World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: QueryEverything on April 29, 2017, 06:52:16 PM

Title: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 29, 2017, 06:52:16 PM
Hiya modders, thanks for reading.


There has been a lot of talk on a couple of forums (you know who you are ;) ) about Professions and the current list etc - and as that normally really depends on what mods a player has installed, the list can be pretty variable.


I wonder though, is there a way to extract the Professions list that is in a players installed game, and parse through to a notepad doc, kind of like the awesome mod "Create sorted list of Banished mods", but for the Professions that are installed into the game.


Now, I don't know the 'how of it', but perhaps you would need to run the game and then run the mod (from outside), I don't know.


The work around is fine, I have that sorted - good ole typing, but, was wondering if a mod could be achieved??
Can the ingame tables be read??


Probably not - but no harm in asking.  :) 
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 29, 2017, 08:19:19 PM
I'm not sure about running a script from outside the game, that is way above my own knowledge of zilch.

So why would you like the list generated anyway? if you don't mind my asking.

I did write in another forum, I can't remember where now. But I could make a mod that alters them all alphabetical if I get a list of all the professions added to the game and make my own Professions.rsc listing them all + string texts and sprites, overwriting all the mods when loaded above.
The issue with this is that it would display all professions whether the player has a mod enabled that requires one or not.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 29, 2017, 08:52:30 PM
Quote from: Discrepancy on April 29, 2017, 08:19:19 PM
I'm not sure about running a script from outside the game, that is way above my own knowledge of zilch.

So why would you like the list generated anyway? if you don't mind my asking.

I did write in another forum, I can't remember where now. But I could make a mod that alters them all alphabetical if I get a list of all the professions added to the game and make my own Professions.rsc listing them all + string texts and sprites, overwriting all the mods when loaded above.
The issue with this is that it would display all professions whether the player has a mod enabled that requires one or not.

Actually, @Discrepancy that's what started this idea in the first place.  Here and over on BL have been a couple of requests for a list of Professions, and over there a couple of times the idea of Alphabetising the list has been mentioned by other players.

I was going to do to the ground work, collate a list, alphabetise it (with the Vanilla professions listed first), and upload to whereever people wanted it.  A lot of the ground work had been done, I was just wanting to get it all together into one easy to read sheet so that if someone was able to create a mod to alphabetise it, then voila, the ground work was already done.

It's also why I wanted to know if you could do a full screen version of your UI, that way I can screenshot it, and type it out by hand, if I had to :) 

It's also a list I can then update as new professions are added, or old ones retired etc.   :D
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on April 29, 2017, 08:54:33 PM
there is noway i think to "ask" for an "output" into an external text file.

but here a list BlackLiquid made to put the profession list in a kind of alphabetical list : ( a list that is wayyyyyyyyyyyy toooo looooooong lol )

100 Laborer
200 Builder
250 Farmer
275 Adventurer
300 Ale Wench
350 Apothecary
375 Archeologist
400 Baker
450 Beekeeper
500 Blacksmith
600 Bootlegger
700 Brewer
875 Butcher
895 Carver
900 Chandler
950 Charter Trader
975 Cleric
1000 Curer
1100 Dairyworker
1200 Distiller
1400 Dredger
1500 Firebundler
1600 Fisherman
1700 Forester
1725 Fuel Refiner
1800 Gatherer
1850 Gem Cutter
1900 Glassworker
2100 Herbalist
2200 Herdsman
2300 Hunter
2325 Joiner
2335 Kiln Worker
2350 Melter
2400 Miller
2500 Miner
2600 Monk
2625 Packer
2725 Potter
2750 Preservist
2800 Presser
2900 Roper
3000 Sailor
3050 Shipwright
3100 Shoreman
3200 Silk Farmer
3225 Smoker
3300 Stone Cutter
3400 Sugarman
3500 Tailor
3510 Tanner
3550 Tax Officer
3600 Teacher
3800 Vendor
3801 Vendor (Stall)
3900 Vintner
4000 Weaver
4100 Wood Cutter
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 29, 2017, 09:02:28 PM
Thanks for that list @RedKetchup I have a .docx file that was posted over there as well with descriptions in it - this is definitely useful too :)

Yeah, I wasn't sure if there was a way, but given that the mod that lists the mods works, I had wondered if you were able to pull out the data in a similar manner.

It's not so much as issue, I was just trying to see if there was a way of doing it :)  Old school it is.  :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on April 29, 2017, 09:05:54 PM
Quote from: QueryEverything on April 29, 2017, 09:02:28 PM
Thanks for that list @RedKetchup I have a .docx file that was posted over there as well with descriptions in it - this is definitely useful too :)

Yeah, I wasn't sure if there was a way, but given that the mod that lists the mods works, I had wondered if you were able to pull out the data in a similar manner.

It's not so much as issue, I was just trying to see if there was a way of doing it :)  Old school it is.  :)

you can list in the screen but cannot list it in an external file .txt
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 29, 2017, 09:26:48 PM
Yeah, it's what I thought, but no harm in asking.
If there can be an option to the Professions UI to make it super large, then I can at least take a full screenshot and manually do it, or see if I can parse it through an OCR reader :)  to manually amend the list that you & BL have. :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 29, 2017, 09:37:56 PM
 :)
Okay @QueryEverything , if you put together all the names, in the order you think best, I will make the mod.
...that is a long list CC has.. I think I might ask kralyerg for all those sprites, rather than make them all myself.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on April 29, 2017, 10:02:26 PM
@Discrepancy

kralyerg released all the sprites from CC.

I have them here and will rar them together and post it on Google drive.
Just give me a moment and send you the link soon.

Here you go Download Sprites (https://drive.google.com/file/d/0B1Pi5G-4I06jWGZQUV9NakN5aUE/view?usp=sharing)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 29, 2017, 10:11:26 PM
Thank you embx61 :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 29, 2017, 10:41:34 PM
Thanks to @Discrepancy, @RedKetchup, & the BL team (inc @kralyerg) for putting out the information, and in such a way I can collate it. :)

I will load the game and start after lunch :)  Shouldn't be too hard given that there is already a paper trail now on it. 

Back later :)  Thanks all :D
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Abandoned on April 30, 2017, 05:15:02 AM
@Discrepancy I asked on this site on another thread when this was discussed if the professions list could be alphabetized, my comments seem to always get lost in the threads :(   However, I don't have all mods activated at one time so was unable to make a list.  One of the things I didn't like about cc was that large number of professions.  I won't use cc with other none cc mods.  Would it be possible to make an alphabetized mod of both, the cc professions and the non cc professions?
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 30, 2017, 05:45:52 AM
@Abandoned , Yes it should be.

Same deal. You supply me the list of professions and the order, I will make the mod  :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Abandoned on April 30, 2017, 06:00:20 AM
ok thank you @Discrepancy , guess I will have to pass on kind offer at least for now.  I have barely begun trying all the new mods. That is a pretty long list Red has there.  Your UI Professions mod is great with scroll  :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 30, 2017, 07:53:10 AM
Ok, after a few hours of copy & paste, eating dinner, finally watching some House of Cards, cleaning out the fridge (it always seems to empty faster when Jnr 15yr old is home :) ) I have collated all the Professions I could find.

Some details:
Sources:


--  CC Professions List from the Black Liquid Wiki, and downloadable Word doc (shout out to the BL team, Shock, @kralyerg & @estherhb {I will post this over there too once this is complete}
--  CC Professions List from @RedKetchup (read up further from his post)
--  @Discrepancy new Professions Mod - I took a screenshot ingame and used it


Notes & Warnings:
I have so many mods I can't remember all the 'odd professions' and where they came from, I took a wild guess by the profession name, and the icon used, if I'm wrong, I am sorry.


I was impressed, there were only 4 duplicated Profession names in all my mods:  Baker, Beekeeper, Chandler, & Worker


I have attached my workbook, if someone would like to fill in the missing mod names (if you see yours is missing please let me know);


I have also attached the screenshot where I have highlighted some things.
1)  RED = duplicated professions
2)  Yellow = CC verified professions
3)  Blue = Vanilla verified professions (Blue is the colour Esther used in her CC list)


It may turn out that I am attributing BL or WoB mods incorrectly, or so it may seem, if the icons (sprites??) are different - this will be in part due to my mod load order and one will override the other, please claim yours, so I can attribute it correctly.


What I need now
Please modders, can you please supply your added Professions, so I can match up the data to each modder correctly, or please just post here if there is something you see that is incorrect.

A call out to: @Bartender ; @Discrepancy ; @embx61 ; @kid1293 ; @kralyerg ; @Necora  ; @RedKetchup ; @tanypredator   
for your awesome assistance :D


What do I hope
That once I have ironed this all out that an override mod will be made that will list everything in order, my view is:  Vanilla first, then the remaining Professions, both in alphabetised order, you will see in my .xlsx file.


Future
I will happily maintain this database for both WoB & BL (with BL permission), and amend it as needed.  If modders want to use it as a basis for a mod, or perhaps in MM, I am happy to keep it updated and available for everyone


I do hope that the powerhouse team at BL don't mind me using their lists to assist in filling in the blanks for this.  I sincerely apologise if I was naughty.


So - here is the list, and what I need to work on tomorrow.
So please, modder, claim your Professions.  :) 
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Paeng on April 30, 2017, 08:24:57 AM
Just a few thoughts (this alphabetical thing was discussed numerous times already)...

* Laborers, Builders and Farmers should stay on top of the list (first three)...

* Does the numbered list help to keep things alphabetical? I never really understood why this list always seems to get so screwed up...

* New additional professions will probably always need an update of this mod...

* When making different layouts of the profession window, it seems that on wide windows the listing goes from left to right first, then top to bottom (that's why I prefer a scrollable 1-column width)...

Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on April 30, 2017, 09:15:35 AM
@QueryEverything

I have 6 added professions but I think you have them all as they are also in CC or NMT I believe.

Miller, Baker, Vintner, Tanner, Worker, Presser. That's it.

I changed with the last updates the Leatherworker to a Tanner and the Salt worker to a Worker.

HTH

BTW, you have missed the double Miller entry.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: kid1293 on April 30, 2017, 09:19:51 AM
@QueryEverything

I have some professions for you.
Added all I have (many are NMT/CC) but it is easy to sort out.

Format used:

Mod
----
game code - (StringTable entry) iconname.png


Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 30, 2017, 05:34:50 PM
Thank you folks :)  Making updates now, got 6hrs sleep, bowl of porridge & hubby at work.  Now, to find my glasses ... 
That's not going to happen - when living in 2 different places, things get left. I do get a free set from my health insurance, I should book in and get a set.  :) 

@embx61 thank you.  I found my count of Professions was wrong, but I couldn't see where it was, glad someone took a 2nd pass at it.  :D

@kid1293 thank you, I have updated my list with your info and matched your professions up.
The only thing that's different is that your Dairy icon matches what is on my screenshot, but the name is different - are you using a shared resources?   
Dairyworker is what I have on my shot, not Dairyman

@Paeng couldn't agree more with regards to your comments :)  Hence why I decided to tackle it head on this week.  :)
I think some people don't realise the sheer size of the list, and just hope a mod can be done, so I wanted to get as much background as possible and because I play with both BL & WoB mods, I figured I've had a large enough amount ingame to have a good starting place on this.  :)
Also too, it can be used as a reference for new mods down the track.  A new modder wants to create a new Profession, they check the list to see if it can match what we already have, or if a new one needs to be created.
I don't mind the amount of them, but there are a few doubled up, so working on that is a good place to start too. :)

As for the order:  Definitely Vanilla mods first, then the rest.  Both lists should be alphabetical, and definitely the common use ones first.  And given the little mod that is out there for the Laboror/Builder UI, then definitely keep those 2 in place as 1/2 (my goodness, could you imagine the fireball if I decided anything else, LOLOLOL)....   

Question though:  Farmer - #3, or alphabetical?  My game play is different from others, so I guess that's a question that should be asked.   So, let's put it out there (below).

I'm going to guess and say the numbered list does help keep them organised.  I wonder (not knowing the backend), are they also the 'key' for the Database, a database always needs a key column, does it act in this manner?

New Professions, if they are listed as the mod is posted, I will update the database, when it warrants an update, I ask (ie - if 3 release over the weekend, I'm not going to ask 1 per day, haha. ).  If someone does make this mod, if they make the source available, it may mean then that someone else can help maintain it, so it's not just on the one person.  (Unless they want it to be that way.)

Yeah, the UI is a little odd, I had wondered about that too :)

Thanks @Paeng for your feedback, happy to answer any other questions you have about the idea :)

@Abandoned this has been tossed around for months, not just here but also over on BL, and there was also a request over there for a list for a translation, all I'm doing is collating all the data and presenting it to the modders, @Discrepancy has been very gracious in offering to make the mod.  If you look at the data I have so far you will see that I clearly mark CC & Vanilla, and 3rd party professions, this may mean that the mod may become multi-purpose, or multiple mods get made.
I'm just happy to put the ground work in on this and get the list maintained.

I still need to check a couple of the WoB mods, I'm sure I have @RedKetchup correct, but need him to confirm, as too @Discrepancy :)


ps:  Discrepancy - (or others that know may know this) - I know that some game icons have colour (like the CT ones), can the UI boxes handle colour, can the Professions be colour coded? 
Not necessarily all the professions, we may have a rainbow), but certainly the Vanilla ones as different???

So, now the question for the masses:
After Laborer & Builder, should Farmer or Herdsman be next?  Gatherer?  Or, Make it alphabetical?
I just checked Vanilla and it's not alphabetical (gah!!)  So, does the Vanilla list go back to the original state?  Or Alphabetical.  Still separate from the remaining professions, which are handled separately. 

My OCD & standard practice would be to have it alphabetical, as that is what I'm proposing the remaining professions be (that's why the request is how it is in the first place, haha), but, the Vanilla ones ...  Feedback?!?!


I have added 2 screenshots as an example (only, no decisions have been made):
1)  Vanilla List Alphabetical
2)  Vanilla List with Laborer & Builder (1-2), then by alphabet
3)  Vanilla List in a proposed custom manner, then by alphabet

Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 30, 2017, 06:00:27 PM
Crap, now I feel really bad ... @Tom Sawyer I completely forgot to tag you in the above for your list of Professions.
Whilst I use your standalone mods I haven't played with the North and as such I don't have it installed.

What are your Professions you have created, if any, that I can add to this database, please.
I am sooooooo sorry, I meant no offence at all, it didn't occur to me that the North may have new Professions, and I feel awkward now. :(
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 30, 2017, 07:47:41 PM
Quote from: QueryEverything on April 30, 2017, 05:34:50 PM
ps:  Discrepancy - (or others that know may know this) - I know that some game icons have colour (like the CT ones), can the UI boxes handle colour, can the Professions be colour coded? 
Not necessarily all the professions, we may have a rainbow), but certainly the Vanilla ones as different???

Yes I can colour code the text if that is what you mean. Icons can also be whatever colour we make them.

... actually that might be quite difficult (the coloured text) now I take another look at the modkit. let me investigate that a bit more.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 30, 2017, 07:56:57 PM
I wanted to avoid 'rainbow', but had wondered about the Vanilla Professions at least, so there is some visual demarcation between the Vanilla & Other Professions :) 
It's not a must have, especially if it adds too much work, this will take enough time as it is :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 30, 2017, 08:10:49 PM
Yeah, we will leave the colours alone for now. Let me get the code done, then we can get into the cosmetics :)

once I get the code up and running it won't take too long to change the display orders though, hypothetically we could have a few different variants of the mod: 'Player's Choice', 'ABC...', etc...

It is just making sure I capture all the right stringtexts from the mods to make the override work.

:)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on April 30, 2017, 08:20:46 PM
Redketchup:

iSeeFire : Fireworker
Ketchup Inc. : Baker
Red Creamery Main : Dairyman
GardenWall Utility: Botanist, Stableman, Worker
Old Bakery : Baker, Miller
TrainingCamp: Butcher
Warehouse Inc: Stocker
WoodButcher: Butcher
MedievalTown 2.0: Miller, Baker, Butcher, Archeologist, Beekeeper, Dairyman, Worker
Library(1.0.6): Librarian
Monastery(1.0.6): Monk
ChooChoo(1.0.6): TrainDriver, Merchant
SmugglersCave(1.0.6): Pirate
DecorativeItemPack(1.0.6): Botanist

i think thats all ^^ i made way too much lol


Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 30, 2017, 08:26:07 PM

@Discrepancy , Do you need the modkit for the actual coding part of the professions?If not, is it something I can do?
I write code on & off and if there is a foundation to it, I can certainly try and pick it up. I have notepad++ and would be interested to see it.
No, not my glasses though, not yet @embx61  hahaha  :)

If it needs the modkit, nope - I don't have it.  :( 



@RedKetchup thank you, I will update the files now :D  Great work, and no, not too many at all!! 

If we can find out what caused the duplicates though, that would be great, and if they are new files which are doing it, then maybe the modder can work it out.
(Not finger pointing at all).


It would be interesting to see what other players have in their full screens, so if you don't mind Discrepancy I'll put a call out in your Professions UI thread for players to post screenshots so I can make sure I have a very good collation resource. :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 30, 2017, 08:27:39 PM
My own list of added professions are:
(and future thoughts/ideas)

Baker
Beekeeper
Butcher (sort-of, the mod is made... not the recipes for it)
Chandler (? I'm thinking candles can be made by a worker?)
Cook (will be removed, worker task)
Miller
Village Guard (possibly removed, another worker task)
Weaver (?tailor?)
Worker
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on April 30, 2017, 08:29:28 PM
duplicated can be many things.... names(for sure on that one), 1st letter capital(for sure on that one), spriteimage(maybe), position in the list ?(maybe), position in our mod folders(for sure on that one)..... different string about death (maybe)... different % of death factor (maybe)...
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on April 30, 2017, 08:42:37 PM
The duplicates are from me  :P
They will be fixed in next week or so. I am going to release a small update to DSSV:Production which will remove the duplicates from that and also reduce my own professions list.

Yes, find all the professions! This mod needs to be all-encompassing otherwise it will still be out of order :)

Actually most of the code is just about done, a lot of copy and pasting. A few more things to do like writing all the death notices - you can help with that. just come up with little deaths for each profession like:
StringTable professions
{
Entry _strings
[
{ String _name = "ProfessionLaborer"; String _text = "Laborer"; }
{ String _name = "ProfessionLaborerTip"; String _text = "Laborers perform easy work such as clearing areas and moving produced goods to storage."; }
{ String _name = "ProfessionLaborerDeath"; String _text = "has died of a weak heart."; }

{ String _name = "ProfessionBuilder"; String _text = "Builder"; }
{ String _name = "ProfessionBuilderTip"; String _text = "Builders build buildings, roads, and bridges."; }
{ String _name = "ProfessionBuilderDeath"; String _text = "fell off a ladder and died."; }

{ String _name = "ProfessionFarmer"; String _text = "Farmer"; }
{ String _name = "ProfessionFarmerTip"; String _text = "Farmers tend crop fields and orchards."; }
{ String _name = "ProfessionFarmeDeathr"; String _text = "died unexpectedly."; }

{ String _name = "ProfessionHerdsman"; String _text = "Herdsman"; }
{ String _name = "ProfessionHerdsmanTip"; String _text = "Herdsmans tend to animals in pastures."; }
{ String _name = "ProfessionHerdsmanDeath"; String _text = "was trampled by livestock."; }

{ String _name = "ProfessionGatherer"; String _text = "Gatherer"; }
{ String _name = "ProfessionGathererTip"; String _text = "Gatherers search for roots and berries in the forest."; }
{ String _name = "ProfessionGathererDeath"; String _text = "ate some poisonous berries and died."; }

{ String _name = "ProfessionFisherman"; String _text = "Fisherman"; }
{ String _name = "ProfessionFishermanTip"; String _text = "Fishermen catch fish for food."; }
{ String _name = "ProfessionFishermanDeath"; String _text = "drowned."; }

{ String _name = "ProfessionHunter"; String _text = "Hunter"; }
{ String _name = "ProfessionHunterTip"; String _text = "Hunters hunt wild game for food in forests."; }
{ String _name = "ProfessionHunterDeath"; String _text = "was trampled by a wild boar."; }

{ String _name = "ProfessionCutter"; String _text = "Woodcutter"; }
{ String _name = "ProfessionCutterTip"; String _text = "Woodcutters chop logs into firewood."; }
{ String _name = "ProfessionCutterDeath"; String _text = "was accidentally killed with an axe."; }

{ String _name = "ProfessionForester"; String _text = "Forester"; }
{ String _name = "ProfessionForesterTip"; String _text = "Foresters plant new saplings and cut down mature trees."; }
{ String _name = "ProfessionForesterDeath"; String _text = "was killed by a falling tree."; }

{ String _name = "ProfessionToolMaker"; String _text = "Blacksmith"; }
{ String _name = "ProfessionToolMakerTip"; String _text = "Blacksmiths produce new tools using wood and iron."; }
{ String _name = "ProfessionToolMakerDeath"; String _text = "died after being burned in the forge."; }

{ String _name = "ProfessionHerbalist"; String _text = "Herbalist"; }
{ String _name = "ProfessionHerbalistTip"; String _text = "Herbalists collect herbs and cure minor ailments."; }
{ String _name = "ProfessionHerbalistDeath"; String _text = "ate some poisonous mushrooms and died."; }

{ String _name = "ProfessionBrewer"; String _text = "Brewer"; }
{ String _name = "ProfessionBrewerTip"; String _text = "Brewers run taverns and brew alcohol."; }
{ String _name = "ProfessionBrewerDeath"; String _text = "drank a bad brew."; }

{ String _name = "ProfessionTailor"; String _text = "Tailor"; }
{ String _name = "ProfessionTailorTip"; String _text = "Tailors create warm clothes to ward off the effects of winter."; }
{ String _name = "ProfessionTailorDeath"; String _text = "was murdered!"; }

{ String _name = "ProfessionVendor"; String _text = "Vendor"; }
{ String _name = "ProfessionVendorTip"; String _text = "Vendors collect and distribute goods at a market place."; }
{ String _name = "ProfessionVendorDeath"; String _text = "was stabbed to death."; }

{ String _name = "ProfessionTrader"; String _text = "Trader"; }
{ String _name = "ProfessionTraderTip"; String _text = "Traders collect and distribute goods at a trading post."; }
{ String _name = "ProfessionTraderDeath"; String _text = "committed suicide."; }

{ String _name = "ProfessionMiner"; String _text = "Miner"; }
{ String _name = "ProfessionMinerTip"; String _text = "Miners dig iron ore out of the ground."; }
{ String _name = "ProfessionMinerDeath"; String _text = "was killed by a cave in."; }

{ String _name = "ProfessionStoneCutter" ; String _text = "Stonecutter"; }
{ String _name = "ProfessionStoneCutterTip"; String _text = "Stone cutters quarry stone from the ground."; }
{ String _name = "ProfessionStoneCutterDeath"; String _text = "was crushed by a rock"; }

{ String _name = "ProfessionTeacher"; String _text = "Teacher"; }
{ String _name = "ProfessionTeacherTip"; String _text = "Teachers educate citizens to create more resources from the same work."; }
{ String _name = "ProfessionTeacherDeath"; String _text = "went crazy and was banished."; }

{ String _name = "ProfessionDoctor"; String _text = "Physician"; }
{ String _name = "ProfessionDoctorTip"; String _text = "Physicians heal sickness and can help increase health of citizens."; }
{ String _name = "ProfessionDoctorDeath"; String _text = "took the wrong medicine and died!"; }

{ String _name = "ProfessionPriest"; String _text = "Cleric"; }
{ String _name = "ProfessionPriestTip"; String _text = "Clerics maintain chapels and bring happiness to citizens."; }
{ String _name = "ProfessionPriestDeath"; String _text = "died an unexpected death!"; }

{ String _name = "ProfessionChild"; String _text = "Child"; }
{ String _name = "ProfessionStudent"; String _text = "Student"; }
]
}


otherwise we just ask all the other modders for their death notices :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on April 30, 2017, 08:47:41 PM
Quote"ProfessionFarmeDeathr"

haha the same ol' Luke's error still there ^^
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on April 30, 2017, 10:02:50 PM
Woot, we found the duplicates and there I was writing up the list again for posting with the amended screenshot ... 
I'll post it anyway, show your Profession Shame!  (jk) :D ;)

Oh, that's interesting, name the death - should have a new thread for that.  :)  Hahahaha
I'll post the list of professions and players can nominate what they want included???
I have a few already - but yes, let's put a call out to the modders, when we get their Professions list, also asked what they wrote for the deaths :)

Lots of fun can be had, lol.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on April 30, 2017, 10:34:55 PM
I always chuckle with making up the death string. Some are a bit easier then others.

Vintner: died of alcohol intoxication.
Miller: was hit by the wicks of the Windmill.
Presser: was crushed by the mill stone.
Tanner: died from a mysterious illness.
Worker: drowned.
Baker: died from severe burn wounds while cleaning the oven.

I don't think sprite image does matter, and the dead stuff either as it they just read from the string table and sprite sheet from the mod highest in mod list I believe.
I have most EB(Just  a old habit when since I started modding) in front of my sprites and have seen sprites changes by altering the load order in Mod list for same professions and it did not duplicate them.

As Red pointed out Capital Letter and name the profession do matter.

All my professions are not Capitalized. All are just in the profession folder in the root.

Profession vintner
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionVintner";
String _toolTipText = "ProfessionVintnerTip";
String _deathText = "ProfessionVintnerDeath";

int _sortPriority = 1200;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 18;
float _population = 100;
}
}

Profession baker
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionBaker";
String _toolTipText = "ProfessionBakerTip";
String _deathText = "ProfessionBakerDeath";

int _sortPriority = 650;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 20;
float _population = 95;
}
}

Profession miller
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionMiller";
String _toolTipText = "ProfessionMillerTip";
String _deathText = "ProfessionMillerDeath";

int _sortPriority = 1400;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 25;
float _population = 100;
}
}

Profession presser
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionPresser";
String _toolTipText = "ProfessionPresserTip";
String _deathText = "ProfessionPresserDeath";

int _sortPriority = 1650;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 15;
float _population = 100;
}
}

Profession tanner
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionTanner";
String _toolTipText = "ProfessionTannerTip";
String _deathText = "ProfessionTannerDeath";

int _sortPriority = 1200;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 20;
float _population = 100;
}
}

Profession worker
{
StringTable _stringTable = "Dialog/EBUnifiedStringTable.rsc";
SpriteSheet _spriteSheet = "UI/EBUnifiedSpriteSheet.rsc";

String _text = "ProfessionWorker";
String _toolTipText = "ProfessionWorkerTip";
String _deathText = "ProfessionWorkerDeath";

int _sortPriority = 1600;
bool _transient = false;

RandomSelection _deathSelector
{
float _years = 20;
float _population = 80;
}
}
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: kid1293 on April 30, 2017, 11:55:56 PM
@QueryEverything
Can you post the Worker icon that is going to be used?
I will change some of the odd professions I have to just 'worker'.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 01, 2017, 01:18:42 AM
The worker icon - ummm  ...  I don't have any specific ones, I don't know which is which, CC & Other.  :)
I have no idea where they came from, lol.   :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 01, 2017, 01:22:43 AM
Mine is the 'person/head&shoulders', I think Red's is the 'Strong-arm'.

Which do we use? or another? what does entail a worker in an icon?


Thanks for that info @embx61 :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: kid1293 on May 01, 2017, 01:50:50 AM
Head and shoulder, please!
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 01, 2017, 01:54:31 AM
Quote from: kid1293 on May 01, 2017, 01:50:50 AM
Head and shoulder, please!

"above the rest!"
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 01, 2017, 02:04:04 AM
I know that RedKetchup and CC uses another icon for his Windmill then mine.
My Icon is a complete Mill and the other Icon only have the wicks.

I am pretty sure when I tested a game and play with Load order of Mods the Icon changed to the Mod highest in the Mod List just as the values and even rawmaterial meshes do.
And that even when I have some of my Icons named with EB in from of it. Something I am getting rid of in future updates and just name them without EB in front of it just for clarity sake.

I did just a test. Loaded NMT from Red and put it underneath all my mods. Build my water well and Red's Water tower and assigned workers to both. The raw material meshes were mine on both buildings, Icons were the same as I stole Red's. LOL but am pretty sure it takes that Icon from highest in Mod list IF they are different. It also took my values from the rawmaterial files and no double entrees in the profession list. Only thing was that the Icon in the building (Work Button) was different.

Then I put NMT on top and it used Red's meshes, Icons and such and no double entrees.

So I truly believe that the Name of profession and Capitalize or not have to be the same or double entrees will occur.
So Icons, meshes, and I think (Did not test) the death message do not matter and are taken from the mod highest in the Mod list.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 01, 2017, 02:09:29 AM
yes I thought that.

my issue is with including all these professions if someone plays without one of those mods we will have many empty entries.
or can I just leave the death part out of the Professions.rsc file and it will stil use the original? or will it be blank? I will test soon.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 01, 2017, 02:22:01 AM
Yes, you are maybe right @Discrepancy

What we need is a mod what will read all the loaded PKM's in the players mod list and extract the professions of each mod. Modular so to speak.
But I am afraid that is not possible. And if you compile all known professions from all mods in one mod, players will probably end up with empty strings and no Icons if certain mods are not loaded.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Paeng on May 01, 2017, 02:28:32 AM
Quote from: Discrepancy on April 30, 2017, 08:10:49 PMwe will leave the colours alone

Good - colors can make such a list hard to read or unattractive... note "rainbow" (Query), "psychedelic" (Paeng)... Once it's ordered nicely, there should be no need for colors.


As for the order - my only priorities would be "Laborers" and "Builders" on top, as they are the most crucial to monitor and adjust frequently... also, as mentioned, there is that great little helper mod by K with the UI window showing just those two (an "essential", imo).

All else can be alphabetical and don't need to distinguish between vanilla or modded... but that's just me - others may feel different about that.  :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 01, 2017, 02:31:59 AM
Quote from: Paeng on May 01, 2017, 02:28:32 AM
As for the order - my only priorities would be "Laborers" and "Builders" on top, as they are the most crucial to monitor and adjust frequently... also, as mentioned, there is that great little helper mod by K with the UI window showing just those two (an "essential", imo).

All else can be alphabetical and don't need to distinguish between vanilla or modded... but that's just me - others may feel different about that.  :)

I agree we make one at least like this.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 01, 2017, 02:35:23 AM
I agree.

Laborers and builders on top, the rest alphabetical and please no colors. No colors on the Vanilla toolbar then also no colors in the profession list I would say :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: paralias on May 01, 2017, 04:36:47 AM
another thought i have.... is it possible to automatically ad a profession when you build the building? for ex. i start a game and i haven't build anything except fishing and gatherer.. so my profession tab will be small and just have labores fisherdudes and gatherers. then i build a woodcutting building and the woodcuter profession appears in the profession tab .. and so on... and if i delete the gatherer the gather profession will disappear from the prof tab..
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 01, 2017, 05:01:05 AM
@paralias

I don't think this is possible. The game reads all the data from the game and the mods and load them all in memory.

That is the reason the Trader can bring stuff to sell you even when you don't have the buildings to make it yourself build yet.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on May 01, 2017, 05:31:01 AM
Quote from: paralias on May 01, 2017, 04:36:47 AM
another thought i have.... is it possible to automatically ad a profession when you build the building? for ex. i start a game and i haven't build anything except fishing and gatherer.. so my profession tab will be small and just have labores fisherdudes and gatherers. then i build a woodcutting building and the woodcuter profession appears in the profession tab .. and so on... and if i delete the gatherer the gather profession will disappear from the prof tab..

i wish we could do that !!
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Necora on May 01, 2017, 05:54:32 AM
Seeing as though no one asked... here are mine.

I'm happy to adjust them where possible to cut down redundancy in numbers of professions.

{ String _name = "ProfessionMaritimesFarmer"; String _text = "Maritimes Farmer"; }
{ String _name = "ProfessionMaritimesFarmerTip"; String _text = "An all purpose farm hand from the maritimes set."; }
{ String _name = "ProfessionMaritimesFarmerDeath"; String _text = "was churned into butter."; }

{ String _name = "ProfessionBoatBuilder"; String _text = "Boat Builder"; }
{ String _name = "ProfessionBoatBuilderTip"; String _text = "A boat builder from the maritimes set."; }
{ String _name = "ProfessionBoatBuilderDeath"; String _text = "sprung a leak."; }

{ String _name = "ProfessionInshoreFisher"; String _text = "Inshore Fisher"; }
{ String _name = "ProfessionInshoreFisherTip"; String _text = "An inshore fisher from the maritimes set."; }
{ String _name = "ProfessionInshoreFisherDeath"; String _text = "lost a battle with a giant lobster."; }

{ String _name = "ProfessionLumberJack"; String _text = "Lumber Jack"; }
{ String _name = "ProfessionLumberJackTip"; String _text = "A lumber jack turns wood into lumber for building."; }
{ String _name = "ProfessionLumberJackDeath"; String _text = "was sawn in two."; }

{ String _name = "ProfessionRopeMaker"; String _text = "Rope Maker"; }
{ String _name = "ProfessionRopeMakerTip"; String _text = "A rope maker."; }
{ String _name = "ProfessionRopeMakerDeath"; String _text = "got strung out."; }

{ String _name = "ProfessionShoreFisher"; String _text = "Shore Fisher"; }
{ String _name = "ProfessionShoreFisherTip"; String _text = "A shore fisher from the maritimes set."; }
{ String _name = "ProfessionShoreFisherDeath"; String _text = "was consumed by a giant clam."; }

{ String _name = "ProfessionPineCraftsman"; String _text = "Pine Craftsman"; }
{ String _name = "ProfessionPineCraftsmanTip"; String _text = "A pine craftsman."; }
{ String _name = "ProfessionPineCraftsmanDeath"; String _text = "OD'd on maple syrup and turpentine."; }

{ String _name = "ProfessionWeaver"; String _text = "Weaver"; }
{ String _name = "ProfessionWeaverTip"; String _text = "A weaver."; }
{ String _name = "ProfessionWeaverDeath"; String _text = "was woven into fine linen."; }

{ String _name = "ProfessionTrapper"; String _text = "Trapper"; }
{ String _name = "ProfessionTrapperTip"; String _text = "A trapper traps wild animals."; }
{ String _name = "ProfessionTrapperDeath"; String _text = "became the trapped."; }

{ String _name = "ProfessionBaker"; String _text = "Baker"; }
{ String _name = "ProfessionBakerTip"; String _text = "A baker bakes tasty things."; }
{ String _name = "ProfessionBakerDeath"; String _text = "was baked into a pie."; }

Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 01, 2017, 06:10:40 AM
 :) Thanks for that @Necora
I was going to send you a message but got sidetracked playing the north.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 01, 2017, 06:11:14 AM
Seems like we have a working plan now :)

Standard Vanilla, alphabetised first, then remaining mods, alphabetised
No colour (although, I liked the blue ;)  It's ok, I'll live :D )
Worker is to have the head & shoulders icon by default, but other mods may override and that's ok

Alas we can't load professions as buildings are made, sorry @paralias; but the coders will look at what can be done to help those who don't have all the professions in game.
Something that needs to be thought out more.

New death notices, funny - but not too long in description, although I might sneak in a Eulogy for one of them as a suggestion, lol

No psychotic colours, oops, I meant psychedelic colours out of respect for @Paeng but to tease a little, I updated my Avatar for him :)

I think that summarises most things, I'll check back tomorrow, just waiting on confirming a couple of loose professions I have left over in my list, going to go on a mass build spree to match the building to the mod, to the name :D

Okes, night all :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 01, 2017, 06:14:01 AM
Thanks @Necora, I did tag you earlier, but then got waylaid and was going to update tomorrow. 
Maybe the tag didn't update correctly, I copied & pasted so it may not have, I had to edit the 'call out' a couple of times.
I have managed to match up most of your Professions, I was going to match them to buildings tomorrow to get the mod name and post the database for confirmation by the modders. :)
Please accept my apology. :(
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on May 01, 2017, 07:34:29 AM
Quote from: RedKetchup on April 30, 2017, 08:20:46 PM
Redketchup:

iSeeFire : Fireworker
Ketchup Inc. : Baker
Red Creamery Main : Dairyman
GardenWall Utility: Botanist, Stableman, Worker
Old Bakery : Baker, Miller
TrainingCamp: Butcher
Warehouse Inc: Stocker
WoodButcher: Butcher
MedievalTown 2.0: Miller, Baker, Butcher, Archeologist, Beekeeper, Dairyman, Worker
Library(1.0.6): Librarian
Monastery(1.0.6): Monk
ChooChoo(1.0.6): TrainDriver, Merchant
SmugglersCave(1.0.6): Pirate
DecorativeItemPack(1.0.6): Botanist

i think thats all ^^ i made way too much lol


{ String _name = "ProfessionFireworker"; String _text = "Fireworker"; }
{ String _name = "ProfessionFireworkerTip"; String _text = "A fireworker take care of bonfires."; }
{ String _name = "ProfessionFireworkerDeath"; String _text = "got burned to death."; }

{ String _name = "ProfessionBaker"; String _text = "Baker"; }
{ String _name = "ProfessionBakerTip"; String _text = "A baker cooks things."; }
{ String _name = "ProfessionBakerDeath"; String _text = "got burned to death."; }

{ String _name = "ProfessionDairyman"; String _text = "Dairyman"; }
{ String _name = "ProfessionDairymanTip"; String _text = "A dairyman brings milk to a creamery and makes yogurt, cream and cheese."; }
{ String _name = "ProfessionDairymanDeath"; String _text = "drank bad milk and died."; }

{ String _name = "ProfessionBotanist"; String _text = "Botanist"; }
{ String _name = "ProfessionBotanistTip"; String _text = "A botanist plants seeds at a greenhouse and makes growth seedlings and vegetables."; }
{ String _name = "ProfessionBotanistDeath"; String _text = "died from an allergy to venemous plant."; }

{ String _name = "ProfessionStableman"; String _text = "Stableman"; }
{ String _name = "ProfessionStablemanTip"; String _text = "A stableman takes care of horses in stables."; }
{ String _name = "ProfessionStablemanDeath"; String _text = "died from an unexpected death."; }

{ String _name = "ProfessionWorker"; String _text = "Worker"; }
{ String _name = "ProfessionWorkerTip"; String _text = "A worker can assume a large variety of jobs."; }
{ String _name = "ProfessionWorkerDeath"; String _text = "depressed about his/her situation and committed suicide."; }

{ String _name = "ProfessionMiller"; String _text = "Miller"; }
{ String _name = "ProfessionMillerTip"; String _text = "A millers grind grain and make flour. They can also take care of water"; }
{ String _name = "ProfessionMillerDeath"; String _text = "fall off into the grinder and died."; }

{ String _name = "ProfessionButcher"; String _text = "Butcher"; }
{ String _name = "ProfessionButcherTip"; String _text = "Butcher prepares meats for your citizens."; }
{ String _name = "ProfessionButcherDeath"; String _text = "cut himself and died from infection."; }

{ String _name = "ProfessionStocker"; String _text = "Stocker"; }
{ String _name = "ProfessionStockerTip"; String _text = "A Stocker manipulates and manages resources stockage."; }
{ String _name = "ProfessionStockerDeath"; String _text = "killed by a pile of falling resources."; }

{ String _name = "Professionarcheologist"; String _text = "Archeologist"; }
{ String _name = "ProfessionarcheologistTip"; String _text = "Archeologist study findings and restore artefacts"; }
{ String _name = "ProfessionarcheologistDeath"; String _text = "died from a cave in at the archeology site."; }

{ String _name = "ProfessionBeekeeper"; String _text = "Beekeeper"; }
{ String _name = "ProfessionBeekeeperTip"; String _text = "A beekeeper tends to bees at an apiary and makes honey."; }
{ String _name = "ProfessionBeekeeperDeath"; String _text = "was stung by ten thousand bees."; }

{ String _name = "ProfessionLibrarian"; String _text = "Librarian"; }
{ String _name = "ProfessionLibrarianTip"; String _text = "librarians maintain libraries and offer books to citizens."; }
{ String _name = "ProfessionLibrarianDeath"; String _text = "was killed by a falling bookshelf."; }

{ String _name = "ProfessionMonk"; String _text = "Monk"; }
{ String _name = "ProfessionMonkTip"; String _text = "Monk maintain a monastery and make books for citizens."; }
{ String _name = "ProfessionMonkDeath"; String _text = "died an unexpected death!"; }

{ String _name = "ProfessionTrainDriver"; String _text = "Train Driver"; }
{ String _name = "ProfessionTrainDriverTip"; String _text = "A Train Driver is driving a train and exchange good between towns."; }
{ String _name = "ProfessionTrainDriverDeath"; String _text = "was hit by his own train."; }

{ String _name = "ProfessionMerchant"; String _text = "Merchant"; }
{ String _name = "ProfessionMerchantTip"; String _text = "A Merchant is packing/unpacking goods and make deals with other towns."; }
{ String _name = "ProfessionMerchantDeath"; String _text = "was been stolen and stabbed to death."; }

{ String _name = "ProfessionPirate"; String _text = "Pirate"; }
{ String _name = "ProfessionPirateTip"; String _text = "A Pirate is stealing goods and exchange it for ale."; }
{ String _name = "ProfessionPirateDeath"; String _text = "was killed during a raid."; }



i skipped the copies of same professions since i tend to go copy paste myself :P
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Bartender on May 01, 2017, 07:47:10 AM
My list is rather short currently ;).

{ String _name = "ProfessionThatcher"; String _text = "Thatcher"; }
{ String _name = "ProfessionThatcherTip"; String _text = "Thatchers harvest and replant grasses."; }
{ String _name = "ProfessionThatcherDeath"; String _text = "died of hay fever."; }
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Paeng on May 01, 2017, 02:32:36 PM
Quote from: QueryEverything on May 01, 2017, 06:11:14 AMStandard Vanilla, alphabetised first, then remaining mods, alphabetised

I thought everything gets alphabetised, regardless of vanilla or modded... Why should vanilla professions fall out of the alphabet? Except the Laborer and Builder (for valid reasons)...  :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Necora on May 01, 2017, 04:07:29 PM
@QueryEverything it was tongue in cheek ;) I guess it didn't come out well, I've been for too many late night field trips lately and am exhausted.

Quote from: Paeng on May 01, 2017, 02:32:36 PM
I thought everything gets alphabetised, regardless of vanilla or modded... Why should vanilla professions fall out of the alphabet? Except the Laborer and Builder (for valid reasons)...  :)

I agree, Laborer the Builder then everything else in alphabetical order regardless of mod/vanilla.


Also @Discrepancy do you need the profession .rsc to make this? I guess it is 'int _sortPriority' that determines the order of the list? So you'll have to make a profession list with them all in it, and they will all be active regardless of mods? Or do professions only get loaded if a building calls for them? It's gonna be a loooong list!

I was also thinking perhaps we should have a 'modders resource' folder somewhere on the forums. I don't want to go too far down the route of making everything the same, after all it is our unique contributions and variety that keeps the game alive, however it is also easy to 'break' things that others have made or make buildings far too over/under powered (there was a comparison of water pumps somewhere that highlighted this). I know the number geeks (yes @Nilla ;) ) would choose a building based on performance, which is a bit of a shame considering the work that went into something. So what I would propose is perhaps a place on the forum where people could, if they want, list things such as the professions and buildings within which they work, and things like raw material high/low production costs etc. so that if someone else makes a similar building they can choose to make it with the same stats as current buildings.

Would anyone be keen on this? I know CC already publish their resource sheets in a spreadsheet documenting work required, build costs, consume/produce etc.. I've tried to make one (but it is hard playing catch up and entering the data... I do enough of that in my day job). It might be useful if there was a communal place to put this stuff.

Just an idea!
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 01, 2017, 04:31:02 PM
A couple of things this morning :)  Only a few more Professions to fill in the excel sheet, then should be done.  Waiting to hear from a couple of modders, but that won't be a problem. :)


Thanks @Necora I just hoped I hadn't offended you, but with this that went from "lightbulb" to OMG there are over 100 now ???  I figured the thread would be the same way, so was going to come to you if I couldn't figure out the rest from you.  :D


I think there were a couple of options regarding the layout so we could present the list in a couple of ways @Paeng but definitely Laborer & Builder first regardless of the remaining ones.  @Discrepancy did offer to do a couple of versions, so we could have just a Vanilla on top, then the list, OR an all-in-one etc ...


**Thought:
Have to try and figure out (not my ball on this one, I don't know where to start) how to not have ALL the Professions listed when the player doesn't have all the Professions ingame.
If only there was a way to show it like the Town Hall does with produce.  You don't see the produce information until the Bannies actually get the produce - could something similar (I know the answer is no, but I'm going to ask in case it gives someone an idea) work with the Professions that they don't show until you build their buildings?? 


Other than producing a couple of variants to the "List", I wouldn't have the foggiest on how to not swamp someone with the "List". 
Maybe startout with a couple of options:

Vanilla
Vanilla + CC
Vanilla + WoB (and other indi) mods

The database will have all of this information in it, the origins of the mod etc, so that won't be the problem - the problem is in the data representation.  I have a headache just thinking that outloud, lololol.


And I like the idea @Necora about having a resource centre, in fact there was a talk about a 'library' in another thread a few days back.  I can't do much as I don't mod, but I can offer my well manicured database as assistance :) 
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 01, 2017, 09:48:07 PM
I like to add that I am working on my Production 2 set and have the glassworks building finished. :)

I will have one new profession coming up: glassworker but it will be the same as CC.


{ String _name = "ProfessionGlassworker"; String _text = "Glassworker"; }
{ String _name = "ProfessionGlassworkerTip"; String _text = "The Glassworker produces Glass and Glassware from Sand and Coal."; }
{ String _name = "ProfessionGlassworkerDeath"; String _text = "died from severe cuts from glass."; }



Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: kid1293 on May 01, 2017, 10:40:25 PM
Just two updates @QueryEverything
The list I posted in zip-file will change:
The Gift Shop is now handled by a worker, no Giftmaker
The same with with Vegetable Garden - no Home Grower.

And a suggestion to all modders. Try to find funny death-texts.
Since it does not change anything in the game it can be funny to have
a little variation depending on which mod is on top.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Tom Sawyer on May 01, 2017, 11:30:59 PM
@QueryEverything The new added professions in the North 5 are:

shepherd
trapper
miller
charburner
smelter
brickmaker
barkeeper
banker

But I will change it in upcoming versions. A glassmaker will be added too and maybe some others. Barkeeper and banker can be simplified to just vendor and the trapper to hunter if I want to reduce my list. So it will always be in progress. I think it's hard to create something unified and not nice would be a mod that adds the huge list of all professions. The list should only show the professions used in the current game.

And my list is sorted by economic sectors. That the charburner follows the woodcutter follows the forester and the trapper is below the hunter and so on. An alphabetical order is not a good choice in my opinion because each translation mod will confuse it. ;)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Gatherer on May 02, 2017, 01:53:42 AM
What about town hall? There is already a sub-menu there with all the profession for the current game. Can the two lists be merged in the town hall. This could eliminate the full window of the profession list and only keep the labourer and builder (there is already a mod to only show these two).
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Paeng on May 02, 2017, 05:20:37 AM
Quote from: Tom Sawyer on May 01, 2017, 11:30:59 PMmy list is sorted by economic sectors. That the charburner follows the woodcutter follows the forester and the trapper is below the hunter and so on.

Sorry, but that will leave us again searching through an unordered (ordered in a "unique" way) list where I need to "learn" first where things are situated - instead of simply scanning A to Z...  :)


Quoteeach translation mod will confuse it.

Isn't that the translator's job?
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 02, 2017, 05:39:32 AM
The good thing about my database, being in an ordered excel table, the modder will be able to sort the mods as they wish to then extract the needed profession details.

In @Tom Sawyer case, the modder who decides they want to run a Professions UI for say, Vanilla+The North would simply sort by Vanilla then by The North, and the table would be in that order.
If Tom wants to give me his specific load order, I simply add a column in the table and add his list number order, that way the table sort would be:  Mod name then Mod Order; and the table shows the details.

If I was more advanced in say, an actual MySQL or, in Excel using Pivot Tables then I could be more fancy, but then the database doesn't become very user friendly. :(  (Maybe with Excel, I would need some time on it).

But for the basics of what I'm putting together, the simple table should suffice :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Tom Sawyer on May 02, 2017, 07:21:00 AM
@QueryEverything I don't understand your last post but I don't mind to give you the whole list.  :)

100   laborer
200   builder
300   farmer
310   shepherd
311   herdsman
312   reindeerherder //not used in v5
320   hunter
321   trapper
330   fisherman
340   gatherer
350   herbalist
360   miller
400   forester
410   cutter
420   charburner
500   brickmaker
510   glassmaker //not used in v5
600   stonecutter
610   miner
620   smelter
630   toolmaker
700   tailor
800   brewer
810   barkeeper
900   vendor
910   trader
920   banker
930   teacher
940   doctor
950   priest

It's more or less following Lukes logic. First laborers and builders, then food producers starting with farmers and herders followed by hunters and gatherers. Then resource production starting with woodworking like my toolbar and at the end all guys from services.

The priority number is defined by the mod that adds the profession @Paeng. Translation mods just change the names in stringtables but cannot re-sort the list.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 02, 2017, 05:00:56 PM
Thanks @Tom Sawyer .

I am making the mod include all professions with the profession.rsc file.
So far i have tentatively sorted all the positions alphabetical from 1000 onwards with the int_sort priority.  So if your mod is loaded above it will keep all your professions together. Or if below it will rearrange them all.

Your doing a good job @QueryEverything . Are you also recording in your database what mods use which professions?
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 02, 2017, 05:05:40 PM
@Discrepancy yup, also the current links to the downloads of the mods, the artists and if it needs 1.06; a column for each.
If a person downloads it and it's too much data, then they just need to copy & paste what they need onto a new sheet.
But once I've added Tom's in, draft 1.0 should be good, but will look like what I already added the other day, just cleaned up now I'm further into it. :)  Nearly done.  :D
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 03, 2017, 12:40:51 AM
Ok, doing the semi-final checkoff for the evening with my spreadsheet, this won't be final, but it will have everything in this thread, up until now.

I have about an hour to go before I think I'm done with reading, so if anyone wants to add any more of their professions to this version of this list, please do so now.  (I won't add a countdown timer, but anytime in the next couple of hours, its my evening here now)

I will then add and update in a brand new thread with just the sheet and the screenshots and the list grows. 
Kinda like my very own Banished 1.07 Mod thread :D  *happiness
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 03, 2017, 07:37:26 AM
Quote from: embx61 on May 01, 2017, 09:48:07 PM
I like to add that I am working on my Production 2 set and have the glassworks building finished. :)

I will have one new profession coming up: glassworker but it will be the same as CC.


{ String _name = "ProfessionGlassworker";         String _text = "Glassworker"; }
{ String _name = "ProfessionGlassworkerTip";      String _text = "The Glassworker produces Glass and Glassware from Sand and Coal."; }
{ String _name = "ProfessionGlassworkerDeath";      String _text = "died from severe cuts from glass."; }





Hi @embx61 just updating your Glassworker and cross referenced with the CC list, and in game Professions UI, their Glassworker is now a Glassmaker #1900; it was Glassworker at one time, in @RedKetchup list that he posted, but what is there now in game is Glassmaker.
I don't mind if you want to keep it as Glassworker, but thought you'd want to know about the change. :D :D

Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 03, 2017, 08:14:00 AM
@QueryEverything

I did not know they changed it. I will change my to a glassmaker as well.



Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 03, 2017, 08:36:22 AM
Quote from: embx61 on May 03, 2017, 08:14:00 AM
@QueryEverything

I did not know they changed it. I will change my to a glassmaker as well.

No problem @embx61 I only noticed it as I was finishing your list in the file. 

---------------------------------
In other news, draft one of the file is complete - it's not pretty, cos I'm not done tidying it up, shortening URLs and other such things.  It does however work, as a starter base.

For those that read the first release, you will notice there are quite a few more Professions listed this, we are currently up at 128 Profession names.

I have saved it in 'proposed' numerical order, I have made up this number order, but I wanted to show you some of how it would look like given the feedback received so far on how to order it.

To change the columns listing order, just click on the column header, there is an icon and tell it to sort - or if you're an advanced user, then you can do a complex sort from the sort menu.

I need to migrate @Tom Sawyer into it a bit better, there are duplicates, but it's because of the numerical ID's - I need to do a small change, but it is very late here and I need sleep, so for now, just mind merge his Prof IDs into the spreadsheet.

Modders:
If you see any of yours that I have labelled incorrectly, please let me know, I will update once I get back tomorrow.
Thank you to all of you who have participated in this - I hope that this list will make modding a little easier down the track.
Perhaps when you release a new mod, with a new profession, it becomes a habit that you include the new details in the 'read me' on the mod page, that way when I download it I can see straight away what the new details are and update the list.

@Paeng I promise the final version won't be as psychedelic as this, but I need to highlight things with questions, and get resolutions on them before clearing the formatting out.  :)

----------
Feedback from all is welcome, please leave your thoughts here, please let me know if I've forgotten something, please let me know if you want me to add some further information. 

Have a fab night, let the feedback begin :)

(Call out to:  @Bartender ; @despo_20 ; @Discrepancy ; @embx61 ; @kid1293 ; @kralyerg  / Black Liquid ; @Necora  ; @RedKetchup ; @tanypredator  ; @Tom Sawyer  )
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 03, 2017, 08:48:46 AM
Nice work @QueryEverything

Thank you for this.

It looks like all my profession are good.

And if I come up with new profession I sent the info first to Down Under :)

Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on May 03, 2017, 10:25:40 AM
typo error: same typo as luke :

      {   String _name = "ProfessionFarmeDeathr";      String _text = "died unexpectedly.";   }
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 03, 2017, 04:39:59 PM
Quote from: embx61 on May 03, 2017, 08:48:46 AM
Nice work @QueryEverything

Thank you for this.

It looks like all my profession are good.

And if I come up with new profession I sent the info first to Down Under :)

Thank you @embx61 :)  Glad it can help you.  :D

@RedKetchup I just copied & pasted, I noted the comment you made regarding @Necora 's Death Notices, and the typo there, I didn't correct it in my notes (I can do an amendment), but will that affect the code?
As long as there is no problem with the code itself, I can correct typos - so if anyone needs this for the future, then the code is correct.  :D

------
@Discrepancy you mentioned a few posts back about whether or not I would be including the mod names with the the profession names, easy done - but, only for NEW professions, or where they use CC as well, or ALL including Vanilla?
I can create a secondary database where I list everyones mod & profession in another table, and that can be used as a tool to see a class of professions etc.

And I guess for fixing code issues, down the track, it would be a good idea to have - but, again, with what data?  I'm happy to do ALL listed, possibly not Vanilla, as they are sort of 'given...  what are your thoughts, it's your request :D

-----
Feedback so far?  It's morning, i've had breakfast, the sun is on my feet, I feel like I can crunch some numbers on this today. :D
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 03, 2017, 04:42:37 PM
Sorry - last question - does anyone have the sprites in black, or a dark colour?
The icon & sprites sheet the @embx61 shared are all white on transparent, which is fine, but not for what I need in excel. 
If not, that's cool, I will change them all over myself (maybe in excel, save some hours of precious time). 

tyia :D
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: RedKetchup on May 03, 2017, 05:41:50 PM
Quote from: QueryEverything on May 03, 2017, 04:39:59 PM

@RedKetchup I just copied & pasted, I noted the comment you made regarding @Necora 's Death Notices, and the typo there, I didn't correct it in my notes (I can do an amendment), but will that affect the code?
As long as there is no problem with the code itself, I can correct typos - so if anyone needs this for the future, then the code is correct.  :D


when a farmer dies, in your log window the information is incomplete. the famer dies and you dont know why and of what he died (which is supposely died unexpectedly) thats a old vanilla bug since the very begining 1.00 version. Luke made the typo and never fixed it ^^
we, and CC too, we fixed it for him lol, but if you return back to vanilla no mods , you will see the bug.

the "death" should comes after the "farmer" : String _name = "ProfessionFarmerDeath"; and not ( String _name = "ProfessionFarmeDeathr"; )
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 03, 2017, 07:52:05 PM
Quote from: QueryEverything on May 03, 2017, 04:39:59 PM
Discrepancy you mentioned a few posts back about whether or not I would be including the mod names with the the profession names, easy done - but, only for NEW professions, or where they use CC as well, or ALL including Vanilla?
I can create a secondary database where I list everyones mod & profession in another table, and that can be used as a tool to see a class of professions etc.

And I guess for fixing code issues, down the track, it would be a good idea to have - but, again, with what data?  I'm happy to do ALL listed, possibly not Vanilla, as they are sort of 'given...  what are your thoughts, it's your request :D

Great work yet again @QueryEverything .

Yes just a simple table that lists the Profession name, and then next to it the mods that have it included.
So for example:




Weaver:Colonial Charter,DSSV: Production,
Worker:DS Jetty & Bridge,NMT,

only for the new professions, does not need to be done with vanilla professions.

This way once I have the mod compiled I can check with each of the mods to make sure the changes are happening.
I have been away from playing and keeping up to date with everyone's mods for so long I don't really know where half the professions are from.

Thanks.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 04, 2017, 12:45:27 AM
Quote from: RedKetchup on May 03, 2017, 05:41:50 PM
when a farmer dies, in your log window the information is incomplete. the famer dies and you dont know why and of what he died (which is supposely died unexpectedly) thats a old vanilla bug since the very begining 1.00 version. Luke made the typo and never fixed it ^^
we, and CC too, we fixed it for him lol, but if you return back to vanilla no mods , you will see the bug.

the "death" should comes after the "farmer" : String _name = "ProfessionFarmerDeath"; and not ( String _name = "ProfessionFarmeDeathr"; )

Okes, I will annotate the files @RedKetchup thank you.  Anything that shows 'Farme' I will change to 'Farmer' and remove the 'r' at the end of Death.  :D 
Thank you for explaining that to me :D  I had no idea, how cool is that, quirky & annoying, but still cool ;)
maybe we can create a way of attributing that somehow, a "nod" to Luke.

  --  The Schoolteacher (name) passed away after the headmaster scolded her for missing her 'r'  --
Something cheeky like that??


Quote from: Discrepancy on May 03, 2017, 07:52:05 PM
Great work yet again @QueryEverything .

Yes just a simple table that lists the Profession name, and then next to it the mods that have it included.
So for example:




Weaver:Colonial Charter,DSSV: Production,
Worker:DS Jetty & Bridge,NMT,

only for the new professions, does not need to be done with vanilla professions.

This way once I have the mod compiled I can check with each of the mods to make sure the changes are happening.
I have been away from playing and keeping up to date with everyone's mods for so long I don't really know where half the professions are from.

Thanks.


Okes, will do.  Easy enough, I have a couple of ways I can handle that data separately from the Professions main table, as well, so it won't take too long to do.
Thanks for the idea @Discrepancy it was definitely something I had been thinking about doing :)


In other news ...
@RedKetchup has brought up with me that not all members have Excel, does anyone have experience with XML or with MySQL that can help me convert the final table through to another one in another language?  I'm prepared to do all the ground work, and can then learn to update the secondary file, just starting it is the problem for me.  Any tips would be greatly received.
Also looking for a sidekick who knows Pivot Tables.  :)


I am looking into uploading the table to Google docs, in the Google spreadsheet, so wish me luck :D 
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Discrepancy on May 04, 2017, 01:41:12 AM
I don't have excel either, but I open it fine in the free open-source Apache OpenOffice.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: embx61 on May 04, 2017, 02:18:47 AM
Yeah Open Office is a good free program and supports about all file formats.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: Gatherer on May 04, 2017, 03:41:53 AM
It opens in File Viewer Lite aswell.
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: despo_20 on May 05, 2017, 01:41:35 AM
Nice work @QueryEverything !!!

I saw your call just now. For the moment I don't have any new profession, but I'm at work on something.
I'll let you know as soon as I get something ready  ;)

For the moment I downloaded the file. It will be very useful!  :)
Title: Re: Mod Request: Professions List generator/extractor (please read on)
Post by: QueryEverything on May 06, 2017, 08:24:43 PM
Morning all, nearly finished version 1.2, adding in mod specific details at the moment.

If you all have a copy of your own mod info (ie:  .txt file with the names of the mods (and/or) with the Professions in that mod) please send them through, I am going through the list in the downloads section, and as you can appreciate there are a lot, and that means lots of data (goodies :D ), so if I can cut back some manual handling, if you've kept your own records, that would be supremely awesome.  :D 

I've managed to absorb Tom's "The North" into the Professions list, I've started the ModData page for the Mod tables, and I've started the DevData page, with modders details as well.  I'm having a think on what to do next .... 

If you also happened to have created your own icons/sprites for your Professions, can you also include them (I have a couple so far, thank you), that would be excellent - that's for a long term project, an extension of this one.  :D

Happy Sunday all :D