World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on February 16, 2017, 03:48:48 PM

Title: Mod Discussions 1.0.7
Post by: RedKetchup on February 16, 2017, 03:48:48 PM
Hello and Welcome on the new Mod Discussions 1.0.7


for the moment i dont know if we can make a 2nd section for Mod Downloads, i will ask around :)
if you post in the section we already have, it will create a link in the non-1.0.7 discuss forum, for the moment copy paste the link and delete it (or ask for delete it if you cant). as soon as possible we will make it redirect to 1.0.7.


Enjoy,
Redk
Title: Re: Mod Discussions 1.0.7
Post by: Nilla on February 17, 2017, 05:35:58 AM
I think these questions have bin partly answered somewhere else but a brief answer here in this general thread from someone who knows, could be helpful.

-Do these mods made in 1.0.7 work, if I play the 1.0.6 version of the game?

-Do the mods made in 1.0.6 work, if I load the 1.0.7 beta version of the game?
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 17, 2017, 06:01:17 AM
1. if they contain a new Custom0..9 limit : No, not entirely. Mostly these limit will fall under Logs Limit.
2. Yes entirely but the icons will fill all the bars like a chicken without head. Extremly recommended to use a 1.0.7 if available.
Title: Re: Mod Discussions 1.0.7
Post by: Hawk on February 17, 2017, 05:53:50 PM
Rather than posting in each topic about your new releases for 1.07 ('cause you have a lot of them  ;) ), I thought I'd just post her and say thank you Red, for all your work.  ;D
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 17, 2017, 06:05:10 PM
Quote from: Hawk on February 17, 2017, 05:53:50 PM
Rather than posting in each topic about your new releases for 1.07 ('cause you have a lot of them  ;) ), I thought I'd just post her and say thank you Red, for all your work.  ;D

Ha! welcome :)
Title: Re: Mod Discussions 1.0.7
Post by: Gatherer on February 18, 2017, 02:03:45 AM
Thank you Mr. Red and thank you all other great modders for your fantastic work.

I haven't updated the game yet (waiting for all of you to finish updating your mods) so I am just waiting patiently.
Title: Re: Mod Discussions 1.0.7
Post by: Nilla on February 18, 2017, 02:10:31 AM
I follow your example, @Hawk. Thank you @RedKetchup for this huge work.

Even if I don't have that talent, I think that it makes a lot of fun for you great modders to create new fantastic things. But this; just adapt your old stuff to new "technical surroundings" is what I think, only work. When you've done it once, it seems just boring. So, admirable work to do this for us users. We can't thank you enough! :)
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on February 18, 2017, 05:41:08 AM
i agree. this has got to be tedious work. it is much appreciated. thank you to all modders.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 18, 2017, 05:55:27 AM
Quote from: Nilla on February 18, 2017, 02:10:31 AM
I follow your example, @Hawk. Thank you @RedKetchup for this huge work.

Even if I don't have that talent, I think that it makes a lot of fun for you great modders to create new fantastic things. But this; just adapt your old stuff to new "technical surroundings" is what I think, only work. When you've done it once, it seems just boring. So, admirable work to do this for us users. We can't thank you enough! :)


thanks all.
yeah about getting boring .... thats true. this is why i try to add a little new thing at each mod while i am there in these ones. knowing very well i wont never comeback again ^^
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on February 19, 2017, 10:22:10 PM
Hello. Just want to say sorry that I disappeared. All this changes, toolbar and 1.0.7, are little too much for me (not to mention real life that consumes all time...)

To be honest, I don't like to have the main settlement menu expanded twice. And now that all new mods are going to be for 1.0.7, I'm not sure about this all.
Title: Re: Mod Discussions 1.0.7
Post by: QueryEverything on February 19, 2017, 10:48:22 PM
@tanypredator I have your mods, and I love them.
I am sure (and others would be too) that I would still use your mods even if you don't use the new toolbar.  It's not for everyone, and that's ok. :) 

I understand about real life, I hope you get to continue doing what you love. :)
Title: Re: Mod Discussions 1.0.7
Post by: Tom Sawyer on February 20, 2017, 12:35:55 AM
I hope you will not totally disappear @tanypredator. Your ideas and (future) models would be missed. If you don't like this toolbar then just don't use it and don't care about all the messages around this topic. I'm also not sure with the changes. I will look at how it works and decide if I use it or not. No reason to hurry with 1.0.7. Or to stop creating something you like. :)
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on February 20, 2017, 12:44:48 AM
Thank you both :)

The toolbar is not the main problem, I understand, that I'm not forced to rebuild my mods to it, that is rather about playing. As a player I would prefer to have all buildings under the corresponding function buttons. But surely I can get along with other structure.

But this new update... As far as I can understand, if I don't use CC or NMT, I'll have just a dozen of new limits, looking like meat and not working at all? And new mods being build with a new mod kit means that they probably will not work without this patch - at least, if there are any storages...

Probably, I'll try to make some mod updates or new mods for 1.0.6, just need some time.
Title: Re: Mod Discussions 1.0.7
Post by: Tom Sawyer on February 20, 2017, 01:08:28 AM
Yes, that's my problem with the new button too. As player I want to build a house from the housing toolbar and a chicken coop from food production (for example). But the new flags are not a problem. They are not used in a vanilla based game and not shown in the status bar then. Only if a mod will add it there.
Title: Re: Mod Discussions 1.0.7
Post by: Hawk on February 20, 2017, 03:08:45 AM
Quote from: Tom Sawyer on February 20, 2017, 12:35:55 AM
I'm also not sure with the changes. I will look at how it works and decide if I use it or not.

Are you not going to update The North to take advantage of the new production chain flags and limits?
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on February 20, 2017, 09:57:37 AM
Quote from: Tom Sawyer on February 20, 2017, 01:08:28 AM
Yes, that's my problem with the new button too. As player I want to build a house from the housing toolbar and a chicken coop from food production (for example). But the new flags are not a problem. They are not used in a vanilla based game and not shown in the status bar then. Only if a mod will add it there.

Oh, that is great!
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on February 20, 2017, 10:45:28 AM
@tanypredator I for one will continue using your mods, I especially love the blue flax, and the way I understand it, they can be used by those who update.  I would be disappointed if you stopped modding (when time permits).  I doubt I will update to 1.0.7. so will miss out on many new mods, especially ones I have been waiting for.  Oh well.  Whatever you decide, New Flora with wild bees is wonderful.  Thank you for delightful mods.  :)
Title: Re: Mod Discussions 1.0.7
Post by: Tom Sawyer on February 20, 2017, 10:57:52 AM
I will definitely use the new flags @Hawk. They solve storage/trading problems and make new things possible. At the moment I want to create some new buildings for the next version. Then I will look at the flagging. Not sure I was with the changes in the toolbar and if I will use the new button. But for the North it's probably not useful.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 20, 2017, 11:55:01 AM
Quote from: Tom Sawyer on February 20, 2017, 10:57:52 AM
I will definitely use the new flags @Hawk. They solve storage/trading problems and make new things possible. At the moment I want to create some new buildings for the next version. Then I will look at the flagging. Not sure I was with the changes in the toolbar and if I will use the new button. But for the North it's probably not useful.

will you make it kinda compatible with CC ... me... kid ... disc ?
i will post what we decided for our mods :)
Title: Re: Mod Discussions 1.0.7
Post by: Hawk on February 20, 2017, 02:45:55 PM
Quote from: Tom Sawyer on February 20, 2017, 10:57:52 AM
I will definitely use the new flags @Hawk. They solve storage/trading problems and make new things possible. At the moment I want to create some new buildings for the next version. Then I will look at the flagging. Not sure I was with the changes in the toolbar and if I will use the new button. But for the North it's probably not useful.

That's great Tom. I guess I misunderstood your previous post.
I can see where most folks using The North would most likely run it as a separate game, with it's own list of mods. Like this, it wouldn't conflict with CC if you use your own toolbar and flags, or would it?  :-\

Personally, I have a separate install of Banished just for The North, already patched to 1.07 beta, patiently waiting for the update(s).  :)
Title: Re: Mod Discussions 1.0.7
Post by: Tom Sawyer on February 20, 2017, 05:03:18 PM
Thank you for posting the flagging table. I will see how it works for me. Compatible with CC is not possible anyway. I want it to work with NMT, Small Village, Row houses and all other matching mods. I'm sure there will be a good solution. With the new toolbar I also see no problem. :)
Title: Re: Mod Discussions 1.0.7
Post by: kralyerg on February 20, 2017, 06:23:58 PM
Quote from: Tom Sawyer on February 20, 2017, 05:03:18 PM
Compatible with CC is not possible anyway.

I'm confused about this.  In what way can it not be possible to be compatible with CC but is possible to be compatible with NMT, DSSV and Row Houses?  It's fairly easy to make all three of those completely compatible with CC, but it's impossible for you?  I'm not trying to criticize anything, I just am genuinely confused.
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on February 20, 2017, 07:27:37 PM
there are several  reasons why CC and the NORTH conflict. TOM designed and built the NORTH with a lot of unique ideas to make it more challenging. without taking codes from other mods, he chnaged many of the normal production numbers to beter reflect the harsh climates people of the north countries of EUROPE had to endure including changing deer to reindeer. not only  does this affect the overall crop yields,but individual crops grow slower than others.the landscape,the fish,mulitple start menu options,etc. also went thru several changes. this project took several months. Graciously,TOM  did give us several building mods that could be played without using the NORTh completely.
    the NORTH can be played with CC,however it does have several conflicts that will lead to fatal errors. some buildings will not function,others will but not correctly. a player must remember the crop production is heavily affected by what climate you choose from the start. iron ore in the NORTH is iron bloom.not only is the name different but it looks different as well. this conflictcan cause errors and the buildings to process the ore will not function.there are also gremlin errors that seem to happen at random. i have tried to recreate the error and figure out what caused them. the gremlins seem to be due to 1 program fighting with the other and not a particular building or item.
     like CC,the NORTH is not just a building mod. it goes much deeper in making changes on how the game plays overall. where CC takes climates and starts from several parts of the world and adds them to a map, the NORTH takes 1 area and changes each function individually to fit that aea.
Title: Re: Mod Discussions 1.0.7
Post by: kralyerg on February 20, 2017, 08:04:00 PM
I understand that they're currently not very compatible, I just question the phrasing that it's impossible to be compatible.

I know that multiple mods can't both contribute starting conditions, terrains, and climates, but I think that if Tom wanted to, we could absolutely make them compatible.
Title: Re: Mod Discussions 1.0.7
Post by: Tom Sawyer on February 21, 2017, 05:46:52 AM
Thanks for explanation @brads3. We had this discussion and I think modders and players understand why it is not possible to play CC and North at the same time. Both mods are changing the whole environment and balancing. They create different themes. And not only starting conditions, climates and maps are incompatible @kralyerg. With terrain textures, ambient sounds, wild animals, resource spawning, temperature dependence, trade values, production numbers and so on it's the same. To make the Nordic mod compatible would mean to give up all ideas and to remove everything specific which conflicts with CC. The rest would be some red models.

With other mods it works better because they add things without changing the game in this way. But if they do this they become incompatible too. You are probably the most experienced modder here and you know about it. So I don't understand what for you say that I just don't want. I spent a lot of time making things compatibel and to support other mods. As far as possible they are adapted to produce Nordic resources and to work in the trading system for example. Most of my buildings I made available as separate mods to use them in CC or in a vanilla based game. That's the way to have it compatible. And I'm sure some players also would like to see a few buildings from CC separated to use them in vanilla or nordic games. Let's think modular and work together.
Title: Re: Mod Discussions 1.0.7
Post by: kralyerg on February 21, 2017, 06:30:25 AM
Absolutely.  There are no specifics yet, but the general idea is that for the next version off CC is to make it more modular. I don't know yet if that means split it into 3 pieces or 10 pieces, but it will be something.

I didn't mean that you should change everything of yours to make it 100% compatible with CC. I do think everyone understands about the starts and climates and things, but I don't see why any of the buildings themselves need to be incompatible.

Like if you played with The North above CC, why should it ever crash?

As I'm writing this I think that I'm using the word "compatible" in 2 different ways. Like DSSV v2 has its own start conditions so it's not compatible, but it's still compatible, because it won't crash anything to use both, even if some options are missing.

I thinks that's probably where my confusion lies, of course not all options can be present at once, but I can't think of a reason why both The North and CC buildings can't be built on the same map with nothing crashing.

That's what I meant by.compatible. "can the two mods be used successfully together without crashing the game". That's the part that I think we can make work.
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on February 21, 2017, 07:25:07 AM
  i like the idea of CC being more modular.  one of the advantages of CC is the huge variety of buildings. gives the player a lot more options. it would be a task to try to split it into different parts. tedious and time consuming. there is lots of players that like to play with different buildings styles from time to time but they feel overwhelmed by the production chains and having so many items. i'm sure they would enjoy having modular options.
     i agree with KRALYERG's theory. the mod placed above in mod order should overpower and setup the game. any mod after that should add to the game but not be able to change what the 1st mod set. i have found this is more of a guide than a true function.when the north is above cc it seems to fatal error and crash more than if cc is above.
    as to why the  NORTH and CC error and conflict, many of the errors seem to be due to terms inside codes. 1 in particular is the use of "iron ore" as opposed to "iron bloom". i'm not a modder but my understanding is as it reads thru the code the item can have 1 name and then what it says on the screen to us may be different. i think this is where the 2 have problems. some of the items have different names on the screen but i think thru the code there are some that have the same terms.the program gets confused. nobody wants to see either of you take the time to rewrite the entire game code to match the other persons codes.
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on February 21, 2017, 07:46:55 AM
  on the idea of making the game more modular, how far can we take it without causing conflicts???  i would like to see a large map that can be used independantly. so far CC has the largest map without causing errors.  can the map be made any bigger?? can it be done so no matter what way or mods you use,you can still have the large map? the ultimate idea would be to have mountains to the top,hills and valleys toward the middle and faltter terrain as well. a mixture on 1 map,thou i doubt possable. it seems some of the start settings can be controlled with a mod and yet some can not.
     is it even possable for the player to choose map size,terrain,number of banis,lakes,etc before setting what main mod they want to use?? say they had a list of mods they could pick from and use 1 mod to set the map size,1 to set the hills or lakes,1 to set the plants and trres,1 to set how many banis they had or if they had housing,etc? would the game read those above and instead of loading just CC or the NORTH's start conditions?
Title: Re: Mod Discussions 1.0.7
Post by: kid1293 on February 21, 2017, 07:59:15 AM
It is not possible to have mountain/lake/plain in separate files.
It's all under one paragraph in the modkit. And you know - the first to
change it wins.

But trees can be separate and bannies too.
Title: Re: Mod Discussions 1.0.7
Post by: adelegarland on February 21, 2017, 11:26:38 AM
I'm very confused...   I'm kind of a novice although I've been playing a long time...   I've used Tree of life to add in other species and the Adam and Eve start up. Most of the new animals from the training camp and the butcher shop won't show up in the game.    I don't understand, do I need to use only one  person's mods to make it work?   Do i need to use other peoples specific mods to make it work...   I've got about 100 mods installed, most showing red on the Mod list....   but not crashing.  I LOVE the new stuff!!!   want to use it!!!  Just don't understand which ones go with which others.   HELP!
BTW: not using cc or north...
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on February 21, 2017, 12:19:14 PM
most mods can be used together as most mods just add buildings.even if mods turn red they may work together.general rule is the mod closest to the top of the order takes control and loads 1st and over rides the mod below. as to your question with RED's training camp that is not a conflict. its an illusion so to speak,lol. the animals are hunted but you will not see the animals running around. the game has many limits to what can be modded. the codes to make animals run around is not well understood. hence there are few animals that do move around:chickens,cows,pigs,sheep,deer and ducks,lhamas,horses. the training camp lookout towers are great for hunting as they are not dependant on other factors that would limit the production. it is understod the hunters spot animals from the tower and go hunt them.you will see meat carcasses near the tower on the ground as they are hunted.if you click on the tower and check its production,you should see items the hunter has found. including furs and leather as well as various meats.they will be random amounts from yr to yr. the tree of life mod i have not used. in the description it should list the animals that it brings to the game and those are most likely animated. it and the training camp should not affect each other. the tower hunter of the training camp will let the animals from the tree of life mod walk right by him and not hunt them.nor will the tree of life gatherer or hunter find bears or pheasants.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 21, 2017, 12:20:02 PM
Quote from: adelegarland on February 21, 2017, 11:26:38 AM
I'm very confused...   I'm kind of a novice although I've been playing a long time...   I've used Tree of life to add in other species and the Adam and Eve start up. Most of the new animals from the training camp and the butcher shop won't show up in the game.    I don't understand, do I need to use only one  person's mods to make it work?   Do i need to use other peoples specific mods to make it work...   I've got about 100 mods installed, most showing red on the Mod list....   but not crashing.  I LOVE the new stuff!!!   want to use it!!!  Just don't understand which ones go with which others.   HELP!
BTW: not using cc or north...


the animals from training camp and butcher shop arent "new animals" they are only " new resources and new meat" created from nothing, created from "thin air" as some say.
so in your game you will never "see" bears, hare, pheasant roaming around your map :( only the meat exist, not the animals.

create new animals roaming around : nobody (nobody whos makes mods for this game) knows how to make new animated animals, unfortunatly.
i wish to learn it , cause this game presently lack so much of new animals and thats what is hurting alot this game now.
Title: Re: Mod Discussions 1.0.7
Post by: Tom Sawyer on February 21, 2017, 12:22:28 PM
I don't know where the crashes are caused exactly if CC and North are loaded together @kralyerg and @brads3. It's just a strange mix of clashing content and a nightmare to solve something there by overwrites or so. Better to choose one of them as main mod when starting a new game for a consistent environment and then adding suitable building mods. For example my red cottages including barns, village shop and so on. The water mill is even balanced for CC if loaded as single mod. This way it is possible to build almost all buildings on one map and it works without crashes or strange things. Vice versa it's very cool to add your Minibuildings to the North for early game survival. I also would like to see some of your houses to build in the Nordic scenery and Hawk was asking about this red wooden bridge for example. Would be nice for players to have some more options like this.
Title: Re: Mod Discussions 1.0.7
Post by: adelegarland on February 21, 2017, 03:06:19 PM
Quote from: RedKetchup on February 21, 2017, 12:20:02 PM
the animals from training camp and butcher shop arent "new animals" they are only " new resources and new meat" created from nothing, created from "thin air" as some say.
so in your game you will never "see" bears, hare, pheasant roaming around your map :( only the meat exist, not the animals.

create new animals roaming around : nobody (nobody whos makes mods for this game) knows how to make new animated animals, unfortunatly.
i wish to learn it , cause this game presently lack so much of new animals and thats what is hurting alot this game now.
Thanks, Red.   I understand that I won't see the new animals, but my hunters aren't finding them.   Also, I have Slinks Hogs and the butcher won't recognize the pork they produce as usable.  It works with the beef from the cattle and your new cattle, nothing else so far.

Do I need to use a specific hunter mod to trap these new animals? 
when you make these wonderful mods, are you also using the CC Addition?  Maybe I need that to make things work better? 
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 21, 2017, 03:09:55 PM
you need to build Watching towers and assign hunters to them :) (only the hunters assigned to Watching Tower will find them and get the meat)
Watching towers are from Training Camp : Main
Title: Re: Mod Discussions 1.0.7
Post by: adelegarland on February 21, 2017, 03:26:11 PM
 Great!   I'll try that!!  thanks so much!
:D
Title: Re: Mod Discussions 1.0.7
Post by: kralyerg on February 21, 2017, 03:29:42 PM
Quote from: Tom Sawyer on February 21, 2017, 12:22:28 PM
I don't know where the crashes are caused exactly if CC and North are loaded together.

I'm working on updating CC for 1.0.7, but after that, when we start work on the next real release, I'll take a closer look at the conflicts and see what can be done.
Title: Re: Mod Discussions 1.0.7
Post by: adelegarland on February 22, 2017, 07:12:15 AM
 ;D Thanks to all the Modders for the last bunch of Mods! 
1.07 is a bit trickier to use as a gamer not a modder.   
One suggestion I would make: Consistency in where the new mods end up.   In each of your Name/Icon categories, it would be easier if ALL housing was under housing, not split up by collection.  Same for storage, food production, etc.   It would make things easier for us gamers if when we download our newest favorite from out favorite modder, we can find it right away.   Sometimes I download new faves and can't find them.  then the toolbar gets so complicated that I forget where it is once I did find it!  LOL   
::) OK, I admit, I'm older and cant keep stuff straight anymore...  But I'm sure that when anyone downloads a warehouse, and has to click one or two tabs to find it, the community will be happier!   

Just a thought and again, thanks guys! (and gals) :-*
Title: Re: Mod Discussions 1.0.7
Post by: ancientmuse on February 23, 2017, 08:57:38 PM
QuoteOne suggestion I would make: Consistency in where the new mods end up.   In each of your Name/Icon categories, it would be easier if ALL housing was under housing, not split up by collection.  Same for storage, food production, etc.   It would make things easier for us gamers if when we download our newest favorite from out favorite modder, we can find it right away

I actually prefer the collections to have their own toolbar buttons.

This way, if I'm making a town that I want all matchy matchy (same look and textures) then I find it way easier to click on the collection and make my choices from there (houses, production, etc).

I would find it way more frustrating if I had to click on houses, find the specific style/texture I was looking for amongst the other 30 house types to choose from... and then go to production and have to dig through the gazillion designs there to find the same style/texture to coincide with my houses, and so on and so forth.

To me that would be a lot of hunting and digging around all over the place to get my town looking cohesive... personally speaking, I'm sooooo happy for those collection toolbar buttons !

Just my $.02 worth.

;D
Title: Re: Mod Discussions 1.0.7
Post by: Paeng on February 24, 2017, 04:54:27 AM
Quote from: ancientmuse on February 23, 2017, 08:57:38 PMpersonally speaking, I'm sooooo happy for those collection toolbar buttons!

Same here... by now I spent many hours with the new system and it all starts falling into place, as more and more things are added to the individual collections.


Quoteif I'm making a town that I want all matchy matchy (same look and textures) then I find it way easier to click on the collection and make my choices from there (houses, production, etc).

Yeah, all the collections have their own distinct style - in the long run I find it easier to go through e.g. Kid's collection and pick a Colonial house than digging thru one bar with dozens of different houses to find that one house I'm looking for...

Give it some time until it's all complete, and a little time to get familiar  :)
Title: Re: Mod Discussions 1.0.7
Post by: adelegarland on February 24, 2017, 06:34:24 AM
Don't get me wrong, I DO like the toolbars by individual, but I think each of them should be broken down by the original categories,  RedKetchup seems to be doing this and I find all his goodies in the proper place.  If I need his watchtower for hunting, I know to find it in the food tab.  If I want a tailor, I look in the material production tab...  EASY!
Just Sayin'
::)
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on February 28, 2017, 12:42:12 PM
I am noticing that some product statistic boxes are now listing 12 rows even if building only produces 1 item.  See attached picture.  Not shown, the vanilla forester is normal but vanilla gatherer shows 12. I am wondering if this is being caused by a mod or has something to do with the new 1.0.7 toolkit or flags.  I did not update my game but am using several mods for 1.0.7.  The oversize info boxes, especially when unnecessary, make comparisons very difficult.  Wondering if anyone else has noticed this.
Title: Re: Mod Discussions 1.0.7
Post by: Necora on February 28, 2017, 02:41:03 PM
Quote from: Abandoned on February 28, 2017, 12:42:12 PM
I am noticing that some product statistic boxes are now listing 12 rows even if building only produces 1 item.  See attached picture.  Not shown, the vanilla forester is normal but vanilla gatherer shows 12. I am wondering if this is being caused by a mod or has something to do with the new 1.0.7 toolkit or flags.  I did not update my game but am using several mods for 1.0.7.  The oversize info boxes, especially when unnecessary, make comparisons very difficult.  Wondering if anyone else has noticed this.

I was a bit confused when you said you saw 12 lines for the fisheries because I didn't remember putting 12 lines in them. I think it must be a new thing with 107 because I definitely didn't add 12 lines to any of my production dialogs, mainly because I don't know how!
Title: Re: Mod Discussions 1.0.7
Post by: kid1293 on February 28, 2017, 03:34:42 PM

Someone has evidently changed the original Production.rsc (in Dialog directory)
and put in 12 lines instead of vanilla 4. That's the only way to add lines.
But you better just copy Production.rsc and rename it to use it in your mod.
You call your own version and avoid conflict with Gatherer (the only with 4 lines,
all else are 1 or 2)
Many new mods also call the 4 line menu and so they become 12.
Title: Re: Mod Discussions 1.0.7
Post by: elemental on February 28, 2017, 04:09:29 PM
I think it's one of Discrepancy's mods that did that.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on February 28, 2017, 04:55:13 PM
personaly , i have some changes at some windows but they have been renamed ( the Watchout towers are an example. i use a 8 lines windows and the file has been renamed : RKTCProduction.rsc )
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on February 28, 2017, 05:25:37 PM
@kid1293 hi, the toolsmith and baker in the screenshot is your workplace for 1.0.6  Really like that set, will have to update it with the beehive.  :)

@elemental I think it was Discrepancy's watchtower that first had the 12 rows. 

Just don't know why there is such a mix of statistic box sizes in this map.

Edit, I just happened to think of @tanypredetor New Flora, if I'm not mistaken it use to change vanilla gatherer because it collected her wild crops also but now it doesn't.
Title: Re: Mod Discussions 1.0.7
Post by: Discrepancy on February 28, 2017, 09:53:47 PM
If you are running styth tower v2.1, it should not affect any other buildings...

Sorry, I just checked, and I had forgotten to update the mod on WOB, the updated version is available on my website.
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on March 01, 2017, 07:06:59 AM
Thanks @Discrepancy for tower update, really like that tower, however not using the mod on this map that I have so many different sized info boxes. I realize when building produces multiple items it needs more lines and a bigger info box, I just never had so many different ones on one map before.
Title: Re: Mod Discussions 1.0.7
Post by: Admin on March 08, 2017, 08:04:36 AM
Quote from: RedKetchup on February 16, 2017, 03:48:48 PM
Hello and Welcome on the new Mod Discussions 1.0.7


for the moment i dont know if we can make a 2nd section for Mod Downloads, i will ask around :)
if you post in the section we already have, it will create a link in the non-1.0.7 discuss forum, for the moment copy paste the link and delete it (or ask for delete it if you cant). as soon as possible we will make it redirect to 1.0.7.


Enjoy,
Redk

Download category created and auto post function added to post to the 1.0.7 discussion board.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on March 08, 2017, 02:42:16 PM
THANKS YOU @The Big Chihuahua :)
i didnt found and didnt want to break the forum apart ^^
Title: Re: Mod Discussions 1.0.7
Post by: Discrepancy on March 09, 2017, 12:39:39 AM
Great :) thank you @The Big Chihuahua .
Title: Re: Mod Discussions 1.0.7
Post by: The Pilgrim on March 13, 2017, 01:32:19 PM
@RedKetchup   This has probably been answered elsewhere but... Is NMT at all compatible with 1.07 and if so how should it be loaded.  Thanks
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on March 13, 2017, 01:46:52 PM
Quote from: The Pilgrim on March 13, 2017, 01:32:19 PM
@RedKetchup   This has probably been answered elsewhere but... Is NMT at all compatible with 1.07 and if so how should it be loaded.  Thanks

it is fully compatible and will work and dont crash. load order doesnt have any signifiant importance.

the only thing : storages dont have all the new Custom0-9 flags/limits.
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on March 13, 2017, 08:26:52 PM
that's how i play. i have the 1.07 upgrade to banished,a few of upgraded mods,journey before the 1.07,and left my other mods alone. so it is 1.06 and a half.lol way my game ended up after the CC journey without having issues. but it works well until all the other gets upgraded and buggs worked out.
Title: Re: Mod Discussions 1.0.7
Post by: Discrepancy on March 14, 2017, 08:09:36 PM
I posted this in RedKetchups work in progress discussion, but thought it might be handy here also.

How to add a mod to the NEW: "Mods - 1.0.7 (http://worldofbanished.com/index.php?action=downloads;cat=4)" Downloads category?

answer:

When you 'add a download', or edit a previously uploaded one, you can change the 'category' that it is in.
From the editing screen, at the top under 'Title', select 'Mods - 1.0.7' from the drop-down menu.

(http://i.imgur.com/aNCPiES.jpg)
Confirm, by clicking 'Edit Download'

this will place the mod within the new category.

If you are posting a new mod, it will generate a forum post within the 'Mod Discussions 107' forum.

:)
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on March 14, 2017, 08:33:22 PM
THANKS YOU @Discrepancy :)
Title: Re: Mod Discussions 1.0.7
Post by: The Pilgrim on March 15, 2017, 07:58:27 PM
@Discrepancy   Is there a 1.07 version of DS Small Village that has the firewood cutter, tailor, village blacksmith and such?  Also, is the Pick and Hen mod compatible with 1.07?
Title: Re: Mod Discussions 1.0.7
Post by: Discrepancy on March 15, 2017, 11:17:25 PM
I am currently working on the production part of DS Small Village... but it is taking longer than I would have liked, my mind isn't in the right spot and so I'm not enjoying doing it as much :(

ahh, things go on.

The Pick and Hen hasn't been updated, but I think it should still work fine for 107 as no flags need to be changed.
Title: Re: Mod Discussions 1.0.7
Post by: ancientmuse on March 17, 2017, 12:33:22 PM
QuoteThe Pick and Hen hasn't been updated, but I think it should still work fine for 107 as no flags need to be changed.

I can confirm that, yes, the old Pick and Hen Tavern (1.0.6) does work properly in 1.0.7.

In fact, pretty much all of the old mods for 1.0.6 work well in 1.0.7.  The only difference being that they aren't grouped into the new task bar "mod collections" button in 1.0.7. 

Some of the old mods I've updated and others I haven't... only because some of the mods I prefer them to not be moved to the new "mod collections" button and instead prefer them to be placed under their appropriate individual categories.  But I've also updated a ton of other mods because I definitely like having them grouped under each modder's own little button in the collections section.

So thanks for all these awesome updates you guys !

It gives us Banished addicts a choice of how we want our game laid out and set up according to our own personal tastes.

;D
Title: Re: Mod Discussions 1.0.7
Post by: Discrepancy on March 22, 2017, 12:08:32 AM
So new beta available - http://www.shiningrocksoftware.com/2017-03-21-1-0-7-beta-version-2/ (http://www.shiningrocksoftware.com/2017-03-21-1-0-7-beta-version-2/),

QuoteChanges

    -This build adds an example to the mod kit so that modders can add custom resources to the auto purchase section of the Trading Post. I overlooked this in the first beta. See the Readme.html for details.
    -This build fixes a potential crash when the user interface scale is not 100% and clicking on a dialog that is over a selectable building.

also beta & modkit no longer have debug active as default.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on March 22, 2017, 02:30:58 AM
bah me i personally always use (and always ON) the debug.pkm...
so i didnt noticed ^^
Title: Re: Mod Discussions 1.0.7
Post by: QueryEverything on March 22, 2017, 05:18:20 AM
Quote from: Discrepancy on March 22, 2017, 12:08:32 AM
So new beta available - http://www.shiningrocksoftware.com/2017-03-21-1-0-7-beta-version-2/ (http://www.shiningrocksoftware.com/2017-03-21-1-0-7-beta-version-2/),

QuoteChanges

    -This build adds an example to the mod kit so that modders can add custom resources to the auto purchase section of the Trading Post. I overlooked this in the first beta. See the Readme.html for details.
    -This build fixes a potential crash when the user interface scale is not 100% and clicking on a dialog that is over a selectable building.

also beta & modkit no longer have debug active as default.

-This build fixes a potential crash when the user interface scale is not 100% and clicking on a dialog that is over a selectable building.

----
Oh!  This is good news indeed!  I hated this crash, it was aggressive!!!
Title: Re: Mod Discussions 1.0.7
Post by: Paeng on March 22, 2017, 09:34:19 AM
Just a little input after an extended play (here (http://worldofbanished.com/index.php?topic=1593.0)) with 107 and 107-ready mods, starting with a few basics and then adding more and more as the town grew... for modular fans like me this is the coolest way to build a town, preventing me from falling back onto the same old "routines" but looking for new, or a least different ways to grow  :)

I won't look back, I have archived all my "old" mod collections, except a few overrides and such that are still needed (mostly for CC)... by now I have tried all the new versions so far released and am happy to say that they all work crash-free and really smooth. And the Community Toolbar is the best invention ever...  ;)

You already heard it, but I must repeat - the introduction of diagonal and angled pieces has brought lots of joy to Banished towns! Same for many of the ghosted items, not to mention the many new resources... So thanks again for all the hard work you put into re-releasing your mods!  :)
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on March 22, 2017, 10:07:05 AM
THANKS YOU @Paeng  for your ... debriefing :)
it is really really appreciated :)
Title: Re: Mod Discussions 1.0.7
Post by: QueryEverything on March 24, 2017, 01:28:39 AM
Hear hear @Paeng :)  +1 in agreement :D
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on April 13, 2017, 06:19:41 AM
Wow, what an impressive list of new and updated mods.  A bit overwhelming to say the least.  Great job modders, thank you.  I have not commented on individual entries, wanting them to remain as unread until I start major downloading and trying, I'd then have a checklist as I go along.  Very impressive new mods but still love the old ones.  :)
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on April 29, 2017, 05:48:25 AM
Just a repeat of my last post here, I have only posted on a few threads here so far, don't want anyone to feel unappreciated or left out.  Good job, impressive new mods and combos and updates. Thank you all, looking forward to trying.   :)
Title: Re: Mod Discussions 1.0.7
Post by: Paeng on May 08, 2017, 08:52:48 AM
Well, I been playing about 300 years of 107 mods, in various mixes and variations... and I'm more pleased than ever  :D

At this point most everything looks pretty stable, no crashes or weird fallout... also thanks for all the work on packaging mods, in-game info (mouse hints, descriptions), bug fixing - tremendous job!

I may not say thank you every day or for every single upload, but I do hope my running blogs show my appreciation anyway  ;)
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 08, 2017, 09:47:40 AM
Thank you @Paeng

It is appreciated :)

No need to say thank you for every upload.

Your blogs and screen shots are part of the reason I make mods.
It is nice to see my work mentioned in your blogs and in some of your and others their blogs/screen shots :)



Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 08, 2017, 09:55:10 AM
you are very welcomed Master @Paeng  :)

you are our daily inspiration and motivation :)
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 10, 2017, 11:12:09 PM
Hello everyone. I was playing Banished when it's just v1.0.0 long time ago. and then I forgot when and why I stop playing it back then. few weeks ago, a friend of mine told me that Banished is still "alive" and "developing", there're mods now for the game. MODS, tbh, always pay my attention in playing games. Just "playing" them, never "creating" them, though. And now since I playing Banished again for this past few weeks with all those mods especially CC and MM. somehow, such things made me want to make my own mods, if not for published, at least for my own use. Then I started making one now, it's to edit the limit resource of the storage barn. cheat alert!! you may say that but I have my own reason for that and that's why I said if not for published, at least it's for my own use. I mean, I found it a bit annoying with the barn's limit volume, making such a big "village" will have to have barn almost everywhere, no, literary everywhere. I've been trying every kind of storage barn in CC and they're just not enough for me. I'm greedy, you see? but also I'm a minimalist at the same time. I have a little thought while playing Banished "how am I satisfy my greed but be a minimalist at the same time? the answer is Storage Barn Limit. 6000 wasn't enough for me so I increased it to 60.000. the modding works like charm, made me feel proud. the first mod in a game that I've ever made was for Banished. But sadly, when I move the mod into the main game, activate it through the MODs folder in game, start a new game. it didn't work. it works in the Kit but didn't in the main game. as a mere noob, I sincerly asking for help to all the Masters that might consern to noobs moddler such as myself . Please tell me what I'm missing to make the mod works in main game. Will be waiting for answers and thank you in advance for those who will response .
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 10, 2017, 11:24:36 PM
@Raven Zeroheart

It looks like you activated your mod and then started a new game?

If you start a new game you have to press Escape and in the menu select Mods.

A new game only have so called default mods activated.

Then select and activate your Mod. Then the game will restart and your mod should be activated.

Now do a save and after the save is done resume play.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 12:02:52 AM
@embx61
Already done that too. still the default volume :'(
I dunno what else to try or to say. it's a little bit frustrating, sine I've spent almost 12 hours just to understand the Kit's environment and finally able to generate a .pkm file. and all those time was wasted for nothing  :'( :'( :'(
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 12:12:29 AM
@Raven Zeroheart

Here a tutorial from slink how to make some easy changes and how to make a PKM. http://worldofbanished.com/index.php?topic=452.0 (http://worldofbanished.com/index.php?topic=452.0)

Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 12:32:51 AM
@embx61
been read that too a day ago (before I really put my initial mod into the main game) tried to edit the Storage Cart volume and tried to pack it into one .pkm with Storage Barn. the first step generating the . pkm was worked as usual. but when I excuted the command to packing them as the "how to" page you just mention, didn't really work for me. the DOS didn't recognize (bla bla bla. I forgot what it said) maybe it's just my bad luck. anyway, thank you very much for respinding and trying to help. really appreciate it. if you have any other ideas for my problem, I still gonna try it, though.  :)
Title: Re: Mod Discussions 1.0.7
Post by: kid1293 on May 11, 2017, 12:37:50 AM
Do you have any other mods loaded?
They maybe change the same things you do, the one on top of load list wins.
Put your mod first in mod load menu. Maybe it works.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 01:01:01 AM
@kid1293
yes indeed, I have CCJ and MM since they represented most if not all the mods out there. and yea, I've placed my mod above them too. still nothing worked. I disable those 2 mods and let my only mod active. still not working. but the Override.pkm as @embx61 suggested does working without CC and MM activated. (it didn't when those 2 activated). if my mod still premature, why does it working in the Kit?
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on May 11, 2017, 01:50:35 AM
Have you tried to just repeat example mods from slink? Just to test if you are doing all needed things. Sorry, I can't help much, since I've never ever tried to use mods inside Kit. Maybe you are calling something that is there, but must be copied into mod folder to work outside Kit. Why don't you upload your mod folder here, so we can look at it for mistakes?
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 03:36:42 AM
@tanypredator
Now that you mention it. it kinda feels like I was calling something that's actually there. but I wonder why the .pkm was created. I'm just a noob that is really know nothing in this modding thing. big 0 experience. I don't even make mod folder. should I make one?
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on May 11, 2017, 04:36:27 AM
Don't you have a folder with your changed barn file, Package.rsc, Build.bat, icon? That is what I called mod folder. If you make zip archive with its content and attach it to your comment, one of us may look at it to try find a mistake.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 05:19:13 AM
@tanypredator
no I don't have it. so it's clear that I did it wrong. all that new to me is Build.bat you just mentioned. so all this hours I misunderstood about everything. Slink's guidance is great. but it seems like I can't even make the override.bat (as what's there) run properly even though I did step by step as mentioned. Could you or anyone please fill me about this making mods? just the most simple one like this limit resource I'm trying to do and I can't thank you enough. really need it. somehow I always messed up my village and start over again because of this little thing  :'(
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on May 11, 2017, 05:35:17 AM
Well, you should have a folder, like this (F:\games\banishedmod\modding\BanishedKit). Inside it you make new folder, named as your mod name, e.g. BigBarn. And you have to put some files it this folder to make it work, you can see one of my mods, for example (https://www.dropbox.com/s/c19gycao41nwp0e/VillageSchool.rar?dl=0). You will not need any models or buttons, if I understand right, you even don't need any UI, so leave only Template folder (and, maybe, Dialog, I'm not sure). And change everything to your purpose.

How did you made .pkm without all this, I wonder :)
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 07:08:55 AM
@tanypredator
okay I tried again. this time I made my own folder within the Kit. dir should be C:\BanishedKit\zeromod
as you said I'm attaching the folder along with the .pkm that was generated from the process.
oh and still can't work as it suppose to be. downloaded your file but I haven't seen it yet. surely gonna do it right away, though.

And I saw it already. I did what's your Build.bat command manually, that's why I don't have it. I mean, you know one command after another.
if you see what's inside my folder. my build.bat command should be like

C:\BanishedKit\bin\x64\Tools-x64.exe /build limitResources.rsc:storage /pathres ../zeromod/limitresource /pathdat ../zeromod/limitresource/bin
C:\BanishedKit\bin\x64\Tools-x64.exe /mod Package.rsc:storageBarn /pathres ../zeromod/limitresource /pathdat ../zeromod/limitresource/bin

am I right?
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on May 11, 2017, 07:29:54 AM
Ok. Build.bat is what you need. You take one from my mod, change its format to .txt, change all names to yours, than change back to .bat, and run. Then your mod must appear at folder like F:\games\banishedmod\modding\BanishedKit\bin\WinData. In your mod folder you better delet "bin" folder after each run, otherwise you couldn't run it again if changed.
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 07:41:06 AM
I did not test it but it looks okay

If you make a override there is no need to copy the whole vanilla storagebarn file

You only need the storage part of that file so delete all the rest.

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 60000;
}


Also make sure that Capital letters have to be the same in many cases. So if in limitresources file it says storageBarn then also in the package file it must be the same.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 07:55:28 AM
@tanypredator of course I did that as fast as I saw your file. and as usual the .pkm is generated but no effect (now in Kit's game). as like my second tried with seperated folder just now. completely no effect in the Kit's game

@embx61 is it really okay with that? I'll try it
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 08:19:56 AM
@tanypredator @embx61
still no luck after tried everything that you guys told. make the Build.bat and deleted the whole vanilla code except for the part that I've been told just now. yet, the storage volume in-game just wont change

also, I forgot to mention it earlier. in the Build.bat command. when I make it like build limitResources.rsc:storage the command chrashed. but when I delete storage, the command worked with .StorageBarn.pkm in the WinData file but with no effect at all to the game. anything wrong with the command
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 08:28:11 AM
Yes that is how you do a override.

You only need the part what you make a change in.

It is smaller file and you tell the compiler you only changed the storage part and nothing else :)
If someone else make a change in another part then your file could overwrite his/hers because you included the whole file.

You did the "Template/StorageBarn.rsc:storage", exactly right.

The :storage part tells the compiler that you only made a change to this part. So even when you added the whole file it will still work but it is just neater to delete all the rest.

If you should have written "Template/StorageBarn.rsc", so without :storage it expects the whole storagebarn file.

So you can change some parts of files.
In the same file you could change the build part.
BuildDescription build
{
int _workRequired = 60;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
int _count = 48;
}
{
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
int _count = 16;
}
]
}


Then were you put Template/StorageBarn.rsc:storage", you add Template/StorageBarn.rsc:build",

The storagebarn file then contains only the storage and the build part. the rest can be deleted.




Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 08:35:33 AM
@Raven Zeroheart

When you start your game it already has a barn build? The game will not recognize the change in the already build barn at new map start.

Build another barn and see if that makes the storage 60000.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 08:40:16 AM
@embx61
First,  the build limitResources.rsc:storage crashed the command (weird, since you said it's exactly right just now)
Second, I start the game in Hard so as you know nothing was in the field exept for the Cart. I bult Barn with Debug to see the change right away. no result  :'(
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 08:44:01 AM
I just compiled your code and it worked for me.

I started a new map. Then I clicked escape and activated the mod. Game reloaded and build a barn and it accept up to 60000.

I package it together and send you the sources in about 10 minutes
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 08:47:25 AM
oh and since the mod doesn't work, really. I tried to disable and enable it in the game esc option. the game restart as expected but there was an error occured "a numeric overflow has occured ....."
okay maybe I need to decrease the volume. make it 30.000. the error still occured in the same way. decreased the volume again to 10.000. the error keep occured. is it really not possible to change the Barn's volume?
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 08:50:06 AM
it worked for you @embx61 ? really? what the....! ??? ??? ??? ???

send it with the command batch file too please. I wanna compare it with my work
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 08:51:30 AM
Sure it is possible, I just did it.

Download (https://drive.google.com/file/d/0B1Pi5G-4I06jMXBHQ3k2RzAwNWs/view?usp=sharing)

Just unrar in the root of your modkit and run the bat file.

Here a thread from a while ago where I explained some basics of the mod kit. Try to work from my example in that thread.
http://worldofbanished.com/index.php?topic=959.msg17786#msg17786 (http://worldofbanished.com/index.php?topic=959.msg17786#msg17786)

Also try not to give up. I went there a couple of times and even quited modding for a week or so because of the frustration it can bring because it won't work while you are sure you did everything right :).
If you are working with some easy examples it will come to you how the basics work.

After that you can get into a bit more drastic changes and even maybe go into 3d modelling.

Many modders here started from scratch. Did know squat. I never worked with a 3d modelling program before and the modkit looked daunting to me when I started to look into it.
But I took it slow and made a easy override from Lukes examples on his website.
It is quite satisfactory when even a simple override mod you made works and that is what you need to keep going.

Later it becomes a sort of second nature but trust me, even now after about 2 years I still make mistakes enough.
But that is were this forum comes in. We learn from each other and questions mostly get answered pretty fast.

Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 09:13:03 AM
@embx61 did you try it in your main game or in the Kit? because it still doesn't worked for me  :'(
also when the game reload after activate the mod via esc, the error I mentioned earlier still occured
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 09:17:21 AM
In the main game.

Did you activate the mod and let the game reload after that?
Then build a barn and it should work.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 09:28:18 AM
Hello @Raven Zeroheart  Thanks you to contacting us :)

i downloaded your zeromod.zip , i took your storageBarn.pkm and copied it to my "E:\Banished\WinData\"   retail game mod folder and started a new game
your mod is totally working as stated in my screenshot.


if you try to apply it to an old saved, you need to re-enable it once inside after loading your save game, and also , if you want to see the changes in your save game, you need to delete and rebuild your barns already built in your game to see the changes.

of course, if you start a new game, it is already effective.

Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 09:30:59 AM
I always trying the mod inside the Kit. if it doesn't work there, should it be working in the main game?

don't worry, if help comes like a flash like you and tanypredator there, I guess I'll give it a try about this modding thing especially for Banished since this game surely make time fly like nothing  :D :D
if it's not silly to ask, please train me a bit for sometimes. there's gonna be (maybe) massive questions I might gonna throw :-[
Title: Re: Mod Discussions 1.0.7
Post by: tanypredator on May 11, 2017, 09:34:05 AM
Be sure, you are not the first one with such (and many other) questions ;)
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 09:37:45 AM
Lets go from scratch

The bat file should look like this:
bin\x64\Tools-x64.exe /build limitResources.rsc /pathres ../zeromod/limitresource /pathdat ../zeromod/limitresource/bin
bin\x64\Tools-x64.exe /mod Package.rsc:storageBarn /pathres ../zeromod/limitresource /pathdat ../zeromod/limitresource/bin


Folder structure Root Modkit
Folder zeromod with inside limitresource folder
In the limitresource folder a folder Template with the StorageBarn.rsc file in it.

StorageBarn.rsc file looks like this
StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 60000; // <==== This is the change you made, in vanilla it is 6000 I believe.
}


Two more files in the limitresource folder a limitresource.rsc file what contains this:

ExternalList resource
{
External _resources
[
"Template/StorageBarn.rsc:storage",
]
}


And at last the package.rsc file what looks like this:
PackageFile storageBarn
{
String _name = "Trial v2.0";
String _author = "Me";
String _description = "This is a trial v2 modding Banished.";
String _icon = "icon.png";
String _preview = "preview.jpg";
int _userVersion = 1;

// all files in resource directory
String _includeList
[
"*"
]

// exclude package files, mod files, file used for building packages
String _excludeList
[
"Package_*.crs"
"*.pkg"
"*.pkm"
]
}


That's all! Now doubleclick the bat file and it compiles into a PKM. Copy the PKM and paste to your Banished Game Windata folder.
For me it is D:\\Banished\Win62\WinData but at your PC it probably somewhere else.

Now start a new game. After the game is loaded click escape and click Mods button.
Look for your storageBarn.PKM and select Enable. Click OK and the game reloads.

After the game is reloaded build a barn either by building it or use the debug and it should have a storage of 60.000.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 09:38:28 AM
Quote from: Raven Zeroheart on May 11, 2017, 09:30:59 AM
I always trying the mod inside the Kit. if it doesn't work there, should it be working in the main game?
i never test in the toolkit game, i always go live for the retail. about the toolkit game, it is maybe the way you asked the toolkit game that was wrong. i personally hate that , this is why i always move the .pkm to the live game folder and check there in the retail version.


Quote from: Raven Zeroheart on May 11, 2017, 09:30:59 AM
don't worry, if help comes like a flash like you and tanypredator there, I guess I'll give it a try about this modding thing especially for Banished since this game surely make time fly like nothing  :D :D
if it's not silly to ask, please train me a bit for sometimes. there's gonna be (maybe) massive questions I might gonna throw :-[

if you need help, start a new thread in Tips and Help section of the forum , we will always try to answers your questions :)
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 09:44:30 AM
well thank you very much @RedKetchup it is an honor for me that you really touch my amateur work. I mean, not just you for @tanypredator and @embx61 too. you guys are pros here. I'm really touch. this is a warm welcome that make me wanna be one of you. but I don't really how things work whis this modding thing yet, let alone the toolkit that as for me really complicated. @RedKetchup, sir? all your mods that I've tried this lately are fantastic while I'm really sure that I'm a "customer" too for @tanypredator and @embx61 works at the same time. while you guys are true artists to me, all that I making now is just considrably cheating. well, it is allowed for starting right?
oh and if it did work for you guys, I'll try it in the main game. will report the result afterward.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 10:16:05 AM
it did, i took your .pkm and put in my retail game and it works perfectly !

as i said, if you enable in an old saved game, you need to destroy all the barns in the map and rebuild them.

sometimes we need to do that, sometimes not. it depends sometime what are the changes.
i am gonna go check if an old saved game, to see if it is ready to go or need to destroy/rebuild :)
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 10:16:59 AM
here's the report @embx61 @tanypredator @RedKetchup the mod did work. thanks to you guys (I hold my breath when trying it) :D :D :D
first time. I made it that only that Barn mod. activated it in main menu, went to new game. making it (no debug) worked like charm. now I officially hate the toolkit game like @RedKetchup. will never try anything there anymore. then, I exit the game put the debug mod in. start the game. see the mod section. here's the weird thing (for me) came. my mod was disable. we know that there's no way mod disable itself, right? WHY was that happened? (this is one of my massive questions  ;D) I leave it like that for now, maybe you guys know the problem (not gonna say I'll leave it to you guys to solve, though. it's gonna sounds like a boss that gives order to his subordinates. I'm not gonna be such a person here) but if there's a concern one, I'm all ears. my mod worked with debug too (dah). then exit again, tried to put CCJ in since most of my village work was with it. my mod (I should say your mod @embx61 @tanypredator you guys made it done mostly, appeared to be complicated with CCJ) but we know that again a complicated mods didn't really break the game or so right? but sadly the storage mod DIDN'T worked with CCJ guys  :'( :'( :'( :'( :'(
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 10:26:37 AM
oh it will work with CCJ, just need to put ontop of the mod list and activate it !

as i said , i was right, you need to destroy all barn and rebuild.

screenshots: saved game with 5 colorful little houses and a barn already built. your mod was already activated. no changes.
screen 2 : show you that was activated.
screen3 : i built a new barn, and fulled it : you can see the 2nd barn with 60,000 potatoes. (and you see old one with only 6000)


a saved game has always a list of the mods saved enabled in it. if you have a new mod, it is never automatictly anable in the saved game. you always need to "re"enable in a saved. thats normal.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 06:34:47 PM
ah how stupid I am. forgot about the arrangement rule. it wasn't disable in the game esc mod section. it is disable in the very main menu of the game. anyway, no big deal about that. the good thing is it worked with CCJ gladly. as I said, I can't thank you enough guys @RedKetchup @embx61 @tanypredator this is my very FIRST attemp in this modding thing and you made it done as expected. I don't have any bright idea about what mods next to be make that is not close to cheating like this. but I do have some questions to throw. Well, let me enjoy this one first and then asking later, yes? big big big thanks guys.
Title: Re: Mod Discussions 1.0.7
Post by: embx61 on May 11, 2017, 07:04:39 PM
@Raven Zeroheart

Just make any mod you want, even when it is cheating. You don't have to share them and some people even like cheat mods.
But by starting out with some override mods you get to know the mod kit better.

I made silly mods at start and never released them. citizens walking 5 times faster on speed one just to play with the mod kit to learn.

You can even use the in game barn, or tailor but change the code so it is not acting like a barn/tailor anymore :)
Sure the building is still the same but you can change the name, add workers to them, etc.

If you go like that, even when it is not something many people will download you learn.
That is how I learned it. I just tried out some silly things with the code.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 07:05:00 PM
sure ! @Raven Zeroheart  :)

use the tips and help sub forum for any questions :)

i am maybe limited for a couple of days.... my computer upgrade didnt gone well as expected :(
so i am on a limited PC presently, old MB cpu  inside another tower for access to internet. no drives.

http://worldofbanished.com/index.php?topic=1714.msg33545#new (http://worldofbanished.com/index.php?topic=1714.msg33545#new)

going back to the retail vendor tomm with it.
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 07:11:19 PM
okay @embx61 I'll surely gonna try to really understand how the toolkit works. if there's somethings I can't figure out, you'll see me here.
and @RedKetchup , sire? one little thing. where do you get that new debug utility? been looking for it everywhere now. could you please share?
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 07:16:45 PM
it is from the tookit itself (but turned OFF by default in the stringtable)

here is a copy of the .pkm i made from it. i love to see it direct on my bar and not hidden in a tools&info submenu.

gah... no drives lol. it is on another hard drive i dont have access presently on this partial PC i did to surf and search infos...

i think you can find a version there:
https://banishedinfo.com/mods/view/664-Debug-menu (https://banishedinfo.com/mods/view/664-Debug-menu)
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 07:20:19 PM
@RedKetchup I already have that debug menu you just sent me now. your New Debug Utility for 1.0.7 that pay my attention in the picture up there  :D. looking for it in both banishedinfo and here. found nothing. is that personal use?
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 07:23:57 PM
yeah was personal use, never uploaded it. it is same as yours, only placement on toolbar changed
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 07:46:17 PM
I see. so it is possible or is it not to make a debug menu base on some mods in game materials? clearly there's bunch of materials needed for this and that in CC, moreover CCJ now. sometimes I got like "huh?! where is it?!!" kind of expression when I need some materials for some specific building  :D :D :D just to please my curiosity, if it's only possible by having the author's raw string tables, then I'll moving on  ;D ;D
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 11, 2017, 07:57:58 PM
no, impossible to modify it... the .rsc that control all the icons are hidden. it should be debug.rsc in dialog folder... but it is not there (so hidden in the data0.pkg/data1.pkg)

it remember me i need to send an email to the developper about that ^^
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 11, 2017, 08:07:59 PM
lol. okay then I'll moving on.
talk about the developer. I know people been talk about this everywhere. you may roll your eyes. I'm not judging, asking or anything. again it's about my curiousity. if he made the sky that beautiful and way more realistic than anything on the ground (I've seen it from CE) why didn't he want us to experience the first person POV? I know, a simple thoughts would be to make this game not like a copy paste from another games. but... it's just... okay I'll moving on  :-\ :-\ :-\ :-\
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on May 12, 2017, 07:33:12 PM
personally i wish he allows a 25-50% better closer zoom. i know the game allow it with game hacks.
Title: Re: Mod Discussions 1.0.7
Post by: QueryEverything on May 12, 2017, 08:47:17 PM
Quote from: RedKetchup on May 12, 2017, 07:33:12 PM
personally i wish he allows a 25-50% better closer zoom. i know the game allow it with game hacks.
+100 on this one!  I miss seeing the hard work all the modders put into the game!!  *sadness
*no, I don't use the hack tool.  This is a hack-free system **more sadness

And to @Raven Zeroheart huge congrats on getting your mod to work, that's excellent :D  Well done!!!
Title: Re: Mod Discussions 1.0.7
Post by: Raven Zeroheart on May 12, 2017, 10:29:25 PM
@RedKetchup is there really no way to ask him for a little access with that camera thingy? I wonder. aahh.. the more I talk about this camera, the more I'm gonna sounds like all those people that complain so bad about this very tiny problem. so let's just cut it for good ;D ;D ;D ;D

@QueryEverything lol that's just an editing numbers kind of stuff. Compare to all the work here, I'm still nowhere, but deeply thank you for what you've said. means a lot to me  :) :)
Title: Re: Mod Discussions 1.0.7
Post by: darki on August 09, 2017, 01:16:26 PM
Hi i have a problem with crop fields.

In patch 1.0.6 --> Fixed a bug that caused orchards and pastures to not drop items inside their boundaries as was intended.

In patch 1.0.7 the bug is back.

80% crop fields not work. :(

I need help please !!
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on August 09, 2017, 02:18:48 PM
hello.

can you explain a bit more the problems you have ?
because the bug you are referencing is certainly not the problem you presently have.

unless you are crashing everytime an orchard should give its fruit.

Quote from: darki on August 09, 2017, 01:16:26 PM
In patch 1.0.6 --> Fixed a bug that caused orchards and pastures to not drop items inside their boundaries as was intended.

it was a bug about orchards and pastures, not with the crops.

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

now, about your crops, does it happends you did put a fence all around your crop ?
if yes, you need to destroy the northeast corner of your fence. it is blocking the pathing of your farmers.
Title: Re: Mod Discussions 1.0.7
Post by: darki on August 10, 2017, 12:34:58 AM
hello,

sorry my english is not good but i have screenshots. my game is in german language.

(http://www.bilder-upload.eu/thumb/a8e4d5-1502350156.png) (http://www.bilder-upload.eu/show.php?file=a8e4d5-1502350156.png)

its spring
it is not grown - 0% only beans, look right

(http://www.bilder-upload.eu/thumb/ef8ba0-1502350406.png) (http://www.bilder-upload.eu/show.php?file=ef8ba0-1502350406.png)

its summer, 0%

(http://www.bilder-upload.eu/thumb/412a29-1502350476.png) (http://www.bilder-upload.eu/show.php?file=412a29-1502350476.png)

(http://www.bilder-upload.eu/thumb/788eaa-1502350540.png) (http://www.bilder-upload.eu/show.php?file=788eaa-1502350540.png)

if I delete the field, it is locked to build
and that is with 80% of my fields :(

i hope you understand me
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on August 10, 2017, 09:22:27 AM
you really seem to have a very deadly bug.

it is certainly comes from a mod conflict. But your crops seem very very big for a 3 person crop. are they more than 15x15 ?
what is the difference between those 2 crop icon in your toolbar ?

try to use the very original crop, 15x15 with 4 farmer each to see if you can place them.
because for sure you cannot place a 27x12 or 55x28 you are exceeding the size limit of 15x15.
Title: Re: Mod Discussions 1.0.7
Post by: The Pilgrim on August 10, 2017, 10:14:37 AM
I had that happen and the solution was to put RKs crop mod lower in the load order, I think below CC but I'll have to check later.
Title: Re: Mod Discussions 1.0.7
Post by: darki on August 10, 2017, 11:57:08 AM
@ red ketchup my fields all 15x15, the other size was an example

the difference between those 2 crop icon = the left is the original and right comes from a mod


@The Pilgrim .. i have betterFields.pkm by rageingnonsense ... but i delete it and start a new game :(
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on August 10, 2017, 12:16:27 PM
Quote from: darki on August 10, 2017, 11:57:08 AM
@The Pilgrim .. i have betterFields.pkm by rageingnonsense ... but i delete it and start a new game :(

so better fields is bug ? it is a very old mod
Title: Re: Mod Discussions 1.0.7
Post by: darki on August 10, 2017, 02:03:49 PM
hm, i dont know

i have this mods in my game

(http://www.bilder-upload.eu/thumb/4a70f7-1502399214.png) (http://www.bilder-upload.eu/show.php?file=4a70f7-1502399214.png)

it is ok ?
Title: Re: Mod Discussions 1.0.7
Post by: Abandoned on August 10, 2017, 02:11:19 PM
I've used better fields with no problem, the culprit maybe that old mod Lots of Seeds which is no longer supported for a long time.
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on August 10, 2017, 02:22:04 PM
get rid of the banished plus mod. that has been screwing up things.the game was upgraded several times since that mod.
Title: Re: Mod Discussions 1.0.7
Post by: darki on August 10, 2017, 11:14:02 PM
ok thanks,

i have delete banished plus
delete lots of seeds, trade complete - are incorporated in cc and now in the mega mod
Title: Re: Mod Discussions 1.0.7
Post by: darki on August 14, 2017, 04:09:53 AM
 :)
the bug is in old mod lots of seeds

now i have delete all the old mods and i have very good new mods.
thanks for all the good mods

game works fine
Title: Re: Mod Discussions 1.0.7
Post by: petersalisbury on August 05, 2018, 02:47:19 PM
Hi everyone, I am about  month into owning banished and discovered the mods system about 2 weeks ago. I would like to know if anyone one information about the compatibility between wild crops https://banishedinfo.com/mods/view/864-Wild-crops and the more modern New Flora mod. I would love to have both as it works with my Cold Realism tiny map roleplaying.
Also  whats the word on a new Wild crops style esc mod.

(playing on the worlds worst dell notebook.)
Thankyou you awesome modders.
Thanks in advance.
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on August 05, 2018, 03:28:25 PM
there are several mods that change the start plants. the pine mod adds cranberries,fiddleheads,and changes some of the trees.it also adds trapping of pelts and furs.the NAT DIV mod looks and how or where the food plants grow.the RK swaps the thatch from the NAt DIV to fodder and also changes where and how the food plants grow. plus it adds wild animals instead of just deer.the FLORA mod adds flax and bees as well as wild oats.
     most of these can be used together with the exception of the NAT DIV and RK.those 2 will cancel each other out. this gives players many options to mix and match to suit your taste or style.i have worked with them. most will add items to the terrain. not all gathering huts will collect all items.some will collect from 1 or 2 mods but not all.KID has a couple options in his mod sets.1 is set to work with the NAT DIV and another is set to work with the FLORA mod. you can get different items depending on what forest or meadow you plant. depending on the mods you use and the mod order, you can make your own game.

      i recommend you try a few and see which you like. look at the clear tools and try the many buttons. i have a few sets of these.ry running the gather food tool over an area and see what it clears and what it misses. then try a different tool button over the same area.this will give an idea of what the various items are.some will be textiles,food,herbs,etc.winters are good time to check this as you can see past the trees better.do the same thing with the gatherers.try 1 and let it run a couple years.then  try a completely different 1 to see whatt items are different and which finds more total amounts.not every forest or area of the map will be the same.
Title: Re: Mod Discussions 1.0.7
Post by: alexanderdr24 on January 15, 2019, 08:38:52 AM
Hi all,

Banished has overtaken Pharaoh/Cleopatra as my "go-to" building game. As I get mods from outside the Steam Workshop my question is how to use them? Where in my local Banished directory do they need to be placed? Should .zip files be unzipped BEFORE moving them to the local directory (then moving the files) or can I put the .zip files into the directory and then unzip them? How do I position/use .pkm files?

Any other information I need to know to use these? Thanks for any and all help!
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on January 15, 2019, 08:59:52 AM
Hi.

Good you use steam wrkshop....

so you will open your steam launcher and at the left you will do a right click on "Banished" name and you will select properties. a window will open.
on this new window, you will click on [ Local Files ] tab.

on this tab you will click [ Browse local files ] button. You will get the folder of your game. You will see a folder called "WinData"
you will go there in the WinData folder. There is where your mods need to be and need to be sent.

you will take your.pkm (or need to unzip your .zips first) and you will send it there, or copy pasted there(or click and drag).
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on January 15, 2019, 01:54:25 PM
once you are used to moving the mods to the mod folder,i recommend adding the mod manager. it is super handy for enabling new mods or adjusting the mod order.saveslots of time.remember when you enable the mods in game,you MUST exit and reload the game completely for them to work.
Title: Re: Mod Discussions 1.0.7
Post by: alexanderdr24 on January 15, 2019, 09:09:02 PM
Awesome! Great info and presented so a dumb player, NOT a smart programmer, can follow the instructions. Thanks for your help.
Title: Re: Mod Discussions 1.0.7
Post by: rkelly17 on January 17, 2019, 02:13:02 PM
As I downloaded more and more mods I found I was driving myself nuts trying to keep them all straight. To deal with the anarchy, I created a new folder under my Banished folder called Downloaded Mods. The game completely ignores this folder. I download all mod .zip and .rar files to that folder and unzip them there into a folder with the mod name and version number. That helps me prevent mod chaos. When I'm ready to start a new map with a different set of mods, I can remove old mods and copy new mods into windata quite easily. Note: I don't move files because that erases them in the original folder. I copy them and always make sure that I maintain the copy in the original folder.
Title: Re: Mod Discussions 1.0.7
Post by: RedKetchup on January 17, 2019, 02:41:05 PM
an extremly good habit, @rkelly17  ! :)
Title: Re: Mod Discussions 1.0.7
Post by: rkelly17 on January 18, 2019, 12:12:12 PM
Quote from: RedKetchup on January 17, 2019, 02:41:05 PM
an extremly good habit, @rkelly17  ! :)

One of my very few good habits!   :-[
Title: Re: Mod Discussions 1.0.7
Post by: Isa on March 06, 2019, 09:23:22 AM
Thank you all for your incredible work with the additions to Banished. It's made my game play much more enjoyable! I appreciate that you all have extended it alot. Keep up the great work!
Title: Re: Mod Discussions 1.0.7
Post by: brads3 on March 20, 2019, 12:36:30 PM
if you use mods before the 1.07 flags,they do load under the toolbar the old way.i actually have kept some mods that way.mostly houses and storages. if you use a nodic mod from TOM ,it will also go under the old way. generally old mods will work. some old markets may have issues.i think only 1 or 2 of the markets do get stuck in odd loops since they can not store new items.