World of Banished

MODS Garage => Tips and Help => Topic started by: Yandersen on January 14, 2018, 08:41:07 AM

Title: Turn few changes into .pkm mod file
Post by: Yandersen on January 14, 2018, 08:41:07 AM
A rusty old noob decided to make a few changes to the game wishing to create a simple mod. But how?..

Basically I want to place orchards and farms on the cliffs - wherever banny can walk let it be possible to farm. So I tried the Better Fields mod. And it could make me happy if only they would not touch pastures. Because they flatten the terrain now, damn it! So I tried to do the same on my own to leave pastures be the way they are in vanilla.

I modified two files:
D:\BanishedKit\resource\Template\CropField.rsc
D:\BanishedKit\resource\Template\Orchard.rsc
by adding the "Walkable" flag to the CreateDragDescription section, so that the crops and orchards could be placed wherever bannies can walk. I also changed the spacing for orchards to 2 in both dimensions for symmetry reasons and loose the lower size limit to 3x3 for both orchards and crops. Those changes made me quite happy.

And now I want to make a mod's .pkg file out of this. Any quick and simple way to do so? I seem to be too dumb to make sense of the example tutorials... :(
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 14, 2018, 09:32:12 AM
Hi! It is just an override file you need.
Very simple. You can use the code or experiment further.
I did not change the spacing or size, you do that!
There are a lot of things to change in game.

Files in Dialog folder are needed for compilation. Program always tells you what it needs.

Welcome to modding Banished!
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 14, 2018, 09:52:15 AM
If you want to make less impact on other mods.
Last lines in Package.rsc you call

Template/CropField.rsc:createdrag
Template/Orchard.rsc:createdrag

to specify only the 'createdrag' section you have changed. :)
Title: Re: Turn few changes into .pkm mod file
Post by: brads3 on January 14, 2018, 10:00:10 AM
curious,how high will they work the fields that way?
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 14, 2018, 10:17:56 AM
You can place the fields as high as they can walk.
No need to place it on 'unusable' tiles, they can't walk there.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 14, 2018, 11:27:22 AM
Thank you so much, kid, it worked!!!111oneoneoneone :P
I minimized the file overwrite pollution as it was suggested, added a preview pic and draw an icon. If I manage to figure out how to publish it on Steam you will be able to see it as "Improved Farming"!

UPD: success! Here it is:
http://steamcommunity.com/sharedfiles/filedetails/?id=1269666222
I also changed the max size to 20x20 and doubled the max workers count modifying the "work" section.
Should I publish the mod somewhere here as well or being available in steam workshop is enough?
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 14, 2018, 12:49:34 PM
@Yandersen - Most of us here don't use Steam (for different reasons)
So an entry in Download would be okay! Many already have this override
in some compilation but it is nice to see it separate!
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 14, 2018, 07:19:06 PM
congratulations for your first mod :)

yeah as Kid said, you can post it in the download section :)
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 15, 2018, 10:02:26 AM
Thank you! :D
Uploaded.

Also, just for a practice purpose, did a second "mod" - Improved Woodcutter. Up to 3 workers. Obvious, right? Thought about giving it a storage function for Wood, but decided not to - suspecting possibility of wood required for work being stolen by builders, for example, or even vendors thus creating a loop. Anyway, a mod Chop Wood alone is just a better alternative to default woodcutter (footprint-wise) than my tripled version, imo. Only one thing I can suggest is to change the footprint to 1x1 (3x3 including the road tiles around) and move it to the same menu where the default woodcutter is located. Um, whatever.
Title: Re: Turn few changes into .pkm mod file
Post by: Tom Sawyer on January 15, 2018, 10:24:25 AM
Hi @Yandersen, welcome back to Banished!

I've seen your comment on BV but did not answer yet. If you load the woodcutter mod from Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=974788638) you get the small chopping block in the production menu. The cutteryard next to it has another icon and already up to 3 worker to not be displaced. I need to clean up my site and upload it there.

Nice you got into modding. :)
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 15, 2018, 11:49:46 AM
Dang, I've seen it, but get confused by the pic with the strange house on it - I thought it is an actual woodcutter building! ;D
Thank you, Tom, you made me happy today!  :D
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 18, 2018, 10:06:12 AM
Need help, oh wise people!!! :(
Just thought I managed to make my old dream come true - to add a food barn functionality to the Gatherers Hut, so the gatherers can store whatever they find in woods right at that building, but can't make it into the mod package for some reason... If I do it directly by modifying the Template/GathererShelter.rsc file, all works as intended. But once I try to put this into mod, I get the default vanilla version of the building. God, why?!

I attached the file, please take a look. If any1 manage to make a .pkm out of this, please be so kind to post back the source archive. No idea why the same approach I succeeded with last two times does not work this time. Compiler chews everything without complains, yet, the mod version gives the vanilla building, not the modified version.

My only suspicion is the point where I used the Tailor interact points for the gatherer hut model (because the GH does not seem to have interaction points so the gatherers can't drop items). But if I just replace the file in the game directory it works, right? So why would it be a problem if compiled as mod? No idea... Please help! :'(
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 18, 2018, 10:57:23 AM
Wow, it turned out being a... bug? In the developer version?! I just tried the output .pkm in the steam version and it works here! But for some reason the mod does not seem to have any effect on dev version. Crazy...

Anyway, here is a source and the output in the attachment. Just uploaded to steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1273619740) and will do so around here.
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 18, 2018, 11:14:21 AM
I found it working perfectly.
I starved the bannies for a year and they came and took what was in store.
Nice work.

What do you mean by dev version?
Title: Re: Turn few changes into .pkm mod file
Post by: Tom Sawyer on January 18, 2018, 11:48:55 AM
Wow, you got it.. Great work!

So we now can create gathering huts and herbalist cabins with storage function. How cool is that. I tried this before too but failed with getting either a gatherer or a storage location. Looking at your template I see nothing special in it. You just added the storagelocation section and UI parts and it works. No idea what was wrong.

To make a suggestion, you can add this function to the vanilla herbalist as well. Makes even more sense with this special storage flag and will make your mod more useful. The gatherer storage also can be restricted to vegetables and fruits instead of edible to keep away meat from hunters.
Title: Re: Turn few changes into .pkm mod file
Post by: galensgranny on January 18, 2018, 01:15:42 PM
Wow, Yanderson!  You figured out how to get a work building store items!  I hope there will be more work buildings like that.  It never made sense that the hunter, gatherer, forester and herbalist could not store anything in their large buildings.
Title: Re: Turn few changes into .pkm mod file
Post by: brads3 on January 18, 2018, 05:02:08 PM
a new modder cracked another hiden part of the code? nw we need 1 for animations,animals,houses to ues furniture,..................etc etc
Title: Re: Turn few changes into .pkm mod file
Post by: Discrepancy on January 18, 2018, 05:49:51 PM
very nice :)

Quote from: brads3 on January 18, 2018, 05:02:08 PM
a new modder cracked another hiden part of the code? nw we need 1 for animations,animals,houses to ues furniture,..................etc etc

haha, it does seem to be going that way. Necora found the toolbar, Bartender the water and glass materials, Yandersen has found this... what is next.
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 18, 2018, 07:32:05 PM
Quote from: galensgranny on January 18, 2018, 01:15:42 PM
Wow, Yanderson!  You figured out how to get a work building store items!  I hope there will be more work buildings like that.  It never made sense that the hunter, gatherer, forester and herbalist could not store anything in their large buildings.

bah it was defined a time ago. but it is not always a good thing, remember when we talked about the woodcutter storing his firewood inside the building ... ??
Title: Re: Turn few changes into .pkm mod file
Post by: Nilla on January 19, 2018, 03:08:43 AM
Tis sounds very nice. But I must ask one question. How connected are the store and the gatherer? Does the gather stop to work, when "his" store is full?
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 19, 2018, 04:40:58 AM
Hej @Nilla !

They should not stop. Gatherers, hunters and herbalist are only programmed to store
their produce where ever they can. In vanilla game there are no resources to make the product.
An added storage is not connected to the function of the building.
That is different from woodchopper. He needs space to store logs so he can chop.
I tried that, but it did not work.

@Yandersen - please continue and make those changes. It can be very useful to save bannies from
walking all over the place to store their things.

edit - and don't forget to compile mod before you post :)
Title: Re: Turn few changes into .pkm mod file
Post by: Tom Sawyer on January 19, 2018, 06:01:59 AM
I've tested Yandersens gatherer and as expected they don't stop working if the shelter is filled. They just bring it to the next free storage location. It's really two independent functions combined in one building, not to compare with production buildings which have storage but need it for their raw materials. It might be not that spectacular as moving water in a pond but brings a couple of very nice gameplay improvements.. Gatherers now interact with their shelter, Herbalists finally have herbs in their cabin and all these buildings are not just replaced by mini version or reduced to be decorative anymore. And ha.. trapper cabins storing furs.

The only thing it actually needs is a couple of more custom flags to control these special storage locations via secondary flags. Custom10..19  :(
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 19, 2018, 06:39:06 AM
Quote from: kid1293 on January 18, 2018, 11:14:21 AM
What do you mean by dev version?
The downloaded modkit, you know, "Application-x64-profile.exe", that one.
Quote from: Tom Sawyer on January 18, 2018, 11:48:55 AM
Looking at your template I see nothing special in it. You just added the storagelocation section and UI parts and it works. No idea what was wrong.
Not only that. Look closer to see a cheat:
InteractDescription interact
{
PointList _pointList = "Models\Buildings\Tailor\TailorPoints.rsc";
}
Without it bannies could not drop stuff in there, so storage will not be used. This is because the vanilla versions of those building types are not designed for any type of interaction or reference. Therefore I steal the interaction points from another building. It could also be a barn, blacksmith or any other production or storage buildings, but each has different spots where bannies bend down to take a dump.  :)  Luckily the interaction points from Tailor seem to fit just perfect in comparison to alternatives. The best way, of course, will be to redefine a list of interaction points, but idk how. Russians prefer to steal rather than create themselves.  :)  Hey, I am joking, okay?.. ;)
Quote from: galensgranny on January 18, 2018, 01:15:42 PMI hope there will be more work buildings like that.
Quote from: Tom Sawyer on January 18, 2018, 11:48:55 AMTo make a suggestion, you can add this function to the vanilla herbalist as well.
And Hunters Lodge. And Fishing dock maybe. Planning to, yes. Well, I may require help if I fail to find a suitable donor building for interactions points - we do not want bannies to drop stuff at a random spot outside or walk through walls to do so, right? Could be that no other building will match well enough to the model - then we will need to create an interaction points ourselves. Somehow. As I have no idea how - I expect someone to give a hand here... You know, those russians, um... ::)
Quote from: Tom Sawyer on January 18, 2018, 11:48:55 AM...add this function to the .... as well. Makes even more sense with this special storage flag... The gatherer storage also can be restricted to vegetables and fruits instead of edible to keep away meat from hunters.
Please be more specific. I am kinda new to modding, need help there. What flags can/should I use? Is it possible to define a *specific* raw materials like roots / berries / e.t.c. so ONLY those can be stored?
Quote from: RedKetchup on January 18, 2018, 07:32:05 PM
Quote from: galensgranny on January 18, 2018, 01:15:42 PM
Wow, Yanderson!  You figured out how to get a work building store items!  I hope there will be more work buildings like that.  It never made sense that the hunter, gatherer, forester and herbalist could not store anything in their large buildings.
bah it was defined a time ago. but it is not always a good thing, remember when we talked about the woodcutter storing his firewood inside the building ... ??
Exactly. This approach can only be used for those buildings that only PRODUCE, not consumeproduce. So the forester lodge is up for discussion there. I get an idea, actually. It can be defined as a combo of stockpile with fixed size and Forester lodge' function. To make it differ from a regular stockpile visually, it may have a model of tent over it resting on 4 corner wood beams. Kinda covering stockpile from rain. Something like that:
(http://www.buyshade.com/images/thumbnails/7/700/700/ez-up-corner-flag-standard-2x4-Navy-2Sides.jpg)But of-course, hay roof, it is just an example of shape type of the model. So we will be able to see the stockpile under it and it will not bleed through the building model. Would be cool, right? If I eventually succeed to make the code for that working, the tent model and the rest will be for RK to make, oki-doki? :P
Quote from: kid1293 on January 19, 2018, 04:40:58 AM...and don't forget to compile mod before you post :)
Hey, I did! I even posted it on steam and there too. I just provided the source so you guys can see how it is done in case something very terrible will happen to me. Like sudden strike... of laziness. Oh God, my revelation MUST NOT vanish if something like that happen!!!
Quote from: Tom Sawyer on January 19, 2018, 06:01:59 AMThe only thing it actually needs is a couple of more custom flags to control these special storage locations via secondary flags. Custom10..19  :(
Um, is it actually that bad if a farmer will drop a basket of carrots in the same place where gatherer puts his berries? Maybe overrestricting is a little bit too much to struggle about? I gave my GH a 1600 storage volume and I see it is 100% full with around 900 units of forest treasures in it. Volume is limiting too. So those little storages in the production buildings will not save you from building a barn eventually. It provides just enough space to temporary store small drops with an expectancy of seldom vendor' visits. Plus it encourages to put those buildings deep in woods now, away from town with it's farms.
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 19, 2018, 07:02:23 AM
Quote from: Yandersen on January 19, 2018, 06:39:06 AM
Please be more specific. I am kinda new to modding, need help there. What flags can/should I use? Is it possible to define a *specific* raw materials like roots / berries / e.t.c. so ONLY those can be stored?

no we cannot ask a specific raw material as flag. thats something i asked many times since a year or 2 ^^.

the flags are there in the picture :)
http://worldofbanished.com/index.php?topic=1519.0 (http://worldofbanished.com/index.php?topic=1519.0)
Title: Re: Turn few changes into .pkm mod file
Post by: Nilla on January 19, 2018, 07:07:25 AM
Sounds great, especially at the beginning of a game or in a small settlement and in remote parts. It´s nice to see a new resourceful modder! :)
Title: Re: Turn few changes into .pkm mod file
Post by: Tom Sawyer on January 19, 2018, 08:37:16 AM
Ah ok, you used the tailor points. But that was not the problem of my buildings, they have proper use points. Comparing our files I found one little thing which prevented my attempts to work. It was the order in resource descriptions. With "herbalist"; "storagelocation"; it doesnot work but with "storagelocation"; "herbalist"; it does! I did not know that it makes a different. Look what is possible now. :)

(http://www.banishedventures.com/images/storagelocations-thumb.jpg) (http://www.banishedventures.com/images/storagelocations.jpg)

Of course with existing flags I cannot prevent bannies to fill the tappers cabin with wool if near a sheep pasture and so on. That's why I mean that more flags would be useful. Your gatherers hut I would restrict to RawMaterialFlags _storageFlags = Vegetable | Fruit; Just because it would be odd to find it filled up with venison and so on. But also without special storage flags it is worth to include.

And I can try to make special points for vanilla models to include in your mod if you don't want to deal with Blender.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 19, 2018, 11:07:02 AM
Quote from: Tom Sawyer on January 19, 2018, 08:37:16 AMYour gatherers hut I would restrict to RawMaterialFlags _storageFlags = Vegetable | Fruit; Just because it would be odd to find it filled up with venison and so on.
Yes, just did, updated both steam and here.
Quote from: Tom Sawyer on January 19, 2018, 08:37:16 AMAnd I can try to make special points for vanilla models to include in your mod if you don't want to deal with Blender.
Will be grateful if you do! Yes, please! I am planning to do the same tricks with Gatherers Hut, Herbalist, Hunting Lodge and Fisherman House. All of them, I mean.

Just finished the work on Improved Herbalist (http://steamcommunity.com/sharedfiles/filedetails/?id=1274650736). The mod and the source are in the attachments.
Title: Re: Turn few changes into .pkm mod file
Post by: Tom Sawyer on January 19, 2018, 12:10:38 PM
I removed your interact link to the tailor point list from your mod and it's working fine using original locations to put stuff in. Seems the vanilla model has all necessary points already. Maybe you were trying but actually solved it by the order in resource descriptions.. So nothing to do in Blender for me. Let's see if it also works together with hunting and fishing function. I wonder what other combinations can be unlocked by changing this order thingy.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 19, 2018, 01:39:32 PM
Hm, strange. Well, will check next days.

And by far, here is the Improved Hunting Cabin (http://steamcommunity.com/sharedfiles/filedetails/?id=1274819473):
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 19, 2018, 07:02:13 PM
so i check one or 2 of your mods, Do you absolutely need to modify the map and createplaced functions ?

because it doesnt fit with my own mesh :(
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 20, 2018, 08:19:52 AM
Quote from: RedKetchup on January 19, 2018, 07:02:13 PM
so i check one or 2 of your mods, Do you absolutely need to modify the map and createplaced functions ?

because it doesnt fit with my own mesh :(
Absolutely no. I did this so that it is easily mentionable right from the point where you place a building that it is different - kinda *moded!*.

I Like your herbalist, btw, but hunting cabin... No hunting spirit I feel in it. Can as well be anything else instead.
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 20, 2018, 08:44:01 AM
then what you need is what Tom said : another .fbx you call that contains all the dummies. and you sub this .fbx to the game one.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 20, 2018, 09:01:32 AM
Dang, new dimension of modding practice for me, oh, I am too lazy for that! But like Tom mentioned (and I confirm that - thanks, Tom!), the Herbalist works well even with original interact points list, so I updated the mod. I also brought back the original pathing layout. I did not tested the Gatherer and Hunting Cabin yet...
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 20, 2018, 09:31:29 AM
if tom didnt made it.. i ll make you some pointlist tommorow.
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 20, 2018, 09:49:12 AM
Just a thought.

Don't forget that fisherman already has use_001 use_002 ....
setting places for fishermen to work.
If you add storage to that building the bannies will dump their load at the
fishermen's feet, not at the storage point!

Herbalist also has 'use' points but they coincide with the building,
for the bannies to get healed. Looks natural dumping herbs there.

Gatherer and hunter are clear. I guess they have points at zero.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 20, 2018, 10:59:26 AM
Alrighty, changed all interaction points and pathing layouts back to the defaults for Herbalist, Gatherers Hut and Hunting Cabin. All seem to work fine. Not perfectly logical though (the reason that Kid just mentioned), but I think the less we change the better. Mods updated.

I can confirm that order in which components listed inside the "resource" is important - if wrong the app may even crash. I guess messing with it without realizing it's importance somehow created for me a confusive illusion that interaction points is the culprit. Sorry for messing with u guys, please forget this nonesence.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 20, 2018, 11:14:41 AM
Quote from: kid1293 on January 20, 2018, 09:49:12 AM...fisherman already has use_001 use_002 ....
setting places for fishermen to work.
If you add storage to that building the bannies will dump their load at the
fishermen's feet, not at the storage point!
Thanks, Kid, I gave a thought to this for a while and decided not to go with "Improved" Fisherman House at all. Well, the building is usable already in certain way, right? So I think the better way would be to overwrite the "Fisherman House" building with a simple "Fishing Pier" which has a house model removed. Close to Go Hunting mod. I just don't like my UI cluttered with multiple variations of the same thing when only 1 (the best) is used. That's why I prefer the overwrite approach over addition.
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 20, 2018, 11:25:10 AM
@Yandersen

You did not mess with us but you got us all thinking.
Things we done is the past maybe will work if we change order in 'resource'.

( I PM'ed you about buildings. Still not interested? :) )
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 20, 2018, 01:58:47 PM
Kid, do you know if the "use" points are used both for drop-to-storage and work-at-point? Because if those can be made different, then Fisherman House can get it's storage, in theory...
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 20, 2018, 02:10:41 PM
They are used for both.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 21, 2018, 04:33:39 AM
Too bad. No storage for FH then.

I kinda succeed adding a storage and the storage display to the forester. The goal is to turn it into a roofed stockpile. Since I never went into modeling, I left the default FL model there for now. Looks ugly, but that is just a placeholder. Wish someone (Kid mb?) replace it with a proper hay roof model resting on 4 corner supports high enough to ensure stock piles do not bleed through the roof once filled up to the top. I attached the modified ForesterLodge.rsc. Seems like my job with it finished, hope you guys hook it up from that point.

My testing showed that once storagedisplay used, no building material should be used (only work required can be set), otherwise it will show up as a full stockpile while the building being constructed (assuming all required materials brought). That suggests to make model of the roof as simple as possible, using the forest materials like coniferous branches for the roof and tree trunks as a support columns at corners and roof frame.

I removed particle, ambientemitter, fireproduction, particle (smoke). Replaced the decal to the tiled texture of the stockpile. Shrunk the layout to uniform 5x5 area. Now what is left is to add a different building model (the tent-like roof covering the stockpile) and replace "model", "picking", "highlight" and "interact" fields accordingly. Can I bother anyone for assistance?
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 22, 2018, 02:51:23 AM
OK!!! You're a genius @Yandersen !
Glad to have you on board. :)

I made a roof model and sent a PM to you.
Then I tested myself with your code. Very easy to adapt!

I am so excited, I just have to show!
With all respect for 'patent infringement' I am going to use this! :)

Title: Re: Turn few changes into .pkm mod file
Post by: galensgranny on January 22, 2018, 03:01:05 AM
This is great, Yanderson, that you made a way for the forester to store things!  Kid, so glad you teamed up for the visual aspect.  Looks good.  :)
Title: Re: Turn few changes into .pkm mod file
Post by: Discrepancy on January 22, 2018, 03:07:04 AM
great stuff  ;D
Title: Re: Turn few changes into .pkm mod file
Post by: Nilla on January 22, 2018, 03:15:52 AM
Good work both of you!
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 22, 2018, 05:50:58 AM
Thank you, Kid, just got the stuff and will start working on it to merge with the line of my other mods of improved production buildings with storage. Kid sent a very robust archive full of data for me to process and understand - since I never played with model modding, it will take some time for me to release the "Improved Forester Lodge" mod.

Meanwhile it is possible the Kid will do the same on his own. Unlike him, I prefer to overwrite the vanilla buildings instead of introducing new ones as a separate option, so there is a difference.

Thank you all for the hype, but better convert it to patience... :)
Title: Re: Turn few changes into .pkm mod file
Post by: markfamily on January 22, 2018, 06:10:52 AM
Excellent work
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 22, 2018, 09:10:36 AM
Alrighty, some preliminary results r coming. You can test it yourself now! :)

In my version, the building has 6250 total capacity volume (5x5x250 equal to the stockpile of the same size) for Wood | Iron | Stone (no Fuel as the building is assumed to be used by foresters - whatever they grab from the forest which is not Firewood in vanilla). Foresters now carry the collected stuff themselves (not laborers like in vanilla). My version replaces the vanilla's Forester Lodge. I use the vanilla's stockpile's tiled decal texture for the footprint decal. Chose the hay texture for the roof. Switched build requirement to 45 work only, no material (if any materials used, it will visualize as a filled up stockpile during the construction). Here is the result for now:
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 22, 2018, 09:54:44 AM
Now I have to bug Kid for some model scaling so that the roof legs jump from outside to the positions shown on the pic below. Hope for some user points redefinition also...
What soft do u guys use for modeling all these? Is it Blender?
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 22, 2018, 12:48:59 PM
Well, figured out how to do simple tasks in Blender, so managed to add the use points and rescale the model to make roof supports match the desired points like in the layout pic in the post above. Well, not perfect overall, but the goal is reached - the roof does not stretch that far on the sides. Not even sure which one I like more.  :)  Either earlier version needs some roof-trimming, or the second version needs the roof extension. I guess to make it perfect some model refining required, but it is up for Kid or anyone else who wants to join. But you got the general idea, right? The approach works in general, just visual needs some more work on it.
Title: Re: Turn few changes into .pkm mod file
Post by: Gatherer on January 22, 2018, 02:43:40 PM
This is excellent stuff you guys are creating!!!
Title: Re: Turn few changes into .pkm mod file
Post by: brads3 on January 22, 2018, 03:17:24 PM
personally,i would like a forester tower in 1 of the corners. the way you both have it, it looks like a covered pile too much.am glad to see progress on the added storage concept thou. is interesting that it was found by just swapping a few lines in the coding.makes 1 wonder how much else is hidden like that.
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 22, 2018, 04:01:31 PM
i just didnt understood the part where ... you make the item storage showing like a stock pile instead hiding like a barn.
Title: Re: Turn few changes into .pkm mod file
Post by: kid1293 on January 22, 2018, 04:04:16 PM
It is probably our only chance to get some animation in Banished
See the logs come and go.

Title: Re: Turn few changes into .pkm mod file
Post by: Maldrick on January 22, 2018, 04:08:07 PM
Doing some really cool things with this.  So, you've got visible stockpile storage integrated with a production building?  Very cool.
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 23, 2018, 11:13:22 AM
Hey guys!
Kid made an awesome model for the stockpile roof so I dare to upload the mod and call it complete! Here is it:
Improved Forester Lodge (http://worldofbanished.com/index.php?action=downloads;sa=view;down=399)

But if anyone would decide they can do it better, I can hook you up with the code so you can publish your version. Or... if everyone would agree that one is better than another, we can team up like we just did with Kid to replace the model in next update of THIS mod to avoid duplications. I say it because even though I do like the art the Kid did and greatly appreciate it, there is still something I wish to be different in the model, but do not feel I can let myself to burden Kid with more requests on this one any further - he did more than enough, thanks again, Kid! So that little doubt I have is about the model details. I wished the structure looking like it was constructed from the forest materials like unfinished tree trunks, branches, some pine needles and leaves on the roof, you know. Just because due to technical game limitations the build requirement must not include any material for construction - only work. Therefore visually the model should look like it was build from the stuff obtained by the builders directly from the woods. Makes sense? So this is my only concern with Kid's model.

In the publishing release I actually decided to let the Fuel (Firewood) into the storage, so it is totally identical to the stockpile of the same size functionally.
Title: Re: Turn few changes into .pkm mod file
Post by: galensgranny on January 23, 2018, 01:01:59 PM
I like the forester's cover Kid made. 

Quote
I wished the structure looking like it was constructed from the forest materials like unfinished tree trunks, branches, some pine needles and leaves on the roof, you know.

That would be a thatch roof.  It had pine needles and leaves on the roof, but it rained and was windy so the all the loose debris got washed and blown off.  ;D
Title: Re: Turn few changes into .pkm mod file
Post by: RedKetchup on January 23, 2018, 03:13:35 PM
what if now you would want to have your own icon in the community icon toolbar and put all your mods inside it instead to modify the original vanilla ones ?  :)
you know only 1 mod can change them and all the next mods in the list cannot do it ?
Title: Re: Turn few changes into .pkm mod file
Post by: Yandersen on January 23, 2018, 07:06:47 PM
Truly, not my style, RK. :) All those mods are meant to replace the vanilla buildings with better versions, so overwrite IS intended. Plus I prefer simple UI personally - going through the option trees every time gets to my nerves.