World of Banished

MODS Garage => Mod Talk => Topic started by: kid1293 on July 04, 2016, 12:36:31 AM

Title: Colonial Houses 1.53
Post by: kid1293 on July 04, 2016, 12:36:31 AM
Colonial Houses V1.53

http://worldofbanished.com/index.php?action=downloads;sa=view;down=112 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=112)

Version 1.0 - with Small and Large Colonial Houses and a Tavern.

Update 1.1 - with Meeting House, Welcoming Statue and Lodging House
All Buildings under one button (a bell) on main menu.
Save-game compatible.

Update 1.2 - with Hardware Store, Mill, Bakery, Sugar Beets (from CC),
Sugar Refinery and Jam Shop
Some resources from NMT/CC. No conflict even if it flags red.

Update 1.21 - Adjusted Tavern to proper location

Update 1.22 - Added tanypredator's New Flora resources for Wild Oats and Rose Hips.

Update 1.3 - With Tailor, School, Church and Chapel.
Added flax and linen clothes from tanypredator's New Flora.
Added Hardened Tool. A better tool :)
Removed Stone tool. Get rid of old stone tools prior to update!!!

Update 1.4 - Changed footprints to be less like a flowerbed. :)
Some minor adjustments, nothing game-breaking.

Update 1.5 - No more New Flora resources to keep conflicts at minimum.
Added General Trader (market) and Hospital

Update 1.51 - CC oats are back. Flour from oats. Sugar Cookies from flour and sugar.

Update 1.52 - Added Large Barn and add-on Stable. Plus a fenceless Pasture.

Update 1.53 - Fixed the size of large houses. Added trader.

See you at 'The Pilgrims Rest'!
Title: Re: Colonial Houses V1
Post by: RedKetchup on July 04, 2016, 05:31:54 AM
wow awesome. your have such great design talent !!!
Title: Re: Colonial Houses V1
Post by: tanypredator on July 04, 2016, 09:58:22 AM
@kid1293, may I ask you to make some new small boarding house, fitting your row houses or this mod? Your houses look really great!
Title: Re: Colonial Houses V1
Post by: kid1293 on July 04, 2016, 11:10:32 AM
Was wondering if you were on vacation. :)

Yes! A boardinghouse is on the to-do list now for these houses.
I don't want to upgrade rowhouses. It's big enough.

I also want to make a colonial meeting-house. Something they
used as both town hall and church until a proper church was built.
I think I want a town hall with 'spiritual happiness' added.
I like glad people. :)

When I feel for it (when I get up to speed again) I want to make
tailor, smith, school and a bakery. The bakery should be like
Kmann's http://banishedinfo.com/mods/view/867-Bakery (http://banishedinfo.com/mods/view/867-Bakery)
and use only whole grain. No messing with vanilla game (or CC or NMT).
I could make some special bread from colonial period and avoid conflicts.
We will see.
Title: Re: Colonial Houses V1
Post by: Gatherer on July 04, 2016, 12:27:48 PM
How about herb bread (flour and herbs)?
Title: Re: Colonial Houses V1
Post by: DesoPL on July 04, 2016, 01:40:59 PM
Another great set.

Also don't get me wrong but. Might be possible to add an porcelain to produce in this mod or something?
Title: Re: Colonial Houses V1
Post by: kid1293 on July 04, 2016, 03:04:04 PM
@Gatherer - Herb bread sounds nice.

I'm not going to make a mill or anything, just suppose
that the baker grinds the flour himself.

...and Brown Bread from corn and wheat.

@DesoPL - no,no,no porcelain will have to wait until the dutch mod.  ;D

You say 'or something' - does that mean 'anything' ?
I will see if there is anything to make it special.
It's mostly farming community we're talking about and a new crop is
possible but sharing some of CC's production chains is not an option.

I'm not into making complex solutions to imaginary problems.
I just like the flow of the game itself. Simple solutions. Variation.
Root beer because we have roots. Herb bread because we have herbs.
Title: Re: Colonial Houses V1
Post by: RedKetchup on July 04, 2016, 03:13:52 PM
hahaha root beer ! nice !  ;D

in front of the building, you need to put a big bear with a t-shirt written  A & W  :)
Title: Re: Colonial Houses V1
Post by: kid1293 on July 04, 2016, 09:55:23 PM
Well there won't be any bear  ;D

Maybe they had some advertisement back in 1776
but I think at least the t-shirt is later.

Speaking of this - do you people like more decorations around houses?
I don't like static props that are there all the time.
I case of a tavern it's nice to have some barrels, but else?
Title: Re: Colonial Houses V1
Post by: Turis on July 05, 2016, 12:54:42 AM
I found the large houses to be too large. Anyone else?
Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 01:31:31 AM
Yes, The Pilgrim pointed that out but thought it could work out.
Is it only the height?
Or is it the whole building?
Title: Re: Colonial Houses V1
Post by: Turis on July 05, 2016, 02:39:26 AM
I would say the whole building. It makes the smaller houses look like doghouses.
Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 02:48:23 AM
Before I do anything - just the large houses?

ah! he logged out
Title: Re: Colonial Houses V1
Post by: Turis on July 05, 2016, 03:27:28 AM
Yes
Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 03:48:23 AM
OK! As a test here is mod with large houses 90%
edit: link deleted

I don't want to make them much smaller (maybe in height if I need to)
but another 5% is possible

Edit:
- OK. Here's my suggestion.
Large house 85%
the rest 95%

edit: link deleted

You test that and I hope it is better balanced...
Title: Re: Colonial Houses V1
Post by: Turis on July 05, 2016, 07:15:47 AM
I tested them both and they're fine now, a lot better.
Title: Re: Colonial Houses V1
Post by: Gatherer on July 05, 2016, 07:45:29 AM
Is it possible to add blueberry jam (from berries)?
Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 07:51:24 AM
@Turis
So I stay with the second version. 85-95

Let's have the mod here in the forum. It's like a beta-version now.
I am modelling more buildings and it's just a mess updating
every day in download.

@Gatherer - I like jam, just not enough to start sugar production. Sorry
(herb bread and jam- are you hungry?)

a small preview of a meetinghouse
Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 08:23:16 AM
@Gatherer - been thinking  :o
I planned to grow sugarbeets sometime in the future, why not now?
A plant, a sugar refinery, lots and lots of fruit and berries. Hmmm.
It may happen.  ;D
Title: Re: Colonial Houses V1
Post by: RedKetchup on July 05, 2016, 08:38:24 AM
and what will be the purpose of sugar ?
Title: Re: Colonial Houses V1
Post by: Tom Sawyer on July 05, 2016, 08:52:37 AM
That people have to got to your dentist. ;)
Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 09:04:16 AM
To keep them awake to play Banished! ;)
Title: Re: Colonial Houses V1
Post by: The Pilgrim on July 05, 2016, 09:17:38 AM
Rum would have been one of the most common uses for sugar (or at least the molasses made from it).
Title: Re: Colonial Houses V1
Post by: Turis on July 05, 2016, 09:48:41 AM
Well, we could just buy sugar from the merchants.
Title: Re: Colonial Houses V1
Post by: RedKetchup on July 05, 2016, 10:06:09 AM
Quote from: Tom Sawyer on July 05, 2016, 08:52:37 AM
That people have to got to your dentist. ;)

yes !!!

i am the only one who offers a dentist !!
;D
Title: Re: Colonial Houses V1
Post by: Turis on July 05, 2016, 10:28:38 AM
*draws his gun and shoots the dentist.*
Title: Re: Colonial Houses V1
Post by: Herrbear on July 05, 2016, 05:04:15 PM
I disagree that your houses are to big.  When you compare it to Red's medieval houses or the two-story ones they fit just fine. I would not make any changes to the size.  IMHO
Title: Re: Colonial Houses V1
Post by: Kimbolton on July 05, 2016, 07:27:36 PM

Hey this is just awesome! Great work and a great addition!

I don't think they are too big either but that is your call.

Also since you asked, I don't care much for static props in front of buildings. I like them to come up to the street and if I want to set them back off the street I can make my own decorations using what has been provided.

I really love the meeting house as well. Good size too!

Thank you very much for all your work! :)

Title: Re: Colonial Houses V1
Post by: kid1293 on July 05, 2016, 08:23:16 PM
@Turis - I've seen several people (the last two and more)
comparing colonial houses to NMT and other mods
and the size is fine.

At 100% the door fits the people and the wall fits the door.

I know my rowhouses are very small, but in that case it is the rowhouses that
need changing. (not going to do that)

I don't change download. We can wait out what more people think about it.

Had a setback yesterday. Real Life happened and no modding, so things are
as they are right now. Will continue soon.
Title: Re: Colonial Houses V1
Post by: Turis on July 06, 2016, 02:11:34 AM
Well, I didn't compare the large houses with any other mods. My observation was between the small with the large within the mod. Or, perhaps, the small ones need to be slightly bigger? I'm too used now with the rowhouse and forest outpost that other houses seem too large to me. I may have lost perception. Let's wait and see what others have to say.
Title: Re: Colonial Houses V1
Post by: estherhb on July 06, 2016, 05:40:52 AM
Love the new Colonial Houses and the varied styles, details, and colors. Both seem to be the right size when compared with other houses. There's really a need for both of these sizes. If it seems like the small houses are small, I think the solution is to add some medium houses that are 4 by 5 (includes the road). :)
Title: Re: Colonial Houses V1
Post by: kid1293 on July 06, 2016, 05:50:46 AM
@estherhb - I think it's good idea, but right now I feel ... tender in my head.
I want so much to finish what I started, it's hard to imagine even more houses.  :)

Meeting House soon finished. I won't release until I have more.

Kralyerg from CC said I can use their resources so I don't collide with CC.
It will flag red but if you really want blueberry 'marmalade' it is now possible.  ;)

Edit: A little later and no meltdown :)
Title: Re: Colonial Houses V1
Post by: estherhb on July 06, 2016, 08:22:04 AM
Looks really good!  It is so much easier to pass on my wish list than it would be to make the models. Thanks for all the mods you've been creating!
Title: Re: Colonial Houses V1
Post by: kid1293 on July 06, 2016, 10:21:21 AM
I thought about what you said and decided to take a different approach.

I make both high and low in the same building to bridge the gap between them.
If I can do one or two of these buildings it will even out the differences, I think.

Here is the boardinghouse.
Title: Re: Colonial Houses V1
Post by: Discrepancy on July 07, 2016, 04:25:22 AM
I also think the house sizes are fine as is in original v1 release.

Great work Kid1293!

I look forward to the future additions.

I like the idea of the meeting house townhall with spiritual happiness added...
does it just give spirtual happiness or is there a cleric employed?
Title: Re: Colonial Houses V1
Post by: kid1293 on July 07, 2016, 04:29:15 AM
Hi!
It's a free spiritual experience! :)
Title: Re: Colonial Houses V1
Post by: kid1293 on July 07, 2016, 08:38:19 AM
@tanypredator - is this OK?
Maybe too much green, but it looks balanced.
Title: Re: Colonial Houses V1
Post by: The Pilgrim on July 07, 2016, 10:10:44 AM
I love the look of the new buildings, except the green of the boarding house.  The meeting house is perfect!!
Title: Re: Colonial Houses V1
Post by: kid1293 on July 07, 2016, 10:18:00 AM
Hi Pilgrim!
Do you think the green should be more pale or another color?


Edit: Like this?
Title: Re: Colonial Houses V1
Post by: McLallen on July 07, 2016, 11:05:45 AM
Think, the first one looks better.
Title: Re: Colonial Houses V1
Post by: kid1293 on July 07, 2016, 11:10:13 AM
Not too much ... pear popsicle?  ::)
Title: Re: Colonial Houses V1
Post by: Turis on July 07, 2016, 11:25:25 AM
I would prefer the same colours as the Nordic houses so they would match in the game.
Title: Re: Colonial Houses V1
Post by: RedKetchup on July 07, 2016, 11:31:12 AM
it makes it very strange at this color ^^ looks like ... 1960s ^^
Title: Re: Colonial Houses V1
Post by: The Pilgrim on July 07, 2016, 11:52:24 AM
I would go more of a yellow I think
Title: Re: Colonial Houses V1
Post by: kid1293 on July 07, 2016, 12:05:36 PM
OK. OK.
Not psychedelic. No popsicle dripping.
And more yellow. Like this - (I have plenty of time) :)

Edit: If I mix all three I get the second picture.
Title: Re: Colonial Houses V1
Post by: tanypredator on July 07, 2016, 12:17:11 PM
Hello, @kid1293 :)

Yes, I like them, except for green. But why not F-variants?
Thank you for your mods!
Title: Re: Colonial Houses V1
Post by: RedKetchup on July 07, 2016, 12:30:06 PM
the yellow one is not that bad, in fact :)
Title: Re: Colonial Houses V1
Post by: Tom Sawyer on July 07, 2016, 12:32:14 PM
I like the green but it could be darker.^^ Why not 16 million F variants. ;D
Title: Re: Colonial Houses V1
Post by: kid1293 on July 07, 2016, 01:12:14 PM
No, not f-key variants. The mod is already big and every variation counts as a new house.

I'll sleep on it.  8)
Title: Re: Colonial Houses V1
Post by: Turis on July 07, 2016, 02:03:24 PM
Violet with pink polka dots. ;D
Title: Re: Colonial Houses V1
Post by: Discrepancy on July 07, 2016, 06:17:24 PM
I like the last yellow one you showed ... LodgingHouse4.png the best,

and then the pale one - LodgingHouse2.png.

:)
Title: Re: Colonial Houses V1
Post by: Kimbolton on July 07, 2016, 06:56:08 PM

I like f variants!  :D

I agree with what Discrepancy just said about the colors. Generally dark reds and browns, pale yellow and blue, and white are all classics too.

I am already having a lot fun with your houses. Great work!

Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 09, 2016, 04:42:24 AM
OK!
The choice has been made.

I listened to an authority and the result is in download.
Title: Re: Colonial Houses V1.1
Post by: Kimbolton on July 09, 2016, 06:16:01 AM

Very nice! One of my favorite mods.

Thank you very much.
Title: Re: Colonial Houses V1.1
Post by: Turis on July 09, 2016, 09:06:07 AM
Quote from: kid1293 on July 09, 2016, 04:42:24 AM
OK!
The choice has been made.

I listened to an authority and the result is in download.

Hey, I was joking about a violet house with pink polka dots!!!

I know you weren't speaking about me. ;)
Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 09, 2016, 09:09:03 AM
@Kimbolton
Glad you like it!

Does the houses seem out of proportion?

This will be it for a while.
I have thoughts that I want to expand but later.

@Turis - I will go for poisonous mushroom next house. :)
Title: Re: Colonial Houses V1.1
Post by: Kimbolton on July 09, 2016, 03:11:35 PM
kid,

I think the houses look great.

Banished houses come in so many shapes and sizes if you use a lot of mods like I do.

I don't know if this is at all helpful but here is a screenshot of most of the banished houses all together so maybe it gives you an idea:

(https://s6.postimg.org/rc4u6vg5p/Banished_Houses.jpg) (https://postimg.org/image/rc4u6vg5p/)

Lots of variety there. (Click for larger image)

You can see in row four that your large colonial house is comparable to other larger houses.  In the first three rows your smaller houses look about right for some of the other houses. Your boarding house in row five looks really good to me.

I can post some in game images of your houses too if you wish.
Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 09, 2016, 03:43:14 PM
Thanks Kimbolton!
Nice to have as reference.
I didn't realize that my rowhouses were SO small. :)

But it's all in the context, the type of neighborhood and most of all
there are some houses you get a special feeling for. Fountain mod's
small wood house (first row - rightmost) is such a house.
It was the thing that started me modding. Now it seems a bit out of place.
Title: Re: Colonial Houses V1.1
Post by: Turis on July 09, 2016, 04:18:23 PM
I told you they were small. :P
Title: Re: Colonial Houses V1.1
Post by: RedKetchup on July 10, 2016, 02:43:34 AM
and probably the medieval town house are too big ^^ (even if i lowered them alot when redid them back in the day) ^^
Title: Re: Colonial Houses V1.1
Post by: Kimbolton on July 10, 2016, 04:21:18 AM

Red,

I like the height of your buildings. They are prefect for the city center. My city center is full of them. :)
Title: Re: Colonial Houses V1.1
Post by: Gordon Dry on July 10, 2016, 04:23:59 AM
A question of a non-modeller:

if a Blender grid unit is 1m how can it happen that the sizes of houses from different creators are so different?

Edit:

I also think that the NMT houses have the proper size.
Title: Re: Colonial Houses V1.1
Post by: Tom Sawyer on July 10, 2016, 04:50:39 AM
Different creators use different softwares and different ways to construct and scale models. There is no standard. 1 meter in blender is not really a measurement. So far as I know, a tile in the game is not exactly 1 meter or 2 meters. It's the height of a citizen.
Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 10, 2016, 04:52:34 AM
My experience is that Banished people are 1.20 meters high.
Might be off a bit, but you get it.
Lay an adult down on the ground and they are a little bit longer than a tile.
Title: Re: Colonial Houses V1.1
Post by: Tom Sawyer on July 10, 2016, 05:51:10 AM
Then your citizens are hobbits.^^

A human is about 1.7 meter and i think it's the best measurement in the game because they are using the houses and it should look right.

Unfortunately there is no measuring tape in game. I made some tests with the apiary fbx and the result was, that the length of a tile is about the height of a citizen. Maybe not exactly and it is only 80 or 90 % of a citizen but not 1 meter. If you are right it could be about 1.5 meter.
Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 10, 2016, 05:58:20 AM
One meter in Blender will be one tile in game.
Title: Re: Colonial Houses V1.1
Post by: Tom Sawyer on July 10, 2016, 06:40:22 AM
Yes, but a tile doesn't represent 1 meter in reality because a human is not 1 meter.

I found a picture on Lukes site with citizens lying on the floor as you said and I made an overlay... Beat me but a tile is exactly the height of a citizen. :)

Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 10, 2016, 07:04:53 AM
Yes, you are right. I make 1.20-1.25 high doors
and there is a little bit to spare on bannies.

This discussion is useless since we all agree that
time and distances are 'game-friendly'.
What Luke had in mind I don't know.
Maybe invented a new species. :)
Never sleep - eat 12 times a year or so - gladly carry
a barrel of ale alone...

All I say is that Luke's people are 1 Blender meter.
Title: Re: Colonial Houses V1.1
Post by: Turis on July 10, 2016, 07:27:19 AM
What would happen if the Banished citizens instead of being human were elves, dwarves, hobbits, vulcans, klingons or Gorns.
Title: Re: Colonial Houses V1.1
Post by: kid1293 on July 10, 2016, 08:05:50 AM
We would all throw fireballs and swallow magic potions.  8)
Title: Re: Colonial Houses V1.1
Post by: Tom Sawyer on July 10, 2016, 09:42:02 AM
If they were Klingons, a tile would be 2.2 meters or so. And it would explain why they can carry 3 trees at once.^^
Title: Re: Colonial Houses V1.2
Post by: kid1293 on July 17, 2016, 05:21:22 AM
So, another update and this will be the last for Colonial Houses.

I have stumbled into a red zone where I have resources from NMT/CC
to make certain things possible. See it as a test.
The mod works on it's own and it should work with NMT/CC. Tell me if not.

It was fun reading your wishes for an update.

@DesoPL - You didn't write it here but here is a small toolmaker for you.
First I called it 'Deso's Hardware' but then I thought - it is not funny to see that every day. :)

@Gatherer - You asked for it. Here it is. Herb Bread and Blueberry Jam.

@The Pilgrim - Thanks for starting this whole package. I didn't know I was
going to go so deep into it. I hope I didn't spoil the immersion by texturing
as wildly as I did.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=112 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=112)
Title: Re: Colonial Houses V1.2
Post by: DesoPL on July 17, 2016, 05:28:39 AM
Damn sooon looks great. :)
Title: Re: Colonial Houses V1.2
Post by: The Pilgrim on July 17, 2016, 06:25:02 AM
Beautiful. You did an amazing job.
Title: Re: Colonial Houses V1.2
Post by: kid1293 on July 17, 2016, 06:59:02 AM
Thanks. :)

I guess I go on vacation now.
Or testing all the newly released mods for a while.  :D

Slàinte Math!
Title: Re: Colonial Houses V1.2
Post by: Gatherer on July 17, 2016, 09:04:01 AM
Thanks for all the great new stuff to play with.
Title: Re: Colonial Houses V1.2
Post by: Kimbolton on July 17, 2016, 06:45:53 PM

Wow! Didn't even know there was more to come. Thank you very much for all of this. That sugar refinery looks awesome! Can't wait to try this out.

Now enjoy your vacation! :)
Title: Re: Colonial Houses V1.21
Post by: kid1293 on July 18, 2016, 01:46:36 PM
Thanks Kimbolton.
I really appreciate all positive responses.

I have uploaded an update (1.21) which corrects the placement of the tavern.
It was off by 1/2 tile and I don't know when that happened.  ???
Maybe when experimenting with sizes.

I can not be anything other than happy over the fact that this mod worked out.
There were many moments when I thought it was too much.
Or too little :)

When I checked CC I really understood how fun it is with all these
production chains working together. But it comes with a price.
Every mod changes the game from vanilla and it is hard to like
every change we put into the game. We will see what's next...
Title: Re: Colonial Houses V1.21
Post by: Gatherer on July 19, 2016, 08:38:53 AM
Quote from: kid1293 on July 18, 2016, 01:46:36 PM
When I checked CC I really understood how fun it is with all these
production chains working together. But it comes with a price.
Every mod changes the game from vanilla and it is hard to like
every change we put into the game. We will see what's next...

That's why I love small to medium sized mods. They're not that big of a change. And if I don't like it I simply don't use it without losing on too much good stuff available.
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 19, 2016, 01:46:57 PM
Talking about double morality!
I advocate smaller mods and flexibility, now I have done it again...
Another update :o

I hope you will like this:
Resources from @tanypredator New Flora mod to make Oat Cookies and Rosehip Jam
You will of course have to have her mod loaded too or else you have to trade.
They will flag red but it's OK.

(I have included Oats crop from CC. You will get your cookies anyhow. :) )
Title: Re: Colonial Houses V1.22
Post by: Gatherer on July 20, 2016, 08:37:08 AM
Yummy yummy yummy there is food in my tummy...
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 20, 2016, 12:58:41 PM
:)
Title: Re: Colonial Houses V1.22
Post by: Herrbear on July 23, 2016, 04:40:39 PM
Thank you for the mod and the updates.
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 26, 2016, 03:51:50 PM
To @lyonlee and @TheOtherMicheal and others who wanted Carbon Steel Tools.

I have uploaded an add-on file to make HardwareStore produce Carbon Steel Tools.
Just place it above Colonial Houses and it should be fine.

Don't tell @RedKetchup that I used his files. :)
Title: Re: Colonial Houses V1.22
Post by: lyonlee on July 26, 2016, 09:49:18 PM
Thank you very much, kid1293. :)

But what is the tool quality of the Carbon Steel Tool? 300 or 400?

I think 400 is more appropriate than 300.
The steel tool is 1 wood + 1 iron + 1 coal and has a quality of 200, but the carbon steel is 1 wood + 2 iron + 2 coal, yet has only 300. Its weird. ???
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 27, 2016, 12:11:56 AM
Yes, as I said before - I think they are too expensive, but it's
the NMT values, so I decided to stay with them.
Title: Re: Colonial Houses V1.22
Post by: Tom Sawyer on July 27, 2016, 03:26:23 AM
Actually Carbon Steel can't have a better tool quality and never 300 or 400 instead of 200. It's just another sort of steel with higher carbon, not very durable and rusts quickly. A steel grade with a higher durability could be Stainless Steel, made with a high percentage of chromium but I think this is the 20th century.
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 27, 2016, 05:41:14 AM
I was thinking of a row of mines for chrome-vanadium steel tools :) :) :)
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 28, 2016, 10:06:57 AM
First I wanted to join the trend of releasing and get these out,
but then I remembered how many updates I already did
so I wait a while and see if there will be more.
Title: Re: Colonial Houses V1.22
Post by: mellowtraumatic on July 28, 2016, 11:49:30 AM
Love, love, love this mod. I'm very happy to see that you're still working on it and adding stuff.

I was using your hardware store in my current town and I did notice that my blacksmith couldn't make any steel tools at all. He had iron and logs in the building but whenever he put in some coal, he would take it immediately back out and then put it away. He just went back and forth doing this. I was wondering if maybe the hardware store storage capacity was too small and causing this?
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 28, 2016, 01:01:42 PM
@mellowtraumatic - the storage is 1000 units.
It should be enough, see picture that it works.

Do you use CC?
They do things with coal flag.
I have only fuel flag (wood AND coal) so if it is CC
I can add an extra flag for coal and see if that helps. ?
Title: Re: Colonial Houses V1.22
Post by: mellowtraumatic on July 28, 2016, 01:55:39 PM
Ah yes, I do use CC.
Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 28, 2016, 03:36:28 PM
Been testing. It is CC who is the culprit.
I changed flag and now it works, I had CC on top.
New version is coming. Soon I hope.
Title: Re: Colonial Houses V1.22
Post by: mellowtraumatic on July 28, 2016, 04:16:47 PM
Wonderful! Thank you so much, kid.  :D
Title: Re: Colonial Houses V1.22
Post by: Kimbolton on July 28, 2016, 04:30:36 PM

I am also glad that you are still updating this mod. One of my favorites. I will throw out a request for a colonial church. :) I know the Meeting Hall sort of fills that requirement but you can't have enough styles of churches. They are like schools and barns, in that you place them everywhere.

I also really liked the sugar refinery. Larger production buildings like that look really good in the bigger towns.

All your ideas are good though. Thanks for all your work on this. 

Title: Re: Colonial Houses V1.22
Post by: kid1293 on July 29, 2016, 08:47:02 AM
Kimbolton -
Glad you mentioned a church. It's being sketched and modded,
so maybe - maybe it's done in time for mass. ;)

Title: Re: Colonial Houses 1.3
Post by: kid1293 on July 30, 2016, 01:23:36 PM
Version 1.3!

http://worldofbanished.com/index.php?action=downloads;sa=view;down=112 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=112)

Clean out Stone Tools and Carbon Tools prior to update. If not....crash
Title: Re: Colonial Houses 1.3
Post by: Kimbolton on July 30, 2016, 02:05:28 PM

Wow! More cool stuff. Love the church in the screenshot. I will try these out in game.

Thank you very much! :)
Title: Re: Colonial Houses 1.3
Post by: Kimbolton on July 30, 2016, 10:19:26 PM
I was just testing the update in game and everything seems fine except I can't seem to place the Church anywhere. I keep getting the same red tiles everywhere I try to place it.

Any ideas?

(Click for larger image)

(https://s6.postimg.org/fk5hfpu35/20160731010425_1.jpg)
Title: Re: Colonial Houses 1.3
Post by: kid1293 on July 31, 2016, 05:35:35 AM
My fault!
I added roadtiles leading to the belltower but got too many of them
so the game got confused. Sorry for the inconvenience but
download again and just put it in the game. I have tested and it works.
Nice you told me so soon, I got a chance to fix the Chapel footprint too. :)
Title: Re: Colonial Houses 1.3
Post by: Kimbolton on July 31, 2016, 07:17:31 AM

Thanks kid,

I can't mod so I test. :)

Love the new additions to the mod. It is much appreciated.
Title: Re: Colonial Houses 1.3
Post by: kid1293 on July 31, 2016, 09:11:38 AM
Do you experience crashes?
I had one after updating and running 6-7 years
Started a new game - crash again after 6-7 years.

I have restored from old files and are running more tests.
I guess it has to do something with fire. I tried to make
all buildings equal since they are woodbuildings.
I must have missed something. The old files run fine for now.

Title: Re: Colonial Houses 1.3
Post by: Kimbolton on July 31, 2016, 11:44:55 AM

Actually I have fires disabled. I used to have problems with them in my larger towns so I got in that habit. I haven't had any crashes yet. Will have to put fires back on and see.
Title: Re: Colonial Houses 1.3
Post by: kid1293 on July 31, 2016, 12:28:44 PM
Don't burn down your town because I said so! :)

I just wondered if there were any problems from all of you.

Let's say this, if I don't hear anything I let it be.
In that case the problem is on my side.
I've run 8 on a save-game and are going to start fresh
and go for 10-20 year with 100 or more people. (100 is some fire limit...)
Then we'll see. (Takes time with RealTimeAging!)

Last I had problem was with small woodhouse.

Title: Re: Colonial Houses 1.3
Post by: kid1293 on July 31, 2016, 03:56:36 PM
Isolated the error!

Old files with added 1.3 new stuff - 10 years/100 people everything OK.
Loaded the 1.3 release pkm-file in that save-game and built a small wooden house - immediate crash!
It crashes if some bannie is standing homeless and waiting while I build.

It was a reference to a soundfile that got lost.  :(
What's more - I had added the reference to other files where it should not be.  >:(

I still don't know if this is on my side only.
I've spent nearly 20 hours now and are ready to upload a fix for this
if there is a need for it.  ???
Title: Re: Colonial Houses 1.3
Post by: MightyCucumber on July 31, 2016, 05:06:28 PM
Bugfixes are always worth uploading! ;) Awesome job as always, I love your dedication to this mod!
Title: Re: Colonial Houses 1.3
Post by: kid1293 on July 31, 2016, 10:00:21 PM
I have slept 4½ hours and had to test a last time.
Started the released file and immediately
built a small house. Worked. Second house. Crash!
I should have done that earlier and not be sitting with
RealTimeAging waiting.  :(

So now I have uploaded a fixed version and it's back to bed...  :P
Title: Re: Colonial Houses 1.3
Post by: Kimbolton on July 31, 2016, 10:17:26 PM

Thank you! Sleep well. :)
Title: Re: Colonial Houses 1.3
Post by: st2050 on August 04, 2016, 09:52:04 PM
Report: enabling 'zero building cost' via 'debug menu' mod crashes the game when place the big house.

And could the author make the ground under buildings transparent? Now it is like 'verdant/tiger skin'.

Thanks for your attention and sorry my English please.
Title: Re: Colonial Houses 1.3
Post by: kid1293 on August 04, 2016, 10:05:52 PM
@st2050 - Are you sure you have the fixed version?
(The version that is in the download since a couple of days)

The old version had strange behaviour, sometimes after several years.

I run with the new version and it works for me.

And yes, the footprints do not look too good, do they? :)
I'll see what I can do.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on August 05, 2016, 01:10:15 AM
New version in download!
I hope the footprints are OK now.
Changed some workers who were using a tool when producing ale or leather coats.
It looked silly. Now they just stand there. Better? I don't know.
Title: Re: Colonial Houses 1.4
Post by: RedKetchup on August 05, 2016, 02:23:22 AM
Quote from: kid1293 on August 05, 2016, 01:10:15 AM
It looked silly. Now they just stand there. Better? I don't know.

yeah we dont have alot of choice lol
Title: Re: Colonial Houses 1.4
Post by: st2050 on August 05, 2016, 07:35:08 AM
Kid1293, thanks a lot for your work!  So fast, ooo :)
Title: Re: Colonial Houses 1.4
Post by: Gatherer on August 10, 2016, 10:36:19 AM
@kid1293

I've noticed you have added a minimize button to town hall in rowhouse mod.
Could you please also add a minimize button to the Colonial Meeting House?
Title: Re: Colonial Houses 1.4
Post by: kid1293 on August 10, 2016, 12:15:02 PM
@Gatherer - There is an extra download added in the download section.

Have fun! :)
Title: Re: Colonial Houses 1.4
Post by: Gatherer on August 10, 2016, 12:33:44 PM
Thank you very much. It's the small things that matter.
Title: Re: Colonial Houses 1.4
Post by: st2050 on August 16, 2016, 03:10:55 AM
Please explain what for the Meeting House is.
I thought this building can be used instead a church but MH does not hire a priest and does not show any number of parishioners. It seems like townhall only.

As I read this on the first page, it had a hope:
I also want to make a colonial meeting-house. Something they used as both town hall and church until a proper church was built.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on August 16, 2016, 05:54:38 AM
You are right. It is a Town Hall.
I tried to add 'spiritual' happiness to it but it does not work as intended.
So - it's a sad old town hall which not even the nomads visit.  :'(

That's why I added church and chapel.
Title: Re: Colonial Houses 1.4
Post by: st2050 on August 16, 2016, 09:42:19 AM
Another question from me. "The Piligrims Rest" is explained in game as "Your local tavern".
As I can understand it is not a tavern, it is a brewery. Can this building distribute alcohol to people?
Title: Re: Colonial Houses 1.4
Post by: kid1293 on August 16, 2016, 11:56:44 AM
The Pilgrim's Rest is an ordinary run of the mill tavern,
which serves root beer to be unique.

Yes, you can walk by and have a glass. People do it all the time.
In fact, the tavern is one of the few places which stores alcohol.

So just get some ingredients and you can have a glass :)
Title: Re: Colonial Houses 1.4
Post by: st2050 on August 16, 2016, 05:15:41 PM
kid1293, thanks for your answers! I'm just worried that instead of accumulating alcohol, the ale will constantly move to warehouses. As I understand CC requires the distribution of alcohol only via taverns. Is there a conflict?

And does The Pilgrim's Rest have hapiness radius like other taverns? How big is it?
Title: Re: Colonial Houses 1.4
Post by: brads3 on August 16, 2016, 05:55:43 PM
my bani's drink the alcohol fast. too fast sometimes. i find my food production lowers cause they drink it all up.lool. but have used the pilgrim rest n not had booze in wharehouses. i usually place a small tavern near a town thou n use my pilgrim rest like a bar near my mines. only thing i ever notice is the CC dock rice still keeps most of its wine. even with a inn. it gives it up very slowly. i had so much wine in just 1 still i had to use it to trade.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on August 17, 2016, 12:32:46 AM
st2050 - The Pilgrims Rest has a radius of 30
and as brads3 said the alcohol stays in the tavern (but people drink it fast)

The only way to slow them down is to store it in your tradingpost.
set a reasonable limit that you want saved, a little more than is in the tavern
so that the trader keeps getting the ale almost as fast as it is produced.
Then you can release it from tradingpost in smaller batches and trader moves it
back to the tavern.

I think it is more an expensive way of role-playing. When something good
happens, all celebrate.
They don't get drunk and I don't know how happy they are.
It seems like it is the tavern which provides happiness, not the ale.
Title: Re: Colonial Houses 1.4
Post by: Tom Sawyer on September 24, 2016, 12:23:25 PM
I am watching Turn (the series) and there are your houses. I would ask for user fees.^^ Look at this ...
Title: Re: Colonial Houses 1.4
Post by: kid1293 on September 24, 2016, 02:08:57 PM
Fantastic!
Now maybe I have to make diagonal houses too. :)

I didn't know my houses were this accurate.
It makes me really happy! Thanks Tom!
Title: Re: Colonial Houses 1.4
Post by: The Pilgrim on September 24, 2016, 04:34:17 PM
kid1293 I told you that you did a fantastic job.  They really look just like the houses I grew up in.
Title: Re: Colonial Houses 1.4
Post by: brads3 on October 02, 2016, 10:24:02 AM
can the tailor be fixed to produce linen clothes with CC flax??? i was running some tests to organize my mod order n found a problem. i can make hide and wool coats but not linen. i thought it would produce linen with flax?? didnt work. i thought the cultured flax was from the tandy mod seems all flax for your tailor is set that way.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on October 02, 2016, 12:29:19 PM
You're right. I didn't think of CC flax when I made the mod.
You don't use New Flora?
Title: Re: Colonial Houses 1.4
Post by: brads3 on October 02, 2016, 02:57:45 PM
up til now didnt have a need for it.  its not a big big deal. only if u was in game n have seveal tailors and set the colonial to linene clothes ,u run a risk of running out of clothes because the colonial wont b producing at all.normally by then i have hide coats built up. that was my only concern not noticing it until it would b a problem.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on October 04, 2016, 08:57:03 AM
The only other way is trading for New Flora flax.

I can ask Kralyerg for CC flax files and make an update.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on October 05, 2016, 01:03:57 AM
To make a long story short -
New Flora produces linen fabric directly from flax plants, so it's possible
make clothes directly. ('linen' is called 'flax' in New Flora)
CC 'flax' must first be processed into 'linen'!

EDIT:
Have double checked against New Flora files.
The New Flora 'linen' are in another directory so the CC files will not be found in Colonial Clothes Store.
If I include the CC files in the mod, I have to remove parts of New Flora to make things work.
I don't really want to do that. I play the game just fine without CC and there are more people doing so.

EDIT TOO: :)
What I can do is creating a 'CC only' version of Colonial Houses and
remove all connections with New Flora mod.
Think about it - NO Rosehip Jam.....

It's your call.


Title: Re: Colonial Houses 1.4
Post by: brads3 on October 05, 2016, 06:54:08 AM
thats too much work for such a little glitch.just leave it n i'll b careful what i produce where. it'll b fine. i thought all flax would been the same. thx  for checking.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on October 12, 2016, 06:36:45 AM
I have been working on Colonial Houses and the result is:

No more New Flora resources!
That means - no linen clothes - no oat cookies - no rosehip jam.
I you can live with that you get a version better suited to work with CC.
If you want linen clothes you have to use CC. I don't want to start
a new production chain when I had one already.

This could be for the better because there will be less 'dead' menu choices.
If you don't use New Flora, I mean. I don't think anyone trades for rosehips
just to make jam...

I'll think of possible solutions to the lost products. Maybe I can get my head
into making some add-on for the New Flora mod. Should contact tanypredator
and ask if that is something she wants. I surely miss her here!

So - shall I release an opposite to an 'update'?
Title: Re: Colonial Houses 1.4
Post by: brads3 on October 12, 2016, 07:43:12 AM
kidd i hope u didnt do all that work just for the linen problem i had?? i tried telling u not to. as for blank tags, with colonial below CC i have no blank tags. actually with any of the mods i am using i have the order set with no blank tags. and i used debug and spent quite a bit of time 1 day to be sure.i hate finding those tags in the middle of a game. the cookies i can make,and u are right i ignore the rosehips. evidently the "flax" for colonial is linen to CC. and CC has a flax as a crop. no offence but it seems it would b a lot of work just to change a couple items. and with all that work to change a mod,we dont gain anything. i like the looks of the buildings. it is a nice change from the vanilla styles. and some of the CC houses get to b overly fancy. more like upper class ppl would have. not really banished type people. they work in bigger towns,but not in villages or production areas. the pilgrim bar gets used a lot. it is more splendid than any of the others with its own varied ciders. also the colonial buildings are easier to build as to materials. so we can use them to help get our towns to expand and grow. to me i would rather not have u pulling your hair out n working too hard to fix a small glitch . u have made several mod packages that we players use and enjoy. i know it takes time and work to build such awesome mods . your efforts are appreciated,which is why i didnt want you to spend too much time fixing a minor glitch. it woulda been 1 thing if it was just changing a line of code somewhere. many ppl on WoB dont play with CC anyhow. those of us who do know its a give and take . that will always b since everyone has different likes and styles.
Title: Re: Colonial Houses 1.4
Post by: kid1293 on October 12, 2016, 07:52:41 AM
:) I will stop pulling my hair out! :)

The reason I wrote is that I have already done all I mentioned and
I'm testing it now. I wanted to see if anyone reacted.
I also made a General Store (market) that turned out nice.

I PM you.

edit - With 'dead' menu links I mean something never used. My bad.
edit too - Don't worry. All houses still there. Made some better footprints to all.
Title: Re: Colonial Houses 1.5
Post by: kid1293 on October 14, 2016, 09:42:17 AM
Ok! So the new version (1.5) is up and I hope you like this one too. :)
Only a general trader (market) and hospital are new. The rest I have written about above.

Title: Re: Colonial Houses 1.5
Post by: brads3 on October 14, 2016, 02:52:33 PM
This looks good.i havent game tested it yet.  the hospital was a needed addition.is there a way to make it so we can build more than 1 meeting house??
i thought there was a mod for multiple city halls,but didnt find 1. that store is very nice,thou i see the front n roof dont match up. now we'll need a saloon and stable so we can build a western cowboy town.:) umm how come the windmill wont make oat flour??? it makes cornmeal instead.can it do all 3?? i see u also took away the sugar cookies boooo:(.  can i make a "wish list"?? blunt the front of th barn and design a lon addition,mayb even make it an animal stable with small windows. the barn u have in this part of the country looks like an old wooden silo. its nice but it seems short.even if the additon wasnt functioning but just a decorative stall type barn with some open windows we could ghost decorate with animals. can we get another boarding house in a different color to use as a office building? thank u.
Title: Re: Colonial Houses 1.5
Post by: kid1293 on October 14, 2016, 10:57:05 PM
Hi!
What do you need another townhall for? There is a minimize button
on this one so you can have access to it all the time.
Try Tiny mod (or Tiny Townhall mod) It has the same style if you want two.
'
The picture shows the front and roof don't match, I just modified them a bit.

As for the barn I don't follow... Blunt it? Should I keep only the silo part?

And you want a separate stable - I want working horses for carts and riding.

Sugar Cookies can come back. Made from flour and sugar. I decided against
making a special oat meal. Only Oat Cookies need it, else it is just another product.
I can put oats back for making flour, just not Wild Oats from New Flora.

Ahhh... (stretching and yawning)
It's only morning. Let's see what I can do about cookies.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 15, 2016, 12:52:03 AM
Good Morning All! Cookies are ready!  ;)

1.51 is running and working. It is savegame OK with 1.5,
but if you update from 1.41 or older you should maybe
start a new game because I removed New Flora resources.

Sorry to be such a ... (fill in missing word) but I agree - I have
sugar production, might as well use it.
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 15, 2016, 08:22:04 AM
gm, yes i agree on the oat flour and cookies without the meal.good fix. the cityhall is just the way i play. instead of making 1 big town i tend to make villages. i build a start farm area whereever the game drops me,then have to build forresters and iron and stone suppliers. then i can build a mining town near a mountain and a production town to process all the materials. i like to use the small rowhouse CH for a office in the little towns .the rowhouses for a production area and  individual snug or adobe houses for mining areas. if i build a farm town to process the food,that would take the meetinghall. and now u can only use a rowhouse CH 1 time.and a meetinghall 1 time.
    as to the barn. did u see RED's new house with the storage on 1 side and the food pantry the other?? its attachable. by "blunt" i guess take the road spaces off,would it then b possable to place a building tight up to it?? so the 2 buildings look as thou they were 1. that way we can build it longer n it looks like a silo with a longer barn.
   the stable was just a thought. it and a saloon match up with the new store front. reminds me of old western TV shows.when ppl came to town,they rode in on horses,so they would take the horses to the stablehands and then find themself a room. usually the rooms were above the saloon.CC has decorations where u can place animals. thou they are not animated. i dont think we can have ppl riding them or pulling carts. that would start a whole new era for banished. REDKeTchup tried to "industialize" it already with his trains.lol. i dont use that mod yet. its too futuristic from where i am.lol i guess i'm a century or 2 farther in the past.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 15, 2016, 08:44:32 AM
Hehe, I guess I haven't left the middle ages yet. :)

I understand your stable-barn construction.
If I make a stable possible to walk thru, you can still
reach the barn. Is that it?

I can try for a combo like that, but I dont know if I want
another silo. I'll check pictures of farms and see if I can
come up with something. Expandable barn? A barn with an entrance?
Could be expandable to sides too. With more storage...

Edit: Found an interesting roof. Check picture
Leave all doors open and you have a place for both animals and storage.
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 15, 2016, 01:04:00 PM
walk through yes. exactly.then we can still use the "silo" barn.no i didnt mean to make another silo. in the mid to late 1900's here in the northeastern part of the U.S., thats how barns were silo,small milkhouse and a stantion barn for cows. originally the milkhouse had a cooler,before the bulktank and pipelines.nowdays i notice they have gone to concrete ground silo pits. if u use the 1 in the picture .u have to change the silo barns texture to match.
an F variant for open windows,where we can place animals to look out. your barn remnds me of the kentucky horse farms. we here in the NE had older rustic 1's more like the textrue u have already.thou the amish would come and offer to paint them a barn-red.
  to give u history,my grandfathers barn had an old water cooler with the old milk cans. he did have a compressor and airline,so he wasnt hand milking. dumped it from a can tru a filter into the milkcans. and we had a corn  crib for ear corn( silo looking building with wire sides).that waas all back in the mid 1970's.now i'm telling my age. thx lot kid.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 15, 2016, 03:03:56 PM
Talk about deja-vu...

This is how it all started. The Pilgrim and I were discussing history of barns.
His grandfather had an old corn crib too.

Well, I guess you are right, this barn looks more like a stable, but I have an idea
to make it right. What about I cut it halfway in and give the front as a add-on?
With or without open windows for horses or llamas. And maybe some extra
building at the side (as a add-on) to make it look very big. :)
I will sleep on it and maybe sketch a little.

I mean to leave the old barn as it is. It works fine.

To be honest - this is the most fun of modding. To get in touch with people and
learn about different ideas. The rest is just 24/7 to get it out.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 16, 2016, 08:41:30 AM
Well @brads3 , I didn't add a stable to the old barn.
Here is a new large barn with an add-on stable.
Only barn to the left / Combo to the right
(Horses not included)
I will test some more and then it is coming.
I made the barn hold the same as vanilla barn plus inedible food. (10000 units)
The expansion has all that plus CC Material. (8000 units)

(http://worldofbanished.com/gallery/2582_16_10_16_8_37_01.png)
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 16, 2016, 10:21:28 AM
cool,i like that. i am curious too see how it would look next to the silobarn with the diffferent textures. did the old barn burn down n u replaced it??? or did u hire those amish ppl to paint the silo too?? lol. the style is awesome.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 16, 2016, 11:42:06 AM
I haven't seen any other people than you and me here.
I know they are somewhere out there. (Pink Floyd nostalgia)

I haven't changed the old barn. Should I?
Title: Re: Colonial Houses 1.51
Post by: Abandoned on October 16, 2016, 12:25:44 PM
Hi, I'm here. I like the new barns.  Regarding old barns, I think maybe change roofs to match new one, keep the old one on the right but make another like it with white trim on doors and windows to match new one.  Too bad chicken, cattle, and sheep pasture sheds can't be made to match.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 16, 2016, 12:38:16 PM
I keep the old barn (sentimental reasons). :)

Of course the pasture shed can match.
What color/roof should it be?
It will be a new model, I can not change the original
wihout the the resource files. Shouldn't be too hard, I hope...
Title: Re: Colonial Houses 1.51
Post by: elemental on October 16, 2016, 02:50:33 PM
Looks great. The idea of chicken shed etc is a good one. Could make a ghost version of the animal sheds, to use on the CC animal pastures that don't have fences and sheds?

Red is good but how about a brown one too?  :)
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 16, 2016, 02:51:02 PM
how bout an old tin roof ?? the one on the right matches really good. does it matter much on how we connect the silo to the barn?? it loos like u could get 2 silos on the back of it or mayb place 1 to the side.
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 16, 2016, 02:58:39 PM
elemental,u mean where the paint has weathered over the years?  yes this will give options,with the fenceless pastures and decorative fences. we can add ghost animales with the open windows.a lot bigger and improved from the silo barn. then we tell Kid to build the horseshoe blacksmith with the horse stable. shhhhhh let him finish this 1 first.
Title: Re: Colonial Houses 1.51
Post by: Abandoned on October 16, 2016, 06:57:21 PM
Great if pasture sheds can match new barn.  Then I think the pasture shed roof should match new barn and have white fences.  Will look really good with black and white milk cows in that pasture.  New barn a nice addition to an already great mod. 
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 17, 2016, 02:59:41 AM
@brads3 - I said I didn't want to mess with the silo. :P

The stable part is walkthrough front to back, so it is possible to put any other
building on the back. (look for the roadtiles)

The barn has 3 points where they load/unload goods. If you block the front or
one side I guess they use the others.

@Abandoned - Sorry but I couldn't fix the fences, so it will be a fenceless version.
Did some silly mistakes and today I am short of time. I will learn more later.
I already painted the shelter and fence-part and put straw on the roof. See picture.
I can easily make a white fence and change roofing. Just not now. Life is interrupting.


edit: found time - hope this is what you meant.
Title: Re: Colonial Houses 1.51
Post by: LesiTheDogg on October 17, 2016, 05:38:47 AM
Oh yeah, great new stuff, can't wait to try it out.
:P
Title: Re: Colonial Houses 1.51
Post by: Abandoned on October 17, 2016, 07:23:35 AM
Oh yes, with or without a fence the pasture is very nice, the shed is a perfect match for the barn.  Thank you
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 17, 2016, 08:14:27 AM
Now is the time to come with ideas and requests!  :)

I want something more before I update.
Right now my own head is empty, so I trust you with inspiration.  ;)
Title: Re: Colonial Houses 1.51
Post by: Turis on October 17, 2016, 11:05:26 AM
Do I have to have NMT/CC to fully use this mod? Note: This is in reference to sugar and other production chains.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 17, 2016, 12:08:20 PM
No, sugarbeets are included, you just have to buy seeds,
grow them and send them to the sugar refinery.

Oats are included (same - buy seeds) if you want more than just
wheat and corn for making flour.

Flour, bread, sugar, cookies and fruit jam are the same as CC but
you don't need CC to run this and get all. :)

Whatever it's worth, load CC first and my mod under CC.
Nothing should happen if you don't, but I have written so
much - it's easy to make mistakes.
Title: Re: Colonial Houses 1.51
Post by: Turis on October 17, 2016, 01:26:24 PM
Thank you very much! :)
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 17, 2016, 02:47:01 PM
KId does that mean we should throw the horseshoe blacksmith stable at u? and the western saloon and inn to go with the new store front u made??? then a statue of the "marlboro man" with his boots and cowboy hat for the western towns too. i can come up with more crazy ideas.
Title: Re: Colonial Houses 1.51
Post by: Abandoned on October 17, 2016, 08:01:26 PM
I wouldn't mind having a clothes line to put in the backyard of one of these wonderful colonial houses. I'm thinking 2 T wood posts with a couple of lines between them, maybe a wicker clothes basket on the ground with something white and something blue hanging on the line that would not be there in winter.  Guess the wash would just have to stay out in the rain.  Well that would be okay, it'll dry when the sun comes out again.  It could be just decorative or it could be a textile storage.  Or it could have one T post and go on the side of a house.  Or it could be f key choice of 1 or 2 posts, that would be good. Or another choice with different colored items on the line.  Well, you did ask.
Title: Re: Colonial Houses 1.51
Post by: elemental on October 17, 2016, 08:58:51 PM
Clothing that disappears off the line in winter (well, autumn) is certainly possible if the clothesline is made as a tree. But making trees is tricky (or so I've heard) and trees that lose their leaves turn yellow/brown in autumn. So the washing would also turn yellow/brown in autumn and it would look a bit weird. Very weird, actually. In other words it's doable but there are trade-offs.

Another option is to make a permanent clothes line decoration and then have separate free-to-build clothing decorations that you can "hang" on the line or remove from the line whenever you like.
Title: Re: Colonial Houses 1.51
Post by: Abandoned on October 17, 2016, 10:02:36 PM
elemental, very interesting. I'm not a modder so I don't know all that is possible and not possible.  I do know they make some amazing things.  Maybe the clothes on the line should be yellow and brown to start with.  Or maybe they are just different clothes than were hanging out in summer, maybe not so weird looking then. A really rustic looking single clothes line could be hanging between two trees, of course I wouldn't be to happy if a woodcutter came along and cut down the trees and my nice clean wash was laying on the ground. lol   Separate clothes would work, then different yards could have different clothes.  These were hardy women, they would have to hang wash out in winter or hang by the fire to dry. Hmm snow on the clothes on the line?  It does not sound like this would be something simple to make.
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 18, 2016, 12:32:20 AM
I hear you brads3 - western theme has to wait. It's a big project.

Abandoned - Clothes line are easy to build. It's the question about
the wash and it's models and where/how to hang them up.
Don't you think it's a bit messy to have a menu with washing things?
If I can make a model of some clothes, I can make a permanent
hanging wash. Maybe not so funny. But at least there could be different
versions (with f-key).

elemental - no tree model. The billboard models 'shrink' in the autumn
and that would look weird on the hanging clothes. :)
Shrinking, disappearing, brown... ::) :o
Title: Re: Colonial Houses 1.51
Post by: elemental on October 18, 2016, 12:56:16 AM
The shrinking I could live with, because it happens fairly quickly and for spring and summer it's not an issue. The yellow/brown effect would be more distracting. Nice clean clothing all going brown! But Abandoned asked about clothes that disappear in winter and a tree is the only way that can happen (that I know of).

If you want to make a clothes line, just make it empty and then make separate pieces of clothing that can be hung on the line in various positions. A little laundry basket would be fun too.

Nappies! Lots and lots of nappies!  ;D  (that's diapers for all you Americans)
Title: Re: Colonial Houses 1.51
Post by: kid1293 on October 18, 2016, 03:43:39 AM
OK. I test it. But nappies...?
I don't know what I stuck my head into.  :o :)

I think I make it separate since the Colonial Houses begins to be crowded.
Title: Re: Colonial Houses 1.51
Post by: Turis on October 18, 2016, 04:35:33 AM
Hmms... Adult diapers, the easiest way to pee in the street without looking for a bathroom. Get'em today!!!
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 18, 2016, 05:36:18 AM
why do foreigners  think us americans wear diapers? just cause our politicians are shitheads has nothing to do with us people.
yes KID a release of just the barn would b good. especialy since u just did the colonial update.
Title: Re: Colonial Houses 1.51
Post by: Turis on October 18, 2016, 06:11:25 AM
I'm not foreigner. I may have been born and live now in Spain, but, I'm also a US citizen and retired from the US navy after twenty years of military service.  :P
Title: Re: Colonial Houses 1.51
Post by: brads3 on October 18, 2016, 06:13:19 AM
ohh ok so now u is saying ppl of spain wear diapers,ic.lol
Title: Re: Colonial Houses 1.51
Post by: Turis on October 18, 2016, 06:43:48 AM
No, it was just a generic joke disguised as an advertisement.
Title: Re: Colonial Houses 1.51
Post by: Abandoned on October 18, 2016, 10:46:47 AM
Hey guys, nappies or diapers would have to be the size of tents to show up on a little clothesline in Banished.  Instead of storage shed for textiles would have to be extra housing for nomads. lol

Turis, thanks for years of service in navy.

brads3, I would look forward to western theme too if it includes native Americans.
Title: Re: Colonial Houses 1.51
Post by: elemental on October 18, 2016, 02:44:48 PM
Quote from: brads3 on October 18, 2016, 05:36:18 AM
why do foreigners  think us americans wear diapers?

I said diapers because nappies is a British English term that some/many Americans might not be familiar with.

If not nappies (white squares - easy), then we can always have bed linen (white rectangles). Or the Star Trek uniforms that the Banished people are so fond of wearing.  :) 
Title: Re: Colonial Houses 1.52
Post by: kid1293 on October 18, 2016, 03:11:32 PM
Well, I submit! Version 1.52 with barn is in download.

Being a happy fellow, I also bring you a gift. (Not ready yet, but...)
Title: Re: Colonial Houses 1.52
Post by: elemental on October 18, 2016, 03:55:22 PM
Interesting, but back in the pre-modern era nappies were just squares of cloth. (google "how to fold a cloth nappy" for pics)

Just thinking about living in the Banished world... it would be a nasty job washing nappies. And where do you do it? Bucket, stream? Downstream from everything else, I would hope.  ???  Makes chopping wood look like fun.
Title: Re: Colonial Houses 1.52
Post by: brads3 on October 18, 2016, 05:35:36 PM
KID i checked this using debug,haven't used it in game yet. i like the way the sections go together so we can build a very long barn or a shorter 1. gives us players flexability. that is always helpful. i had wished the silo woulda been the same way. so  the barn part of the silo with the door would b tight to the barn wall,without the grass space. the barn thats what i tried to explain when i said blunt the front.but it will help make our plain silos look much better even with the space. we can live with that nicely.:)  u do realize the way u made the pasture shed,we now need white ghost fences?? the fences we have wont line up with the white 1. how much trouble would it b to make a barn section with 2 windows and no door?
   when u get time i need u to build it on 25acres for me.hell i dont even care if i have a house.use my tools and i'll supply the beer and coffee.lol
Title: Re: Colonial Houses 1.52
Post by: Abandoned on October 18, 2016, 05:49:47 PM
yes, nappies not quite right but wash post will look very nice in backyard of any of the Colonial houses especially the one that will have the new barn and fenceless pasture.  Thanks for great additions.
Title: Re: Colonial Houses 1.52
Post by: kid1293 on October 19, 2016, 12:28:43 AM
OK. Square nappies it will be. (small towels, eh...)

@brads3  - I understand you want a freestanding silo with a possible barn add-on.
But, if there is no door to the barn, how are you going to use it?  ::)
Or do you mean to demolish the silo and upgrade with a barn attached (to any side) ?
I wish I could see it your way.

The fences - hmm, didn't think of it. I'll take a look. One way is to remove
the fence parts sticking out on either side and move the shelter a bit inwards.
That way you are free to put any fence you want.

25 acres? How many silos? How many beers? :) :) :)
( and how many silos after the beer? ) ;D

@Abandoned - can you keep a secret? There will be more than nappies...
Title: Re: Colonial Houses 1.51
Post by: Paeng on October 19, 2016, 05:18:13 AM
Quote from: Abandoned on October 18, 2016, 10:46:47 AMdiapers would have to be the size of tents

Not tents, but cloth diapers are quite large... I know because my first-born grew up with them (still living in SE Asia then), and I had the pleasure (not) of washing these things... always wondered how such a small guy can go through such a huge pile of cotton in a single day...  ;D
Title: Re: Colonial Houses 1.52
Post by: Abandoned on October 19, 2016, 07:03:18 AM
Good idea, change to fenceless pasture fence parts sound good, can then use as is or put choice of fence around.

Looking forward to clothesline surprise.  Just not spring, summer, or fall season without clothes out on the line.  Beautiful fall day here yesterday, washed and hung out curtains and rugs, used my "free solar wind power" clothes dryer as I call it.

Paeng, when you think about it, that was not all that long ago that cloth diapers were used.  Disposables were just starting to be used when my sister's son was born.  I remember before that they had diaper pails to soak the diapers in before washing, every neighbor with infants always had clothesline full of diapers.  They had little plastic pants to wear over the diaper.  No clothes dryers, no fast food, only small refrigerator, walked to corner store and church and schools.  Lot more work back then especially for mothers.
Title: Re: Colonial Houses 1.52
Post by: brads3 on October 19, 2016, 08:25:06 AM
TURIS look what u started. next abandoned will b building an ice cutter and blockhouse for the banis to have refrigeration.

KID originally i thought you was going to make the barn with doors on both ends for the banis to walkthrough and access the silo. i figured between life and other ideas you just got sidetracked a bit and forgot. u did design such a nice barn too. since we dont use any animal feeds in the game,i place the silo near my dairy and milk cows. use it like a tower to store milk. not that the banis ever listen to me and leave the milk there or not store other items in it.those ppl do whatever they want most times.
  moving the pasture shed works.DS has some white fences already made that could be used to go outside it then.hmmm i havent loaded his decoration mod yet. lets see thats what almost 60 mods i'll have then.
Title: Re: Colonial Houses 1.52
Post by: Turis on October 19, 2016, 10:31:24 AM
Whoa! What?! What did I do? I didn't ask for anything here lately. Now...now, what I really wish it's a small Nordic house which doesn't need stuff from CC, but, this wish doesn't belong here. :o
Title: Re: Colonial Houses 1.52
Post by: brads3 on October 19, 2016, 12:40:59 PM
TURIS didnt u start he diaper discussion?? lol do u mean just the red cottage? we have others u can build with no tiles: http://worldofbanished.com/index.php?action=dlattach;topic=1178.0;attach=10980
http://worldofbanished.com/index.php?action=downloads;sa=view;down=103
1 is nordic houses,the other nordic wooden house.the houses are a lighter red. you also can use NMT for the tiles.actuallyCC by itself wont even give u the red cottage. dont forget we have 2 nordic schools,1 school extension,and a wharehouse. did u fall asleep at the keyboard again n misss all that??
Title: Re: Colonial Houses 1.52
Post by: Turis on October 19, 2016, 02:05:54 PM
Well, I know all that. I'm talking about a Nordic small house I can use from the very beginning with the harsh conditions of the North mod, but, I'm using the small houses in this mod.
Title: Re: Colonial Houses 1.52
Post by: brads3 on October 19, 2016, 02:17:12 PM
yeah it is too bad that banished wont let us use THE NORTH with CC. the individual buildings are greta but i'm sure lots of players wish they could have the harded play with their CC production chains.
Title: Re: Colonial Houses 1.52
Post by: kid1293 on October 19, 2016, 03:45:22 PM
You squibble like the sparrows outside my window. :)

Nevermind that, I have fixed the fenceless pasture and moved it in a bit.
Tested with picket fence.

I have uploaded the 1.52 version again with fixed pasture. (easiest)
It was completely safe to load in my savegame.
The pasture moved and looked good.
Title: Re: Colonial Houses 1.52
Post by: TheOtherMicheal on October 27, 2016, 08:49:43 AM
Love your work kid1293, it's modders like you who keep good but older games way in front of many new release games in my opinion
Title: Re: Colonial Houses 1.52
Post by: kid1293 on October 27, 2016, 10:31:42 AM
Thanks, I must say - I would never have done all this
if I were alone. It's the community who has the spirit.
Happy faces all over. :) :) :)
Title: Re: Colonial Houses 1.53
Post by: kid1293 on November 11, 2016, 12:31:20 AM
So, after some haggling about the exact measures :) , here I give you
an update to the Colonial Houses.
It's the large house that has been adjusted a bit. A little bit smaller.

I have also added a general trader. He comes with all sorts of wares
and seeds but no livestock.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=112 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=112)
Title: Re: Colonial Houses 1.53
Post by: Abandoned on November 11, 2016, 06:44:54 AM
Oh my gosh, is that ever a nice looking building to add to the collection.  And just what is needed. Thank you. Can updated be added to saved game that has a large house already on the map?
Title: Re: Colonial Houses 1.53
Post by: kid1293 on November 11, 2016, 09:24:19 AM
Yes, it should be safe to update.
Title: Re: Colonial Houses 1.53
Post by: squashedtoad on November 13, 2016, 02:51:19 PM
Hi - Loving your mod but for some reason I cannot get your clothes maker to make wool clothes from the sheep in your newest beta release.  I have your mod just under the northern mod and above small town townhouses and forest output.

Thanks!
Title: Re: Colonial Houses 1.53
Post by: Tom Sawyer on November 13, 2016, 03:28:05 PM
I guess the colonial tailor can not store wool in the north because this material is flagged differently. We can fix that. Either by the north or by a storage fix in the colonial houses. There are probably more issues in this combination. I have not adapted the colonial houses so far. But could be done. So you can make reindeer coats, warm wool clothing and so on.
Title: Re: Colonial Houses 1.53
Post by: Paeng on December 16, 2016, 09:28:29 AM
The windmill takes oats - also Tani's wild oats? I got a few hundred, but the miller only idles...?

And about the fenceless pastures - I need to pay a 100 logs for a fenceless pasture?
I smell corruption  >:(
Seriously, that does not feel right - charge me extra worktime for clearing the land or so, but not my precious logs for something I don't build (or twice, if I later do decide to build custom fences...)  ;)

Also I feel that fenceless pastures should be on transparent ground - a squarish footprint looks off...  :)


Title: Re: Colonial Houses 1.53
Post by: kid1293 on December 16, 2016, 11:20:17 AM
Right, right and right!

Paeng, you're right as usual.
I removed tany's wild oats.
The price for pastures I can't decide.
Haven't tried zero build cost (if it's possible).
And yes, it should be transparent.
But - I don't know how.  :-[
Title: Re: Colonial Houses 1.53
Post by: Paeng on December 16, 2016, 11:33:11 AM
Oh, okay... the "missing" oats just confused me, no problem...

Pasture costs and transparencies - riddles I'm confident you solve sooner or later...  ;)

Thanks for the heads up!
Title: Re: Colonial Houses 1.53
Post by: Nilla on December 16, 2016, 01:22:35 PM
I think @Tom Sawyer solved this in the Nordic mod. His new fenceless pastures costs no logs and look transparent to me. Ask him how he made it.
Title: Re: Colonial Houses 1.53
Post by: Discrepancy on December 18, 2016, 02:15:36 PM
Quote from: kid1293 on December 16, 2016, 11:20:17 AM
The price for pastures I can't decide.
Haven't tried zero build cost (if it's possible).
And yes, it should be transparent.
But - I don't know how.  :-[

I made transparent footprint for cemetery by just using a small 64x64px completely transparent .png, linking this to the footprint material files... Don't think I did anything else.
Title: Re: Colonial Houses 1.53
Post by: Tom Sawyer on December 18, 2016, 03:57:51 PM
Yes, a transparent footprint does it too. But you just have to remove the decal line from the resource section of the template. Then you don't need any footprint material stuff and can save a few files in your pkm.

The building costs of the fenceless sheep  pasture I solved by...

BuildDescription build
{
int _workRequired = 0;
bool _scaledWithSize = false;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
int _count = 0;
}
]
}
Title: Re: Colonial Houses 1.53
Post by: kid1293 on December 19, 2016, 02:37:01 AM
Nice to have friends to back me up. :)

I'll put those fences on to-do-list done-list.

New update in download!

Don't forget to remove your old pastures first!
I hope that is enough. If it crashes - it crashes...

And Tom. This is enough:

BuildDescription build
{
int _workRequired = 0;
}


Thanks for tip on deleting 'decal' in resource ;)
Title: Re: Colonial Houses 1.53
Post by: raerae2 on January 13, 2017, 11:56:04 AM
I downloaded the latest version of Colonial Houses (153fix) but can't get it unzipped. I get an error that there are no files in the compressed folder but it seems to be the correct size. I had this problem before with version 1.4. I think it also had fix after the numbers as well, so maybe that has something to do with it? I have tried it several times with no luck. Has anyone else had this problem or is it just me?

Title: Re: Colonial Houses 1.53
Post by: kid1293 on January 13, 2017, 12:10:06 PM
@raerae2
Here's a link for unzipped Colonial Houses.
https://www.dropbox.com/s/a6e2jpayshg6r8c/ColonialHouse.pkm?dl=0
I will keep it a couple of days.

edit - link deleted
Title: Re: Colonial Houses 1.53
Post by: raerae2 on January 13, 2017, 12:39:01 PM
Thanks kid. That did the trick. The colonial houses are my favorite so wanted to add more things. Also trying out some of your newer mods like Plymouth Plantation.
Title: Re: Colonial Houses 1.53
Post by: brads3 on January 13, 2017, 01:21:56 PM
did you remeber to unblock the file before you unzipped it??
Title: Re: Colonial Houses 1.53
Post by: Fletcher_wolf on July 06, 2017, 04:53:18 PM
Hey i love this mod but i cant seem to get the newest version to work?

I have enabled the mod and theres no conflicts and yet  nothing shows up in game? Is this version only comp[atiable with 1.0.7? and if so how do i get that version because when i ask steam to update it tells that the Content File is Locked?
Title: Re: Colonial Houses 1.53
Post by: kid1293 on July 07, 2017, 01:07:36 AM

Oops. Posted a long message about 107.
But I see now that you are writing in the old 106 thread.
What version of Colonial Houses do you use?


The 2.0 version needs 107. But it should at least show up in 106.  ?
here is a link for latest beta-patch.
http://www.shiningrocksoftware.com/


You better ask @RedKetchup how to patch a Steam version of Banished.
Title: Re: Colonial Houses 1.53
Post by: RedKetchup on July 07, 2017, 10:47:14 AM
Quote from: Fletcher_wolf on July 06, 2017, 04:53:18 PM
Hey i love this mod but i cant seem to get the newest version to work?

I have enabled the mod and theres no conflicts and yet  nothing shows up in game? Is this version only comp[atiable with 1.0.7? and if so how do i get that version because when i ask steam to update it tells that the Content File is Locked?

i never heard that kind of thing ? content file is locked ?

first reboot your PC.
then when PC back on right click the Steam Client Icon and select Run as Administrator.
right click Banished game and pick up "properties"
last tab is betas , click on it and open the little box and opt for beta.
click ok
at the bottome of the steam client should get a 0/1 download which should become a 1/1 download
once 1/1 downloaded complete you should able to start Banished and check at bottom of the screen and you should see the version 1.0.7 Beta - build 170608
Title: Re: Colonial Houses 1.53
Post by: Fletcher_wolf on July 07, 2017, 04:23:28 PM
I fixed it. Just needed a PC start.

I have however found that my villagers arent using the windmill or bakery correctly. They refuse to collect flour. I havent got any conflicts showing on my mod list so not sure whats going on there
Title: Re: Colonial Houses 1.53
Post by: RedKetchup on July 07, 2017, 05:36:16 PM
oh this is because probably the flour you have ... are non-edible. and you dont have a barn that accept non-edible food.

your flour comes from which mod ?


about the reboot... thats why i said : reboot first. i ve got an impression that your executable was still running inside your task manager.