I put the meadows around the mining areas, its not realistic but more for aesthetics lol. I have no reeds anywhere unless I build the little reed reaper across small streams. Are you saying that if I put the RK GW utility above NatDiv, I will get meadows to start with in places? As well as reeds?

@brad3: By medium start do you mean difficulty level? I have been using an easy start in a mild climate so I can learn all the systems before trying a more difficult start, especially as I've wanted to get more comfy with all the DS mining and other productions chains. On an easy start I get nothing new/mod related growing on the ground at the beginning except the new flora I think, no grasses and no meadows without building farms and reaper huts. Is that how it is supposed to be, or are you saying that a bare start is only on a difficult start, on easier start levels some of these things should already be there at the beginning?

I've hesitated to use the RKEC mod because I've already been using EB Unified mod and the Maritime tree mods, are they all compatible? If I want to use RKEC, and stop using NatDiv, would I get both grasses and fodder meadows just from using RKEC?

I love necora's maritime trees, that is why I almost always use New Pine and Pine Set, I also like the production chains, maple and pine forest products. Can I use these mods as well as RKEC, or do I need to enable only one mod with trees?

I don't think I will experiment with my existing town, I will have to see what happens with a new game start using the various combos. If I wanted fodder meadows, new flora, grasses/thatch, maple and pine industries, plus new tree models rather than vanilla trees, what combo might give those? Any suggestions for load order?

Ha yes, my new pc was bought so I could play Red Dead R2 when it comes out, it can handle all the mods I want to add, even on the highest graphic settings, so Banished looks incredibly beautiful. I just need to figure out how to record some of my following a citizen sequences to make short video clips in case I want to share some.

EDIT: I have now found the RKEC page with all the details, looks like it includes necoras trees as well, I need to get a handle on where to find info on the forum lol, apologies for asking questions when answers are already there if I can learn how to find them;)
Title: Re: Garden Walls: Utility for 1.0.7
Post by: brads3 on November 03, 2019, 10:43:31 AM
we should start you your own page for questions.

      start settings can take soe learning. we can add gathering items and adjust trees.we can affect the terrain or landscape. grass and rocks are controlled by your start base mod. the general rule is the highest mod sets the map and overrides anything from the mods below it. so in your case,you could get reeds and thatch but give up the fodder. the buildings will process thatch as fodder and vice versa. we get the same thing with different ore options of copper oreiron ore,and clay or sand. the game won't let us have everything at once.   

    map start settings matter to this also. some mods work on medium difficult level but do not on hard or a setting designed by a modder. you have to pick and choice which items you want. some wil work on other settings some will not. to test mod order start with a medium setting.once you have the mod order to your liking, then change the start settings and RE-TEST it.there is no way to get fodder and thatch growing at the startof a map. you can plant either from their huts. both work in place of the other. hence you can feed the stables with thatch and still have greenhouses.

      pine mod can be added to the RKEC. you have to add the Crystal Cliffs mod with the pine mod. this will not work on all start settings with the atest RKEC version.