World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: embx61 on May 02, 2017, 06:17:12 AM

Title: Embx61 Work in progress
Post by: embx61 on May 02, 2017, 06:17:12 AM
I thought let me start a work in progress thread.

I am currently working on Production Set 2.

It will contain my older Oil Press, Apothecary, Winery buildings and the natural/rawmaterials.

I have the Glassworks done and almost finished the Shore Hut.

The Shore Hut will produce Clay and Sand.

Clay will be used if I ever make a pottery building. (Is on the to do list but not for Prod Set 2.)

Glassworks will use sand and coal to make Glass or Glassware.
The Glass can hopefully be used as construction material if Luke update the building materials up to 6.
Glassware will be used in the Apothecary to make some bottled Health stuff.

Was it Herbal Tea @QueryEverything ?

I know that some rather have the coal for the blacksmith so I am thinking of making another small building what can make charcoal out of logs. and then let the player decide to use coal or charcoal in the glassworks.

(http://worldofbanished.com/gallery/474_02_05_17_6_16_34.jpeg)

Title: Re: Embx61 Work in progress
Post by: Abandoned on May 02, 2017, 06:43:14 AM
oh no, not again.  Herb tea, hmmm.  @embx61 I guess you forgot about a smaller version of your beautiful church with stain glass windows and cross as we discussed in the Maps - good small map thread.  It doesn't matter.  Thank you for the separate sunflower mod and I'm sure @taniu liked the wood apothecary.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on May 02, 2017, 06:52:54 AM
Looking good @embx61 :)
I was thinking herbal tea for apothecary's and herbalists to grow / produce, for healing.  Maybe even with @kid1293 new Health Spa, a lovely little health retreat in the making there :)

Now, for you, if the tea helps you out as much as coffee does the other modders, then I'll put the kettle on.  My favourite at the moment is a Raspberry blend, or chai.  I can't stand the taste of tea normally, but those 2 I drink happily.  (As an aside, I married a Welshman who drinks tea, but prefers coffee when coding, blergh ;)  haha )
I also use the raspberry as a way to help with my pain, which is why I think a herbal tea in game as a health product is a must ;)  Learn from life, eh :)

I like that idea of the coal or charcoal, there are a couple of good mods currently that use both based from the CC item, so it would be lovely to have another building that will use them, make them more versatile, if you're basing the coal/charcoal off the CC one.  You don't have to, I don't mind another product in my list.  :D  Do as you need ;)

Night, and congrats on the new workbook thread ;)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on May 02, 2017, 07:19:24 AM
Quote from: QueryEverything on May 02, 2017, 06:52:54 AM
and congrats on the new workbook thread ;)

indeed !!!


looks awesome @embx61  !!!
Title: Re: Embx61 Work in progress
Post by: Maldrick on May 02, 2017, 09:56:40 AM
Quote from: RedKetchup on May 02, 2017, 07:19:24 AM
Quote from: QueryEverything on May 02, 2017, 06:52:54 AM
and congrats on the new workbook thread ;)

indeed !!!


looks awesome @embx61  !!!

Yes, definitely!

I've not gotten to play with your mods yet as I'm still on 1.0.6 but I'll be upgrading very soon and I can't wait to.  Your buildings are beautiful and your production sets look like lots of fun to play with.
Title: Re: Embx61 Work in progress
Post by: embx61 on May 02, 2017, 10:25:55 AM
@Abandoned

oops I did forget. So busy with Production set 2 is my lame excuse.  :-[

But I promise to design a small church/chapel when Production Set 2 goes live and is the first I will do. :)

I need some Town Services buildings anyway as the big Church is the only building left separate if Prod Set 2 is done.

@RedKetchup, @Maldrick
Thanks :)

@QueryEverything

I was thinking making Herbal Tea from water and Herbs (Open for suggestions) in the Apothecary. The Limit will be the HerbLimit and the flag Health so Bannies will pick them up and go to herbalist to get healing just as it works with the regular herbs.
I don't think I can put the Healing component in the Apothecary as it is now a production building instead of Herbalist. CC have some more healing stuff and maybe I add those as well as it uses seed oils, wine and glassware so the seed oil get some love. But if you have more ideas for healing products let me know and I see if I can add them in.

Natural resources added: Orchard Grape (Thanks to BL for the sources) Flax (thanks to tanypredator for allowing me to use her sources) and Sunflower.

RawMaterials added: Grape(BL), Flax (tany), Sand, Clay, Wine, Glass, Glassware, Healing Broth, Herbal tea, Linseed Oil, Seed Oil, Water, and Kernels(Sunflower)

So I have to design one more building to make charcoal from logs. I think a small building (3x3 or 3x4) will do here.
Any idea for the profession? Just a worker?

I am not a tea drinker. I cannot function without coffee. Fist thing I do when I get up is grab a cigarette and coffee :)


Title: Re: Embx61 Work in progress
Post by: Abandoned on May 02, 2017, 10:37:25 AM
@embx61 as I said, it doesn't matter.  This has happened so many time, my requests get overlooked, turned down then made for someone else, made for me then changed for someone else .. etc.  Now with new flags and combos I won't be able to use it anyways because I've pretty much had it and am probably not going to waste a lot of time upgrading and redownloading and rearranging for more of the same. So, Whatever.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on May 02, 2017, 11:02:10 AM
Quote from: Abandoned on May 02, 2017, 10:37:25 AM
@embx61 as I said, it doesn't matter.  This has happened so many time, my requests get overlooked, turned down then made for someone else, made for me then changed for someone else .. etc.  Now with new flags and combos I won't be able to use it anyways because I've pretty much had it and am probably not going to waste a lot of time upgrading and redownloading and rearranging for more of the same. So, Whatever.


i am so sorry to hear @Abandoned  :(

however often it is about timing :) and also the feeling the moddler has for it (feel it or not)
i hope your requests will be more often answered in your future :)
Title: Re: Embx61 Work in progress
Post by: Gatherer on May 02, 2017, 11:04:42 AM
Don't give up @Abandoned . I've only updated to 1.0.7. yesterday. I was just as doubtfull about the community toolbar and 1.0.7. as you are right now. But I must say that a new world has opened before my eyes. Sure I had to abandon some small mods but the input of new ones will keep me entertained for a long time.

:)
Title: Re: Embx61 Work in progress
Post by: Abandoned on May 02, 2017, 08:22:24 PM
@RedKetchup  :) no more requests or suggestions

@Gatherer thanks for encouraging words  :)  Really like your canal city you posted on Red's thread, like that row of trees along the canal.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on May 02, 2017, 11:53:28 PM

Quote from: embx61 on May 02, 2017, 10:25:55 AM


{snip}


@QueryEverything


I was thinking making Herbal Tea from water and Herbs (Open for suggestions) in the Apothecary. The Limit will be the HerbLimit and the flag Health so Bannies will pick them up and go to herbalist to get healing just as it works with the regular herbs.
I don't think I can put the Healing component in the Apothecary as it is now a production building instead of Herbalist. CC have some more healing stuff and maybe I add those as well as it uses seed oils, wine and glassware so the seed oil get some love. But if you have more ideas for healing products let me know and I see if I can add them in.


Natural resources added: Orchard Grape (Thanks to BL for the sources) Flax (thanks to tanypredator for allowing me to use her sources) and Sunflower.


RawMaterials added: Grape(BL), Flax (tany), Sand, Clay, Wine, Glass, Glassware, Healing Broth, Herbal tea, Linseed Oil, Seed Oil, Water, and Kernels(Sunflower)


So I have to design one more building to make charcoal from logs. I think a small building (3x3 or 3x4) will do here.
Any idea for the profession? Just a worker?


I am not a tea drinker. I cannot function without coffee. Fist thing I do when I get up is grab a cigarette and coffee




I used to smoke, a long time ago, but prone to lung complications, and hubby doesn't smoke, so out they went, but, when I did and I was working in the city it was always up, dressed & in the car, light up & drive.  When I got to work it was an iced coffee, smoke and read until the switchboard lit up.  Haha.  Fun times




I had thought maybe for healers: 
Herbs + Water = Herbal Tea;
Herbs + Berries + Water = Herb Berry Tea;
Herbs + Wild Honey + Water = Herb Honey Tea; Herbs + Wild Honey + Milk = Herb HoneyTea;
Herbs + Flax (or Linen) = Healing Poultice;
Herbs + Wild Oats + Water = Healing Lotion;


Herbs + Line + Honey = Antiseptic Healing Combine Pad
Linen + Wool = Combine Pad (it's a real thing, I know this from surgery the other week They use cotton, but linen will do)


There are a couple of mods now with some form of honey, so would you stick with Tany's or allow for more (Kid & Discrepancy both have honey as well)




For the Charcoal maker, a worker would be fine.  There is nothing specific in the CC list for making Charcoal; Tom Sawyer has a Charburner in his mod, The North if that's any help
Title: Re: Embx61 Work in progress
Post by: embx61 on May 03, 2017, 11:09:12 AM
Currently working on a chapel for @Abandoned

Footprint going to be 4x7 including the road.

How many bannies you want to attend to the chapel? Idle range? Radius?

If the Chapel is done I going to design a little stack burner to make logs into charcoal so the glassworks will have the option to use coal or charcoal to produce glass, create some healing stuff for the Apothecary and then Production Chain 2 should be about finished.

(http://worldofbanished.com/gallery/474_03_05_17_11_02_20.jpeg)

Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on May 03, 2017, 11:55:23 AM
There is a charburner mod (http://worldofbanished.com/index.php?action=downloads;sa=view;down=177) making charcoal from firewood at a small pit. Maybe it can be used to feed your glassworks. But you can make your own of course. Just wanted to show. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on May 04, 2017, 01:28:31 AM
@Tom Sawyer

Yeah, I think this fill fit nicely. I had a similar idea in mind just a little round burner to make @QueryEverything happy as not all modders are rounded.  :P

Can I get the sources Tom? Then I can include them in the pack so if people who not play with your mod the game will not crash on them.

Otherwise I have to make the players aware they need your mod too if they load the production set 2 and I foresee a lot of explanation coming as quite a few players don't read descriptions but just download and play.
Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on May 04, 2017, 04:11:17 AM
I send you my charcoaler source. It just produces "RawMaterialCharcoal" and should be compatible with other charcoals like from cc and nothing will crash. Going for 1.0.7 I also will use the custom3 flag for charcoal...
Title: Re: Embx61 Work in progress
Post by: embx61 on May 04, 2017, 04:32:58 AM
Danke Schön @Tom Sawyer :)

Title: Re: Embx61 Work in progress
Post by: QueryEverything on May 04, 2017, 05:05:41 AM
Quote from: embx61 on May 04, 2017, 01:28:31 AM
@Tom Sawyer

Yeah, I think this fill fit nicely. I had a similar idea in mind just a little round burner to make @QueryEverything happy as not all modders are rounded.  :P

{snip}


Haha, i'm rounded enough for you :)  lololol
Seriously though, thanks for thinking about it @embx61 :D :D :D
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on May 04, 2017, 07:31:01 AM
@embx61 Unless i missed something (absolutely possible), could you add your Farm stand to your markets set.  Please please pretty pretty please.
Title: Re: Embx61 Work in progress
Post by: embx61 on May 04, 2017, 08:34:36 AM
@The Pilgrim

The Farm Stand is already added to the market set. :)

From the Desription: Changelog April 29 2017 7:50AM CST: Added the Farm Stand to the set.  ;)

Title: Re: Embx61 Work in progress
Post by: embx61 on May 04, 2017, 08:41:08 AM
Quote from: Tom Sawyer on May 04, 2017, 04:11:17 AM
Going for 1.0.7 I also will use the custom3 flag for charcoal...

Tom

According to the CC spreadsheet charcoal is flagged as Fuel | WoodFuel unless it is changed in CC and that spreadsheet is not updated.

I think in CC they make Industrial Fuel (Custom3) from other fuels like coke, charcoal, coal, etc.
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on May 04, 2017, 09:45:22 AM
@embx61 I found it. I have the dumb. Thank you.
Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on May 04, 2017, 12:21:07 PM
Maybe it's not updated. People would grab it from piles to burn it in houses if flagged as fuel. But it's made for iron processing or for your glass... And a special limit to control the use of firewood for charcoal production will be useful. So custom3 is my choice.
Title: Re: Embx61 Work in progress
Post by: Discrepancy on May 04, 2017, 06:30:24 PM
As far as i know, you are right @embx61 , CC does just flag Charcoal & Coke as Fuel so they can be used for heating in housing.

@Tom Sawyer , in CC, they have another production chain that takes charcoal or coke and turns it into what they call Furnace Fuel, which they now have flagged as Custom3.
Title: Re: Embx61 Work in progress
Post by: embx61 on May 05, 2017, 03:11:11 AM
Included the sources from Tom Sawyer's Char Burner, Thanks again Tom :)
I have to tweak some numbers as Tom has in his The North Mod Firewood set at Value 2 instead of vanilla the value 4.

Or I like feedback what approach to take here. Change also the Vanilla Firewood to value 2 or tweak the numbers in the Char burner so they make more sense with the Firewood having a value of 4?

Added 3 healing recipes to the Apothecary.

Healing Oil (Seed Oil, Herbs, Glassware)
Healing Broth (Wine, Root, Glassware)
Herbal Tea (Herbs, Water, Glassware)

Did not add Healing Poultice (yet) as this requires Cloth (CC) and I don't have a building what makes cloth.

Need also make the mesh(es) for the rawmaterial for the three Health recipes. They can probably share just 1 as all are about the same.

Can hopefully release a BETA this weekend of Production Set 2.


Title: Re: Embx61 Work in progress
Post by: adelegarland on May 05, 2017, 10:09:30 AM
Hi @embx61 I just love the new chapel!  I also noticed that you have updated the market set as well.   question -  Are these updates and new items now in the unified mod or are they separate downloads? 
Title: Re: Embx61 Work in progress
Post by: embx61 on May 05, 2017, 10:24:00 AM
Everything is in the Unified Mod except the Chapel and the 3 new buildings Glassworks, Char burner, and Shore Hut I have almost ready for production Set 2

Production Set 2 will be released as Beta this weekend and after a week or two no bugs fixes/values adjustments are needed I update the Unified Mod.

Title: Re: Embx61 Work in progress
Post by: embx61 on May 07, 2017, 11:01:20 AM
Now Production Set 2 is in beta I am working on some Irrigation Channels.

I tried 1 tile wide but the digging messes it up. It is just too small for digging, Even when not digging deep.

2 tiles wide is better but still hole too big at 1 side and when players build a road next to it the ground will be raised and covers the channel.

3 tiles wide works. Little sad that it has to be this wide but all I can do unless I go for channels above ground level.

Anyway here a screenshot. Textures and the blue water can be adjusted. It is just testing phase.

Maybe RedKetchup can use his 3x1 City Road piece I used as example and see if he finds a way to make it 2x1. I did not succeed.

(http://worldofbanished.com/gallery/474_07_05_17_10_54_55.jpeg)
Title: Re: Embx61 Work in progress
Post by: embx61 on May 07, 2017, 12:04:28 PM
I uploaded a new Version 17002 of the Production Set 1

The water Well have now moving water. Credit to Bartender for the discovery and the tutorial :)
Title: Re: Embx61 Work in progress
Post by: embx61 on May 08, 2017, 03:08:03 PM
The Bannies are tired of digging in the ground was their complaint at the Town Hall Council Meeting.

Too much precious space is lost as the ground is too lose and caves too much in at the sides, broken backs from digging and what more.

So the proposal of the head Town carpenter was if we not going in the ground we going above it and presented the Town Council with his Irrigation Channels proposal on paper.

Here the draft of some pieces. Still have to make a corner piece and probably another end piece but with the water flow 180 degrees turned.

This is still in draft mode and still looking at various water colors below Bartender's moving water plane.

I am thinking about creating a small water mill what pumps the water through the channels.

Feedback suggestions and the like welcome. I have the digging channels at pause but still will be working on it some later and hope I can get away with a 2 tile wide channel as 3 channel wide is just too much IMHO and the Head carpenter agrees. :)

(http://worldofbanished.com/gallery/474_08_05_17_2_58_32.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on May 08, 2017, 06:22:03 PM
i can say it looks very good :)
Title: Re: Embx61 Work in progress
Post by: Maldrick on May 08, 2017, 07:32:27 PM
@embx61 That's really awesome.
Title: Re: Embx61 Work in progress
Post by: kid1293 on May 08, 2017, 07:57:12 PM

That's been on several people's wishlist for years.
Irrigation for real.


Maybe Roman aquaducts too ?
Title: Re: Embx61 Work in progress
Post by: Maldrick on May 08, 2017, 09:23:20 PM
Quote from: kid1293 on May 08, 2017, 07:57:12 PM

Maybe Roman aquaducts too ?

That would be very cool.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on May 08, 2017, 09:44:37 PM
oh my  ...  just ... awesome! 

@embx61 , I wonder if there can be a cross over piece designed to fit to @RedKetchup set, so that those that use RK's in the city etc, can then have a run off into yours for farming districts etc.

As for the idea of the water pump, that sounds like a great idea.  Can the one for your Production Set 1 be adapted to also push water through, and not just be used for the Bannie's water - or, are you thinking of a completely separate idea?

I like this a lot :)

re @kid1293 comment about irrigation for real  ...  I had a thought.
Given that there are a couple of professions that now can produce goods using consumables, can a field be 'fudged' and use water and fertilizer?  I dont know how the code works but is it theoretically possible perhaps?
Gatherers consume baskets, can farmers consume water & fertilizer? 
Title: Re: Embx61 Work in progress
Post by: embx61 on May 08, 2017, 10:30:19 PM
@QueryEverything

It should be possible to adapt a piece to connect to Red's Channels. But his channels are deep so just a connector would not work unless assort of pump/mill is used to pump it to the higher level irrigation channels.

My idea was to design a water mill building what is placed on the river/lake to pump the river water into the channels.



Title: Re: Embx61 Work in progress
Post by: QueryEverything on May 09, 2017, 12:01:56 AM
You gave me an idea @embx61 at the end of Red's canal, place your Waterwell (from Prod 1), then your irrigation proceeds from there, at the very least a visual 'aid' :) 
Title: Re: Embx61 Work in progress
Post by: kid1293 on May 09, 2017, 12:04:16 AM


Quote from: QueryEverything on May 08, 2017, 09:44:37 PM
re @kid1293 comment about irrigation for real  ...  I had a thought.
Given that there are a couple of professions that now can produce goods using consumables, can a field be 'fudged' and use water and fertilizer?  I dont know how the code works but is it theoretically possible perhaps?
Gatherers consume baskets, can farmers consume water & fertilizer? 


The gatherer and the farmer have two different mechanics in the code.
I don't think it is possible to make a farmer need anything while working.


edit - And Luke removed the code for soil degradation. Else we could have a way to 'enhance'
the soil with water.
Title: Re: Embx61 Work in progress
Post by: Gatherer on May 09, 2017, 03:33:11 AM
@embx61 What about some small wooden bridges resting on stairs for the banis to travel over these irrigation pieces.
Title: Re: Embx61 Work in progress
Post by: despo_20 on May 09, 2017, 03:37:10 AM
Quote from: embx61 on May 08, 2017, 03:08:03 PM
(http://worldofbanished.com/gallery/474_08_05_17_2_58_32.jpeg)

You stole my idea @embx61 !  :D

I'm kidding of course. I was thinking of something like this, but I had not found how to do it...
You found it and it's perfect! Nice job! Compliments!  ;)

Quote from: embx61 on May 08, 2017, 10:30:19 PM
My idea was to design a water mill building what is placed on the river/lake to pump the river water into the channels.
Nice idea!

Title: Re: Embx61 Work in progress
Post by: QueryEverything on May 09, 2017, 05:34:15 AM
Thank you @Discrepancy :)
I like that idea @Gatherer .  I had thought of using some dock pieces to make a ramp / bridge over it.  But a 'native' one would look nice :D
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 03:16:48 AM
Working on new irrigation channels which will be a bit in the ground.
They will be a minimum of 3 tiles wide as smaller is not possible because of the digging.
I have to finish two more pieces (Collect water point and a inland kind of well (Suggested by brads3) so the water can be pumped up from there without needing the river. AO map everything and it should be done.

@Paeng made me some very nice Icons to complement the set. Thanks Paeng :)

I hope to release this weekend. Will add a screenshot later today after I have finished the code so they work in game.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 04:16:33 AM
sweet , cant wait to see this :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 01:00:46 PM
Here a picture of the Irrigation channel pieces. So far so good.
Can probably release late today or tomorrow :)

(http://worldofbanished.com/gallery/474_07_06_17_12_58_15.jpeg)
Title: Re: Embx61 Work in progress
Post by: brads3 on June 07, 2017, 01:15:56 PM
nice work EB. can the pump and collector be used with both sets of channels the dugout and the over the land version both?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 01:36:54 PM
@brads3

This set is by itself. I can see if I can later maybe make a special connector piece so that they can be used interchangeable.
I have to think for a best way to do this.

Probably the Disc chain lift pump can be used to lift the water from the lower channels to the above ground ones.
Title: Re: Embx61 Work in progress
Post by: elemental on June 07, 2017, 04:25:02 PM
Interesting set. Do they do anything or are they just decorative? Do the stone parts function as roads? They look walkable but do they offer faster travel?
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 04:40:01 PM
oh wow ! thats really lovely !
they look very well done :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 06:42:37 PM
The wooden parts are walkable but not sure if fast travel is possible. I tried to put roads down next to the channels were the wood walkways are but if the roads are finished it raises the water part of the channels up. :(

I did a test with one channel piece and made the side walks a bit wider so the water part of the channels are a bit narrower but building a road underneath the wooden walkways still raise the water part so make it unusable. :(

Most of the stuff is decorative but there is a so called lift pump piece a player can put down which act like a water collection point so Water can be collected at these points.

Title: Re: Embx61 Work in progress
Post by: elemental on June 07, 2017, 07:03:01 PM
That's a shame about the roads. That little pump contraption you have made looks great.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 07:15:56 PM
Thanks @elemental

I got the idea the pump from google. It is a chain/rope with discs attached to it and it goes in a loop so there is another wheel under the water but not visible in my mesh. On one side of the loop is a hollow tube were those discs go inside from the bottom at one end and so raising the water in a higher compartment.
I first tried the Archimedes screw but it was hard to model that screw part and when I had an acceptable screw the poly count was way to high so looked for other ways how people did it in medieval times and found out about the disc lift pump.

Not sure, but I think RedKetchups City Roads can have roads underneath it so fast travel is possible. Most of the irrigation channels are adapted from his code so no clue why it not works with my channels.
Maybe I go a bit too deep with the hole. But looking at his mesh it I am only like 0.4 deeper with my hole at the top part of the hole in the mesh.

I also double checked his hole and they are exactly 100cm wide, long, and deep, just as mine.

Maybe Red knows why it not works.
Title: Re: Embx61 Work in progress
Post by: elemental on June 07, 2017, 07:29:42 PM
If there was some way that you could make the stone parts roads, that would be very good. But I understand that Banished is weird and some things just don't work the way we would like them to.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 07:33:40 PM
Hard to see in the picture but the side walks are made of wood :)

If this all works out I later going to make a stone one too :)

Maybe Red knows how to do the road stuff. But maybe I went too deep with digging although the difference with Reds City Roads is quite small.
His are like -25cm at the top of the hole and mine something like -29cm.
I followed his Template files closely but still if I put a road down it raises the water. :(

Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 09:14:44 PM
your irrigation is 3 tiles width ?
your stone part can be made "101" with 1 = normal fast faster as usual and the other part ".#." so people can make a road under the stone parts

and if it raise your center part, what you can do is make your irrigation only 2 tile width with the graphic 3 tiles width. your the stone part a bit more to center to cover eventual raised ground (or have your stone part half a tile longer to cover half a water tile each side and still go up yo the end of the road tile. your graphic would end at 4 tiles width)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 10:06:17 PM
Total irrigation is 3 tiles width - 300cm. 100cm walkway 100cm water and 100cm walkway and is indeed _#_ or will be .#. if road works.

It raises the middle part about half if a road is build under one walkway.
If road is build on the other side the total water (Center) is raised.

I already tried to make the walkways a bit wider (3cm each) to warts the centers but it still raises the water tiles if road is build under the walkways.

So if I understand it right I have to make the irrigation 4 tiles wide? So .##. and let the walkways go about half a tile cover the water to warts the inside?

I not understand the 2 tile width with the graphic 3 tiles width part.


Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 10:28:35 PM
yeah i see what you mean, i did a little mesh to see in game. if the 2 road (one each side) are only seperated by 1 tile , it level up the center tile.

i am checking for a solution
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 10:41:23 PM
What works is as a sort of workaround for those who want faster roads is that they first put the road down and then build my Irrigation on top of the roads.

So they build road X0X for a 1 straight irrigation. X= road tile and 0 is just plane banished ground.
I know that can be a bit of a pain in the neck but so far the only thing I see without making the channels too wide. (4tiles)

I just checked that and that seem to work. I guess the road is build and then with my hole I just push the road somewhat down but still get it's functionality I should think.



Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 10:52:30 PM
Quote from: embx61 on June 07, 2017, 10:41:23 PM
What works is as a sort of workaround for those who want faster roads is that they first put the road down and then build my Irrigation on top of the roads.

So they build road X0X for a 1 straight irrigation. X= road tile and 0 is just plane banished ground.
I know that can be a bit of a pain in the neck but so far the only thing I see without making the channels too wide. (4tiles)

I just checked that and that seem to work. I guess the road is build and then with my hole I just push the road somewhat down but still get it's functionality I should think.

yeah i know. thats also what i suggest with City Roads.


but as stupid as it sounds you can also set the setpath = faster so it wont need a road. but if you do a "_#_ "  they will use the center of the canal as a road . bannies are silly ^^
but if you do the opposite  "#_#" they will tend to use the edges. since the # becomes the =faster. but nothing prevent them to cross it though if they want to do it. unless you use the ghosted invisible wall in center over the water.


CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 3;
int _height = 3;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"000
000
000";

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Faster;
String _pathBitmap =
"###
___
###";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}



the thing is really go faster like a stone road
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 10:53:40 PM
I just reread your thread about city roads and there you say that roads have to be build first to make them faster as building them on top of your will raise the ground.
I will re download your city roads and do a test

If that is so I understand it won't work for a 3 tile wide with a hole so I am afraid unless the irrigation channels become to wide (I think 3 tiles is really the maximum for just irrigation channels) with hardly a gameplay purpose besides decoration and some water collection.

I guess I finish it up for now. Release tomorrow as a BETA and maybe still something can be figured out but I tried so many things already that I am afraid it will not work with 3 tile wide pieces.
Luke's road also raising the tile next to it seems and that is why it won't work.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 11:02:12 PM
try what i said before your post though to see if it would work that way
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 11:05:53 PM
Just loaded your city roads and indeed it raises the ground there too :(

So two options. Just do as you did with city roads and players first have to put the road down and then the Irrigation on top. With a bit of planning should not be too hard so I personally opt for that. Or go with the faster in the template like you explained but that means they have to place a bunch of ghosted invisible walls or the Bannies  who are indeed silly as they are go for a swim rather then a walk LOL.

Thanks for thinking a long Red :)
Most players at least understand that not everything is possible with the mod kit in current state.



Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 11:11:46 PM
Quote from: embx61 on June 07, 2017, 11:05:53 PM
Or go with the faster in the template like you explained but that means they have to place a bunch of ghosted invisible walls or the Bannies  who are indeed silly as they are go for a swim rather then a walk LOL.


bah they will tend to use the faster component of the "###" but nothing will prevent them to cross it completly if the want to leave the road which are each side^^

we cannot put 2 different pathtype (1 faster, 1 immovable) in same mesh
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 11:15:57 PM
I update the template files and try the faster option and see how it goes.

Invissible wall is that the same as Necora's Empty Square?
Title: Re: Embx61 Work in progress
Post by: elemental on June 07, 2017, 11:20:16 PM
Just speaking as a player I don't mind having to build the road first. Just make a note somewhere on your release page to let everyone know how to do it.  :)

Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 07, 2017, 11:23:12 PM
Quote from: embx61 on June 07, 2017, 11:15:57 PM
I update the template files and try the faster option and see how it goes.

Invissible wall is that the same as Necora's Empty Square?

not sure exactly, i didnt tested any of those. i dont even know in fact they are/can be ghosted
Title: Re: Embx61 Work in progress
Post by: embx61 on June 07, 2017, 11:47:13 PM
Necora's empty square is not ghosted so cannot use it as a wall.

If the Bannies travel along the channels it goes okay (An occasional swim) But if they go in a direction 90 degrees of the channels they will cross at any point.

I guess I will stick with the build road first option for those who want fast travel so I can at least release tomorrow as BETA and see what else can maybe be done.

Title: Re: Embx61 Work in progress
Post by: Abandoned on June 08, 2017, 03:58:32 AM
@embx61 I think I like the above ground version best, I am wondering if more pieces will be added to that set at some time.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 08, 2017, 04:14:10 AM
@Abandoned

You must have read my mind. I just updated  the above ground Irrigation channels a couple minutes ago.

I added two curves and a reservoir where a worker can collect 8/10 water. :)

Paeng made me some nice Toolbar icons as well :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 08, 2017, 05:00:52 AM
yeah thats the good decision :)
was just giving you choice options :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 08, 2017, 05:25:20 AM
O, I know Red and I am thankful for that. :)
Can better have a 2 choices then just 1 choice :)

It was worth a try at least.
But if players are a bit careful with the road planning if they desire fast travel it should work fine.
And if they screw up so once in a while they can always delete that part of the channel and just rebuild it.

I wasted so much time looking for a solution, kept changing the mesh, for the problem but I think it is just not possible with 3 tiles wide.

O, I am glad the Mod is out and I going to create something different after a day or two of rest.
Tomorrow going to be a though day for me as it will be exactly a year ago my beautiful wife Kathy passed away.  :'(  :'(
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 08, 2017, 05:42:35 AM
@embx61 oh great about above ground irrigation, both sets look good but above suits my next map much better.  :) 

Will be thinking of you tomorrow knowing how much you miss your loved one.  I am sure she is thinking of you as often as you think of her.  I am glad she inspired you to make that windmill for her and that you are here with us making mods.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 08, 2017, 05:45:30 AM
Thank you @Abandoned

I appreciate it very much and indeed it was my beloved Kathy who got me started with modding for Banished. :)

Title: Re: Embx61 Work in progress
Post by: Abandoned on June 08, 2017, 05:48:38 AM
 :) We thank her.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 08, 2017, 06:29:26 AM
/HUG @embx61  very strong
Title: Re: Embx61 Work in progress
Post by: Paeng on June 08, 2017, 06:37:38 AM
Yeah, big hug from me, too...  :)
Title: Re: Embx61 Work in progress
Post by: Bartender on June 08, 2017, 11:15:17 AM
Big hugs from Holland too @embx61

From how lovingly you speak of her we can see that your wife must have been a wonderful person. I hope that among the sadness you can find all the happy memories of her too. I wish you lots of strength tomorrow.
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 08, 2017, 12:02:18 PM
Sending a thought and hope you find comfort in knowing
you have many who care about you.

...and a big hug!
Title: Re: Embx61 Work in progress
Post by: embx61 on June 08, 2017, 05:14:01 PM
Thanks a lot all. I truly appreciate the nice words.

Title: Re: Embx61 Work in progress
Post by: Nilla on June 09, 2017, 03:32:22 AM
My thoughts are with you as well!
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 05:31:13 AM
Thank you @Nilla

I worked the whole night, I could not sleep, on some more natural looking channels.
I just made one piece 2x straight and if that is good to go I will make the other pieces.

Channels are a bit wider 160cm instead of 100cm to keep the sides (Not walkable) a bit smaller as putting too many scrubs in will add too much to the polycount.

Poly count is now 348 with 676 verts so not bad at all.

Suggestions/ideas about the layout/different textures e.a. are most welcome.

The road is just the games standard road so not included :)

(http://worldofbanished.com/gallery/474_09_06_17_5_18_21.jpeg)
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 09, 2017, 05:37:54 AM
@embx61 thinking of you  :) and see you have been busy.  I like the more natural look too but think I prefer it with no row of shrubs since we have so many ghosted items we could add ourselves but very nice as is. 
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 09, 2017, 05:45:31 AM

Absolutely nice! But...
Think about having channels both here and there and all those bushes.
It will be too much. Like an exhibition area.
You can make bushes separate (ghosted) and you will have a clean channel.
Now that you have a small (non walkable) side, why not make it a little bit sloped?
A more organic look?

As I said, it is very nice now but it can maybe be better. :)


edit - I see Abandoned thought the same and posted exactly at the same time.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 05:47:04 AM
Thank you @Abandoned

I added the scrubs because it looked so bare :)

I can always make two versions one with and one without scrubs so players can add them themselves.

It will depend though how the ghosted scrubs are made as if they are centered on a tile they will maybe hit the water.

The sides are 66cm wide each and a tile is 100cm.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 05:50:11 AM
@kid1293

Hard to see in the image but the sides are sloped :)

Yeah, maybe I can make my own ghosted plants or even better steal them from one of you guys :) and add them to the set so players have full control.

You made a set with several plants did you not Kid?
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 09, 2017, 05:56:39 AM
Those are some nice looking shrubs but a row looks too urban, some with and some without and maybe some rocks added.  And kid's deco plants and grasses will look nice, lots of choices  :).
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 09, 2017, 05:56:44 AM

Yes, I have my Deco Pack with plants. You're free to adapt any model you want.


I suggest you place your model at x = 0.3 y = 0.5 or a row of them at x = 0.3 y = 0.2 - 0.8


I was just into making hedges but I gave up. The polycount. It will maybe be some
garden wall with leaves texture. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 05:59:59 AM
Great, thanks a lot Kid. :)

I downloaded the deco pack from the library.
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 09, 2017, 06:07:00 AM

I have another small bush ready if you want.
Slowly moving with flowers that wilt when autumn.
Title: Re: Embx61 Work in progress
Post by: elemental on June 09, 2017, 06:22:27 AM
Looks good. A bare version with ghost plants is a good idea. Then we can use the plants in other places too.

Possibly a version without that supergreen grass texture, too. I like it but it won't suit all maps. If you offer an F variant that just lets the normal ground texture show through the set as a whole will be much more versatile.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 06:26:03 AM
@elemental

Yeah, A different texture is a good idea with a F variant.
I was thinking just a soil texture where the plants sit in.
Title: Re: Embx61 Work in progress
Post by: Nilla on June 09, 2017, 06:30:46 AM
I use to look a bit what Mr Google says but most of these irrigation canals look rather "dull"; functional. This one from Madeira was the nicest I saw. :)
Title: Re: Embx61 Work in progress
Post by: elemental on June 09, 2017, 06:33:17 AM
Your green grass looks nice, but it does look very formal. Would suit Red's White House perfectly but perhaps it's too nice for many of the buildings we have in Banished. But please keep it as an option. It does look great paired with those plants. Sometimes we need a bit of fancy.  :)
Title: Re: Embx61 Work in progress
Post by: elemental on June 09, 2017, 06:37:03 AM
That is one very good-looking channel. Love the moss.

To me, embx's new channel looks more like a fancy town decoration rather than a simple irrigation channel.
Title: Re: Embx61 Work in progress
Post by: Paeng on June 09, 2017, 06:39:29 AM
That looks great!

Yeah, I agree that the bushes and stuff need to be more random... I know that's always a problem for sets like this, to avoid the repetition...

One way would be like Abandoned said - just leave it up to the player to decorate... and I think it's perfectly fine if the occasional plant hangs over into the water... actually desirable  :)

Another way might be to have various plants (and even the occasional rock, barrel etc.) as F-variant that changes with every plop (I see that's possible from fences by Tom or Kid)...


To add to your load - maybe a couple of bridge variations?  :-[
Just some simple stuff like a couple of logs thrown across, or a little plank bridge with a handrail...


EDIT

I guess a lush green is okay, given all the fresh water nearby... anyway, that will be broken up nicely with wild plants and stuff...

Here an impression of what I envision as irrigation canals (just for inspiration)   ;)

(https://www.dropbox.com/s/3ryxs4knpqgrse3/ditches.jpg?dl=1)

Title: Re: Embx61 Work in progress
Post by: Abandoned on June 09, 2017, 06:57:34 AM
wow, fantastic  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 07:08:26 AM
I saw that picture from Paeng before. Indeed very nice.

Digging curves going to be very hard though as all the digging in Banished are square tiles.

I will set for bare channels with different textures for the sloping sides and adapt Kids Deco plants as ghosted items.

A ghosted rock here and there is a good idea and a bridge or 2 more too.

Looks like I going to be busy :)
Title: Re: Embx61 Work in progress
Post by: Paeng on June 09, 2017, 07:17:40 AM
Quote from: embx61 on June 09, 2017, 07:08:26 AMDigging curves going to be very hard though as all the digging in Banished are square tiles.

Understood... but hey, you guys just opened up a whole new world of modding possibilities, more things will surely come...
I mean, the SPAM mod shown above was about 1.5 years in the making...  :o


QuoteLooks like I going to be busy :)

Yeah...  :D
Title: Re: Embx61 Work in progress
Post by: brads3 on June 09, 2017, 07:40:35 AM
the corner plants is a great idea.as EB said they are very handy to set in odd tight spots.they do fill voids between other plants so well.
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on June 09, 2017, 07:58:32 AM
What game is the farm picture from?
Title: Re: Embx61 Work in progress
Post by: Paeng on June 09, 2017, 08:13:22 AM
Quote from: The Pilgrim on June 09, 2017, 07:58:32 AMWhat game is the farm picture from?

That's from the "SimPeg Agricultural Mod" (SPAM), something we developed for Simcity4 a few years back...  :)
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on June 09, 2017, 09:04:11 AM
That is freaking gorgeous. I may have to buy simcit 4 again.
Title: Re: Embx61 Work in progress
Post by: Paeng on June 09, 2017, 09:37:55 AM
Quote from: The Pilgrim on June 09, 2017, 09:04:11 AMThat is freaking gorgeous. I may have to buy simcit 4 again.

If you're into agricultural and farming - yes, this one is for you. We put agri onto the same level as other industries (where SC4 basically disables farming from a certain point on). And aside from the overhauled agri mechanics it gives you a huge treasure of fresh crops, farm buildings, accessories (add-ons), textures etc... the works. Including a revamp of all the vanilla items.   ;)

Oh, and SC4 currently on sale at GOG!
Title: Re: Embx61 Work in progress
Post by: embx61 on June 09, 2017, 09:53:14 AM
Okay a bit over the top as I just dumped a bunch of his awesome plants, trees, and scrubs and even some barrels and old fences down without any planning but something like this can be done with Kids Deco Mods :)

I only had to change all the template files and set the Boolean flatten ground to false otherwise it raises the tiles and that will show in the water.

I think I just recompile Kids plants with the Boolean flatten ground set to false if my channels are finished so I can work on some rocks as deco.

If the Boolean flatten ground was already set to false by Kid I did not have to do a thing and players could just use Kids Mod.
But this saves me a helluva lot of time to not have to create my own bushes and the placements are not bad either. Thanks a bunch Kid :)

But beware if using some other ghosted mods that have the Boolean flatten ground set to true it will messes the channels up because it will raise the ground.

(http://worldofbanished.com/gallery/474_09_06_17_9_34_14.jpeg)



Title: Re: Embx61 Work in progress
Post by: Paeng on June 09, 2017, 10:42:06 AM
Quote from: embx61 on June 09, 2017, 09:53:14 AMset the Boolean flatten ground to false otherwise it raises the tiles

Good point  :)

In my opinion there are too many things that "auto-flatten" the ground... e.g. fences and walls, they should never flatten, but be made in such a way that they can be built into a hill or into the water (which means they should extend to "below ground")... it's extremely painful to end a fence either on a "red" tile or needing to raise a hump, destroying the natural shoreline...   ;)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 09, 2017, 10:51:01 AM
Quote from: Paeng on June 09, 2017, 10:42:06 AM
Quote from: embx61 on June 09, 2017, 09:53:14 AMset the Boolean flatten ground to false otherwise it raises the tiles

Good point  :)

In my opinion there are too many things that "auto-flatten" the ground... e.g. fences and walls, they should never flatten, but be made in such a way that they can be built into a hill or into the water (which means they should extend to "below ground")... it's extremely painful to end a fence either on a "red" tile or needing to raise a hump, destroying the natural shoreline...   ;)

yeah that game is a messed sometime. it is not full 3d. some features are 3D and some are 2D. you cannot "follow" the terrain when you build something.
it would have been so great though to have building built on a mountain side ... or have fences following hills.
Title: Re: Embx61 Work in progress
Post by: Paeng on June 09, 2017, 11:01:32 AM
Quote from: RedKetchup on June 09, 2017, 10:51:01 AMor have fences following hills.

Yeah, the game does not spoil us with that...    :(

So I think it's still better to have e.g. a fence lean (and diappear) into a hill than getting a big honking hole where you build it   ;)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 09, 2017, 11:53:56 AM
Quote from: Paeng on June 09, 2017, 11:01:32 AM
Quote from: RedKetchup on June 09, 2017, 10:51:01 AMor have fences following hills.

Yeah, the game does not spoil us with that...    :(

So I think it's still better to have e.g. a fence lean (and diappear) into a hill than getting a big honking hole where you build it   ;)


but still can be cheated abit :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 11, 2017, 09:39:48 AM
Working on a chain disc Pump what sits on the awesome NMT Canals Set made by RedKetchup.

It is a ghosted piece. Still need some touchups here and there, add a little thing or two and then see if I can add a irrigation channel piece what dumps the water into the NMT Canals as well.

Now I don't have to mess with all of Reds Canal pieces and add pumps to all of them so it saves quite some time and polys :)

Ghosted is the way to go because I not looking forward to make a ton of separate pieces for all of the NMT canal pieces.  ;)
Must have been a torture working on all of those sets with 8 different textures.  :o  My hat off to Red :)

(http://worldofbanished.com/gallery/474_11_06_17_9_21_12.jpeg)
Title: Re: Embx61 Work in progress
Post by: Paeng on June 11, 2017, 10:10:23 AM
Yep, way to go - makes them good for any skin the player chooses...  :)

If you really need functionality (non-ghosted) on the occasional piece, you could also make them overhanging (e.g. like a 1x3 piece on a 1x1 tile)...

Title: Re: Embx61 Work in progress
Post by: embx61 on June 11, 2017, 10:40:12 AM
Yeps, indeed @Paeng Cannot imagine to make so many of the same pieces to fit all the NMT canal pieces.  ::)

In the template file this is also a 1 tile piece while the whole thing is about 2x3. The rest indeed just overhangs. I did not know you could also do this without ghosting but the more I think about it this is what Red does with his overlapping technology I think. With reds canals I was able to make the second bottom wheel too because his canals are deep enough to see it :)

The pumps are not functional in the set. Only the water reservoirs to collect water have a real function so no worries there for the moment but good to know it is possible.
Title: Re: Embx61 Work in progress
Post by: Paeng on June 11, 2017, 11:37:50 AM
Quote from: embx61 on June 11, 2017, 10:40:12 AMI did not know you could also do this without ghosting but the more I think about it this is what Red does with his overlapping technology

Exactly, Red used it for 2nd floor housing... or CC used that for the quay Houses, which are 4x4, but only the front row 1x4 is "anchored" on land while the rest overhangs the water... I think also Kid is doing something similar on some lots, with the "anchor" even just a 1x1 while the whole is 2x2 or more... Loads of possibilities with that technique, with the plus of keeping it functional  ;)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 11, 2017, 12:05:42 PM
it looks very good :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 11, 2017, 12:17:35 PM
Thanks Red :)

That ghosting is pretty awesome. And if I ever need something to build on the canals what needs functionality it is possible as well.
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 14, 2017, 04:53:34 AM
Here's hoping @embx61 returns to us to continue great works in progress  :)
Title: Re: Embx61 Work in progress
Post by: adelegarland on June 14, 2017, 07:45:05 AM
Quote from: Abandoned on June 14, 2017, 04:53:34 AM
Here's hoping @embx61 returns to us to continue great works in progress  :)
@embx61 Please don't go away, we need your amazing talent!
Title: Re: Embx61 Work in progress
Post by: Kimbolton on June 14, 2017, 10:36:19 AM
I haven't posted here in quite a while because I haven't had time to play but the thought of you leaving over this "incident" has drawn me out.

This is a great community and you are well liked, respected and appreciated here. Please don't leave us.
Title: Re: Embx61 Work in progress
Post by: taniu on June 14, 2017, 11:43:53 AM
@embx61 Please don't go away. You have great talent and potential. I do not know about modeling I am  player, so many beautiful mods have been created so I am very happy and the game is getting more beautiful and interesting thanks to people like you  :)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on June 14, 2017, 06:25:22 PM
Quote from: embx61 on June 11, 2017, 09:39:48 AM
Working on a chain disc Pump what sits on the awesome NMT Canals Set made by RedKetchup.

It is a ghosted piece. Still need some touchups here and there, add a little thing or two and then see if I can add a irrigation channel piece what dumps the water into the NMT Canals as well.

Now I don't have to mess with all of Reds Canal pieces and add pumps to all of them so it saves quite some time and polys :)

Ghosted is the way to go because I not looking forward to make a ton of separate pieces for all of the NMT canal pieces.  ;)
Must have been a torture working on all of those sets with 8 different textures.  :o  My hat off to Red :)

(http://worldofbanished.com/gallery/474_11_06_17_9_21_12.jpeg)

That is pretty sweet :)  I like the way it just sits there, like it was always part of it - noone ever need know it was in a different set.  :D 
Title: Re: Embx61 Work in progress
Post by: embx61 on June 16, 2017, 01:34:42 AM
@QueryEverything   Here a screenshot in a test game what shows that the coal is working.

You see the coal is in the storage of the glass works and at the foreground you see a wooden crate which contain glass just made by the glassmaker with sand and coal.

I just link to the raw MaterialCoal.rsc file from Luke so nothing is changed by me in that file.
This is something I not get. It is the same with the water string missing as Abandoned reported while I see the string in my test game.

(http://worldofbanished.com/gallery/474_16_06_17_1_30_02.jpeg)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on June 16, 2017, 02:50:02 AM
Thanks @embx61 I don't doubt that it works :)  I think it's something that I have here, I'll find it :D

BTW - thank you for the preemptive add-on of the construction materials, that's excellent news :D 

I'll report back asap :D
Title: Re: Embx61 Work in progress
Post by: embx61 on June 16, 2017, 03:07:15 AM
Yes while I was fixing the Dummy bug Luke released the BETA 3 which includes the buildrequirement we asked him for. :)
I am happy that Luke, while I am pretty sure he will not add all our request's, stiil is working on Banished :)

So I made the change for glass by making it a construction material and added 3 pile meshes as I first forgot that and then it was BOOM Crash! at the moment the bannie wanted to put the glass on the stockpile.
Luckily I new directly what I forgot so made the 3 pile meshes for glass.

I am working on a test with the church so it needs glass as 4th building material.

All works but I lost the tooltip text if I hoover over the church Icon in the Toolbar.
If I remove the new files from Lukes example and just have the church as before I see the tooltip.  ???

Maybe @Tom Sawyer can tell me what I miss here as I see in his screenshot the toopltip is working. I went over Lukes dialog files to see if I have to make a reference to my string table but I not see where I have to make that change if I have to make it that is.

I left all Lukes files from the example buildrequirements mod alone. I copied them to my dialog folder of the church and only named the build.rsc file build4.rsc and edited the two extra storage items out so the build dialog you see in game have just 1 extra building material window instead of 2 extra.
Then I reference to that build4.rsc file in my church template file.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 16, 2017, 03:40:22 AM
I am working on a little change as a request from @taniu in Production Set 2 and later Unified if maybe bugs are ironed out

One of the Seed Oils from the Oil Press is changed to Vegetable Oil.
It is produced from Sunflower.

I hope to release a updated version of the Production Set 2 later today with the change.

I have a request for @estherhb as I think he/she made the spreadsheets for CC.
I see he/she is still active here on WoB
I wanted to ask permission if I can make use of a copy of the spreadsheet to put all my items and production values in there to make public so players can see all my values and items.
I shamelessly already did it all already but I not going to make it public without his/her permission.

I know a bit about MS excel and I could put one together myself with some curses left and right :)  but why reinvent the wheel if someone already did all the ground work?

Please let me know @estherhb if you are okay with it. Thanks :)

 
Title: Re: Embx61 Work in progress
Post by: taniu on June 16, 2017, 04:51:23 AM
@embx61.Thank you very much for introducing vegetable oil. Cheers!
Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on June 16, 2017, 06:07:27 AM
@embx61 Here are the dialog files of the cottage example, ready to take up to 6 materials. Just copy them in your dialog folder and call them in the resource list of your mod.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 16, 2017, 06:14:51 AM
Thanks Tom. will do :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 16, 2017, 06:45:07 AM
Uploaded a newer version of the production set 2 what hopefully fixes the missing water string as well, Added Vegetable Oil made from Sunflowers in the Oil Press at a request from @taniu

Now working on the Unified Mod to fix the missing water string and add vegetable oil to that as well.

Unified Mod version 17008 Uploaded!
Fixed missing water string, Added Vegetable Oil to the Oil Press. Changed Glass from Crafted to Construction flag/limit. Added 3 Glass Pile Meshes for Glass.
Added some Community Toolbar Icons and strings for the Irrigation sets.
The Church has now a 4th building material: Glass.


Title: Re: Embx61 Work in progress
Post by: embx61 on June 17, 2017, 08:38:51 AM
Doing some work on the Natural Irrigation Channels.

Lifted some of Garden Wall flowers and Grass out of Reds sources. Pruned and scaled them.
Added the code so they are ghosted. Now go to add some bushes/plants from Kids sources.

I am also in the process of creating some different Rocks.

Still need to make quite some channel pieces too as I have only four so far.
I do some ghosted items and then some channel pieces to stay sane :)

(http://worldofbanished.com/gallery/474_17_06_17_8_33_25.jpeg)



Title: Re: Embx61 Work in progress
Post by: Abandoned on June 17, 2017, 08:43:28 AM
That looks really nice, and colorful, love it already  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 17, 2017, 08:47:46 AM
All the credit goes to RedKetchup. He created those flowers and grass.

I just lift them out of his sources and do the coding to make them ghosted. :)


Title: Re: Embx61 Work in progress
Post by: Abandoned on June 17, 2017, 09:20:44 AM
planted arranger and waterer gets a little credit too.  :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 17, 2017, 05:19:46 PM
looks great !!!! go go go , you can do everything you want with these :)
Title: Re: Embx61 Work in progress
Post by: Glenn on June 17, 2017, 11:33:39 PM
The irrigation canal looks great, but is it possible to do a version with a natural stone edge to look as it it was hand dug and laid.

Also a water raising Shadoof (Egyptian) would go well for lifting the water out of the canal into a pond or water trough
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 18, 2017, 01:36:04 AM
ah ha thats exactly the thing i did with the gates ^^
Title: Re: Embx61 Work in progress
Post by: embx61 on June 18, 2017, 05:07:01 AM
Quote from: Glenn on June 17, 2017, 11:33:39 PM
The irrigation canal looks great, but is it possible to do a version with a natural stone edge to look as it it was hand dug and laid.

Also a water raising Shadoof (Egyptian) would go well for lifting the water out of the canal into a pond or water trough

If the set goes in BETA I will look into a stone wall type too :)

It is possible beside the Chain Lift pump to use to do a Shadoof version as well.

What you see in the picture is just wooden thick boards which were driven at the edge to prevent the earth walls from collapsing.
So to change those later to a stone version should not be too hard.

Still  lot of works had to be done.

10 channel pieces are finished, 1x straight, 2x straight, 2 4 ways, 2 3 ways, and two end pieces.
I have made some ghosted bolders. 2 colours (10 F Key variations each) 

Now get some more ghosted bushes and maybe some small trees and other little stuff what can be put on the banks.
Need still to create a reservoir to collect water, a lift pump and shadoof, 2 corners, bridge(s), connectors to connect to the other irrigation channels, and ghosted pieces to connect to the NMT Canals.

Then rearrange the toolbar in a more meaning full way.


Title: Re: Embx61 Work in progress
Post by: wiscoke on June 18, 2017, 05:08:46 AM
@embx61  those flowers from @RedKetchup  you use, can we place them as a ghosted item ? Or is it only included in the irrigation canal? If red don't mind you could make a decoration mod a long with your rocks and maybe some other decorations?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 18, 2017, 05:16:25 AM
@wiscoke

They will be ghosted.

In my first attempt I had them included and posted a screenshot. Players told me while looking nice it was just too neat and I agreed.
That is why WIP threads are useful :) to directly catch flaws, more ideas, and get better ideas from the community.

So ghosting is the best world out of both as the player can choose what deco's to place on the banks.

I plan on put quite a few ghosted deco stuff in the mod to fill up the banks. I think I will even put a few simple benches for Bannies to sit on (They never really sit but just for roleplay sake. LOL) as ghosted in there :)
Title: Re: Embx61 Work in progress
Post by: elemental on June 18, 2017, 05:23:22 AM
I hope you include your original neat bushes as a ghost decoration in this set because they look good.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 18, 2017, 05:42:01 AM
@elemental

Which bushes you are referring to? I only made 4 bushes so far (A paid for cheap low poly set I adapted for Banished) and are incorporated with the Herbalist.

If you referring to those then yes I will include them as ghosted items :)

I plan to lift some bushes/small trees from Kids awesome Deco set too :)

I plan to do quite a few ghosted deco's but not want to go overboard either and end up with a 100 Meg mod. LOL

With some luck (Depending if the creators of other ghosted items have set the Boolean flatten ground to false instead of true) players can use other ghosted items as well.
If the Boolean is set to true however it will mess up the channels as it will raise the ground and will cover the water up.

Oops, forgot the screenshot

(http://worldofbanished.com/gallery/474_18_06_17_5_51_59.jpeg)


Title: Re: Embx61 Work in progress
Post by: Abandoned on June 18, 2017, 10:24:15 AM
@embx61 those pieces look really good.  I think the bushes @elemental may be referring to are those first ones you put in a row along the canal back on page 6 of this thread.  I like those too.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 18, 2017, 10:33:55 AM
Ah, those are indeed the ones which I added to the Herbalist.
I will add those to the ghosting set.
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 18, 2017, 10:38:39 AM
oh great, and I like those rocks too.  :)
Title: Re: Embx61 Work in progress
Post by: elemental on June 18, 2017, 03:36:21 PM
Well I can only see 3 pages in this thread so far. I was talking about the bushes on reply 78. They could be very useful all over town, as will Red's flowers. The rocks look great too. I'm looking forward to all of these pieces.  :)

Another quick question - are you using moving water on these canals/channels? It's hard to tell from the pics.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 19, 2017, 04:48:22 AM
Yes the water is moving .

Most plants, grass are moving with the wind as well.

EDIT: @elemental . How many posts you see on one page is a setting in your profile.
I have it set to 15 a page (Default)

Title: Re: Embx61 Work in progress
Post by: embx61 on June 19, 2017, 06:38:12 AM
Made some good progress :)

Added 10 of Kids Deco plants to the set and 1 plant of my own.

Made two Culverts so that instead of a bridge (Which I will still create) players can put two Culverts down and so can build a road in between.

Now working on the pumps, reservoir, connectors, bridges, and ghosted pieces to connect to Reds NMT canals.

A couple more decorations some like some benches, tree stumps.

At last make a different texture for the soil so it will be grass looking on the banks.

Then tidy it all up code/toolbar wise and will release a Beta.

(http://worldofbanished.com/gallery/474_19_06_17_6_29_48.jpeg)

Title: Re: Embx61 Work in progress
Post by: Abandoned on June 19, 2017, 07:36:21 AM
looks good @embx61 , I like the culvert.  I have a question. Is there going to be a problem with this mod and the deco mods that have those original same plants?  They will be on the tool bar twice if both mods are activated won't they?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 19, 2017, 08:26:39 AM
@Anandoned

No, I renamed all the files, names, and textures from Kid and Red parts so there should be no conflict.
That is the most boring work but it has to be done and I go from 3d modelling to some coding and vise versa to try to keep sane. LOL




Title: Re: Embx61 Work in progress
Post by: Abandoned on June 19, 2017, 10:59:04 AM
@embx61 oh my gosh, renaming all those files.  Your tedious labors will be appreciated I'm sure.   :)  Thank you
Title: Re: Embx61 Work in progress
Post by: embx61 on June 19, 2017, 11:20:22 AM
That is why my work flow is a bit like this.

I make one or two Channel pieces, if I am satisfied with the mesh I am renaming what needs to be renamed and do the coding.
Then I do a test how it looks in the game and adjust a bit if needed.
Then I add some ghosted Items meshes, then renaming and do the coding and so on and on.

Then sometimes I take about an hour, or 2 break to watch some TV or browse the forums to clear my mind a bit.

The renaming and coding can be boring, I am sure Red had fun as well with copy and paste and then renaming with his NMT Canals  ;)

But every time a new piece is added and I see it in the game it encourage me to go on. :)



Title: Re: Embx61 Work in progress
Post by: wiscoke on June 19, 2017, 11:47:47 AM
@embx61 any estimate on when you will releasing that beta? ;) I have my vacation this week and the next. so i'm hoping to play with that mod :p
Title: Re: Embx61 Work in progress
Post by: embx61 on June 19, 2017, 11:55:57 AM
@wiscoke

You are lucky :)

Things are going well so I progress swiftly.

I hope to release by Wednesday a BETA. (Fingers crossed) :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 21, 2017, 10:35:15 AM
More pieces added and need to create only one more piece. A Dump what fits the NMT Canals.
I added two bridges, A Well Pump placed anywhere what pumps water out of a well into the channels. A Gate so part of the channels could be closed of. Two connectors to connect to the above ground irrigation system (In and Out) A water pump placed on river or lake. 1 ghosted pump that fits NMT Canals.

The toolbar gets a bit long. I wanted to have the two bridges I have so far as F Key Variants but because the floor is different for each bridge that not going to work.

I release a BETA later today but keep working on some little stuff and add some more ghosted items later but it is fully functional.

I hope players play with it a bit and I can get feedback on workings and stuff.
I could for example add some channel pieces as F Variants like the two 4ways, 2 T ways, 2 Culverts, 2 End pieces, 2 corners. That saves 5 Icons but the drawback is that every time you place a piece through the F key it changes automatic to the next in line. But I will do it if players rather have to be a bit careful with placing through the F key then a mile long toolbar.

(http://worldofbanished.com/gallery/474_21_06_17_10_21_44.jpeg)
Title: Re: Embx61 Work in progress
Post by: wiscoke on June 21, 2017, 10:45:20 AM
my god , that looks beautifull! I very much like that light brick wall channel
Title: Re: Embx61 Work in progress
Post by: embx61 on June 21, 2017, 11:03:53 AM
The Canals are designed by RedKetchup. It is the NMT Canals Mod.
It is the fourth in his 8 different texture toolbar. The button had SB on it.
I mostly test with texture 4 as I like those as well :)

I just placed a bit of his Canals to show the ghosted pump what fits over his canals.
Title: Re: Embx61 Work in progress
Post by: wiscoke on June 21, 2017, 11:59:31 AM
lol I just find out it is from redketchup. I just spend hours to update my mods to 1.07.  I now have a total of 100 mods ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 21, 2017, 05:56:23 PM
Released a BETA of the Natural Irrigation Channels :)

Still working to add a couple more deco items. Do some little tweaks here and there.



Title: Re: Embx61 Work in progress
Post by: Paeng on June 22, 2017, 10:26:05 AM
Looking good... here just a couple of mood shots   ;)

(https://www.dropbox.com/s/fjx2rj0yuuvwjzp/ww1.jpg?dl=1)

(https://www.dropbox.com/s/z2fmdia8s0nktdr/ww2.jpg?dl=1)

(https://www.dropbox.com/s/p0wbxnw7173lq2j/ww3.jpg?dl=1)


Wow, so much stuff - it'll take a while and some play time to comment on items and toolbars...

What came first to my mind was to maybe put all the pumps, connectors etc. together on their own toolbar...?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 22, 2017, 10:50:27 AM
I am glad you are liking it so far @Paeng :)

The screen shots are looking great :)

The Necora Riffles just add a lot to the whole scenes too :)

Oh Yes, that is a good idea to put all the pumps in their own toolbar beneath the main Natural irrigation one.

That saves 5 Icons :) Then I put the two NMT Canal ones there as well as they are not really ghosted anymore.
It is just a one tile placement and the rest is overhang. If it ever comes to pass we can give functions to the pumps at least they are ready for that.

You will while playing with it see what Icons I still miss and are doubles (Not too many though)

I think I need one main one as I use the same as the Below Ground one.

Currently redoing some stuff as to save 3 textures as I combined them to one, and so save 3 draw calls. :)

Then I have to redo a bit of the Above ground to fix that Reservoir AO bug and make the water the same color as the Natural set.
I also discovered that the Above ground are getting white in the winter so have to give the water part their own dedicated texture what avoids that.

Hope you find not that many bugs but please report them so I can fix them before the next release :)
I noticed some small stuff already like the stringtables entrees are not all accurate in what real building cost is in the Template files but I fixed that.

Add a bit more stuff later too. I am open to any suggestions what can be added as ghosted deco, but I don't want to go overboard as to keep the Mod around 30 meg max.

Maybe some benches, tree stumps, and some little fences?
Title: Re: Embx61 Work in progress
Post by: Paeng on June 22, 2017, 12:00:32 PM
Quote from: embx61 on June 22, 2017, 10:50:27 AMI think I need one main one as I use the same as the Below Ground one.

You already have that -
embx-base-nature-set.png - that's for the "Nature" set toolbar.

It's in the june 18 pack...  :)


Anyway, we'll work it out in the next few days  ;)


Title: Re: Embx61 Work in progress
Post by: embx61 on June 22, 2017, 12:24:25 PM
Ah I see.

I must have missed that Icon somehow but will include it in the next update :)
Title: Re: Embx61 Work in progress
Post by: wiscoke on June 22, 2017, 12:43:06 PM
@embx61  tree stumps would be great, they could be a sort of bench.

Discrepancy has in his DS roads mod some edge border pieces. maybe you can create a border with little stones next to each other . would be great to fence off the flowers next to the channels


Title: Re: Embx61 Work in progress
Post by: embx61 on June 22, 2017, 01:41:55 PM
Couple of tree stumps is planned.

I think I will skip fences as to keep it as natural as possible as Paeng pointed out through PM.

If you mean the line between the soil and the vanilla grass then I can do that with ghosted very small rocks at random sizes in a row.
I will do a test with that to see if it looks okay.

The line between the water and the soil are the wooden beams.


Title: Re: Embx61 Work in progress
Post by: embx61 on June 22, 2017, 02:25:02 PM
Paeng came up with the idea to put the Connectors, pumps, Water collector, and the NMT pieces on their own Sub toolbar.

Not too many of those pieces are being build on a map so think it is a great idea as to make the main Natural Irrigation Toolbar smaller.

That saves 5 Icons  and I even thinking about throwing the 2 bridges in there as well. to save 7 Icons.

One Icon will be added to open that Sub toolbar so it saves 6 Icons which I think it will be more manageable.

Title: Re: Embx61 Work in progress
Post by: elemental on June 22, 2017, 03:58:35 PM
I love the plants and rocks. Haven't had time to play with the rest. The plants could easily be a mod in themselves, sitting under a decorative items sub-menu on your mod toolbar. They can be used anywhere and aren't specifically related to the irrigation channels, and it seems a bit weird going into the production menu to find decorative items that don't have any game function.

A little row of stones would be great. It would be a good way to cover up the sharp line between your brown dirt and the ground texture. And again, it could be used anywhere, not just near the channels.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 22, 2017, 04:10:06 PM
I agree about the deco can be on their own toolbar and Paeng suggested something along those lines as well.

I wanted to release a Beta first before changing the toolbar as to get as much as possible feedback

But I will add them to a separate deco toolbar in the next version.
Title: Re: Embx61 Work in progress
Post by: elemental on June 22, 2017, 04:58:36 PM
Then you will have a place to put any other deco items that you make.  :)
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 22, 2017, 08:36:26 PM
@embx61 the set and deco items look very nice, I like those bridges.  No one can arrange mods on a map like @Paeng  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 23, 2017, 08:53:23 PM
@PredatorBeing  reported two bugs for the Natural channels. The Start well pump had ground seen instead of water in the deep part and the arrow direction of the 2x straight piece was backwards. Number one was a Pivot Z issue when I forgot to set the Pivot back at 0 after bringing my hole down. The 2x straight I had to spin the moving water 180 degrees in the UVW map Editor so the water flows in the direction of the arrow. Both issues are now fixed and so will be ready for the next version.

Working on the Above Ground Channels a bit, Redo a bit of the toolbar to make it smaller. Do all the pumps, connectors, bridges on a sub toolbar. Changed the water so the color will be the same as Natural Channels and will not get white in the winter. Also do a bit of optimizing and can save 2 textures so 2 draw calls.

I did the same for the natural channels and plan later to do the same on the Ground Channels.

Title: Re: Embx61 Work in progress
Post by: embx61 on June 24, 2017, 12:02:24 PM
Uploaded new versions of Natural irrigation and Above Ground Irrigation Systems.

Fixed some bugs, redid some textures, Toolbar changes and Deco items are on there own toolbar under EB Decorations.
The water in the Above Ground Irrigation is the same as Natural and stays blue in the winter.

The deco's are still part of the Natural Irrigation Mod but I will make a separate mod soon what contain those Deco's.

Now plan to do some updates on the Below ground so the toolbar and water will match.

After that I will compile the Deco's in a mod on it's own and will slowly add some more stuff.

Title: Re: Embx61 Work in progress
Post by: Abandoned on June 24, 2017, 12:04:17 PM
very nice, great job fine tuning these mods.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 24, 2017, 12:08:40 PM
Wait till playing a new map as I changed textures and so it will most probably not be save compatible.
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 24, 2017, 02:38:21 PM
Will look forward to it in another map  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 24, 2017, 08:20:08 PM
New version 17002 of the Ground Irrigation Channels uploaded.

Toolbar changed. Fixed a footprint arrow bug, some small texture changes.
Water is the same color as the other two sets and stay blue in the winter.

Added the NMT Canal pieces to this and another connector to the Above ground system.

Thanks again to @Paeng for all the Toolbar Icons :)
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 25, 2017, 04:39:47 AM
@embx61 Very nice looking set but I was wondering:  Looking at the picture in the download of the natural irrigation system, I see the pump and water lift sections are grey stone or brick.  Would it be possible to have those pieces made of brown wood like the bridge with the railing and the base border of soil to match the other pieces?  I think it would look more natural.   :-\
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 07:19:32 AM
@Abandoned

They are the platforms to work on the pumps.
They are wood, the same texture is used for the walls on each side of the channels and this texture is also used in the below ground set as well.

From a distance it maybe looks like brick but they are wooden boards.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 07:44:49 AM
Found a bug.

I used the wrong two NMT Canal pieces in the Below Ground Irrigation system  :-[
The Pivot is off too for those pieces..

I am currently working on a fix.


Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 09:53:34 AM
Fixed the NMT Canals issue and uploaded a new version of the Below Ground Irrigation Channels.

I am in the process of splitting the Deco Ghosted Items from the Natural Mod and am almost finished.

Later today I will upload a new version of the Natural Irrigation System with the Deco items stripped out of it.
Then I will upload a new Mod called EBIrriDecoAddon what contains all the Deco items I have so far and will be under the EB Decorations Main Toolbar.

I am testing with a override what will set all of Kids Deco plants Boolean flatten ground to false in his template files.

If that works I will release it as a Override mod so players can use all of Kids Deco Plants with the Irrigation Channels without raising the floor.
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 25, 2017, 09:57:22 AM
I can easily fix the flatten ground.  ?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 10:17:12 AM
That would be awesome Kid as no Override is needed.

Players can then place all your deco trees and plants with Channels as well as everywhere on the map :)

I can then strip your 10 plants I used from my mod to save on poly's as if they use both it will be just double.
I will then in the Description of the mod suggest that players download your Deco plants mod as they complement the Irrigation Channels :)

Red's grasses and flowers, and my rocks I just keep in my deco mod.

Not sure if it was a question Kid.

The fix is easy. In all your template files set the boolean value "flatten ground" from true to false. That's it.

ClearAreaDescription cleararea
{
bool _flattenGround = true;  <=========================== Change true to false
}
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 25, 2017, 10:33:22 AM
Sorry for delay. Will fix all plants tonight and upload.
Have to go and fix dinner (evening meal / the hi-light of the day / something without name )   ;)
Title: Re: Embx61 Work in progress
Post by: brads3 on June 25, 2017, 10:39:26 AM
don't let the bugs eat you up. they have been quite busy this week and will eat you alive if you let them.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 10:40:30 AM
Just take your time.

I appreciate you willing to do this as I don't have to copy and paste, rename all the other plants and trees from your set as I had planned to do.

Players will benefit as well as it saves a lot on poly's as the sets would be, beside renaming and setting the Boolean to false, identical.

Now they can just get your deco plants set and place them all beside the channels without raising the ground. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 12:44:10 PM
Still did not work

Depending on how the plant was placed out of the 4 direction variations it still sometime flattened the ground.

As the grasses, flowers from RedKetchup and my rocks did not raise the ground I knew it had to be something small we overlooked,

I did a compare of 1 template file of a Kid plant and 1 of my own.

The stringtables/spritesheet links were of course different and then I saw what it could be.

See below:

CreatePlacedDescription createplaced
{
PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
int _width = 0;
int _height = 0;
int _footprintRotation = 0;

String _placeBitmap =
"0";       <======================================================= Kid has this set to 1 (Road)

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"#";      <===================================================== Kid has this set to .  (Road)

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}


I understand why Kid did it this way as so players can build a road underneath his deco plants or put his deco plants on a road.
It however still raises the floor in certain situations. As explained below

The only way I got it working was by having the plant on the outside edge between the outside irrigation soil and the in game grass texture and then use the T Key to spin the plant into the soil.
Then it will not raise the ground. If the plant is put inside the water and spin around on the soil it raises the ground.

I did a test and recompiled Kids Sources and in 4 Template files made changes as seen in the code above.
Recompiled and loaded in a test game and the result is that it does not matter how you spin. The ground will never get raised.

It is even still possible to build a road beneath the placed Kid plants if so desired or place the ghosted plants on a road. :)

Kid, as I have your sources I will change the Template files of the plants/trees with the above little code changes and send you a link so you download the edited sources, compile them and upload them again.
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 25, 2017, 12:51:43 PM
No worry, I am on it.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 12:59:30 PM
Send you the sources already through PM :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 25, 2017, 04:25:12 PM
The raised ground issue in Kid's Deco Pack is fixed so the set is compatible with the Natural irrigation Channels :)

I uploaded a newer version of the Natural Channels where all the decoration ghosted items are stripped out of.

I compiled and uploaded a new Mod called "EBIrrigationDecoAddon" which contains all the Deco items but stripped the 10 plants I used from Kid's sources as to have doubles if using Kid's Deco Pack makes no sense.

I recommend to download and install Kid's Deco pack Version 2.1 so to have a lot of decorated plants to place by the Irrigation Channels but can of course be used by itself as well.

I plan to add some more decoration stuff to the Deco Addon set in the near future.


Title: Re: Embx61 Work in progress
Post by: embx61 on June 26, 2017, 08:59:32 AM
Testing some stuff in a attempt to make the channels even more natural.

Get rid of the straight wooden boards and make the channel slopes not straight but a bit wavy.

So far made two F key variants but going to create about 4 of them to avoid to much repetition and do some tests if it looks okay in the game.
poly count is still okay (74 poly's) on 1 variant and I try to do the build very simple (just a straight plane) to save on poly's.

Maybe I can squeeze another F Key variant in and push it to 5 or even 6 and still stay below 1000 poly's for 5 to 6 variants.

The connecting at the ends need to be at the same X, Y , Z of all the pieces but that is not problematic to do.
If it works out I will make all the pieces in 4 to 6 F Key variants and make a complete new set out of it.

(http://worldofbanished.com/gallery/474_26_06_17_8_44_50.jpeg)
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 26, 2017, 09:25:10 AM
Definitely the way to go!

You raise the bar several notches with those edges.
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 26, 2017, 09:36:05 AM
oh my, I agree, those edges are wonderful, much more natural looking.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 26, 2017, 10:15:49 AM
Thanks :)

Lot of work to be done but it will be worth it in the end I think.

Because I stretch the texture when moving the vertices around I have to stitch them all in the UVW map and that takes some time.
Need a new soil texture too BTW.

I testing also a little curve into the ground from the plane on the outer edges so the outer edges will be bit wavy too.
I also will attempt a rounded curve to make @Paeng happy. No promise as digging is a pain to do with curves as it is all squarry but I will attempt it.

As the pumps are on wooden platform boards I don't have to remake those at least if I just add the set to the existing Natural Channels :)

What you guys think, shall I make a new mod out of it or just add it to the natural under a new button?
A new mod has the drawback the pumps, connectors, NMT canal pieces, will be all doubles if players load both mods.

Adding it to the Natural Set under a new button will avoid this and so saves quite some poly's.
I personally think this is the way to go all under one mod with just more options.
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 26, 2017, 10:31:48 AM
I would think either both together under one mod or 2 separate mods that are each complete on there own, not that player would have to use 2 separate mods together. If player forget one they would be missing pieces.  Separate though the pumps could be made to look more natural too though.  :) Player could choose to use one mod or the other.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 26, 2017, 11:23:52 AM
@Abandoned

Sure, both ways are possible.

I always try to save as much as possible on poly count. Because of the many round cylinders used in the pumps meshes they are about average 2200 poly's each. If I make it into a separate mod it will add about 12000 poly's and added the pieces to the set will save those 12000 poly's.

It will not add that much to the set if I combine them. About 15 pieces, 1x straight, 2x straight, 2 corners, maybe 2 curves if I can get that to work, 2 3 ways, 2 4 ways, 2 end pieces, 2 culverts, and a bridge.  with 5 variants each (1 variant is about 150 poly's including the build stage) will be about 5x 150 x 15 = about 11000 poly's for the whole set without any pumps and just 1 extra texture. With the pumps, connectors, NMT canals pieces, it easily add another 12000 poly's + 3 extra textures.

I understand the Channels are natural but even in the real world pumps, water lifts, Archimedes screws, etc. where used and build by the people in natural channels as the terrain height is not the same so at some places the water needed to be lifted up.
Natural channels is a bit of a misnomer as they where still dug in most cases. Natural looking is I think a better term and just means they just dug a channel without boarding it on the sides :)



Title: Re: Embx61 Work in progress
Post by: Paeng on June 26, 2017, 11:35:20 AM
Quote from: embx61 on June 26, 2017, 10:15:49 AMshall I make a new mod out of it or just add it to the natural under a new button?

Why not just have these wavy pieces replace the current straight pieces in the "Natural" set? It's an improvement, so to me there is no real need to make an additional set?  :)

And indeed, pumps, lifts and screws can just be maintained as is - man-made structures...   ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 26, 2017, 11:53:55 AM
O yes, of course that is indeed the best way.

I think if this set is released not many going to play the old set anyway anymore :)

I keep the old meshes though as maybe in the future make them into a Town Canals Mod for those who want to dress up their towns with small water ways :).

Well, that problem is solved and going to attempt after getting a full pot of coffee ready to do a curve dig (Fingers crossed)

Title: Re: Embx61 Work in progress
Post by: ancientmuse on June 26, 2017, 12:06:40 PM
@embx61

I"m loving all the plant and rock decors you made for these natural canals.... having a blast decorating all over my little towns making everything look all purdy, and not just around the canals either.  I've discovered that by combining the flowers and grasses in different directions over top of one another really makes things look natural.

I'm spending all my time decorating with plants in every nook and cranny instead of watching over my bannies jobs and needs.  LOL

Happy flowers everywhere.

Thank you !

;D
Title: Re: Embx61 Work in progress
Post by: embx61 on June 26, 2017, 12:26:24 PM
Thank you @ancientmuse

Credit for the flowers and the grass are RedKetchup's though. They can be found in his Garden Wall Utility Mod and I just lifted some of them out of his sources.
Scaled and pruned them a bit, renamed all the files and that was it :)

And indeed some stuff can be put on top of another as they are all ghosted. Do you play with Kids Deco Pack Mod?

We made it work so it not raising the ground anymore so the mod can be used with the Channels.
Lots of plants, scrubs and some trees are found in his mod and it complement the channels well and the items can of course be used anywhere on the map.
Title: Re: Embx61 Work in progress
Post by: ancientmuse on June 26, 2017, 02:40:37 PM
Yup, I have kid's deco pack and I upgraded it late last night to the new changes he made so it will work with your irrigation set.

Everything works really nice together.


I've yet to try to grow any of Red's fodder/flowers.... guess I should try that one of these days if and when I'm able to get my towns big enough to set up a full grow operation.

LOL
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 26, 2017, 05:20:08 PM
looks awesome ! very very great :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 26, 2017, 08:12:40 PM
Thanks Red :)

Still a lot has to be done but I was able to make a curve.

Hope @Paeng is going to like it :)

It is not perfect as where the two rocks are in the picture below the Vanilla grass slopes down a little bit as the hole is a bit there too.

At least it is not really a hole what is visible but just a little slope from the game tile edges to the outside curved bank.
Nothing I can do about that I even tried a triangle hole piece but the game just makes it a square hole. It is not really bad at all and can just leave as it is as no ground in the real world is perfectly flat either or it can be covered with some deco stuff.

The sides of the channels on the outside are a bit wavy too and with a curve I went into the Vanilla grass on the outside.

So the whole structure of 1 bank is just a plane 8x8 sections and curved at each side as a upside down U.
Then I played with the vertices up and down and side ways to create the wavy edges.

After that doing the UVW map and the texture map is a really weird shape because I moved the vertices so I have detach and stitch a lot.

The decal texture used as footprint I changed to ModelAlphaTexture and only the arrows are drawn on it and the rest is transparent so the game grass shows through at the edges and the outside of the curve.

That had to be done other wise the footprint was showing as a straight edge. I did first a little ragged edge as I gummed away in photoshop and that worked for the straight edges but at the outside of the curve the footprint was showing so decided to go the total transparent route.

footprint is only shown in the build stage anyway and are hidden if the channels are finished.

I could have just keep photoshopping a texture to make it work for the curve but to save draw calls I only use two footprint textures for all the pieces.

Just 2 512x512 with each 4 textures on it with all the arrows. :)

Well, that was a whole story and time to grab myself a cup of coffee and watch some Columbo and try to get some sleep.

Changed the texture to but still not sure about it.

(http://worldofbanished.com/gallery/474_26_06_17_7_41_55.jpeg)
Title: Re: Embx61 Work in progress
Post by: wiscoke on June 27, 2017, 02:58:44 AM
I love the previous ground texture. it gives a nice contrast with your deco stuff and some other things, like some dirt roads .

your new texture seems like they dig the channel with their hands and throw the mud on the sides :) . I like the first one more, but its just a personal choice. others may like the 2nd more. maybe you can keep the 2 textures and make some other ones? like redketchup did with his different canal-textures.

but please keep the 1st one ;)
Title: Re: Embx61 Work in progress
Post by: Paeng on June 27, 2017, 03:34:41 AM
Yeah, that's... curvylicious   :D
Title: Re: Embx61 Work in progress
Post by: wiscoke on June 27, 2017, 05:44:06 AM
I have a request about some deco stuff...

what about different carts with horses ? I don't know if its possible to put a bannie on the cart? ;)

you already have flowers, plants and grass. what about some bushes?

maybe a sqarecrow. the one from CC isn't that big and you hardly see them.



Title: Re: Embx61 Work in progress
Post by: embx61 on June 27, 2017, 06:02:52 AM
@wiscoke

I look into some more deco items in between working on the channels.

Kid's Deco Pack have bushes and while I still plan to add some more flora in the future it is not high on my to do list for the moment as they are available in Kid's mod. and my to do list is well......... gigantic. :)

The textures are as always a hit or miss but I will look for some more variations and can keep the old one as well.

Thanks @Paeng, I am glad you like the curves.

The coffee is ready, so time to start up 3ds max and start creating some more channels pieces. :)
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 27, 2017, 09:39:21 AM
@embx61 glad to hear you will keep the old texture, I like that one better too.  Is there a way to make one transparent so whatever terrain it is on would show through?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 27, 2017, 09:57:47 AM
That is not possible as it will show the hole and the square water texture as well as the square moving water texture.

The banks on each side are needed to cover the hole we have to make in the game world.

That is why you see in all mods what digs a hole a cover up on each side to cover up the hole.

A very good example to see what happens is load Red's Canals and use debug for fast placing without cost and place a canal piece.

Look at the edges where another canal piece could be placed.
You see a giant deep hole on each side. That hole is also in the other two sides but it is covered by the stone or wood texture.

The game is pretty picky about digging holes and I am very happy I was able to make a curve at least.

Diagonal will not be possible unless the banks have to be very wide to cover the holes and that set all the other pieces off.

EDIT: A hole is made in the game like this a box with the size of one game tile is placed on the depth you want the hole to be.

What happens though is that the tiles surrounding that hole slope from the depth of the hole to the Z 0 point in the game. (The grass ground texture)

So it looks like this if viewed from the front \_/  <=============== Each character is a game tile.

the \ and / I used are pretty steep and that is how the deep canals of redKetchup look like.

Mine are more a gentle slope as my hole is not that deep but still need to be covered.
Title: Re: Embx61 Work in progress
Post by: Abandoned on June 27, 2017, 10:12:51 AM
I learn more and more how very complicated it is to make these wonderful mods.  Very impressive work you are all doing.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 27, 2017, 10:22:15 AM
It can be frustrating some times as Luke have hidden a lot from us, but I learn more and more with each new project and looking at examples from the other Modders.

Important to take some breaks so once in a while and I watch some TV, or a movie, or play some chess against the computer to clear the mind before going back with a next session of Modding. :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 27, 2017, 08:26:08 PM
Quote from: embx61 on June 27, 2017, 10:22:15 AM
It can be frustrating some times as Luke have hidden a lot from us, but I learn more and more with each new project and looking at examples from the other Modders.

Important to take some breaks so once in a while and I watch some TV, or a movie, or play some chess against the computer to clear the mind before going back with a next session of Modding. :)

yeah agree. when we are stuck on something... we need to go away for a while (like my grapes lately) ... watching tvshows, playing other things... whatever is good to go away from the toolkit.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 27, 2017, 10:34:47 PM
The coffee is ready again and going for a couple more pieces before calling it the night :)

Have finished so far 1x straight (3 variations) 2x straight (5 Variations) 2 end pieces, 2 3ways, 2 corners, 2 curves, 1 4 way.

So to do the 1 4 way, bridges, culverts, and a gate, all the build stages and more variations.

As end pieces, corners, culverts, 3 and 4 ways are not placed that much, and not connected directly together that much either, I not going to make a lot of variants for those pieces.
Probably 2 of each. then about 3 to 4 for the 1x straight as they are most of the tim ejust fillers where a 2x straight not fits.

Most variations going to be in the 2x straight as long straight channels are not that repeating.
Probably about 7 variations.

Then I have to copy the whole scene with all the meshes into a new scene and use a different texture for the banks so as for a start there are two texture variants.

Have not much to do on the pumps, connectors, etc. so they are as good as finished beside a little tweaking but thinking about changing the wood boards texture as the gray look to much like brick and IMHO a bit too dull so all is good on that front. Phewwwww :)

@QueryEverything came with a nice suggestion and I going to take a look at that if it is feasible.

Keep it a little secret for now till I have worked it out :) 
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 27, 2017, 10:46:18 PM
 ;D

Admit you are having a good time!

My thoughts go to you. Myself, I have train ride today and will
write some code when I get back. I alreadý miss it!  ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 10:35:32 AM
Yeah @kid1293  Things are not too bad. Ups and downs but modelling keep me busy and that is a good thing.

I am making good progress on the Natural Irrigation system and can show a quick peak what is upcoming in the next release.

All the pieces are done, so are the build stages.
I decided to leave pieces what are not placed that much like 3 ways, 4 ways, curves, corners, as I 1 piece variant to save on poly's
The 2x straight will have 6 variants, and the 1x straight have 3 variants. So by combining 2x and 1x on a long straight run the player have 9 variants so the repetition will not be too bad.

Tried a new texture as well but still not sure about the ground texture. The first one I keep as this is requested but need a 2nd one for a start.

@QueryEverything came with the idea to let small pipes or something similar from the Channels run into the crop and orchard fields for irrigation.
I liked the idea very much and adds to realism. It is not possible to go below ground on a crop field orchard so it has to be a bit above ground.
Pipes would have been possible but with gutters I can add the flowing water.

So I did a test and made some ghosted pieces to test in the game.

The result is in the below picture. The piece at the channel is the so called Archimedes Screw to lift the water from the channels into the gutters (better name?) and those can be run across crop field/orchards. The connection from screw to the 2x gutter piece is a bit off and I have to fix that.

I kept them pretty small as too not cover too much of the trees crops and have moving water as well.
It seems to work so I going to make more ghosted pieces of those like corners, 3 ways 4ways end pieces to connect to each other.

The coffee is brewing and so start 3ds max up to create some more gutter pieces.

Looks like @Paeng can have some fun as well if he feels like it in creating more Icons for all the gutter pieces and the Archimedes screw piece  ;)  :)

(http://worldofbanished.com/gallery/474_29_06_17_10_15_27.jpeg)

Title: Re: Embx61 Work in progress
Post by: wiscoke on June 29, 2017, 11:04:28 AM
I love the new additions of those small pipes. can't wait to try it out!

edit : @embx61 a suggestion : in the EB decorations tab...isn't it better to assign the different kinds of grass to the 3rd icon. that is the greenest one and looks like grass. now its the first icon and that seems more like a plant to me.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 11:29:13 AM
There not really pipes but V shaped gutters.
I decided to make gutters instead of pipes so the water flowing will be visible.  :)

I hope to release this weekend a next version.
Title: Re: Embx61 Work in progress
Post by: kid1293 on June 29, 2017, 11:31:30 AM
These side pieces of the channels are, in my opinion, a good way to
express graphic 'diversity'.
Many modders, me/you/others have tried to be so very realistic that it hurts.
This last texture of the brinks to the 'gutter' :) are very harmonic in my eyes.
They fit @Discrepancy Small Village to the point. Same artistic expression.

Why do we think Banished is a static game? We need new overall views that
can be historical/gothic/fantasy/modern and with all the pieces that belong.

That said :)
I really love the new brinks!
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 29, 2017, 01:16:29 PM
woot ! Bienvenue aux Cascades d'eau !
Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 01:22:47 PM
Used a translator. Does that mean "Welcome to the waterfalls"?

Title: Re: Embx61 Work in progress
Post by: Gatherer on June 29, 2017, 02:21:29 PM
Really looks spectacular!
Title: Re: Embx61 Work in progress
Post by: Gatherer on June 29, 2017, 02:23:59 PM
Is that small water tank a standalone piece or does it come together with the Archimedes screw?
Title: Re: Embx61 Work in progress
Post by: Bartender on June 29, 2017, 02:26:37 PM
This looks amazing! Time for our bannies to dig some true irrigation channels ;D.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 02:54:57 PM
Thanks guys.

@Gatherer That little box is just part of the screw. The water lifts up from the Archimedes screw into that box and then connector pieces can be added wherever the players wants to go with them from that box.

I did a trick in the NMT canals dump piece.
Under the pipe what dumps the water in the Canals I made a cylinder with the water texture applied to it
Then I made a tube and deleted all the inside poly's and the caps. I made it into a cone shape and added the water moving material to the cone and it surrounds the water cylinder.
Now it looks a bit like water is running out of that pipe.

As the pipe is a bit too low in the current version I uploaded I will raise it a bit so the water out of that pipe will be better to see.

@wiscoke

The Icons are not really all there yet.

@Paeng did made the whole set of Icons and we lost a bit of track with so many pieces what got added to the mod.
He send to me about 12 sets of several new Icons as I added pieces the last 2/3 weeks but I will get a new icon for the grass.

Had a little problem with the pivot and the pieces did not connect right but I have figured it out.
Those pivot points are sometimes giving me headaches. LOL

1x straight, 2x straight, 3 way gutters are done and 4 way gutter is on the way. Then I copy the 3way and 4way and flip the water moving planes so we have in and out flowing to make them in flowing water.

Then I need 2 end pieces and 2 corners and I think that should cover it unless some want a gate as well.

I made the gutters a bit wider about 3/4 as they were really a bit too small in the game.

I plan to put the gutter pieces in a own sub toolbar under the natural irrigation toolbar.


Title: Re: Embx61 Work in progress
Post by: elemental on June 29, 2017, 03:40:54 PM
I love the little ghost water channel going through the field. Brilliant.  ;D

The water in that little channel shouldn't really be blue though. Water is colourless, unless you have lots of it. I realise that you want to make it look like water and blue is the colour we associate with water, so blue is the obvious choice. It isn't bad the way it is now (I did start by saying I love it). I just wonder what it might look like if it wasn't blue. Might be better, might be worse. Something for you to think about and maybe experiment with but don't feel that you have to change it, because it does look very good already. I'll be building those channels, for sure.  :)

Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 04:48:06 PM
@elemental

You are of course right that water is colorless and that it is reflection of the sky what gives it it's color.

I tried to not use a water color plane when I started on the Above Channels weeks ago.

Without the blue (Or other color like green) the water is hardly noticeable on smaller parts.
You see it moving and on the wider channels it is not even that bad.

But I will do some more tests with some more colors. Maybe a shade of green as the water was not always that clean and lots of little channels in the Netherlands are greenish water.

What I am going to as a screenshot is not of that much value is going to add two dummy pieces 1 2x Gutter dummy piece and one 2x straight Channel dummy piece with the water texture the same as the banks and the wood of the gutters. Then players can try it out if they like it or not.

(http://worldofbanished.com/gallery/474_29_06_17_4_44_57.jpeg)
Title: Re: Embx61 Work in progress
Post by: elemental on June 29, 2017, 07:22:06 PM
It's tricky, isn't it? Too much blue and it looks like a modern day swimming pool, but no colour at all and you just don't see anything.

A murky, dirty colour might work. Maybe a muddy brown texture? Again, I don't know... it's tricky. Maybe just take the blue and tone it down a little?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 07:44:10 PM
Yes it is tricky. But I keep looking for some other textures and play with hue, saturation, colors in photoshop.

Luke uses a blue reflection plane deep beneath the world and if the colorless water runs over it gives the refection of the sky you see in the game.

I did not dig that deep as the channels are not wide like Red's Canals so have no access to that plane.

But even if I could access that plane still have to do something about the above water irrigation gutters as I cannot dig inside the farm fields.
Well I can dig there but the farm crop field texture going to hide it all because it is ghosted and not ghosted I cannot place anything on the farm crop fields as that space is already occupied.

We have to live with some limitations but ghosted is, whoever game up with that, a real blessing as it makes so much more possible :)


Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 29, 2017, 08:12:01 PM
Quote from: embx61 on June 29, 2017, 01:22:47 PM
Used a translator. Does that mean "Welcome to the waterfalls"?

yeah Google would translate it to that .... but it is not real waterfalls.... but made by men for recreation... water thematic parks ^^

we got that here at 3 miles away from home... it has been closed and sold 4 years ago

(http://www.voyagevoyage.ca/polopoly_fs/1.1419701!/image/valcartier2.jpg_gen/derivatives/landscape_490/valcartier2.jpg)
Title: Re: Embx61 Work in progress
Post by: brads3 on June 29, 2017, 08:24:45 PM
EB i have a question.i have been chasing issues today and i found 1 is connected to your water.i don't know why. it reflects the sjky on the mini map and i can't see it.my lakes and water are dark the old way.with your canal mod on,the lakes are like the sky and its making it hard to read the small streams and hills on the mini map.i don't know how else to explain it. i thought it was TOM's NORTH mod. i have disabled it,removed it from the winData file,and redid my entire registry and mod order.i narrowed it down by turning different mods on and off.

pic of the old way my mini map is.
http://worldofbanished.com/index.php?action=dlattach;topic=1752.0;attach=18310;image

pic of new way with bright lakes
http://worldofbanished.com/index.php?action=dlattach;topic=1798.0;attach=19546;image

i am using the old irrigation canal mod. thank you
Title: Re: Embx61 Work in progress
Post by: embx61 on June 29, 2017, 08:57:22 PM
Not sure what that can be.

I do nothing with the mini map.

I loaded a new game and the mini map was with dark blue water.

Then I loaded my Irrigation Mods one by one and the mini map stayed with dark blue water.

Either a glitch in the game or it is another mod what does something with the mini map?
Title: Re: Embx61 Work in progress
Post by: brads3 on June 29, 2017, 09:32:50 PM
it is strange. no the only mod i turn on and off is yours to change the mini map.i even have it way down in the mod order.i tried turning reflexion off as well.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 29, 2017, 11:14:20 PM
did you changed direct X ? from 9 to 11 ? cause that can do that thing
Title: Re: Embx61 Work in progress
Post by: Gatherer on June 30, 2017, 12:40:34 AM
Quote from: embx61 on June 29, 2017, 02:54:57 PM
@Gatherer That little box is just part of the screw. The water lifts up from the Archimedes screw into that box and then connector pieces can be added wherever the players wants to go with them from that box.

Could the water box be also made as a standalone piece then? To place at the end of the connector pieces.

Also...any plans to introduce some ghosted scarecrows aswell?
Title: Re: Embx61 Work in progress
Post by: brads3 on June 30, 2017, 06:53:40 AM
i tried several ways RED.the graphics controls have no  effect.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 30, 2017, 07:12:19 AM
i remember back at very begining of this game, some people were posting some minimap screenshots and the were with that, a sky reflection. and me back in time i never got that ... and i was pissed cause i found it alot more quality minimap than i have....

i did something with the settings and finally got it too like others.... but i dont remember what i did exactly. it was 2-3 years ago.
all this was in a post on this forum but i dont remember which one neither ^^

there is something changed in your settings...
Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 07:21:43 AM
Sorry brads2

I have no clue what this can be and what is causing it.

In my save file I used for all the tests, but never noticed because I never use the mini map, the lake in the middle is dark blue and the rest of the lakes, rives and streams are that refecting light blue you are showing.

All I am doing is using Bartenders moving water files on a plane. Even renamed the main folder to embx61 to avoid later issues if others using moving water as well and change those files.

I just don't see how other files like the blue water texture I use can cause such a glitch.

I think the game just randomly glitch out just as the wheel barrow dragging, the Trader not stopping at trade ports on certain maps.

As I said, in a new game I started yesterday I loaded the irrigation mods one by one and looked in the game in between and all stayed dark blue.

I even loaded Red's Canals just to see if it was maybe water flowing related as those files are altered slightly by Bartender and maybe we all missed it that it is fooling with the mini map but it stayed dark blue. Then I loaded Production set 2 what have the water well with moving water and all stayed dark blue.

That is all the mods I have what have moving water incorporated. I will test some new maps and see if it changes the color of the mini map.

If it changes on some maps but not others it is most certainly a game glitch.



Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 07:45:53 AM
Here a screen shot of the test save I use for about all my Mods.

I never looked before at the mini map and opened it up yesterday after your post.

The lake in the middle is dark blue the rest is light blue  ???

If some files messing with the mini map why then just a part of it and not all like your example?

I played with some video options on that map  and changed from DX11 to 9 and back, reflections setting from terrain, to everything, to nothing and all stayed the same.

(http://worldofbanished.com/gallery/474_30_06_17_7_45_18.jpeg)

Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on June 30, 2017, 08:13:14 AM
I also noticed this minimap water bug. It can have 3 states. Normal reflection like in EB's picture, no reflection with black waters and wrong reflection with reflecting an image where you even can recognize something like icons or so. It's a really strange thing and I never find the cause or any correlation to graphical settings or mods. Would be nice to solve this puzzle.^^
Title: Re: Embx61 Work in progress
Post by: brads3 on June 30, 2017, 08:20:46 AM

EB,that is weirded yet.it is funny how it did half the map 1 way and the other different.i tried to change reflections,shadows,11 to dx9,etc. no dice yet.
if i turn you off and NECORA'S riffle on it won't do it.not sure what the difference is. you are right it should not do anything to the mini map especially with the mod so low in the order.
RED,mine looks almost black and i wondered why mine never looked like everyone elses.then after i got this i wish i had my way back.LOL.well i do but i turn off the canal mod.it does it to me when i play with TOM's mod so i thought it was stuck in the reg.it is goofy for sure.

it is almost like the sky is upside dwon and coming out of the ground up through the mountains.

Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 08:21:53 AM
Thanks Tom for chiming in.

It is those kind of glitches what can cause us modders headaches as we try to look for a cause and hopefully solution if we find the cause while there is not really one if it is a bug in the C++ code from Luke.

The same goes for the famous Trade Port bug on lakes with a connecting river where the trader stops on certain maps but not on others.
It is I believe a pathing issue in the game C++ code.

But maybe other players can while they are playing take a look at their mini map and see if it changes during their game.
While it can be a bit annoying that the mini map have some display issues it is at least not what I consider a game breaking bug.
Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 08:29:51 AM
Not sure what Necora does in the Riffle mod because I don't have the source files.

I will do some testing with that mod to see if it changes the mini map in my test map.

In the video setting there are three settings for reflection. Terrain, Everything, and Nothing and all three settings don't change the mini map display.

I remember with the pink water issue in Reds Canals they were experiments with a plane upside down but I believe after Discrepancy found a workaround for the Pink water that extra plane was scrapped.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 30, 2017, 08:30:27 AM
but it is when the mini map is created, not in middle of the game you change the settings and hoping to see change...

do you have gforce experience btw ?
Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 08:44:44 AM
But the mini map does update  in the game somehow.
The brown/gray spots where buildings are build are showing on the mini map.

But that is maybe just a layer over the rendered mini map.

Yes I have GForce Experience but never really use it much and there is a bug that I never be able to download updates for the drivers through experience so I download it straight from NVidea site.
At least Experience tells me when there is a update for the drivers available. Seen many posts about this issue and the workarounds some people offer work for some but not others so far, including me.

But I hardly use the program anyway and to download an update for the drivers is easy from the NVidea site so not spent more time on it to try to solve the download issue.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on June 30, 2017, 08:57:50 AM
sometime with new update of experience... it can change some settings here and there , sometimes in some games.
it happended to me like 4 hrs ago... we got a new update... and it did changed all my setup in Civilization 6. out of the weird resolution it put me (1600x900) which i ve got to change back... i am seeing awesome looking changes in game. i never got so much details about rainforests and coffee resources ^^
Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 09:10:28 AM
I agree, the program looks awesome and you can have different video settings for each game I believe.

I must take another good look at it again and start to use it more often for some games.
Title: Re: Embx61 Work in progress
Post by: Paeng on June 30, 2017, 04:32:21 PM
Quote from: brads3 on June 30, 2017, 08:20:46 AMit should not do anything to the mini map

Yeah, that mini map problem is as old as Banished...  :(  I'm pretty sure it has nothing to do with mods.

Long time ago I tried all kinds of things - but it's hard to test, because once a map is loaded, the mini map is sort of persistent... any changes to graphic effects, DX version and so on will only show when loading a complete new map...

---

* on a different note - currently I'm more offline than online... my ISP is totally crazy, I'm lucky if I get one hour connect in a day...  >:(

Also Berlin has been hit by storms and HEAVY rains (like 200 liters per square meter) for several days, everything is flooded or washed out... people are swimming in the streets - literally! Well, it's "summer", after all  ???

Title: Re: Embx61 Work in progress
Post by: embx61 on June 30, 2017, 04:39:12 PM
Thanks for clarifying the mini map issue @Paeng

Hope your ISP is fixing the issue and that Berlin get some much needed sunshine :)

Title: Re: Embx61 Work in progress
Post by: Paeng on June 30, 2017, 05:15:56 PM
Quote from: embx61 on June 30, 2017, 04:39:12 PMBerlin

It's crazy here, I never saw anything like it (in Berlin)  :o

https://www.youtube.com/watch?v=lR_3PLH6yx8
(see the guy swimming at 00:50 LOL)

All that water - just from rain, it's not a river going over or such...
Title: Re: Embx61 Work in progress
Post by: elemental on June 30, 2017, 05:18:16 PM
Quote from: Paeng on June 30, 2017, 04:32:21 PM

Also Berlin has been hit by storms and HEAVY rains (like 200 liters per square meter) for several days, everything is flooded or washed out... people are swimming in the streets - literally! Well, it's "summer", after all  ???


Swimming in floodwater is crazy!  ???  How hot does it get in summer in Berlin? I hear about all these heatwaves in Spain, France, England. Hope you aren't getting any of that.
Title: Re: Embx61 Work in progress
Post by: Paeng on June 30, 2017, 05:36:37 PM
Quote from: elemental on June 30, 2017, 05:18:16 PMHow hot does it get in summer in Berlin?

Normally we don't get that much heat - at the height of summer we get temps in the 30's (Celsius), so quite bearable... Lately we had a short spell closing in on 40°C - then the rain started.

But then, what's "normal" these days?  :D
Last few years weather conditions are upside down and totally unpredictable... Last year we even had (smallish) tornados, something most people here only know from american movies   ;)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 01, 2017, 12:00:51 AM
we got that here like 3 months ago at spring. it never stop to rain and all the winter snow were smelting.... all rivers and the St-Lawrence seaway were flooding...
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on July 01, 2017, 06:20:14 AM
Last year we had so much rain that people's swimming pools were popping out of the ground from the water pressure. At one point we had individual storm totals of 21,13 and 9 inches.
Title: Re: Embx61 Work in progress
Post by: Abandoned on July 01, 2017, 07:06:20 AM
Where are you @The Pilgrim ?

  So much rain here this spring, I couldn't get my garden planted, getting worse every year, worst year yet.  Tomato and cucumbers in pots, and beans in garden may be like bannie's crops, frost might get them before we do.
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on July 01, 2017, 07:09:31 AM
I am in Florida. That came from a hurricane, a tropical storm and the biggest one was a system that sat over us dumping rain for almost 3 weeks. I felt like I should have been building an ark
Title: Re: Embx61 Work in progress
Post by: Abandoned on July 01, 2017, 07:16:05 AM
ah, Florida.  We've been feeling lucky up here in Wisconsin because we've been missing a lot of the worst storms, tornados keep getting closer and more frequent.  But bad enough, pouring rain, wind, hail, one day 90 degrees next day 50 or 60.  An ark not a bad idea  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 09:48:44 AM
Had some problems with the Pivot points but with the help from RedKetchup I made it work.

Ghosting is different then just placing regular stuff on the map as the width and height are both set to 0 in the template files.

But it is all working now, thanks Red :)

elemental supplied me with some edited textures by him for the water.
It already looked better then the darker blue I used and I even tried green but it was too close to the grass terrain in Banished and looked a bit odd in the gutters.

Then I read a post by RedKetchup in his Valley thread were he added new terrain. He layered two textures on top of each other and used opacity.
I used the toned down water texture from elemental and overlaid it with another texture supplied by him and set opacity of that texture to 70.

The result is not bad at all IMHO and looks way better then the harsh blue.

The Archimedes screw have running water coming out of it. Sadly because of the scale it is hard to see but it gives me ideas to make waterfalls in the game :)

Now all is working all I have to do is to use the old brownish texture for the banks and so two variations of bank colors are available.

I not going to F key those as with F key it switches every time to the other texture and it can be a bit of a pain to place pieces with the same texture and mixing then up just look plain ugly because of the straight intersection lines where the pieces meet each other.

I doing it like Red has done with his Canals. Each texture variant on it's own toolbar.

Hope to release the new Beta version later today or tomorrow morning.
I need a couple more Icons so some icons are double till Paeng can make me some :)

I need one Icon for the grass to make it more inline with the plants icon. Then I need one Icon for the screw, the icon for the gutters sub toolbar and that should be it as I recycle the other icons on their own toolbars.

(http://worldofbanished.com/gallery/474_01_07_17_9_32_51.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 01, 2017, 09:56:47 AM
looking very good :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 10:13:48 AM
Thanks Red :)

I just made the box at the screw 0.5 smaller a you suggested, moved it a bit, and that did the trick :)

I personally think the water looks way better too as it is more grayish then the harsh blue but of course opinions can differ from player to player.
Never thought of a overlay and play with opacity :)

I cannot do more then some basic stuff in Photoshop like putting several textures together in 1 texture and play with hue, saturation, etc. settings, but that is about it.

I just copied my mesh with all the Channel pieces and deleted all the gutter parts as I not change the texture on those.

Now have to attach the new texture to the pieces and do some copy/paste and renaming the files in the Models folder for that texture.

Then add another toolbar for the new texture variant and it should be ready for Beta.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 01, 2017, 11:00:37 AM
we are still learning every day :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 11:12:37 AM
Yes, Modding is a constant learning process.

The old channels used wood as building requirement. There is hardly any wood in these channels besides the pumps, bridges, connectors, gate.

I was thinking of just add 1 wood for all the pieces except the bridges, pumps and increase the work cycles a bit.

The 1 wood is used for the lining out of the channels (They used wooden spikes and boards attached to those spikes to measure depth and width) so it make sense to use 1 wood. Digging is a hard labor activity without machines so to increase the work cycles sounds right too.

I not going over board but was thinking in the range of 16 to 20 work cycles?
Title: Re: Embx61 Work in progress
Post by: brads3 on July 01, 2017, 12:29:01 PM
are you going to go back and change the water textures to the other canals too?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 12:40:53 PM
If I have released this version and most players like the texture more then the real blue then I am going to change the texture to the other sets as well so they match.
Title: Re: Embx61 Work in progress
Post by: brads3 on July 01, 2017, 12:51:46 PM
i'll want to test to see if it fixes my mini map.:)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 01:07:51 PM
Couple more hours to tie some lose ends up and I will upload a new version :)
Title: Re: Embx61 Work in progress
Post by: brads3 on July 01, 2017, 01:40:15 PM
don't hurry.NASCAR .race is on tonight.be tomorrow b4 i get to try it anyhow.
Title: Re: Embx61 Work in progress
Post by: wiscoke on July 01, 2017, 01:53:46 PM
The old water texture gives a nice contrast with the old brown ground texture and the plants and flowers along the banks.  The new one is more realistic. I don't know which to choose. Maybe both water textures ? ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 02:16:51 PM
I like to give the players as much options as possible and the only thing what refrains me sometimes if the poly count or the size of the mod goes up too much.

Lots of times it is a balancing act between lots of details, more options, lots of F Key variants and try not let the poly count run up too much.

For another texture for water I have to copy the whole mesh again, assign the new water texture to all the pieces and copy and paste/rename many mesh and graphics files and it will add up in poly's. All the current poly's will be doubled for just one texture addon.

The whole mod with two variations textures for the banks is just over 12 megs. Not too bad for about 24 channel (With 6 F key variations for the 2x straight and 3 F Key variations for the 1x straight) and 12 Gutter pieces for a total of 45 pieces. But adding just another water texture will probably bring it up to 18 to 20 megs.

Then because of the two different banks colors I will have to do this twice and so the set becomes just too big IMHO.

The only thing if a majority wants this is to add the blue water to the brown banks texture version and the size will end up about 3 megs bigger and the polycount goes only a bit up as I have to copy only the gutters pieces, assign the blue water to those, which in the current version I am working on are the same for both variants.

I personally love the more realistic water color more then the blue and without the screenshots and edited textures from elemental and the posting from Red about the layer with opacity I never would have thought of this as I am not that good with Photoshop.
Title: Re: Embx61 Work in progress
Post by: elemental on July 01, 2017, 03:57:29 PM
That turned out better than I expected. I'm glad that I was able to help. If you or anyone else wants any help with textures just let me know.  I don't know much about 3D modelling but I can do textures. :)

I didn't know it was possible to play with opacity. From what I've heard it had to be 100% opaque or 100% transparent. Whatever you did, it looks good.  :)

Like you, I definitely prefer the new blue but good idea to include both. Giving the player choice is always a good approach to take.  :)

EDIT: now it get what you did. The opacity overlay was done in photoshop, not in game. Endless possibilities with multi-layered textures in photoshop. You hit a good combination.
Title: Re: Embx61 Work in progress
Post by: elemental on July 01, 2017, 04:15:46 PM
One more idea... I'm not sure if you have already done this but is it possible to have a screw piece that sits directly in the lake/river? Those little ghost field channels are brilliant but it won't always be easy to fit the whole irrigation ditch system into every agricultural area.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 04:17:51 PM
Yes elemental.

In Photoshop I had your edited blue water texture and laid the texture from the un deep water on top and played with opacity so it started to blend.

Indeed many possibilities this way and by accident read about it that redKetchup did this for some textures of his Peak Valley Mod so gave it a shot and was quite surprised with the outcome.

Thanks for the offer on helping us modders out with stuff we, or at least some, are not so good at.
Paeng made all the icons for me and that helped a lot time wise and besides the time my Icons would have plain sucked :)

I think we as a community are not that far of from Black Liquid.
They maybe on paper have a real dedicated team but here the help we modders get from the community is refreshing and very, very helpful.

Helping with texture editing, Icons, play testing, numbers crushers, giving ideas, feedback and bug reports, just too many to name them all.

It saves us a lot of time and it is appreciated :)

Thanks you all :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 04:19:53 PM
You mean the crew for the gutters straight into river or lake?

Sure, It will have to be a tiny bit larger (longer) as to reach the water as it is more deep then my channels.

I will work on that for the next release :)
Title: Re: Embx61 Work in progress
Post by: elemental on July 01, 2017, 04:53:30 PM
Quote from: embx61 on July 01, 2017, 04:19:53 PM

I will work on that for the next release :)

Great.  :)  That one little piece would give this whole set even more possibilities for use.

I can do icons too, but they are difficult. It's very hard to get a good image in such a small space. Even harder if you don't use any colour.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 01, 2017, 08:03:35 PM
Uploaded version 17004 of the Natural irrigation set.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 03, 2017, 10:01:53 PM
Still doing some small stuff with the Irrigation Channels but it become a bit boring working on the same stuff over and over so take a small break from it to create something new.
Did not make a building for a while so create a building.
No worry, some new content will still be added to the Irrigation system.

A request I see often from @brads3, and some others, is a sort of Industrial Store what works as a market but stores all kind of resources where most of them are normally stored on a stockpile like stone, coal, logs, iron, Custom1(Forged), Coal Fuel(Minerals), All the fuels, Custom4(Construction), and Custom5(Raw Materials) and maybe tools.

Footprint will be probably 6x7Including Road and a storage capacity of about 16000. Thinking of 6 Vendors that can be employed.

But all values can change on feedback I hopefully receive.

Now what to call that building? General Store, Industrial Store?  (Lowes? Praxis?) LOL

Industrial sounds not really that medieval to me and a general store probably sells food, textiles, clothing too and I don't want to add those this to this building.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 03, 2017, 11:55:40 PM
Home Hardware ? Costco ? ^^ Walmart ?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 04, 2017, 04:17:06 PM
Uploaded the Materials Store.

Can be found in the 107 Download section

ENJOY!
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 04, 2017, 05:49:47 PM
thanks you :)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 05, 2017, 10:13:17 PM
@embx61 I know I said this in PM - but, it's only worthy I say so here too - I can't thank you enough, that little farm irrigation piece is just ...  amazeballs!!

I am completely thrilled that the idea has come together in the way that it has, and you've been able to do it - it looks fantastic!!!  I like both the water textures, I haven't made a decision as to which is my favourite, I'm still just thrilled that you managed to get the farm irrigation working :D

I wonder - that little wood bridge - is that stand alone, or a part of the irrigation piece?
I have been hunting for a good land bridge for a while, and put a request out a month or so back, and wonder - until a larger one has been done - that may actually fill a small gap in my needs.  ....  thoughts??
http://worldofbanished.com/index.php?topic=1758.0
Title: Re: Embx61 Work in progress
Post by: embx61 on July 05, 2017, 10:25:02 PM
The bridge is part of the channel.

I will later make that bridge ghosted so you can place it anywhere.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 05, 2017, 11:58:14 PM
@embx61  that would be excellent!!  That bridge is lovely and well suited to the mod (of course, lol) :) 
No rush :D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 06, 2017, 01:05:18 AM
I can make the bridge longer too.

How long you want it? It is now 3 tiles long(steps, landing, steps, or can make a little set like 3 4 and 5tiles long.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 06, 2017, 01:17:04 AM
A little set would be lovely, I normally would be interested to step over my long conveyor belt stockpiles (1x30), and similar.
But, making little ponds for things too with the riffles mods, I could see a use for longer sets. :)

Also, intime - I was thinking about nice, tall ones.  Nice tall landbridges, add a new dimension to the game, going over the city :)
Maybe one day ...  :D 
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 06, 2017, 06:02:08 PM
@embx61 I posted in @kid1293 Botanical Garden thread (http://worldofbanished.com/index.php?topic=1823.msg36913#msg36913) about a little cross over, where an adjoining piece from your irrigation set, to his new botanical building, may be considered, and I hope that you both consider it.

However, this has taken me to another thought - what if, as a generic option, a 'garden hose' or a 'house connection', where the irrigation pieces can go right up to a building, and end at the building. 

Say for instance, your Apothecary needs water, and we get the water from the well, we need workers etc - which is great, but, visually - we could put pieces of the irrigation mod from the well, to the apothecary and it looks all plumbed in, we still need the well to work (because, well, duh - I'm not entirely devoid of logic at this moment, hahahaha), but, a little visual tool - it's just an idea???

The same for the bakery, where it needs water, it can be 'plumbed' in, still need the workers at the water well.

And, lastly - if I may be so bold as to share my pasture energy here, I'm running on natural fuel today ...
(perhaps laugh if you see the pun there, ;) ) We have the farmers irrigation channels, what about ones that can run into the pastures, and rather than just 'end', what about a watering trough.  There are watering troughs (admittedly in MM deco) in some mods - but, whether or not they are at your irrigation height, I don't know. 

What do you think?  With another couple of little pieces, a whole new couple of major ideas can be explored - pastures, and plumbing :D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 03:27:38 PM
Query wants a ghosted bridge.

The carpenter in me is working on a bridge and a bridge it is going to be as I go all out on this one.  :P

Sad it is ghosted or I would charge 100 logs for this sucker  :P  :D

(http://worldofbanished.com/gallery/474_07_07_17_3_24_02.jpeg)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 03:33:43 PM
Hmmm..

Thinking about it maybe I should spin the lower two steps 90 degrees so it won't interfere if she puts it over a 4 wide stockpile as the Bannies cannot access the steps this way.

The bridge walkway is two tiles high so that should be enough to go over stockpiles I think.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 07, 2017, 03:45:40 PM
wow that bridge is beautiful !!
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 03:52:01 PM
Thanks Red

Always nice to create something different :)

You think 2 tiles is high is enough for stockpiles to go over them?

I did not do the code yet so cannot test in game.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 07, 2017, 05:31:37 PM
euh.... i guess. you can also load a stockpile resource on blender , check the "pile3mesh" height and know exactly how much it needs.
although some made stockpile covers... maybe they remember how height they had to put those.
Title: Re: Embx61 Work in progress
Post by: PredatorBeing on July 07, 2017, 05:33:49 PM
Very nice. Question, is the absence of rails on the landings intentional or an oversight?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 05:39:15 PM
Not an oversight.

Still working on the bridge and the landings will get railings as well :)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 07, 2017, 07:18:43 PM
Oh wow, @embx61 just ...  lovely :)
You gave me sniffles ...

As an aside, my beloved Grandfather was a retired wood turner, he loved his job, and I miss the smell of his workshop.
Ironically (thankfully :D ) wood dust is one of the only things in nature that doesn't set my allergies off, hahahaha
My love for him always did bolster my health, I hope he knows that now. xx

Anyway ...  back to non-sniffly topic ...

Looks fabulous, I would suggest making 1 ghosted (for over things), and 1 un-ghosted, for normal gardens etc with benches & so on - and you can charge your 100 logs :D Worth it!!  :D :D :D :D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 07:45:32 PM
The problem with non ghosted is that you cannot place them over other in use game tiles.
That is why the irrigation gutters had to be ghosted too so they can be placed over cropfields.

It is possible in some ways by using the RedKetchup Overlap Technology so to use one row of tiles and let the rest overhang but you limit the players as where they can place it as where the row is nothing can be build as the placing squares are turn red.
But I will still look into that as well later.

Ghosting the player can even put the bridge inside a house if they wish :)

I turned the steps at the bottom at each side 90 degrees otherwise the inside will be blocked if for example placing this bridge over a stockpile.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 10:36:10 PM
Bridge over the stockpile Kwai :)

Now have to do the floor and some touch ups and this bridge is done.

Fix that damn Icon too as I made a typo I guess.

(http://worldofbanished.com/gallery/474_07_07_17_10_31_34.jpeg)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 10:43:11 PM
O crap.

I just realize that a floor probably not going to work on a ghosted piece?

How the hell do the Bannies know they can walk over that bridge?
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 07, 2017, 11:00:49 PM
euh... dunno try it ^^

if doesnt work... you maybe can make 1x1 at one of the stairs entrance and make all the mesh (everything else) ghosted. maybe there it will work.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 07, 2017, 11:48:14 PM
It only works on that 1 tile. The rest they just walk under it as it is not existing.
The drawback of ghosting as the Bannies not even know it is there :)

O well, noting I can do about it so it is pure decoration.

I shall later see if I am able to build a real bridge out of it but have to see how that goes in the code from Luke as I never build a bridge over a river yet.

I know it has to be in a couple of parts, like start, middle, end I believe.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 08, 2017, 12:09:26 AM
Quote from: embx61 on July 07, 2017, 11:48:14 PM

I know it has to be in a couple of parts, like start, middle, end I believe.

start, 1 tile, 2 tiles, 4 tiles,8 tiles i think
Title: Re: Embx61 Work in progress
Post by: embx61 on July 08, 2017, 09:46:56 PM
With the ghosted bridge on hold I am working on the houses what will closely resemble the Boarding House.

2 are done and working on the third. Then I will make a wooden version of a Doctors House.

Then need to make all the building stages, AO maps and the coding.

(http://worldofbanished.com/gallery/474_08_07_17_9_46_16.jpeg)



Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 08, 2017, 11:41:30 PM
@embx61 that bridge looks awesome :)  I can't wait to see it & the little brother of it in game (mine, I saw it in yours, haha) :D !! I have no idea about the code, but I would hope that they would be curious enough to go and see what it was when it was built?  Maybe ...  they are strange creatures ...

Those houses look incredible!!  I really like the look of them. 
Will you produce a set (do you think, ever?) that can be in a row?
I don't mind the individual sitting houses, but some of these with the same textures may look good with different fronts & rears, but sit flush with the neighbours for a row series :D

<--- I know where the exit is ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 08, 2017, 11:45:33 PM
I maybe one day create some houses which can be placed in a row.

The wooden houses I creating at the moment not really fit this concept.

So much to do so less time and after this set is done (1 more house and a doctors house I am up for something different first. :)

Probably back to the irrigation for a bit.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 08, 2017, 11:53:24 PM
I can release the bridges as they are done as ghosted.
But they are not functional so pure decoration only as Bannies not recognizing ghosted items and I cannot set a pathing string in the template file for ghosted items. :(

And if I make the land bridge just buildable the spaces (3x10) are occupied so nothing can be build under it unless those items are ghosted.

If you want them I will compile them (2) as decoration.

Or else have to wait till I get them as a real bridge but that can take a while as I have to study the code first how it is done as I never build a bridge yet.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 09, 2017, 06:35:24 AM
Working on the Hospital.

The 6 houses are done except for the building stages and AO mapping.

Now I going to watch Columbo and take a rest as I am up the whole night.

Later today more....

(http://worldofbanished.com/gallery/474_09_07_17_6_22_36.jpeg)

Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 09, 2017, 06:46:13 AM
wow thats looking so goood !
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 09, 2017, 06:47:53 AM
 :)  @embx61 I'm ready to see what you have :)  Testing those ghosted bridges will be awesome.
At the moment, I'm thinking it would be the way they look anyway, I'm not entirely sure that my Bannies would cross the correct bridge if they needed to do so - haha.  Smart, yes.  Common sense - not always ;)

My original idea other than the large city land bridges, was for the small ones, ghosted, to go over the small things like stockpiles etc - so, I'd be more than happy for them to come out that way :D  Thank you :D


ps:  That hospital looks excellent!!!
Well done!!!!!! :D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 09, 2017, 06:51:42 AM
Thanks Red

The more I look at it the more it looks a bit like Noah's Ark. LOLOL

I decided to try a bit with some rounded pieces.
I normally not really like to work with rounded pieces in max but alas it was time to give it a shot as Query think we are not rounded enough  :P
Title: Re: Embx61 Work in progress
Post by: embx61 on July 09, 2017, 06:53:29 AM
Okay, I take a rest first and then compile the ghosted Bridges some later and upload them.



Title: Re: Embx61 Work in progress
Post by: embx61 on July 09, 2017, 01:33:59 PM
@QueryEverything

Here is the ghosted bridges file.

Download (https://drive.google.com/file/d/0B1Pi5G-4I06jQlZiSnRNT2tRSEU/view?usp=sharing)

They are sadly not functional because of the ghosting and Bannies not use them.
So pure decoration and that is the reason I not really add them as a original mod in WoB Download section.

I will later see if I can make a real bridge over water out of them.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 09, 2017, 04:04:19 PM
Quote from: embx61 on July 09, 2017, 01:33:59 PM
@QueryEverything

Here is the ghosted bridges file.

Download (https://drive.google.com/file/d/0B1Pi5G-4I06jcDRlMWZuaDhqVjA/view?usp=sharing)

They are sadly not functional because of the ghosting and Bannies not use them.
So pure decoration and that is the reason I not really add them as a original mod in WoB Download section.

I will later see if I can make a real bridge over water out of them.

Thank you good Sir :D 
Wooohooo!!!
Title: Re: Embx61 Work in progress
Post by: embx61 on July 09, 2017, 04:15:24 PM
Your welcome :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 09, 2017, 04:50:22 PM
The Hospital mesh is done.

Added the Boarding House to the set as well.

So far 1 Boarding House, 1 Hospital, 6 Variant houses.

To do, Small Chapel and a School.
Then all the building stages and AO mapping.

I will release after the chapel and school are done.
I will later add a Town Hall and a well to the set but after 10 houses it is time to do something else for a change :)

(http://worldofbanished.com/gallery/474_09_07_17_4_46_38.jpeg)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 10, 2017, 07:12:34 AM
After a bit of thinking I redid a part of the hospital as I think the round ends are not really fitting for a hospital.

I will do the back of the chapel rounded so Query can still be a happy camper :)

The hospital is finished and now start working on the chapel.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 10, 2017, 11:46:06 AM
Hospital is Finished including the build stages. Only have to do AO mapping.

The Chapel is almost finished :)

As I said in the earlier post the round part fits the Chapel better then the Hospital I think.

Only school to go after the chapel so it looks like a release about mid week :)

(http://worldofbanished.com/gallery/474_10_07_17_11_41_09.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 10, 2017, 11:50:14 AM
thats look so awesome !
Title: Re: Embx61 Work in progress
Post by: elemental on July 10, 2017, 03:13:28 PM
I love the church. Is there a barn in this series? I can't remember if you have already released one using these textures.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 10, 2017, 03:25:57 PM
After the school I will make a barn and a Town Hall as well but do it after after release.

After 10 buildings it is time for something different first, but it will not take that long before I add those.

Title: Re: Embx61 Work in progress
Post by: taniu on July 10, 2017, 03:30:39 PM
@ embx61  :)Fantastic buildings. I have a question if the hospital can be smaller adapted to small maps or upgrade it later to the same as in the picture?Cheers!
Title: Re: Embx61 Work in progress
Post by: embx61 on July 10, 2017, 03:42:22 PM
The Hospital is not that big as I changed it already to get rid of the rounded parts and use one of those on the chapel.

Footprint Hospital = 8x5  (Vanilla 7x7) Including roads  (You have to put those people  somewhere :)

Footprint Chapel 4x8 Including road (Vanilla 12x6 I believe)

Boarding House 10x5 Including road.

Houses same as Vanilla 4x5 Including Road.



Title: Re: Embx61 Work in progress
Post by: taniu on July 10, 2017, 04:14:08 PM
 @ Embx61 :)Fantastic message,Thank you. I really liked watching the Columbo series
Title: Re: Embx61 Work in progress
Post by: embx61 on July 10, 2017, 04:36:07 PM
Yeah, I like Columbo too :)

Peter Falk (RIP) is just great as Columbo.

Chapel done including the building stages :)

Did the building stages for the Hospital too.

Now create a school and the building stages for the six houses.

Then AO mapping and it is ready for version 1 :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 11, 2017, 02:20:46 PM
All is done but because I am a bit before schedule I decided to toss a Barn is as well :)

That is really it then for the first release. A Town House have to wait till the next release.

Bit busy working on the village set and helping Pilgrim out with his New Colonials Sets but we will get there :)

Hope to release first version of EB Small Village either tomorrow or Thursday. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 12, 2017, 12:42:31 AM
Version 17001 released of the EB Small Village Set :)

ENJOY!

Title: Re: Embx61 Work in progress
Post by: embx61 on July 13, 2017, 03:04:18 PM
Not much to report.

Working on and off on the New England Housing set for @The Pilgrim

The "lean to" is compiled, now working on the 2x4 set.

And do some testing sessions with The Natural Diversity Mod.

I have a bit of a creative burnout so the above is good for a change.

But soon the fire will be lit again and will start working ome on the channels (Another Archimedes Screw and a Tunnel so the Irrigation can go through the mountains.

Probably a Town hall and Trader for the village set.
Still want to make a bridge too :)

Title: Re: Embx61 Work in progress
Post by: Maldrick on July 14, 2017, 04:42:24 PM
Quote from: embx61 on July 12, 2017, 12:42:31 AM
Version 17001 released of the EB Small Village Set :)

ENJOY!



Heya, @embc61 :)

Been playing around with your mods a bit since very recently getting back to the game as I wasn't on 107 before, mostly.  Love your new village set and can't wait to see what else you come up with for it.  Love your mods in general, really.  Still getting re-set up and testing, etc, so haven't played a real game yet but I've been testing out different things and your production mods are fantastic.   Really looking forward to using them on my next map when I really sink in.

Had a quick question for you.  Hope this is the appropriate place....The health goods produced by the apothecary in your production set....Do they work any differently than herbs do?  Love that whole chain, and noticed they seem to have a nice value on the trader, but wasn't sure if there was any difference when used by bannies compared to regular herbs.

Thank you, and I hope you are doing well.
Title: Re: Embx61 Work in progress
Post by: Maldrick on July 14, 2017, 04:55:02 PM
Oh, also wanted to ask...I noticed that in a couple of your production buildings there are goods that can be made that aren't used by anything...that I saw at least.  Like glass from the glassworks and linseed oil from the oil press.  Was just curious if you have anything planned for those?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 14, 2017, 04:59:58 PM
@Maldrick

The items work the same as herbs.

The have the health flag just as herbs do.
The toolkit not allow to do anything else with the health mechanism.
It is just as food, the bannies don't care if they eat a value one corn or a value 3 bread.

Lots of production chains are just to give the game more content instead of really change gameplay because if the Toolkit limitations.

Just saw the other post too.

Glass is used in the newest version of the church. It is a construction material.

Indeed some end products are trade only like the linseed oil, pouches, saddles.
But I have plans for the linseed oil as woodcarvers use linseed oil and paint/varnish can be made out of it.

Paint can then be used as a material what is needed for certain buildings now Luke has implemented the up to 6 building requirements.

I wanted to have a Tanner and leather worker chain because it as very common in medieval times realizing that products what can be produced are trade only.

I could have let the leather worker made leather jacket what bannies use but it would not be any different then the winter coat.



Title: Re: Embx61 Work in progress
Post by: embx61 on July 14, 2017, 05:18:03 PM
To follow up on the trade only items.

The game could just do with just four crops/orchards.

Just 1 grain, 1 vegetable, 1 fruit, and one protein crop/tree.

That is all the bannies need to stay healthy. They don't care if it is a nut or venison, or a end item out of a production chain.
As long it is protein that part of the health system is fulfilled.

Many more crops are created because players like variety even when the gameplay not really change by adding all those crops.

Same goes for some production chains. Even when they not really change gameplay mechanics they add to the variety of the game but indeed some of the end products have no real use and end up as trade only items.


Title: Re: Embx61 Work in progress
Post by: Maldrick on July 14, 2017, 05:40:03 PM
Quote from: embx61 on July 14, 2017, 04:59:58 PM
@Maldrick

The items work the same as herbs.

The have the health flag just as herbs do.
The toolkit not allow to do anything else with the health mechanism.
It is just as food, the bannies don't care if they eat a value one corn or a value 3 bread.

Lots of production chains are just to give the game more content instead of really change gameplay because if the Toolkit limitations.

Just saw the other post too.

Glass is used in the newest version of the church. It is a construction material.

Indeed some end products are trade only like the linseed oil, pouches, saddles.
But I have plans for the linseed oil as woodcarvers use linseed oil and paint/varnish can be made out of it.

Paint can then be used as a material what is needed for certain buildings now Luke has implemented the up to 6 building requirements.

I wanted to have a Tanner and leather worker chain because it as very common in medieval times realizing that products what can be produced are trade only.

I could have let the leather worker made leather jacket what bannies use but it would not be any different then the winter coat.





Right...The limitations are a shame but they are fun to play with, regardless. :)  Just wasn't sure if there was any difference between herbs and the processed goods.  If there is ever a Banished II, I hope there are many more tiers to just about everything that can be modded.  But for now they are still lots of fun.

I've been testing production in debug to make sure load orders are right...Completely blanked on the new building requirements.  That sounds awesome.  Don't have your church loaded currently as I'm going for a more Colonial theme with this one, but thinking a big medieval town like the one I was working on before is in order next map and your church has been at the top of the list for that now that I'm on 107.   Was skittish about using the new mods on 106 before even though that one probably would have been okay.

Just found a seed I really like for this.  Going to get into it.  Thank you very much for answering my questions!
Title: Re: Embx61 Work in progress
Post by: embx61 on July 14, 2017, 07:12:00 PM
The extra building requirements are at least somewhat helpful as to give some produced products a usage besides trade.

But indeed more levels of clothing can be helpful too.

Pottery was also very common and sadly RedKetchup have the end product as trade only to so far.

But if Red get to upgrading his NMT he can make pottery bottles as product which then can be used in other chains like I did with the apothercary and glassware.
I think pottery bottles would fit the theme better then glass.

But sadly many products will be end up as trade only because of the game mechanics.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 14, 2017, 08:01:17 PM
yeah and also it complicate things alot for moddlers... and players too
Title: Re: Embx61 Work in progress
Post by: embx61 on July 14, 2017, 08:11:10 PM
LOL

All looked well in Max with the New England Houses.

I load them in game and the walls, roofs are all messed up.

I was like WTF????

Then I looked at one UV map in max and the red part was overlapping way over the square.

Then it hit me. I had to set in the xxxxxxTexture.rsc files the AddressMode to Repeat instead of Clamp. Phew , glad that worked as I was not looking forward to align all those textures.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 15, 2017, 11:09:11 AM
Just released in the 1.07 download section a spreadsheet with all the production values of all my mods.

Many thanks to esterhb for giving me permission to edit and use the spreadsheet what is a edited version of the Colonial Charter Spreadsheet made by esterhb. :)

Need Microsoft Excel or any program what can read Excel files.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 17, 2017, 03:44:50 PM
Currently working on a Trading port what matches the Small Village Set.
Footprint only 8x8 so quite smaller then the Vanilla Trading post.

After that I will do a smaller Town Hall as well. I thinking about adding a market as well but not doing all separate stands though as I have done this allready.
And I personally think that the market set stands are already quite close to the Small Village look so not sure if another Market is really needed so it is at the moment at the backburner but if enough players like a market like the Vanilla Market on one footprint what store about everything I will consider it.

Not sure when, but plan to make a set of all the Vanilla production/gather buildings into a Addon Small Village Set and matches the Small Village textures as well.
When all is done about every building from Vanilla will be in the Small Village set and the Small Village production addon set.

The Herbalist building is IMHO close enough that it fits the Village set so do not need to create that one. Maybe I do a couple of small changes to the roof and add it as a spate building to the set and leave the other Herbalist for what it is.

So I have to create a Gatherer, Hunter, Fisher Hut, Forester, Wood Cutter, Tailor, and Blacksmith.
I never made those buildings yet so I have at the moment the drive to do them :)

Please don't expect it will be done tomorrow :) but it will be done sooner or later.

By that time it is maybe time to get rid of small and just name it EB Village Set and EB Village Production Set. LOL

Title: Re: Embx61 Work in progress
Post by: elemental on July 17, 2017, 04:04:08 PM
Would you please consider making some specialised traders? I find that the CC system works really well, so well that I never build vanilla traders any more. Food trader (only attracts food sellers), farm supplier (only attracts seed merchants and ranchers - this one is super handy, because as you know it can take ages to get seeds and animals with just a vanilla trader), industry supplier etc. They don't have to have different models, using the same model for all of them is fine and you can still make a general trader.

It's great to see that this set is growing. Themed sets are a lot of fun. :)
Title: Re: Embx61 Work in progress
Post by: ancientmuse on July 17, 2017, 04:19:47 PM
@embx61

I like the idea of a single market to match your set like the vanilla market (but with a smaller footprint, the vanilla market is huge).

The individual markets are very nice, but they're only usable when you've built up a big enough population to hire a vendor for each and every one of the single individual markets, otherwise you're having to bounce around your vendor all the time from one market to the next to keep them stocked with all the different goods.

With one general market, then you only need to hire one or two vendors to work it.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 17, 2017, 04:21:55 PM
Yeah, as long as I don't have to change too much to the mesh I will do it. :)

I can add a sign to the trading ports so players can read what kind of trading port it is.

So a Food only trader.
Farm Supplier. Sells only seeds and livestock. What are ranchers? Or are ranchers selling the livestock?
Raw Materials and Construction.  So stuff like Stone, Iron, Logs, CoalFuel (Minerals), Custom4(Raw Materials), Custom5(Construction).

And then of course the all in one as Vanilla.

And as for the ones what not trade for livestock I only have to change the little 3x3 pasture where the animals are delivered and just add a extra small storage hut or overhang in that place.
That is not that much work.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 17, 2017, 04:26:25 PM
Okay @ancientmuse

I will make a market as well.

How about 9x9 as footprint. (1/4 smaller then Vanilla which is 12x12) I not really want to go smaller as the scale would be really off and it would not be balanced and fair to give it the same storage capacity as the Vanilla one.
Title: Re: Embx61 Work in progress
Post by: ancientmuse on July 17, 2017, 04:35:04 PM
Quote from: embx61 on July 17, 2017, 04:26:25 PM
Okay @ancientmuse

I will make a market as well.

How about 9x9 as footprint. (1/4 smaller then Vanilla which is 12x12) I not really want to go smaller as the scale would be really off and it would not be balanced and fair to give it the same storage capacity as the Vanilla one.

Sounds perfect !

I love the textures of your village set, so it will all look amazing once put together as a whole town.

Looking forward to your new additions (no rush of course).

;D
Title: Re: Embx61 Work in progress
Post by: elemental on July 17, 2017, 04:51:28 PM
The other main trade category is textiles. So hemp, cotton, leather, clothing... that sort of thing.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 17, 2017, 04:55:59 PM
Okay

Will add textiles as well :)
Title: Re: Embx61 Work in progress
Post by: elemental on July 17, 2017, 05:07:15 PM
Just to make it clear for people who don't use CC... you can sell any goods you want at a specialised trader. You don't have to trade food for food or logs for construction materials. They help by taking the random factor out of trading. If you want seeds, you build a farm supplier, if you want food you build a food supplier. It's a good system.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 17, 2017, 08:59:46 PM
Thanks for that information @elemental about that they can trade for everything.

I make sure I add that to the Trading Ports.

As I suggested to add signs @elemental came with the suggestion to make them ghosted so players can choose a couple of different names.

He is helping me with supplying some names on 1 or 2 textures (Depending how many we make) so I can make them ghosted.
So maybe names as "Murdock Trading Co" or just "Livestock Trading Port" or "Greenville Food Supplies" are possible depending on what elemental comes up with. :)

Title: Re: Embx61 Work in progress
Post by: elemental on July 17, 2017, 09:20:07 PM
Coming up with names is hard so if anyone wants to make suggestions please go ahead.

I thought something like Green's Wholesale or Green's Imports. Need to do some more thinking. Somebody's Textile Co. Each sign doesn't have to specifically say food or textiles or whatever. A bunch of different family names could be used for any of the different trading posts. The signs could possibly be used on other buildings too.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 17, 2017, 09:30:35 PM
Sure

Let the WoB members come up with some fitting names, so of course no Microsoft, Walmart, or Dell Computers.  :P LOL

If it works out I will delete the wooden signs from the markets set so they can be replaced with ghosted items as well.

I have to play a bit with the ghosted items for the markets as they have to be on top of the stands where they are now because there is no room somewhere else I think.
So have to play with the Z, Y, and X axis to get those right so they are not floating :)

But first the Traders.

Making good progress on the first trading port. Some more details like sacks, crates, and probably a little crane, and a fence around the pasture.

If that is done I copy the mesh and put something else where the pasture is for those traders which not sell live stock.

(http://worldofbanished.com/gallery/474_17_07_17_9_29_51.jpeg)




Title: Re: Embx61 Work in progress
Post by: DesoPL on July 17, 2017, 11:58:15 PM
Docking set by Embx? Me gusta!
Title: Re: Embx61 Work in progress
Post by: embx61 on July 18, 2017, 12:10:16 AM
@DesoPL

Cieszę się ze to lubisz :)

Hope it make sense as I used google for translation :)



Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 18, 2017, 12:39:31 PM
whats about  Smith & Smith and Sons ?
Title: Re: Embx61 Work in progress
Post by: elemental on July 18, 2017, 03:23:15 PM
We need a Smith, definitely.

What about Red Something? If they are freestanding signs they could go on some of your buildings too.  :)

A few other names: Underhill, Barrow (I'm thinking Barrow & Green sounds good together), Goodman, maybe King's Imports or something like that. Or Crown Imports.

A few non-English names would be good too. Adds a bit of extra variety. So @RedKetchup... some French names?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 18, 2017, 04:08:01 PM
I think free standing would be best as sticking it to wall can be cumbersome as all walls are not at the same locations in all mods.

I just make a sign board as mess with two poles to hold it up.

The Z axis (height) of the Pivot are the main thing though if players want to put it on top of buildings as I not know how high each building is besides my own :)

For my market stands I can figure it out as I have the meshes.

The trading port mesh is finished. I decided to not change the trading port mesh for not livestock trade port as I need another texture for the added roof as the one in my texture was not big enough and don't want to add another texture for just 1 roof.The change would have not been that big anyway and this way I save on the poly count.

I only have to do the building stages and then the AO maps.

All the coding for the 5 trade ports is done.

It will be 5 trading ports and they will be found on a sub Trade ports toolbar under EBStorage.

One General Trade Port which works the same as vanilla and the 5 vanilla merchants can come by.

Food Trade Port Sells Fruit, Vegetable, Protein, and Grain.
Textile Trade port Sells Textiles, Fabrics(Custom2) and clothing.
Farmer Trade Port sells Livestock and seeds.
Industry Trade Port sells Wood, Stone, Iron, CoalFuel(Minerals) Custom1(Forged) Custom4(Raw Materials) and Custom5(Construction)

Another name for Industry would be nice so if someone have suggestions I am all open for it :)

All the merchants buy everything.

EDIT: I like to add that the footprint is 8x8, vanilla is like 12x11 so I do 8 vendors max and storage capacity from vanilla 60000 to 40000 as to not make it too cheap compared with Vanilla.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 18, 2017, 04:27:12 PM
Names are okay with me :)

Underhill, Smith, Crown are all good names for medieval times.

Names from movies like Braveheart maybe. McMullin, Longshanks(LOL) Morney, The Bruce, Hamisch, MacGregor, Murron, Morney, etc.


Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 19, 2017, 05:37:10 AM
McKinnon Blacksmiths
Theodore's Threads
Corinella Crafters (homewares, crafting etc)
Eureka Stocks n Storage (stores stone, iron, coal, minerals, etc)
Fat Pheasant Farm & Produce (all food)
Bendy Banana Fruit & Veg
The Hunters Blind (protein)
ShawnTilda's Homesteadings - all your Homesteading needs

General Trading post:
Van Diemens Traders



Just a few random ones @embx61 :)  Some Aussie inspired ones too ;)

Title: Re: Embx61 Work in progress
Post by: elemental on July 19, 2017, 03:48:08 PM
Some good ones there, Query. Some of them look more like market stall names to me, which might be phase two of this little project. I was thinking we should have a Van someone but EB might be the best person to suggest a Dutch name or two.

I'm planning to make some textures in the next few days. It's not about just names, it's also about fonts. Should be fun.  :)

Title: Re: Embx61 Work in progress
Post by: Kristahfer on July 19, 2017, 07:23:10 PM
Would it be possible to have an "F" key set of selections with names that changed with each selection? Something like "No Sign", "Blacksmith Sign", "McKinnon Blacksmiths", "Crown Tool Smiths".


Really liked the naming ideas of @QueryEverything and @embx61 .


When I was just a tad younger, yeah right, I dreamed of having an "HO" layout like I would see in the HO magazines. Saw one that had the entire garage converted to one giant "HO" layout. Getting immersed in Banished with all of the fantastic mods hearkens to my youthful dreams. Thank you all for your grand work.





Title: Re: Embx61 Work in progress
Post by: elemental on July 19, 2017, 08:02:19 PM
Not sure if you are asking for a set of F variant signs or a set of F variant traders with different signs. The idea is that the signs will be separate optional decorations that can be used in a number of different places, not just on trade ports. So they won't be part of the trade port model. F variants will probably be involved one way or another.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 19, 2017, 08:22:07 PM
As elemental said.

The signs going to be a separate addon and it should be possible to have for example if a player choose a sign for the xxxxtrader 3 or 4 F key variants with different names are possible.

It all depends on how many textures I have to add (I don't want to add a lot so hopefully we can get by with 1 or max 2 1024x1024 textures, which hopefully I can scale down to 512x512 what I do a lot without losing quality with my mods, with all the names on a wooden board background) and with how many fitting names we can come up with.

Speaking of HO scale trains.

I had a for 60% finished railroad (HO Marklin) in one of my bed rooms. The plate it was on was 3.6 Meters by 2,40 meters.
Then I moved to another house and had to rip it all apart as I was not bright enough to make it modular :(

Never was able to pick it up again and sold some later all the equipment, rails, and stuff.
Thousands of guilders through the drain.


Title: Re: Embx61 Work in progress
Post by: embx61 on July 19, 2017, 08:38:06 PM
The 5 trade ports are AO mapped and ready.

If players wants to do some testing for me that it all works okay, find bugs, and that the merchants are working right, before I release just ask me in this thread and I will send you the PKM of the newest Small Village set I just compiled what contains the 5 Trade Ports. The new limits resource files are included in the set.

Now working an a central market as requested by @ancientmuse

After that a Town hall and depending on how long the market going to take I maybe will release a second version with the Trade Ports and Market before starting on the Town Hall.
The name signs can be released when ready as it will be a separate addon mod.


Title: Re: Embx61 Work in progress
Post by: Kristahfer on July 20, 2017, 09:05:49 AM
Nice that you picked up on the HO layouts. Yes, I dumped bunch of money into my HO layout also. But oh what fun!

Really like the idea of a Sign Set Mod... very interesting he mutters as he wanders off.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 20, 2017, 09:21:10 AM
The Village market is taking shape.
I recycled some parts from the market set as they are fitting well with the set.

Need to do some more detailing and fill a spot up with another stand or animal pen.

After that is done the build stages and the AO mapping.

Footprint going to be 10x10 including a road all the way around just as the Vanilla Market.
So 8x8 without road. Had to add 2 textures so the whole village set have 4 1024x1024 diffuse textures. :)

Up to 12 vendors and it supplies the same as vanilla but I added Custom0(Crafted), Custom2(Fabrics), Custom3(Ind Fuel), and Custom6(Precious)

As Misc is mostly a trade only category I skipped that one.
For CoalFuel, Custom1, 4, and 5 just build a material store.  :P  :)

(http://worldofbanished.com/gallery/474_20_07_17_9_02_43.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 20, 2017, 10:03:38 AM
wow nice !!! looking super good :0

Quote from: embx61 on July 20, 2017, 09:21:10 AM
Footprint going to be 10x10 including a road all the way around just as the Vanilla Market.

btw ... just a very little note ^^
the vanilla market is 14x14 , not 10x10 ^^
Title: Re: Embx61 Work in progress
Post by: embx61 on July 20, 2017, 10:14:58 AM
Thanks Red :)

LOL

I know Vanilla market is 14x14, I worded it a bit odd but I meant it has a road around it just as Vanilla market has but put it in one sentence :)

Going to take a break as I was up all night again and going to watch some Columbo :)

Later today I hope to finish the Market.




Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 20, 2017, 10:18:59 AM
Quote from: embx61 on July 20, 2017, 10:14:58 AM
Thanks Red :)

LOL

I know Vanilla market is 14x14, I worded it a bit odd but I meant it has a road around it just as Vanilla market has but put it in one sentence :)



sorry ^^ i am french LOLLLLz
Title: Re: Embx61 Work in progress
Post by: The Pilgrim on July 20, 2017, 10:26:58 AM
I love that new market. That is perfect. Great job @embx61 !!
Title: Re: Embx61 Work in progress
Post by: embx61 on July 20, 2017, 10:32:27 AM
Quote from: RedKetchup on July 20, 2017, 10:18:59 AM
sorry ^^ i am french LOLLLLz

Aucune excuse nécessaire

It was me who worded it odd. Probably because originally I am Dutch so English is my second language as well :)

@The Pilgrim

Thanks :)

I have fun making that market
Title: Re: Embx61 Work in progress
Post by: kid1293 on July 20, 2017, 10:36:13 AM
What a nice touch!

Will go beautifully with most mods!
Title: Re: Embx61 Work in progress
Post by: brads3 on July 20, 2017, 01:00:36 PM
good idea skipping the misc as that is RED's fertilizer. it will be nice to have an industrial market that stores food as well.how is the balancing? i mean some are so busy trying to keep a % of everything they won't store enough of  each item. like the vendor is running around finding food and won't store enough logs and stone.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 20, 2017, 01:05:22 PM
Quote from: brads3 on July 20, 2017, 01:00:36 PM
good idea skipping the misc as that is RED's fertilizer. it will be nice to have an industrial market that stores food as well.how is the balancing? i mean some are so busy trying to keep a % of everything they won't store enough of  each item. like the vendor is running around finding food and won't store enough logs and stone.

stored at same place... everything get the taste of red's fertilizer after lollllz
not counting all the flies that spins around ^^
Title: Re: Embx61 Work in progress
Post by: brads3 on July 20, 2017, 01:17:12 PM
what really sucks,RED is they move the water all over and then take it home. i put a small shed by the wells to store it in. they move stuff everywhere but where you want it.
Title: Re: Embx61 Work in progress
Post by: Maldrick on July 20, 2017, 03:48:16 PM
Quote from: embx61 on July 20, 2017, 10:14:58 AM

Going to take a break as I was up all night again and going to watch some Columbo :)


I've been a Colombo fan since I was a kid, also. :)

Market looks fantastic! Can't wait to try it out with the trade posts.
Title: Re: Embx61 Work in progress
Post by: ancientmuse on July 20, 2017, 08:55:27 PM
@embx61

The market turned out awesome !

I love how you added your little well in the center as an added touch of decor, very nice !

That market is going to look great with lots of other sets too.



*happy dance*

;D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 21, 2017, 06:37:18 AM
Uploaded version 17002 of the Small Village set.

Added the 5 trade ports and the market.
I did not test a whole lot so hope to get feedback of the traders workings/bugs and consider this a BETA.

As I changed two textures to fit into 1 texture so it will not be save compatible with version 17001 unless all buildings are deleted before updating.
Title: Re: Embx61 Work in progress
Post by: kid1293 on July 21, 2017, 07:49:09 AM

Looks very nice and not terribly similar like rowhouses.
Nice variation.

The colors are (in my taste) a little pale. I know, weathered, worn look.

Nice to have a whole set. I will test and scream if trader is 15 minutes late. :)


late edit -
(trader was on time) :)
The trading ports are missing a roadtile far left in front. All of them.
The boat point needs to be rotated in z. 90 degrees.


The bannies love their new homes.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 21, 2017, 10:24:56 PM
Thanks Kid.

I will add the road tile and rotate the 2 boat dummies.

I looked a lot at your code from your Huge trade port as I never made a trade port and it was very helpful.
One of the benefits that we share our codes, fbx's and stuff :)

Glad the trader is working at least.

I like to add that is what I tried to accomplice. A rather dated and worn look.
I understand this is not for everyone and maybe, just maybe  ;) I will make a bit brighter colored variant for all the buildings but not sure if I have to go F Key or make a separate set.
The thing with F Key is that it jumps to the next in row after placing a building and so players have to be  a bit careful while placing the buildings if they want to have them all in one theme.

A separate set avoids that but I will decide what road I going to take if I get to it.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 21, 2017, 10:54:54 PM
Working on the signs as a test.

I sent elemental a PSD file as a template for the size of the signs.

I made two signs (F Key) what will fit my market set as a test.
The original signs I going to delete from the mesh so players can put a ghosted sign on top of the stalls.

Planning to make some categories like signs for the trading ports and the markets and maybe some generic ones what can be placed about anywhere.

Some signs will be double boarded so a name on the top board and the profession on the bottom board so some longer names are possible.

The signs in the image look a bit odd as the original signs of the mesh still have to be deleted. Then I bring the ghosted sign down a bit and it will work :)

(http://worldofbanished.com/gallery/474_21_07_17_10_44_35.jpeg)

Title: Re: Embx61 Work in progress
Post by: embx61 on July 22, 2017, 02:11:14 AM
Just uploaded Version 17003 of the Small Village Set.

Fixed the boat dummy and the missing road tile as reported by Kid.

It is save compatible with version 17002 but to make the boat dummy work properly the building has to be deleted and rebuild as I found out in my test.

Not compatible with version 17001 unless all buildings of the set are deleted before saving the map and upload to 17003.

Enjoy!
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 22, 2017, 02:19:08 AM
Thank you for the very fast turn around & those signs are looking 'spiffy', that is to say - very cool! ;)  Great work @embx61
Title: Re: Embx61 Work in progress
Post by: kid1293 on July 22, 2017, 04:31:58 AM
Just a small heads up for the 'Farmers Trader'
Why not increase the amount of of seed he carries and make him useful?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 22, 2017, 07:05:48 AM
How much you want to increase it?

I have it now at 4 combined with livestock.

int _itemCount = 4;

Not sure how it works within the game and if there is a change the trader brings 4 seeds, or 2 seeds and 2 livestock or 1 live stock and 3 seeds etc.

In the test the farmer trader had only chickens and nothing else so I guess that 4 is a maximum and not a minimum.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 22, 2017, 07:26:51 AM
surely depends of city size :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 22, 2017, 08:30:32 AM
If I increase too much the players have all the seeds in 3 or 4 times a the trader come if they have the goods to trade for and demolish the building as it is not doing anything anymore.  :P

So the more citizens the more they give but the limit is 4 because I set it to 4? Vanilla was 2 for each so I thought it would be okay to put it at 4 as I combined livestock and seeds in 1 specialized trader. Because it is a specialized trader he comes by about 1x every year and later even twice a year year I believe so to do too much seeds/livestock at once is IMHO just way too easy.
I can increase it a bit, probably to 6 but don't want to make it all to easy so players have all the seeds and livestock within a hour of 4 of playing.

Title: Re: Embx61 Work in progress
Post by: kid1293 on July 22, 2017, 09:30:23 AM

Quote from: embx61 on July 22, 2017, 08:30:32 AM
If I increase too much the players have all the seeds in 3 or 4 times a the trader come if they have the goods to trade for and demolish the building as it is not doing anything anymore.  :P


Makes sense. Stay with it.
Title: Re: Embx61 Work in progress
Post by: Gatherer on July 22, 2017, 09:48:37 AM
Is it just me or the ghosted market signs work well together with those already in place?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 22, 2017, 09:52:38 AM
LOL

Yeah they look not that bad but I have to delete them from the original set so all can be ghosted.

They look about the same because I took the sign from the market set as sample.

But some signs will have a double board with text on both

So for example:

   Smith & Sons                               <===Top Board
Trading and Import                          <===Bottom Board
Title: Re: Embx61 Work in progress
Post by: Gatherer on July 22, 2017, 10:03:33 AM
Understand that, just asking if the old board names can also be included?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 22, 2017, 10:13:28 AM
As ghosted items sure they can.

We put those names in the texture files as well.
Title: Re: Embx61 Work in progress
Post by: Gatherer on July 22, 2017, 10:19:03 AM
Sweet!
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 22, 2017, 08:30:18 PM
Quote from: Gatherer on July 22, 2017, 10:19:03 AM
Sweet!

+1

<-- conserving energy ;)
I may have over did it yesterday prematurely returning for shenanigans. :(
*sigh
Title: Re: Embx61 Work in progress
Post by: embx61 on July 22, 2017, 08:48:09 PM
The New England set is almost done.

Waiting for the pilgrim for the build cost and materials of the buildings and when I have that put in the files it should be ready for release.

While listening to some Queen and other 70's/80's rock video's on Youtube in the background I started working on the Small Village Town Hall.

To load up your energy I can highly recommend listening to old Rock music :)

Title: Re: Embx61 Work in progress
Post by: The Pilgrim on July 23, 2017, 07:51:21 AM
Sorry. Bad storm last night took out internet and power. Sending the pm momentarily.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 23, 2017, 09:19:02 AM
Received PM.

Finishing up.
I used the meshes and graphics from RedKetchup's Brick from his clay chain and used my meshes and graphics for glass.
Both are Custom5 (Construction)
I have no meshes for lumber but added the raw material file with just the vanilla log meshes till we find a nice lumber mesh or I make one if I ever make a lumber production chain.

If I am done I send you link to source and PKM for review.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 23, 2017, 05:14:37 PM
Released Version 17004 of the small Village set.

Added a Town Hall and all the buttons related to the Small Village Set have a small Orange dot on them.

Almost all the toolbars have a demolish building button at the end of each toolbar so you not have to go to the Vanilla demolish button.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 24, 2017, 10:49:50 PM
While working on the Fishers Dock for the Small Village Set @elemental have send me some fonts for testing. Thanks :)

So I halted the Fishing Dock and made some signs for the community to see what font they like most.

We maybe can go with 2 fonts but it depends on the size of the textures.
I was able to resize the 1024x1024 texture in a 512 x512 one without losing quality so we are able to get quite a few different signs and names in.
About 50 to 80 I estimate.

My vote go for the yellow because I like yellow and it is the most clear and the font is very nice as well :)

So please vote for a sign font you like most and a 2nd font if we decide to do a second font version as well.

Categories so far going to be Trader, Market Signs (The market signs can placed on top of my markets set) ==> Single and double boards, and then some generic signs like maybe some Town names.

Ignore the 2 bottom boards on the market stands as they are from the set. I still have to delete them from the meshes.

(http://worldofbanished.com/gallery/474_24_07_17_10_38_17.jpeg)
Title: Re: Embx61 Work in progress
Post by: elemental on July 24, 2017, 11:22:15 PM
Could you do another test lot but without the black border? Just solid white or yellow text will make the new fonts look a lot cleaner. The border was an experiment but it looks like it's a fail.

Birmingham and Cocotte fonts are my favourites but in that pic they are very blurry due to the black border. I do like your original yellow and also the Century font, just hoping to add some variety to the mix with a few different fonts and at least one more colour. Don't want to go too crazy with colours though... want to keep it fairly simple.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 24, 2017, 11:33:54 PM
Sure. I going to see I can get rid of that border and do another test.

Title: Re: Embx61 Work in progress
Post by: elemental on July 24, 2017, 11:40:11 PM
Clear layer style is the quickest way. Right click on the layer and there will be an option there to clear it.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 12:30:36 AM
Here a update. Had already all done before I received the PM but will later try 1024x1024 to see if it gets better with the borders.

Added some more colors and added town names signs category.

(http://worldofbanished.com/gallery/474_25_07_17_12_26_37.jpeg)

Put some stroke back and left texture at 1024x1024

(http://worldofbanished.com/gallery/474_25_07_17_12_44_42.jpeg)
Title: Re: Embx61 Work in progress
Post by: elemental on July 25, 2017, 02:15:43 AM
I like the lighter colours more than the black, but I don't hate the black. A dark brown might look a bit better than black? Hard to say. All the fonts used so far look quite clear and readable with solid colours, and that's the main thing. The 512 pixel texture looks fine for the solid colours but the 1024 looks better for border/stroke, but the only stroke one I like is the old trading post with white text/black border. The other fonts with a border just look messy to me.

50 or more signs is quite a lot of signs. I'll work on some more sometime this week. More suggestions for names are certainly welcome.  :)

I think this will turn out to be a fun little mod. The signs are only a small detail but it's the details and the decorations that really make a town come alive.

Title: Re: Embx61 Work in progress
Post by: Gatherer on July 25, 2017, 02:34:54 AM
I vote for borderless white and yellow and all black signs.
Title: Re: Embx61 Work in progress
Post by: Gatherer on July 25, 2017, 02:45:59 AM
A suggestion: Leland Gaunt's General Goods
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 02:47:43 AM
I agree the black not look to bad either.

The only drawback by not resizing the texture to 512 x 512 is that we lose 75% of real estate.

By resizing I can add 4x 512x512 to 1 1024 texture :) That is 4 x 32 = 128 single signs. :)

Or add to that 1 1024x1024 texture so we can add up to 31 single signs with the stroke effect or about 18 mixed double and single.
2 textures for the whole set is not bad and if I do 4x 512 I can do maybe a lighter background wood.

We don't have to add all the sign in one swoop. I can always add later more if more names are coming up but we have to draw a line somewhere to as to not end up with 20 colors, 10 different wood back grounds and 30 fonts :)

Categories so far:

Town names
Trade Ports
Markets
Some other production buildings? but they have to be free standing as all buildings are different in shape and height.

All categories can have some single or some double boards depending how long the names are.
Title: Re: Embx61 Work in progress
Post by: Gatherer on July 25, 2017, 02:55:59 AM
Since I name all my main towns Castle Rock could you please add a free standing sign with that name? All white version if possible.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 03:18:53 AM
Castle Rock will do :)
Title: Re: Embx61 Work in progress
Post by: Gatherer on July 25, 2017, 03:20:49 AM
Thank you and cheers!
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 25, 2017, 03:41:34 AM
+1 to the no border
+ 1 to yellow or black
:)  I can make out some of the names (keeping in mind, no glasses day, haha!!)

I see Blue Mountains made it in ...  I wonder where that came from ;) :)

I sent through a couple of ideas a few days back.  Not sure if you saw them, it's ok if you didn't.  No rush.

If you get into the realm of super custom signs, I would love a tailors with Pink or Purple writing please.
No idea of name yet - figure pink would be the best place on a seamstress.  :D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 07:09:09 AM
Yes I saw the names, thank you :)

I like the black and yellow too and the other benefit is that they are best readable.
The borders are not bad but we have too limited zoom ability in Banished so they would have stand out more.

In the meantime I almost finished the first production building for the Small Village set.

Have to do only do the Ridge of the roof and AO mapping.

Next going to be the wood chopper.

(http://worldofbanished.com/gallery/474_25_07_17_7_06_33.jpeg)


Title: Re: Embx61 Work in progress
Post by: kid1293 on July 25, 2017, 07:12:30 AM
Great! You make a very nice substitute for vanilla buldings.
You and RK should make Banished 2.0 :)
Title: Re: Embx61 Work in progress
Post by: Paeng on July 25, 2017, 08:45:54 AM
Good looking Fishing Lodge   :)

Since you mention the Wood Cutter - I still love the vanilla woodcutter with its not-really-square look, but it has that mistake of only one worker (even though it was obviously planned for 3 workers)...

I wouldn't mind if you create something along those lines, with three workers... I feel we have plenty enough small/tiny cutters and choppers   ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 09:07:33 AM
Hiya

Good to "see" you again Paeng :)

I was thinking about making the woodcutter about the same as the vanilla with different textures of course.
Just a small little building with a yard in front with and some wood piles.

3 workers is fine with me :)

Title: Re: Embx61 Work in progress
Post by: Paeng on July 25, 2017, 10:14:06 AM
Quote from: embx61 on July 25, 2017, 09:07:33 AMabout the same as the vanilla with different textures of course.

Sounds good  :)


QuoteGood to "see" you again

<whispering> Hope it lasts... today was not that bad, at least I can use the forum... up- and downloads are still spotty, the signal is still very weak... and it's still raining  >:(

* And - I've always disliked PNGs on the web, but now I truely hate them... nothings beats losing a connection while you wait for a fat 3Mb image to load... line by line by line...  =:-|

:D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 10:36:30 AM
Lets hope your ISP sort it out soon.

Here a little preview of the woodcutter.
I used Red's firewood bundle as deco because it looks very nice and why reinvent the wheel if it is right here in the Laboratory to use. :)

It is a very good thing we share our stuff because we can make mods a bit faster because some things we don't have to model ourselves. :)

(http://worldofbanished.com/gallery/474_25_07_17_10_31_18.jpeg)

Title: Re: Embx61 Work in progress
Post by: Savidan on July 25, 2017, 10:43:25 AM
Really nice !

Do you know I restart a game each time you add a building because I want all of them ? xD

But it's nice, I improve a bit more at each game :)

Thank you very much by the way ^^
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 10:57:40 AM
Your welcome :)

Do you mean you start a new map if you update the mod?

This is not needed most of the time. Adding buildings to a mod is 99% of the time save compatible with earlier versions of the mod.

I update the versions to my save game and it works.

It is changes like textures what can make a mod not save compatible.

I redid some textures in version 17002 so it is not save compatible with version 17001 unless the players first delete all the buildings first before saving and updating.

But from version 17002 on it should be save compatible.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 25, 2017, 11:11:56 AM
Playing around a bit with some signs :)

The names not make sense yet but I wanted to see how it looked and plumped some down left and right
Some signs even fit on the roof of the SV houses :)

I going to make some signs in a special SV category what will fit the Town Hall, Hospital, School.

A little impression of my test map :)

(http://worldofbanished.com/gallery/474_25_07_17_11_05_21.jpeg)
Title: Re: Embx61 Work in progress
Post by: elemental on July 25, 2017, 03:42:52 PM
That village looks great. I haven't added this set yet but I certainly will next time I start a game. Haven't actually played much in the last few weeks.  :(

Title: Re: Embx61 Work in progress
Post by: elemental on July 25, 2017, 03:57:51 PM
Quote from: QueryEverything on July 25, 2017, 03:41:34 AM

I see Blue Mountains made it in ...  I wonder where that came from ;) :)

I sent through a couple of ideas a few days back.  Not sure if you saw them, it's ok if you didn't.  No rush.

If you get into the realm of super custom signs, I would love a tailors with Pink or Purple writing please.
No idea of name yet - figure pink would be the best place on a seamstress.  :D


I know your eyes aren't great but it's actually just Blue Mountain. But yeah... certainly inspired by the Blue Mountains. I tried to come up with some generic-sounding place names. Great Lake or maybe Salt Lake is also on the list. These first few were more of a test for colours and fonts than anything else. I did see your list the other day and I like them. Will definitely use some (or maybe all) of your suggestions.

Quite a while back I approached Discrepancy with the idea of some signs for taverns and other businesses. He was open to the idea but he was always so busy pumping out all his other content that the idea sort of got lost in amongst his other projects. I did actually design a few tavern signs. Not just text but graphics too. When this first batch is done then perhaps a new set might be possible. Ultimately it's up to EB though. He's doing the hard work.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 26, 2017, 04:58:28 AM
Did not see Discrepancy for a little while.
Last time he said he had a short of a burnout with modding.

Happens to all of us so once in a while so I know the feeling, wanting to do something but the drive and creativity is just gone and nothing seem to work right.

I hope the spark returns to him soon as he makes beautiful mods and he will be greatly missed if he stays MIA.

What I found out is to work on more then one project can help a bit against burnout.
If the drive is gone while working on a thing just put it on hold and work on something different.

And if all else fails just step away for a bit from the Mod Kit and I play some chess or watch a movie.

By playing a bit Banished is also helpful for me to get the drive back as I can see what is still missing from my mods what can be made.

I probably never would have thought of recreating about all the Vanilla production buildings after seeing quite some of the Small Village buildings on the map and the Vanilla buildings just NEED to be replaced to match it all up :)
Title: Re: Embx61 Work in progress
Post by: kid1293 on July 26, 2017, 05:47:36 AM
Quote from: embx61 on July 26, 2017, 04:58:28 AM
I probably never would have thought of recreating about all the Vanilla production buildings after seeing quite some of the Small Village buildings on the map and the Vanilla buildings just NEED to be replaced to match it all up :)

We thank you! :)
Title: Re: Embx61 Work in progress
Post by: pappa on July 26, 2017, 06:03:39 AM
Yes very nice set
Title: Re: Embx61 Work in progress
Post by: Kristahfer on July 26, 2017, 08:14:38 AM

Dang I just love your work.

Me was thinking, yeah I know, here he goes again.

Couple of things we are missing: 


1) Hen House 
Now not asking for any additional animated animals, but for larger egg and chicken operations a stand alone Hen House would be a nice addition. One where we could create a fence less pasture for the chickens and then place the Hen House next to it and then fence in the entire thing. If you use the fence less pasture with the bushes and place the bushes and the Hen House in close proximity it would appear that the chicken products were coming from the Hen House. The purpose of the Hen House could possibility be to generate trade chickens using corn, not that sounds kinda cool to me. There are other possibilities I know, but being old I get fixated on a certain idea and miss many others.


2) Rabbit Hutch
Many families in the colonial times did not have a large area for cultivating foods for personal use and had to resort to smaller protein providing livestock. Such as chickens, the Chicken Coop from 'The North' by Tom Sawyer fills that bill. Goats and that is covered by Necora's goats. Honey productions also was widely used, along with ducks.  Couple of small pigs could also be used. The addition of a Rabbit Hutch would be nice to have. With a Rabbit Hutch you would not need any animals as they would all be inside or under cover.  Production, maybe pelts, maybe trade rabbits, Of course rabbit meat, but that may not work as it would be adding another meet product and its production chain would be a little much.

3) Village News Paper. This was the main means of informing the public of the goings on in the village and the colonies. However, this may not be an easy endeavor as it would require some major work to get the production chains working. Here is a good article on hand made paper in the colonies:  http://www.historyreference.org/library/ref1690.html (http://www.historyreference.org/library/ref1690.html)


Anyway, just some thoughts from a little old man who absolutely adores this game and the work all of you have put into it.   


Later y'all...               


(edited to add the news paper entry)
Title: Re: Embx61 Work in progress
Post by: Paeng on July 26, 2017, 12:45:12 PM
Quote from: embx61 on July 25, 2017, 10:36:30 AMLets hope your ISP sort it out soon.

Hahaha, I doubt it - today the truth came out, after they been stalling with "fake news" about tech problems, burnt out servers, floods and and and... turns out that with the new european laws regarding "roaming" tariffs, their net became hopelessly overrun and they just cut bandwidth across the board "to assure at least some 'service' for all customers"... yeah sure, seems like they are switching from cell to cell on an hourly basis, and all others can roll the dice when they get a connection.

* With the new roaming laws, we now get assholes from everywhere switching into the cheapest rates they can find, across all european borders... so much for fair use.

Unfortunately just changing ISP is no real option - they all suck!

---

QuoteHere a little preview of the woodcutter.

Looks cool  :)

I hope I can show some pics again one of these days - I'm sitting on a whole bunch of a (by now) pretty large town, really beautiful thatched with Embx Small Village, Kid stuff, all kinds of irrigation, RK Canals and more...   :'(

Life without bandwidth is hard  >:(
Title: Re: Embx61 Work in progress
Post by: embx61 on July 26, 2017, 01:12:46 PM
Damn, that sucks @Paeng.

Yeah, The EU is pretty good at messing something up what was just fine before :(

Wood cutter is finished and the Forester is almost finished.

I will post a picture soon :)

Then up to the Hunter or Gatherer building.


Title: Re: Embx61 Work in progress
Post by: embx61 on July 26, 2017, 01:53:34 PM
3 buildings done :)

Fishing Dock, Wood Cutter, and the Forester Lodge.
@Paeng
I read here on WoB a while ago you liked the tower of the Vanilla Forester Lodge so I added a tower as well :)

(http://worldofbanished.com/gallery/474_26_07_17_1_49_14.jpeg)
Title: Re: Embx61 Work in progress
Post by: Abandoned on July 26, 2017, 02:06:43 PM
This set is really coming along nicely, I like the woodcutter, forester tower too.  Nice  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 26, 2017, 02:22:07 PM
I try to stay a bit close to Luke's shape of some of his Vanilla production Buildings as some of those shapes I like.

The Hunter Lodge is going to be a bit like Luke's Hunter Lodge with that angled building attached by a short corridor to the other building and the Gatherer will get a Hip roof.

Take a bit of break now, watching some Columbo and play agame of chess :) and then up to the Hunter building :)





Title: Re: Embx61 Work in progress
Post by: Abandoned on July 26, 2017, 02:35:52 PM
Enjoy well deserved break  :)
Title: Re: Embx61 Work in progress
Post by: Paeng on July 26, 2017, 02:44:22 PM
Quote from: embx61 on July 26, 2017, 01:53:34 PMI read here on WoB a while ago you liked the tower of the Vanilla Forester Lodge so I added a tower as well

Aww... Happiness pure...  ;D  yeah, I really like that tower (fire watcher!)...

Great idea to tackle the whole vanilla set, even to mix them up a bit for variety... and it's good that you stick to the original lines, with some added refinement... your whole set looks really good, I already built plenty of it  ;)
Really like the new Hospital and School.

Hunter's lodge - maybe shrink that a little bit? I'm pretty sure that not too many people put more than 1 worker there, or 2 at most...

Planning another Trade Port, too?  :D
* No need for specials, just a fresh design with your style...  ;)
Title: Re: Embx61 Work in progress
Post by: taniu on July 26, 2017, 03:34:31 PM
@ embx61 :)Fantastic, nice buildings. Greetings :)
Title: Re: Embx61 Work in progress
Post by: grammycat on July 26, 2017, 03:39:52 PM
Kristahpher-there is already a hen coop mod available done by Tom Sawyer.  Using it with kid's fence from the Work Place mod will give you the effect you want.
http://www.banishedventures.com/chickencoop/
Title: Re: Embx61 Work in progress
Post by: Maldrick on July 26, 2017, 08:43:43 PM
Looking great @embx61 !

Very excited for all of this.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 26, 2017, 09:50:07 PM
@embx61 these look amazingly good!  :)

Will the woodcutters have up to 3 enabled in the code please?  It's rather silly not have the 3 stumps being used ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 26, 2017, 11:12:49 PM
Thanks all :)

@QueryEverything

Yes, the woodcutter can have up to three workers. Paeng asked for this too a couple of posts ago :)

@Paeng The Hunter lodge going to be a bit smaller.

If the set is done, hunter, gatherer, tailor, blacksmith, and tavern still to do I will see if I can make another trader.

I have 5 traders so far so designing a another look one I can leave two with that little pasture and move 3 in another design as those traders not bring animals anyway.
Title: Re: Embx61 Work in progress
Post by: Abandoned on July 27, 2017, 04:12:19 AM
@embx61 I was wondering if you were still considering changing the name, removing "small" from the village name.  I always think of Discrepancy DS Small Village, it is too similar and your mod and buildings are not really small  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 27, 2017, 04:36:50 AM
Well, with small I did not intent it to be that the buildings are small but the amount of buildings was small :)

But with quite a few added I will remove small from the PKM file with the next update.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 27, 2017, 07:33:39 AM
Hunting Cabin is done besides the build stages and AO mapping :)

Footprint 5x6 (Vanilla 8x6) so quite a bit smaller.

Next going to be the Gatherer.
Title: Re: Embx61 Work in progress
Post by: Kristahfer on July 27, 2017, 07:12:50 PM
@grammycat I thought I had mentioned Tom Sawyers Chicken Coop in the post. Although I did mention it in the text for the Rabbit Hutch, which may have been confusing.

Title: Re: Embx61 Work in progress
Post by: grammycat on July 27, 2017, 10:21:42 PM
You did-my apologies.  I replied without reading the rabbit part.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 01:10:45 AM
Hunter Cabin, Forester Lodge, Gatherers Hut, Fishing Dock, Wood Cutter are done.
Build stages and AO mapping all done :)

I compiled them together with the rest as I wanted to see the size of the PKM.

All so far with only the Herbalist, Tailor, Blacksmith and Tavern to go the size is only just under 23 Megabytes :)

Using only 4 1024x1024 and 2 512x512 textures and 2 footprint textures for sure brings size down a lot.
All the buildings are optimized too. No building has more then 2000 polygons except the Market and Trading post and some are even below 1000.

Footprint of the market is now a paved footprint. It is still just the footprint texture so can be overlaid by roads and ghosted pieces.
All the other footprints going to be very small and most of it will be just transparent with a bit of brown in the middle so players can find the footprints.

I am not good with footprints and most get covered up anyway as the houses are build. Now the outside parts will be just as the game ground texture.
Lots of players fill in the spots with roads *Where possible) and ghosted tile pieces anyway.

Still plan later to add a matching bridge and pasture building as well.


Now the dilemma. Should I just compile it all together in one Mod or still split the production from the other set?
I had planned to do this because I did not want the mod to become too big but as it turns out with even when the last 4 buildings are added it will stay below 30 Megabytes.

Making another set I have to copy all the textures and references but the game will only load one of each as the names are the same so performance wise it will not be different as it not add to draw calls when loading both sets.

Another option is to make it a themed set under a special themed button with the services, houses, storage, food, resources bars under it.
All will be in one place under one button by clicking Community ==> EB Mods ===> Themed Village ===> The toolbar with all the stuff like storage, food, housing, resources, services, etc. with the buildings on those toolbar what fits their purpose.

Let me hear your opinions about the toolbar.
I not planning to do multiple toolbar sets. We have to choose one and stick with it. I am also not plan to lift separate parts out of the mod.
The mod(s) is/are small enough so I see no valid reason the player can not just load the whole thing even when he/she only want to play with one or two pieces out of the set.

So the questions: split the set or not. A themed toolbar or not?

Title: Re: Embx61 Work in progress
Post by: kid1293 on July 29, 2017, 01:44:18 AM
no split - themed

It may be large but it belongs together.
Definitely themed, same reason.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 02:07:15 AM
Thanks Kid.

It does make sense to do a themed set.

The set is still rather small and then all is together under one Themed button.
1 extra click then as it is now for the players is not to much to ask for I think :)

The benefit will be that all the matching buildings are under one main button under the EB Community toolbar.

Yeah, to do a split is a bit over the top considering the size of the mod (30Megs or even under)
I know I said I would do a split but I did not know then that the Mod would still rather be small considering how much it contains.

just under 23 megs for 19 buildings so far is pretty good if I may say so myself :)

Working now on a Herbalist :) I will leave some planting boxes empty so players can put themselves some deco in there :)
They are rather low so it should not be a problem with height unless the use a rather flat deco piece.

After the Herbalist is done I will do a update.

Because I was able to combine two textures into one, what is always a good thing for performance and changed some footprints it will probably NOT be save compatible unless all buildings build are deleted first. Sorry about that but I will do all I can to increase performance as not every player have a beast of a laptop/PC.

But when I add the 3 remaining buildings some later it should be save compatible as I see no way to combine more textures and do not temper with the footprints again :)
Title: Re: Embx61 Work in progress
Post by: Paeng on July 29, 2017, 02:32:51 AM
Quote from: embx61 on July 29, 2017, 01:10:45 AMSo the questions: split the set or not. A themed toolbar or not?

With the size at ~30 Mb a themed set will be fine - if it stays at that  ;)

The "danger" I see is that often those sets will be updated, amended, overhauled - next you look they are 50, than 90, 120 Mb... and become unwieldy, or even bloated.

I know it's a thin line between "useful" and "bloat", as are the different expectations of devs and players - players always want to load up as much diversity as possible, but may be forced to make tough choices (or cuts) when the individual packs become bigger and bigger.

I still feel that a themed set should be kept basic, at a reasonable size.
Later addons, decorations and stuff can always be released as standalone, optional items... which then makes them also usable across other mods, even without the base set...
Title: Re: Embx61 Work in progress
Post by: Maldrick on July 29, 2017, 02:39:22 AM
For what it's worth, I think you are approaching this in exactly the correct way.  We have a great many amazing mods available that do amazing and extensive things, but there really aren't any (besides CC) that completely mod the base game and you are doing that while sticking to the basic medieval theme of the game.  And you're doing it in a way that should be lightweight on older PCs.  Perfect, IMO.

I guess that's my long-winded way of agreeing with @kid1293 .  Keep it as a set.  It will be an excellent set to play with alone and as a baseline to add other individual mods and sets to, alike.

I'm also fairly active on the reddit...There has recently been an influx of new players and a lot of returning players.  Many are starting to ask what non-CC mods they should try.  It's a really hard question to answer because there are so many great mods while simultaneously so few single mods that mod everything...Which then opens up dealing with load orders etc to new folks.  When this is done this would be an excellent starter set for someone brand new to modding, IMO.

So, thank you for taking on this project.  Personally, I've not played a lot with your mods because I only just upgraded to 107 before my recent break.  When you get done I plan to do a big one with this, your production sets, churches, etc as well as some others I've been wanting to play with but held off for one reason or another.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 03:11:01 AM
Thanks guys :)

The set stays small @Paeng

I think I covered everything if the last 4 Vanilla replacement buildings Tailor, Herbalist, Blacksmith, and tavern are done besides a quarry and a mine.

If I ever do a mine it will be a small entrance into the mountain just as DS and Tom Sawyer did it instead of a hog of a building.

Quarry I don't know if I do it as it is not really themed anyway. A hole in the ground with maybe a crane and a very small shed.
I will do an experiment later with quarry partly ghosted so it can be dig in the mountain instead of taking a whole lot of flat real estate as the Vanilla one does.

Then of course what is left of vanilla are some roads, the bridge, a tunnel and that is it if I not forgot something (Yeah Stone houses but if I ever do those it will be a separate Mod for sure)

Roads, tunnels and maybe even the bridge I consider addons so will be separated if I ever come to create those.
Title: Re: Embx61 Work in progress
Post by: Paeng on July 29, 2017, 03:28:53 AM
Quote from: embx61 on July 29, 2017, 03:11:01 AMa quarry and a mine.

I like the "Tiny" ones by Kid - small footprint, 4-man affairs with a small output... just enough to get you through hard times, until you can import or find other ways...  :)


Anyway, this set is coming out really cool - I love the vanilla charme it still has, and the various thatched roofs now really mix and blend so well, with so much more variety...  ;D

Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 04:09:10 AM
Thanks @Paeng.

I have to say though that is your blog images and the blogs from players like @Abandoned, @Nilla, @brads3 you all share with us what give us modders the creativity and drive to keep going.

And then of course not to forget the several ideas (Some with posted images as how something can look), the feedback, request's from the community as a whole. :)

Without the community as a whole modding would never be what it is currently :)

Without the request for a boarding house I never would have thought to replace about all of Vanilla :)
Title: Re: Embx61 Work in progress
Post by: Abandoned on July 29, 2017, 06:36:15 AM
@embx61 modders and bloggers go hand in hand, can't have one without the other. :)  And you know how we players like variety and you have given us another nice set, thank you.

Do I understand correctly you are thinking of another version with warmer wood texture?  The roof style reminds be of the Japanese Shrine mod, there is also a Japanese House, one is a school and one a boarding house.  Are you still considering adding a smaller rooming house?  A few smaller ones placed around the map would get uneducated workers closer to locations you want them to be, also makes earlier construction possible.  Just a few thoughts.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 06:43:56 AM
@Abandoned

Yes, I still considering a second warmer wood texture and a different thatched roof as F key variants so the mod stays rather small as I only have to add 1 texture with the warmer colors (That is the reason I combined and rearrange some textures as I already planned a warmer theme but some wood/roof parts where on 3 different textures and now combined on 1 so I only have to copy that texture and then add the different color textures to it  :) ) and as the game uses the same meshes it will only add about 2 to 3 megs total as the added code is minimal.

A smaller boarding house I will add too when the first stage is done. So after Blacksmith, tailor and Tavern are added.

Title: Re: Embx61 Work in progress
Post by: Abandoned on July 29, 2017, 06:49:31 AM
@embx61 oh, I like f-key variants rather than having to pick one or the other and then switching mods.  That will be very nice with this set, will be able to use one at start of map and the other later on or vice versus.  Will look forward to next stage also.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 08:41:26 AM
Working for a little bit on the natural Irrigation Channels to load myself up to finish the Herbalist.

I changed the water texture of the Above Ground Irrigation so it matches the Natural one. Will upload a new version of the Above ground shortly.

I added two pipe pieces. 1 connector what is the first piece to use at the gutters and a 1x pipe piece what can be attached together to reach a building where it will go through the wall so it looks like a pipe is running through the wall.

Working on a second Archimedes Screw so it can also be placed directly at the river or lake so that gutters can be run from there without the Irrigation channels.

(http://worldofbanished.com/gallery/474_29_07_17_8_29_17.jpeg)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 10:04:22 AM
Version 17005 of the Above Ground Irrigation is uploaded.

The water texture is the same as the Natural Irrigation system.

Version 17005 of the Natural Irrigation is uploaded as well.
Added a Archimedes screw piece which can be placed at the river lake so Gutters can be used without the Irrigation Channels.

Added a Gutter Connector pipe which can be connected to the side of a gutter piece and a 1x lenght pipe what can be used to connect from the Gutter Connector inside a building so it looks like the pipe is going through the wall in the building.

Now going back after a little break to the Herbalist of the Village Set :)

Title: Re: Embx61 Work in progress
Post by: Savidan on July 29, 2017, 02:57:12 PM
You upload them on a secret cloud ?  ::)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 03:10:51 PM
What do you mean @Savidan?

I upload here on WoB and a link to Google Drive as Alternate download.

They should be in the 1.07 Mods download section.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=316 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=316)

http://worldofbanished.com/index.php?action=downloads;sa=view;down=295 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=295)
Title: Re: Embx61 Work in progress
Post by: Savidan on July 29, 2017, 03:34:32 PM
Ok mistake from me then. I write 'Irrigation' in the search bar and i Get "Irrigation Ground 25 June" I did not know there was different one.

Yeaaaaah, one more game to try that :)

[Edit] water management is really missing in the core game" they should had something like a % of efficiency if crops had waters and by the way an other variable for fertilizer.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 29, 2017, 03:44:41 PM
No problem :)

The ground Irrigation was the second set I created after the Above ground one.

But since the Natural Irrigation is finished (Still some little stuff added later but is fully functional) I not plan to do anything with the Ground Irrigation anymore as it is redundant.

So two sets Above ground and Natural in the ground. The Natural Set has two connector pieces so it is possible to make connections from Above Ground to Natural both ways. (Up and Down)

While I am typing this the Herbalist is about finished. Only do the build stages and AO mapping and that one is done as well.
Just a little building 5x4 Including road :)

Then redo the toolbar so it become a themed set and I upload later tonight or tomorrow version 17005 of the Village set :)

The Tailor, Blacksmith, and tavern I will start some time tomorrow.

EDIT: Yeah, water was not at all in the game. But sadly we cannot do anything with Orchards/crop fields to fertilize it and/or give water.
So Irrigation is for the most part decoration but have reservoirs to get water.
Some end pieces work like the Vanilla well so Bannies can use it to put out fires.

But that is all what I can do with them game play wise.
Title: Re: Embx61 Work in progress
Post by: Paeng on July 29, 2017, 04:24:38 PM
Quote from: Savidan on July 29, 2017, 03:34:32 PMI did not know there was different one.

Yeah, the download section can be a bit confusing  :)

You could always check this list for an up2date overview -
https://banishedpeople.freeforums.org/new-editor-s-choice-banished-1-0-7beta-t395.html

Title: Re: Embx61 Work in progress
Post by: RedKetchup on July 29, 2017, 11:37:22 PM
Quote from: Maldrick on July 29, 2017, 02:39:22 AM
For what it's worth, I think you are approaching this in exactly the correct way.  We have a great many amazing mods available that do amazing and extensive things, but there really aren't any (besides CC) that completely mod the base game and you are doing that while sticking to the basic medieval theme of the game.  And you're doing it in a way that should be lightweight on older PCs.  Perfect, IMO.


you forgot NMT :)

NMT 2.04 was kinda ... big :) 269 MB
Title: Re: Embx61 Work in progress
Post by: embx61 on July 30, 2017, 07:33:59 AM
Indeed Red :) NMT is a big mod and contain a lot of stuff.

Was busy all night (Could not sleep) and updated the Unified Mod as it was not updated for a while.
Unified Mod now contains everything I created so far except the Above Ground Irrigation and the Small Village Set.

Those will be added in the near future. All the copy and pasting of the links from all the Irrigation pieces Template files started to drive me nuts so decided the Above ground had to wait :)

Just after I had updated Natural irrigation and Unified ( Talking about Murphy's law here  ;) ) wiscoke reported some bugs in the natural irrigation Channels. I located and fixed the bugs and found myself another one and all are fixed and uploaded yet new versions of Natural irrigation and the Unified Mod. Phew, that is out of the way.

Now on to finishing the Herbalist and I will release a next version of the Village Mod.

It is still missing 3 buildings (Tailor, Blacksmith, and tavern) but I will add those soon.
Title: Re: Embx61 Work in progress
Post by: brads3 on July 30, 2017, 10:22:02 AM
he good thing is the download section keeps the old files still. some are useful. it lists most mods in order by when they were added unless they have been recently upgraded.it is handy for new players to manually go down through the lists even the 1.06 mods. you might find other mods that will help design the game to your own style.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 30, 2017, 10:53:30 AM
I posted a thread of my Mods which are all supported for future updates.

All the older separate Mods can still be downloaded and I won't delete them but they will not be updated anymore as all of them are combined in the several sets I created and those sets are up to date.





Title: Re: Embx61 Work in progress
Post by: embx61 on July 30, 2017, 01:18:05 PM
Just released Version 17005 of the EB Village Set.

Because of combining textures in preparation of the upcoming "warmer" color F Key variant it will not be save compatible unless all buildings are deleted before updating.

Added Fishing Dock, Gatherer, Forester, Hunter, Herbalist, and Wood Cutter so far.

The wood cutter can have up to 3 workers by request. Most buildings work the same as Vanilla and only the build cycles and build cost are a bit different.

The whole set is now under a themed toolbar button.

Enjoy!
Title: Re: Embx61 Work in progress
Post by: Betin on July 30, 2017, 07:15:38 PM
Thank you very much embx61! very nice set, gives banished a second life! may i ask, your gatherer collects foods from new flora?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 30, 2017, 09:23:06 PM
No, no honey bees and such. The main goal of the set was to replace the Vanilla buildings so no foods or other materials were added besides the use of the new flags/limits in storage, trade ports, and the market.

Because it works just as Vanilla it should work with many, many Mods.

Title: Re: Embx61 Work in progress
Post by: embx61 on July 31, 2017, 02:07:45 AM
Played with a copy of the structure texture to give the Village a somewhat warmer look.
Glad I combined main structure textures which were scattered on three textures and combined them in 1 texture.
Now all I have is 1 copy of the main structure texture so only one texture is added to the whole set to give all the F Key variants.
Otherwise I would have made a copy of three textures.

currently I am working on the F Key variants for all the buildings while working on the Tailor Building on and off.

The two F Key variations side by side.

(http://worldofbanished.com/gallery/474_31_07_17_1_55_51.jpeg)
Title: Re: Embx61 Work in progress
Post by: Paeng on July 31, 2017, 02:49:04 AM
Nice variant, even closer to the original... that will mix nicely for an old/new look...  ;D

Just curious, as I'm about to start a new town - will the Village v5 stay save-compatible with the rest of the buildings you're still adding?
Title: Re: Embx61 Work in progress
Post by: embx61 on July 31, 2017, 02:51:34 AM
Thanks @Paeng

Yes, the textures are all as I want them so it should be from now on save compatible.

I like to add that adding a complete F Key variant the size of the Mod will not grow that much.

Just 1 more 1024x 1024 Texture for the different colors and a copy of all the meshes so I can assign the 2nd texture to those meshes.
Then a tiny extra bit of code in the Template files and a copy of 6 small files in the Models folder.

Title: Re: Embx61 Work in progress
Post by: Paeng on July 31, 2017, 02:55:11 AM
Cool, on to the next adventure then...  :D
Title: Re: Embx61 Work in progress
Post by: embx61 on July 31, 2017, 03:05:20 AM
Yeah, I always try to be as save compatible as possible but in the long run this will save about 3 megs because I can skip two 1024x1024 textures and so it saves 2 draw calls by the engine.

I had for example the roof part in one texture with some other stuff. Then the wood beams in another with some other stuff. and the walls in yet another texture with other stuff.

Then the idea came to make a F Key variant so thought it over and decided to redo some textures.

So I lifted all those parts out of those 3 textures and combined them in one.
That meant I had to reassign the UV maps but that was not too hard as all the scaling could stay the same, so just a matter of dragging the stack to the right spot on the new texture.

But now that it is all in good shape it should stay save compatible from now on :)



Title: Re: Embx61 Work in progress
Post by: Abandoned on July 31, 2017, 04:46:23 AM
@embx61 the variant texture is very nice, I like it very much.  Both textures will be vey useful depending on location and surroundings.  Great set.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on July 31, 2017, 10:55:54 AM
The second coffee pot is brewing so loaded max again after watching "The Ten Commandments" with one of my favorite actresses the beautiful Anne Baxter (Nefretiri) and of course with Charton Heston and Yul Brynner.

(http://worldofbanished.com/gallery/474_31_07_17_10_42_48.bmp)
Anne Baxter as Nefretiri

Seen that DVD a lot of times and just can keep watching it :)

I have a stack with about 15 DVD's I can keep watching over and over. No surprise that most are epic movies like The ten Commandments, Ben Hur, Spartacus, A Bridge too far, Lord of the Rings Trilogy, Once Upon a time in the west, to name a few.

But on to business. Most of the F Key variations are done and the PKM is still under 40 Megabyte.

Title: Re: Embx61 Work in progress
Post by: QueryEverything on July 31, 2017, 09:53:16 PM
*sneaks in and whispers quietly to @embx61 before anyone realises I'm here ....

I wonder ... could we please have a lean-to, a shelter to match in the same textures please?  Like the shelters that @kid1293 made in his range?  In the different sizes, so they could go over the exposed workshops, stockpiles etc?
I just saw a screenshot of one of Paeng's villages, and it was a row of your small markets, but with my eyes - you know - well, I thought at first they were a new set of shelters/covers, and I thought - well, hey now, that's brilliant ...

So - it's perhaps worth a thought?  They don't have to be the same as Kid's, but I do like the idea of a set of multi sized ones in your new textures.  :)

Please & thank you.

The links:
http://worldofbanished.com/index.php?topic=1593.msg38183#msg38183 (http://worldofbanished.com/index.php?topic=1593.msg38183#msg38183)
https://www.dropbox.com/s/sdpj11zmx25r1ad/kulps14.jpg?dl=1 (https://www.dropbox.com/s/sdpj11zmx25r1ad/kulps14.jpg?dl=1)

http://worldofbanished.com/index.php?topic=1649.0 (http://worldofbanished.com/index.php?topic=1649.0)

*escapes quietly back out the window ...

I swear it was a door ... ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 01, 2017, 03:13:26 AM
I can look some later in some ghosted roofs and shelters.

They will be in a separate Decoration Mod though where I can later add more and more to it..
Title: Re: Embx61 Work in progress
Post by: embx61 on August 01, 2017, 05:41:48 AM
Tailor building finished with the F Variant :)

Will start after doing some groceries on the Blacksmith.
After that only a Tavern to go.

I maybe add at some point a small mine, quarry, and bridge to it but that is all what this mod will contain as about every building from Vanilla will then be covered.

Title: Re: Embx61 Work in progress
Post by: Savidan on August 01, 2017, 06:00:00 AM
Best way to end a well jobs done, the tavern ! ;)

Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 01, 2017, 04:28:41 PM
Quote from: embx61 on August 01, 2017, 03:13:26 AM
I can look some later in some ghosted roofs and shelters.

They will be in a separate Decoration Mod though where I can later add more and more to it..

*slips a note over to @embx61 via a 3rd party ... 

Thank you for your consideration :)  Maybe, if you do decide to incorporate it, also I wonder about some long 1 & 2 width ones, so - covered walkways for intown, but also for the bridges, so they may need a little height to them, and possibly a few different lengths, 1, 2, 3, 4 in 1 & 2 - that way covered roads & paths, as well as the covered bridges, keep them out of the snow and rain.

Just an idea, no harm in asking, no reason you can't say no :D ;)

*I was never here...
Title: Re: Embx61 Work in progress
Post by: elemental on August 01, 2017, 06:37:33 PM
Coverings for bridges is a great idea.

It would be great to see this taken further with coverings for bridges and jetties by @kid1293 and @Discrepancy, using textures to match their themed sets.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 04, 2017, 01:16:45 PM
Just uploaded new versions of about all my mods I still support.

It are just changes to the toolbar so the Themed Button for the Village Set will show up properly. Should be save compatible.

Uploaded new version 17006 of the Village set. Added a Tailor and a Blacksmith.
Made the roof of the gatherers Hut thicker so hopefully it helps against the Moire.

All the buildings have the lighter wood color F Key variant.

Should be save compatible with version 17005.

Enjoy!
Title: Re: Embx61 Work in progress
Post by: Abandoned on August 04, 2017, 01:45:54 PM
Oh my gosh @embx61 , you have been busy.  That is a lot of nice mods, thanks for the updates.  :)
Title: Re: Embx61 Work in progress
Post by: Denis de la Rive on August 04, 2017, 03:11:41 PM
Hey, thanks for all the new versions, I've been gone for a while and loaded the new versions but i get a tool bar error, so I'm wondering what I'm missing?

Thanks for any help, I use most of the mods posted here so I'm a good tester for multi-mod users.

PS: I use the correct load order, natdiv, EB village, NMT, then the rest.  ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 04, 2017, 03:31:44 PM
I just uploaded new versions of about all the mods in your list to reflect the toolbar change.

Those mods should be save compatible as I only added the Themed Toolbar for the Village to the mods.

Here the modlist so the mods are easy to find.
http://worldofbanished.com/index.php?topic=1878.0 (http://worldofbanished.com/index.php?topic=1878.0)


EDIT

EBFarmstand is not needed because it is included in the Market Set so you can get rid of that Mod.
Log Houses is also not needed as the Log house is included in the Farmhouses Set.

Not sure what Markets is as I have no Mod with that name as far as I know.
I think it is a older Mod and I changed the name to Markets Set when I added some more stands to the set.
So I should disable that mod too.

Let me know if that fixes the toolbar issues.
I have all the mods loaded in my game besides the farmstand, Loghouse and markets and it is all working fine here.

Most of my separate buildings besides the Chapel, Church and Materials store are included in the several sets so are rather old and screw the toolbar up as they are not updated to reflect the new Village Themed Button.

The link with my Mod list is all what is supported. Consider the rest just redundant.
Title: Re: Embx61 Work in progress
Post by: Denis de la Rive on August 04, 2017, 06:37:23 PM
Thanks for answering so quickly, I removed the mods you suggested, which seems to have fixed many of the problems, I have all the new versions of all your mods, but nothing is appearing in town services. I re-DL the newest version of village, just in case it was a bad file. I have attached an image of my complete WinData file, but I think there may be a mistake in the village file, without it everything is fine, there is no services button and all the other ones are present as normal. (sorry can't test with the older version, I didn't keep that one, your work is that good it seemed redundant.) The church and chapel when added appear in the tool bar, but also cause a crash. I don't see any reason for other mods being in conflict, so I haven't tested that.

PS: all this on a new game, so it can't be saved game related.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 04, 2017, 07:12:30 PM
Did you have the latest Banished Version as with the Church make use of a fourth building requirement (Glass) and need the latest version Banished (Version BETA 170308) otherwise it will indeed crash if just hovering over the toolbar icon.

I shall go over the files to see if there is a bug somewhere.

So all the toolbar is good without the Village file? But you not see the services button with the Village file loaded?

I found a bug in the Ground Irrigation and fixed it. I forgot to add the spritesheet link to the button.

Uploaded a newer version in the download section.

Please let me know if the newer version of Ground Irrigation fix the services button.

I also recommend instead of the ground irrigation to get the Natural Irrigation instead.
The Natural irrigation replaced the Ground Irrigation as they are both similar but the natural system have way more parts and two F Key variants for the banks and ghosted 'gutters' which can run into cropfields.

I uploaded a newer version of the ground system just so the toolbar works but not do any updates on that set anymore.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 05, 2017, 07:37:19 AM
Just uploaded a first version of the EB Signs Mod.

Many signs to choose from as I used the Internet a lot to come up with names.
Used also some names as suggested by Query, Red, Gatherer, and elemental.

This is a WIP process and I want to thank @elemental for sending me a bunch of fonts to choose a few from to be included in a second release.

So we will add some more fonts in the near future.

Enjoy.
Title: Re: Embx61 Work in progress
Post by: Denis de la Rive on August 05, 2017, 12:43:15 PM
Thanks, I changed for the natural version of irrigation, everything is appearing correctly. I had gotten confused about which version was being updated, and this one was the one I liked best. I always use the most recent versions of the game, and mods to avoid having to waste moders time with useless questions.

Just had a quick look at the signs mod, wow it will make for some interesting combinations. It must be getting difficult to find new projects to do with all the great mods available.

Looking forward to creating a village worthy of your efforts. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 05, 2017, 01:54:08 PM
Glad the issue with the toolbar is resolved :)

It should now work with the Ground Irrigation too as I fixed a bug but the natural Irrigation is the better of the two with more pieces and two variants.
The deco Addon Mod and Kid's Deco Mod are really go well with the natural Irrigation.

Thanks for reporting the bugs and the only questions which are useless are the ones not asked :)

The Signs will some later be extended with more fonts and credit to elemental for supplying me with a lot of nice fonts to go over.

I think I will choose some of them and do some test signs so players can make some choices which fonts to add.

Yeah, finding new projects can sometimes be a bit hard as I did quite a few things already and something I never done before get a bit more difficult to find.
But I plan to add ghosted decoration pieces to the game, finishing the village set as it still need at least a Tavern and probably a bridge.
I plan to look into some roads as not many mods are available for that and I never made roads yet so looks like fun to give it a shot.

So still enough on the to do list to keep me busy :)

Title: Re: Embx61 Work in progress
Post by: Paeng on August 05, 2017, 04:16:01 PM
Quote from: embx61 on August 05, 2017, 01:54:08 PMfinding new projects can sometimes be a bit hard

Tehehe... believe me, that's only temporary - kinda post-production-blues...  :D
Before you know it, you're up to your eyebrows in new ideas and projects...

Else there is always more need for variety - there is no town where all the taverns look the same, or all the bridges, etc... in reality, they are alway one-of-a-kind...

You mentioned ghosted decorations - yeah, that's really an endless playground...  ;)

Another one I'm waiting for is someone teaming up with RedK and expand the choochoo - quaint little stations, different trains and waggons and cargo, rail-docks and -canals, loading areas for coal and ore...

Don't worry, we'll find you work   :P
Title: Re: Embx61 Work in progress
Post by: elemental on August 05, 2017, 04:48:16 PM
Quote from: Paeng on August 05, 2017, 04:16:01 PM

there is always more need for variety - there is no town where all the taverns look the same, or all the bridges, etc... in reality, they are alway one-of-a-kind...


Very true. I don't like building the same building twice in the one town because it doesn't seem realistic. Houses excluded, of course, because that's unavoidable. Even just a second texture set helps a great deal with variety.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 05, 2017, 04:55:46 PM
O crap

Now I get overloaded with requests :)

More signs with many different fonts are upcoming sometime in the upcoming week.
As elemental have supplied me with a lot of nice fonts not all signs are possible in all fonts as I need about 20 textures to get to about 80x40 fonts is 3200 signs.

Way too much so we going to do lots of fonts in two colors but all scattered over different names to keep the mod not only reasonable in size but not to let the player F key over a couple of hundred variations in one category :) Not even sure the Template file will say to me "screw you" if I add a few hundred variations. LOL

So far I have 36 in the market category alone and that is just 1 font with two colors. Imagine doing those in 30 or so fonts in two colors.

But variety is a good thing and many of the fonts are really nice what I looked at so far so we just scatter them over the different names.

I also going to start to see if I can make some roads starting tonight with some textures prep and look into the coding how to do it.

Will include some later a tavern to the village set but have it at the moment a bit on the back burner as I made so many buildings the last two/three weeks I am a bit burned out on buildings at the moment. For my eastern egg sign I will choose one of the most beautiful fonts out of elementals set :) *hint hint
Title: Re: Embx61 Work in progress
Post by: kid1293 on August 05, 2017, 05:05:35 PM
Take it slow.  ;)
Title: Re: Embx61 Work in progress
Post by: elemental on August 05, 2017, 05:15:13 PM
As I wrote in a PM just a moment ago, please do not do 3000 different signs. We don't need that many. A couple of different fonts at most, with maybe a couple of different colours. The ones I sent you are finished product and not meant to be re-made in 20 different fonts. That's just too much work and it really isn't necessary. And besides, our fingers would fall off from all those F key variants. :)

The ones you have made already look great.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 05, 2017, 05:21:48 PM
LOL

We had just some miscommunication as I understood it wrong.

No, as I said, I was not planning to make 3200 signs as indeed way too much and the mod will become quite big as many textures are needed to cover it all.

We scatter all the fonts over the different signs to have the variety we are after.



Title: Re: Embx61 Work in progress
Post by: Paeng on August 05, 2017, 05:42:11 PM
Quote from: kid1293 on August 05, 2017, 05:05:35 PMTake it slow.  ;)

Definitely... the players also need some time to "digest" all the fine goodies... which will lead to new ideas quite naturally  :)


Quote from: elemental on August 05, 2017, 04:48:16 PMVery true. I don't like building the same building twice in the one town ...<snip> ... Even just a second texture set helps a great deal with variety.

yeah, or even just setting a different roof on a building often does the trick... for example the vanilla tavern, one of my favorites, except for the roof - too black for my taste... give that a couple of different F-key roofs, maybe a few different props scattered around, and you got a "new" tavern with a completely different feel...  :)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 05, 2017, 08:35:49 PM
@embx61 silly question, but I haven't played yet (sadness still) - the signs:  Trading Co, Trading, Village, Hamlet etc (some not included, but hint hint, haha) - can they be separated from their current ones so can be mixed and matched.  eg:

Barrow & Green Trading Co - also be:  Castle Rock Trading Co

So, essentially the shorter signs can also be found as a separate one, and if so (they already are), can we add a few additional ones like:  Village, Hamlet, Lake, River, Crossing, Traders,

Just an idea - but, it may make expansion easier, that way the player can mix & match to their hearts content, rather than you having to create a full sign for each new release? 

*looking forward to playing ....
** the above may be the way it is in the mod, I just haven't had a chance to play it yet *sadness

As for same building in the one town, quite often many villages have the same category of stores but different branding, so I build the same way :D  Can't
Title: Re: Embx61 Work in progress
Post by: elemental on August 06, 2017, 03:24:32 AM
I haven't tried them yet either but I am fairly sure each sign is a standalone piece. I don't think the tops and bottoms are separate and interchangeable. It's not a bad idea but unless we limit them to a very small number of fonts and colours you quickly get a lot of F variants for each half sign. I do like the idea of customisable signs but some people might find so many F variants very tedious.

Title: Re: Embx61 Work in progress
Post by: embx61 on August 06, 2017, 05:34:34 AM
Like elemental says the idea is a good one and I even thought of it myself.

Sure it is possible but we end up with a lot of F Key variants (The reason after giving it some thought to scrap the idea).

Then the signs have to be in different categories. Top sign and bottom sign.
Creating them is not a issue but the mod will end up with lots of signs and to get the combination you want you have to push the F key a lot of times twice.

Then the combinations have to be the same font and color as two different fonts and color on 1 sign is I think not what many players want but I can be wrong about that (I as a player would my whole sign in one font and color though)

So if we do it the signs will be quite limited in variations.

If I make all the business names like Black smith, Apothecary , Foods, Materials, Minerals, Hunting, e.g. in about 4 fonts in 2 colors it will already be about 80 signs (10 business names x 4 fonts x 2 colors. Then all the regular names doubles this. is 160 variations for just 10 business names and 10 regular names in just 4 fonts and 2 colors.

The best would have been if the game allowed custom naming by the players. So you dump a sign down and by clicking on it a box popup in screen were the player can chose out some fonts and colors of the font and start typing. By clicking OK the box will close and the text will be on the sign. But Banished have not this ability and I highly doubt Luke will ever implement this even if we would ask him.

I promise nothing but maybe if room allows on a texture I will add a few of them but as I said, the variations will be limited with just 1 font for each combination and even just 1 color. So the fonts/colors will just be chosen randomly for the signs names and business names.
Title: Re: Embx61 Work in progress
Post by: wiscoke on August 06, 2017, 02:04:37 PM
@embx61  I'm using your gutters for something else...my cows getting constantly fresh water through the gutters!
http://steamcommunity.com/sharedfiles/filedetails/?id=1102735881 (http://steamcommunity.com/sharedfiles/filedetails/?id=1102735881)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 06, 2017, 02:31:19 PM
That is awesome.

I never thought of that.

They are a bit small though so I shall this week create a bit higher and wider drinking piece, two tiles wide which can be placed at the end of a gutter for the animals.
Should be save compatible if done so the poor cows not bump their heads anymore :)

EDIT. Three tiles wide seems better by looking at the picture again :)

Title: Re: Embx61 Work in progress
Post by: wiscoke on August 06, 2017, 03:06:09 PM
yes that would be great. I use them also instead of a well for doing the laundry :)
http://steamcommunity.com/sharedfiles/filedetails/?id=1102794127
Title: Re: Embx61 Work in progress
Post by: elemental on August 06, 2017, 03:41:15 PM
Quote from: wiscoke on August 06, 2017, 02:04:37 PM
@embx61  I'm using your gutters for something else...my cows getting constantly fresh water through the gutters!
http://steamcommunity.com/sharedfiles/filedetails/?id=1102735881 (http://steamcommunity.com/sharedfiles/filedetails/?id=1102735881)

That's the first time I have seen those ditches covered with flowers and it looks great.  :)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 06, 2017, 04:05:33 PM
Quote from: wiscoke on August 06, 2017, 02:04:37 PM
@embx61  I'm using your gutters for something else...my cows getting constantly fresh water through the gutters!
http://steamcommunity.com/sharedfiles/filedetails/?id=1102735881 (http://steamcommunity.com/sharedfiles/filedetails/?id=1102735881)

Great idea @wiscoke :)  This mod has been having some extremely useful gameplay :)  haha

@elemental & @embx61 I can certainly see your points, and agree with the idea of over abundance ....

What about limiting it so it's more like a 'sub-title', so the main posts stay the same - all pretty and colourful etc, as they are now etc etc, no alterations there.
But, for the shorter signs limiting it to 2 or 3 colours (dark & light, for different contrasts) and the same in fonts, less fancy, more plain - they are after all the 'sun-title', and not "the Header".

Mary's Little Lamb Chops
Butcher

Harry's Stitch n Sew
Tailors

I'd be happy with something like that :D so you wouldn't have to make an X amount more, but keep with the theme :D
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 06, 2017, 04:33:26 PM
@wiscoke Thats very unique and very lovely !

one of the best screenshot i ve seen so far !
all the details you did put everywhere !

and it brings me a question :) how happens the fresians and the red fresians seems to be in the same pastures ? (i take it they are coming from Red Creamery: Cows ?)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 06, 2017, 04:35:25 PM
Elemental talked with me about adding some signs for the more regular businesses as Tailor, blacksmith, Tavern, Winery, e.g and I think I can do the two sign thing for that.

So a regular 1 board sign with some regular names like "Geoffrey Lelandus" and then a second board what the player can choose a business like tailor, blacksmith, tavern, winery, e,g. which fits right under it.

A lot of name combinations are possible this way and I just scatter the different fonts around over them to keep the F Key variation reasonable.

Elemental is also trying to go with some graphics on some signs so I looking forward what he comes up with. :)

As it is WIP the mod will grow as long as the textures and F key variations are kept reasonable.

I honestly think 20 to 25 F key clicks should be enough but I can make several categories to help against too many F key variants in 1 category.
I have now one category with 38 variants and it is already a bit painful and my F key start losing it's F print on my keyboard. LOL
Title: Re: Embx61 Work in progress
Post by: embx61 on August 06, 2017, 04:36:44 PM
LOL

I wanted to ask the same question about the cows. It looks like two pastures are drawn over each other but this is not possible.
Title: Re: Embx61 Work in progress
Post by: elemental on August 06, 2017, 04:53:59 PM
I didn't even notice the cows until you mentioned them. My guess is that some of them are ghost decos from CC.
Title: Re: Embx61 Work in progress
Post by: brads3 on August 06, 2017, 05:30:05 PM
EB if you are going to tweak the water and irrigations, how much experience with the dig outs do you have? is it possable to make a pond dig out mod simial to NECORA'S riffle?now that you have ditches,we only need pond pieces that can sink into the ground.just so we could make a stream here and there and a pond area.if you are in a mood to experiment more .
Title: Re: Embx61 Work in progress
Post by: embx61 on August 06, 2017, 05:38:45 PM
I shall look into it.

It should not be too hard to make a pond what connect to the Irrigation channels.
Title: Re: Embx61 Work in progress
Post by: brads3 on August 06, 2017, 05:47:07 PM
EB, i tried all your canals and moved them up and down in mod order and never could solve my map glitch either.must be just my comp i guess.i like necora's for optons but it is too many icons. placements seem touchy too. simple works better.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 06, 2017, 06:09:44 PM
The map glitch is just a game glitch.

I don't think my mod had anything to do with it as I had a map with my irrigation loaded and it was all dark blue where the water was.
Then on another map I had the glitch too.

several players like Paeng and Tom sawyer said they had once in a while and that this was before I even designed the Irrigation channels.

I never used Necora's riffle so not know how it works.

Does he piece a pond together from several pieces? I shall some later download the mod to take a look

But I don't like complicated things. If I piece it together it will not be many pieces.

I did a test a while ago, you can do that too BTW, in the game to place 4 curves in a circle. you have a pond with an island in the middle. :)

So if I take the Island pieces out you have a pond 6x6 tiles and I only have to redirect the water flow material.
For a bigger pond I can put some 2x straights in between and you have a 8x8 pond.

Hardest going to be to hide the lines in the water textures which connect to each other.
So maybe just making some ponds in several sizes will be a better option.

like a 6x6, 8x8, and maybe a 10x10. No messing with several pieces, Just choose a size and plop it down.
and on one side I make it open so it can connect to the irrigation channels.
I even can leave a pond closed so it not connect to the channels.

Title: Re: Embx61 Work in progress
Post by: wiscoke on August 06, 2017, 11:27:18 PM
@RedKetchup  the black and white cows are indeed ghosted ones from cc like @elemental said.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 06, 2017, 11:32:35 PM
oh ok !

bah at least it did look .... real ^^
Title: Re: Embx61 Work in progress
Post by: embx61 on August 08, 2017, 07:29:34 AM
A little update what I am all currently working on.

Messing around a bit with a attempt at creating a pond for the irrigation channels and make a drinking piece what can be placed at the end of the gutters.

Redoing the signs so more fonts are used and figure out more categories so the F Key will not be more then 20 - 25 in a category.
Also include the signs elemental created in several fonts.

Two signs top with will contain the posts and a separate sign what can be placed underneath it I am working on.

Then I am working on some roads.

The at last I am working on some more decoration pieces.

All in all quite busy with 4/5 projects ongoing but the good thing is I can switch between them if I get I get bored with one :)

Title: Re: Embx61 Work in progress
Post by: embx61 on August 09, 2017, 02:12:09 PM
Uploaded version 17002 of the EB/elemental signs.

Split the version 17001 signs into yellow text and white text categories.

Added some more signs to those categories. More fonts randomly assigned to signs.

Added Top signs and bottom signs.

Those signs are working together. First place a top sign which have the posts.
The top signs have names of people, towns, or business names.
Then a bottom sign can be added with the business use like blacksmith, tailor, quarry, mining co, etc.

All those signs are randomly assigned fonts and have no double entrees like the signs from version 17001.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 10:37:53 AM
Working on some stone roads on and off and are attempting a Quarry what make some use of the useless mountains instead of taking a fair bit of flat real estate.

It is just a very fast mockup in max to see if it can work and I think it can work.

It will not be perfect on every mountain in the map as they are so different so have to find a middle of the road and it is up to the players to not place the Quarry on odd places so it looks crazy.

I use just a bit of flatten ground in front of a mountain/hill and the rest (Most of the scaffolds) will be ghosted in and in front of the mountain.

Lot of more testing to do to see how far to do the flatten ground into the mountain so it looks best.

Because the scaffolds are mostly ghosted I cannot make the bannies go there but I keep testing several depths in the mountain so maybe some can be used with a floor if I cut deep enough in the mountain as this gives a straight wall but I have also take into account how it will look.

(http://worldofbanished.com/gallery/474_11_08_17_10_29_11.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 10:57:43 AM
you can use terraforming to flatten the ground as well at parts you want to  while you can "raise" and "ceiling" some deeper parts to make them fit and reach your wood planks
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 11:07:25 AM
Can I do that in the code/mesh or have players have to use a separate tool?

Do you have any meshes what using this technic in the Laboratory so I can take a look?
Title: Re: Embx61 Work in progress
Post by: brads3 on August 11, 2017, 11:09:20 AM
EB would it help to ghost the ground instead of the scaffold to allow them to walk up it?then it won't look like the ground flatttened.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 12:57:59 PM
Quote from: embx61 on August 11, 2017, 11:07:25 AM
Can I do that in the code/mesh or have players have to use a separate tool?

Do you have any meshes what using this technic in the Laboratory so I can take a look?

i can put one : Smuggler Cave if it isnt there already, going to go check the Laboratory :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 01:02:47 PM
Quote from: RedKetchup on August 11, 2017, 12:57:59 PM
i can put one : Smuggler Cave if it isnt there already, going to go check the Laboratory :)

it is there now :)
Title: Re: Embx61 Work in progress
Post by: Paeng on August 11, 2017, 01:17:19 PM
Cool, nice innovative quarry design...  ;D

I agree with the ghosting, even if the peeps can't reach the upper levels... to me it's more important that as little as possible needs to be flattened, to maintain a natural look...

Looking forward to see how you design the rest of the workspace  ;)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 01:43:15 PM
keep in mind, you cannot modify the mountain and set a ceiling over ghosted parts (it needs to be within your description map tiles)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 01:49:52 PM
Thanks Red :)

I will check the smugglers cave mesh to see if it can be useful.

I agree Paeng and don't want to flatten more then 1 or 2 rows of a hill/mountain if terraforming give not the results I am after.

I plan to make a sort of storage area on the flat ground in front of the Quarry with some stacks of finished stones and maybe a crane of some sort.
Then some stones on scaffolds which the stonecutters are finishing up so even if the bannies can not reach the scaffolds there is some activity going on.
Then a little cabin in the textures of the Village set and leave the rest for the players to decorate with ghosted items.
The back part will be ghosted wooden scaffolds tiered up against the mountain unless I can get terraforming to work in a nice way.

Not sure about the size yet but it will be way smaller then the vanilla Quarry.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 01:51:44 PM
Okay, I will keep that in mind.

Watching some chess at the moment on the Internet and going to download the smugglers cave after that and take a good look at the files :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 03:44:24 PM
It looks like Maxime Vachier-Lagrave is winning the Sinquefield chess tournament in St Louis USA :)
He won his last game of the tournament against Ian nepomniachtchi so did what he had to do :)

It will be MVL's first major tournament win and he will be the 2nd ranked player of the world on the ELO list behind Carlsen.

All what can happen if Magnus Carlsen who is in a winning position against Levon Aronian blunders and loses his game as then it will be a tie between MVL and Aronian.
But I doubt that will happen so congrats to MVL, France and RedKetchup :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 04:01:05 PM
Quote from: embx61 on August 11, 2017, 03:44:24 PM
But I doubt that will happen so congrats to MVL, France and RedKetchup :)

i am not from France :) but from french canadian province of Québec :)
there is not chessers from my country ^^

i appreciate your "congratulations" though ^^
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 04:22:58 PM
I know you are from Quebec Canada but I consider it a bit France :)

It is official now. Carlsen won his game so MVL have won the tournament and 75000 dollars :)

Damn, I should have studied chess more when I was a kid :(

I know of a guy named Kevin Spraggett from Canada who was a good player but that was in the 80's.

Is chess not so wide spread in Canada?

Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 04:26:49 PM
Quote from: embx61 on August 11, 2017, 04:22:58 PM
Is chess not so wide spread in Canada?

not really
Title: Re: Embx61 Work in progress
Post by: PredatorBeing on August 11, 2017, 05:01:19 PM
Was playing with fences and I must say, I really like how the added fence turned out with the existing fence on your Village structure.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 11, 2017, 05:07:49 PM
Well, I have to say that it is just luck that it seem to fit so well :)

When I looked first very fast over the picture I was like.... How on earth she got rid of my fences? :)

But by looking more closely I see they are just a bit in front/over of it.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 11, 2017, 06:23:26 PM
nice :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 15, 2017, 07:32:45 PM
Been a bit quiet the last couple days but I am still working on a mine and Quarry for the village set.

Chess tournament is going on and I follow that too on the day.

Lots of trying some stuff out to get to the quarry to use (partly) a mountain.

The ghosting works partly so I had to go a bit in the mountain to get better results.
I not going too deep in the mountain and the partly ghosted sides andf back of the quarry hide the holes on the sides

Hardest is to get a good texture what comes close to Lukes mountain texture.

After trying texture after texture I finally took a screen shot of a mountain in game and used part of that as texture but it is still a bit off.

Probably just have to live with it. As the cutting do change the color a bit it is not too bad.
Other option would be to just make an entrance in the mountain and all the stuff is done inside but the mine will be like this already.

A bit more then a tile is ghosted on each side and the high part on the back is ghosted.

(http://worldofbanished.com/gallery/474_15_08_17_7_24_16.jpeg)



Title: Re: Embx61 Work in progress
Post by: feneris on August 15, 2017, 10:42:14 PM
NICE! Now that is quarry I can get behind.
Title: Re: Embx61 Work in progress
Post by: DesoPL on August 15, 2017, 11:28:21 PM
This quarry reminds me those ones, in Pharaoh game, which i like. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 12:45:17 AM
8 Stone Roads are done.

I look to see if I can add two more and then do a first release.

Two roads in the picture are the same because I forgot to change the Uchar value.

Playing also a bit with the ground and mountain textures as I get a bit tired of the vanilla ones.

(http://worldofbanished.com/gallery/474_16_08_17_12_39_51.jpeg)
Title: Re: Embx61 Work in progress
Post by: pappa on August 16, 2017, 06:16:16 AM
cant wait for the release for the quarry Embx  looks very nice
Title: Re: Embx61 Work in progress
Post by: elemental on August 16, 2017, 03:39:30 PM
Roads are looking very promising.  :)

An idea for you to consider. You have a leatherworks. How about a shoe maker? Shoes could be a type of clothing. I know that bannies only use/wear one type of clothing at a time but we can pretend that they are wearing cloths AND shoes. You could have lightweight shoes and warm shoes, just like there are two different types of clothing.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 05:25:19 PM
After finishing some stuff up like the quarry, mine for Village set.
Then finishing the roads for a first release I will look into a shoemaker.

I will add this one to the production set 1 what have the tannery and leatherworker chain as it makes sense to add it to that set.

Now the Village set is under a themed button some players think it is a bit over the top.

While I can see it is nice to have the whole village under one button it also means a bit more clicking.
Players who look for a fisher mans hut click first on the food icon under the EBtoolbar. Then it is not there because I made only one and it belongs to the Village set and it sits under it's own button so players have to click the Village set button, then the food category to find the fishermans hut.

As the toolbar changes in itself are rather easy to do I will ask again what players who play with the village set rather prefer.
The themed button or scatter the buildings under the several category buttons under the EB toolbar.

If we decide to take this approach I will put a small orange dot on all the toolbar buttons as to indicate it belongs to the village set.
Also the tooltip will have Village in front of all the building names what it currently already have included.

Now that hopefully more players have played with the set I hope to receive some feedback with pros and cons on both approaches.

The only problem is that I have to update all my other mods to get rid of the village set button as it is part of the Custom EBToolbar as otherwise things can go wary if another mod is higher in the modlist and the mods are not updated but I think the button will not show if nothing is under it so I can just leave the button in the code and no harm is done besides a couple of bytes extra.

Can you confirm this for me Red?

Title: Re: Embx61 Work in progress
Post by: Savidan on August 16, 2017, 05:50:20 PM
mhhh the orange dot is a nice idea to mark theme building thought.
What kind of pictures you use for the bar ?
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 06:29:04 PM
Just the Vanilla ones as I suck with creating icons and just hate to make them :(

As they are on there own toolbars currently I does not matter but if I scatter the buildings around a orange dot will be mandatory unless someone want to make me a icon for every building.

The vanilla icons are quite nice though.

You rather see as it is now (A themed set) or scatter the buildings on the EB toolbar categories and use the orange dot?

I have already about 9 buildings in the resources toolbar and Village will add 7 to that if I scatter them so it becomes 16 icons so this is also something to take into consideration as I plan to add a couple more buildings later (Pottery and shoemaker) so it will be 18 icons long.

Title: Re: Embx61 Work in progress
Post by: grammycat on August 16, 2017, 07:44:05 PM
I love the village set.  The only feedback I could offer is on the school.  It seems that a school that size could easily hold 20-25 students.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 07:56:36 PM
I like my buildings so much I want you guys and dolls to build many of them  :D  (Just kidding)

I agree and in the next version I will increase the school to 30 and the Chapel to 300.

What you think about the themed set?

Just leave as is or scatter the buildings over the categories under the EBtoolbar?
Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 16, 2017, 08:02:44 PM
All the work is looking great :)

Is that are brick / cobblestone road I see?
(Even with a larger monitor and screen blown up, I still can't make it out - sorry, it's me, not you.)

I'm very excited if it is!  We need some more modern-ish grey/blue stone/brick roads with the newer buildings in the city areas, and I think from what I can see the rest of your road pack looks superb!!

Great work @embx61 :D
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 08:11:51 PM
The fourth road from the top and the very light one need some better scaling.

The very light one I going to darken a little bit too.

They are all stone roads, cobble, staright, and the red ones have circles and are IMHO best for plaza's.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 08:59:10 PM
Was testing for a bug reported by elemental and waited for a trader to show up and then this happened.
The boat almost disappeared  ???

I just saved before the trader docked so after I quited the game and reloaded and the boat docked all was fine so luckily just a game glitch I guess.

@elemental

As you can see the merchant food traders name just show okay. As I said in the PM I pretty sure it is because the merchant strings are in the new limit resource files and my stand alone and the one in Unified are not having those strings. As I have not unified and the stand alone loaded it shows up fine by me.

For the next version I will add the merchant strings to the Village string table instead and link to those to avoid more issues later on.

(http://worldofbanished.com/gallery/474_16_08_17_8_33_10.jpeg)

Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 09:24:30 PM
After moving the merchant strings to the Village string table and did a test to see if it worked and loaded the game again after replacing the newly made PKM and that damn boat disappeared again right at the moment of docking.
If I dismiss the boat the graphics come right back.

I do nothing with the boat mesh (We not have it anyway) and just using references to Lukes tradeboat in the tradeport file so no clue what this can be beside just the game glitches out.
Title: Re: Embx61 Work in progress
Post by: Abandoned on August 16, 2017, 09:43:49 PM
EB I have had that happen several times before with different trading posts, not with vanilla.  It was just at the dock, the trading works fine, it is just the graphic at the dock.  It does not happen often.
Title: Re: Embx61 Work in progress
Post by: grammycat on August 16, 2017, 09:44:42 PM
I really like the themed set-it's all right there together & easy to find, but I'll use whichever you decide on.  Yay for more students and parishioners!
Title: Re: Embx61 Work in progress
Post by: elemental on August 16, 2017, 09:47:43 PM
I'll let you know if I see any ghost boats.

Regarding toolbars... One important question is do you think you will be making any other themed sets? If you've got more than one then yes, perhaps it might be best to keep each themed set in its own submenu.

Or you could use the best of both systems. Taking food as an example:

Main EB button -> Food -> any of your non-themed food buildings
Main EB button -> Food -> Village Set button -> EB Village fisherman, hunter, gather, (plus whatever else you might add later)
Main EB button -> Food -> Second themed set button -> Second themed set fisherman, hunter, gather, etc

So all of your food buildings would be under your one main food button but there would be submenus under that button for any themed sets.

You could also keep the standalone village set the way it is but do something like what I have described when you add your village set to the unified mod. Whatever you choose to do I'm sure I'll learn where stuff is soon enough.  :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 10:00:58 PM
I was thinking about the same as to put them under village toolbars under the EB toolbar categories.

As it is only one more button per category unless I make more themed sets (I think I won't but you never know).

I am more thinking about to make later more buildings in the same style as the village set so a winery, oil press, and the like.

It will be Village production set though so a addon mod as to keep the mod size reasonable in size and so players don't have to load all when they maybe only want the set as it is now.

Lot of work but the more I play with the village set the more eager I am to make more buildings for it in an addon mod.

No worry, the production sets I have I keep supporting so it will just be more diversity :)

About the boat glitch, after reloading again it went all fine. No clue what it can be as I don't touch anything with the boat besides making a dummie for it in the trading port mesh.

Looking at the picture (I am also in the process of changing the vanilla ground textures) it screams to me "Give us more production buildings in the same style!"  :D

(http://worldofbanished.com/gallery/474_16_08_17_10_05_48.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 16, 2017, 10:29:31 PM
i saw it happended sometimes too.
i assumed too this was a game glitch
Title: Re: Embx61 Work in progress
Post by: embx61 on August 16, 2017, 10:49:35 PM
Thanks Red for confirming what I thought too.

We do nothing with the boat (We not even the mesh) besides putting a dummie in the trade port mesh called boat_001 and reference to the boat mesh in the files. That's all so it seem not logical by creating a trade port it creates a bug with the boat.

Sorry @Abandoned

I read over your post so thank you for confirming too it is a game glitch.
One thing less to worry about :)



Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 17, 2017, 01:56:28 AM
the only thing i can maybe think you can try ... push away your boat dummy of like ... 0,25 tiles away from the dock to see if there is a change :P
Title: Re: Embx61 Work in progress
Post by: embx61 on August 17, 2017, 02:48:41 AM
What to do with the quarry when it run out of stone?

I can of course just leave the buildings as it is. Or delete the mesh completely but will leave a dug hole in the mountain or think about another solution.

How about this? Very small version of the Hanging Gardens.

Sadly we cannot give it another function so it is just decoration.

Yeah, the quarry belongs in the mountain but can be placed also on flat ground but not recommended as the back is just straight and it just looks better a bit dug in a mountain.
I placed it here because there is no mountain near by on this map and did not want the workers walk a mile to destroy it so placed it close to the village as test to see how it looks after the quarry is destroyed.

(http://worldofbanished.com/gallery/474_17_08_17_2_42_05.jpeg)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 17, 2017, 03:57:25 AM
Quote from: embx61 on August 17, 2017, 02:48:41 AM

How about this? Very small version of the Hanging Gardens.
(http://worldofbanished.com/gallery/474_17_08_17_2_42_05.jpeg)

whats about Petra ?  :D
Title: Re: Embx61 Work in progress
Post by: Gatherer on August 17, 2017, 08:05:38 AM
I vote for the Village themed set to remain separate. I don't mind the extra mouse clicks.
Title: Re: Embx61 Work in progress
Post by: Paeng on August 17, 2017, 12:12:21 PM
Sorry, again late to the party...  :-[

My vote would also be to keep The Village as a separate themed set... to me it's the best "vanilla alternative" yet, and I'd love to see it maintained as exactly that  :)

* And sorry, but I won't believe for a second that you'll not come up with more set(s), in time...   ;)


Quote from: embx61 on August 17, 2017, 02:48:41 AMthe quarry belongs in the mountain

Tehehe... had me wondering there for a moment...  :D
Title: Re: Embx61 Work in progress
Post by: elemental on August 17, 2017, 03:45:21 PM
Just in case people are panicking, the village set will always be offered as a separate standalone mod but it will also be included in EB's unified mod. The toolbar/menu question is more of an issue for the unified version. When it comes to the standalone mod version I would suggest that keeping it as it is with its own toolbar button would be the best thing to do.
Title: Re: Embx61 Work in progress
Post by: TheOtherMicheal on August 18, 2017, 01:19:14 AM
@embx61  Just to add to what Abandoned and Red mentioned about the Trader glitch, I've also had this happen with various traderposts and it was happening some time ago (earlier this year or late last year). In fact I only had about four or six of your mods installed and they were individual production buildings and the church so I agree that it is unlikely to be anything to do with your Village set.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 18, 2017, 01:34:45 AM
Thanks @TheOtherMicheal

I even moved my dummie a little bit more into the water but it keeps happening so once in a while so I am pretty sure it is a game glitch.

It looks a bit odd but not the end of the world as it is at least not gamebreaking.
I even found a very old post from 2015 where someone had the glitch too and the Village Set was not created then so I am sure it is not the Village Set :)

Title: Re: Embx61 Work in progress
Post by: embx61 on August 18, 2017, 02:07:55 AM
I made a couple more roads and going to release version 17001 of the roads some later tonight or tomorrow :)

2 dirt roads, 3 wooden roads, and 8 stone roads so far so good enough for a first release.

Then finishing the quarry and the mine for the Village Set and do another release as well probably this weekend as it will be save compatible.

After that I slowly will start to create some of my production buildings from set 1 and 2 in the Village Set style.
As it are quite few buildings (About 15 I think) I will go slowly with some other stuff like ghosted covers mixed in.

The Production will be in a Village Set Addon Mod but will make use of the Themed toolbar so all stay together gameplay wise.
Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on August 18, 2017, 04:06:11 AM
I saw this boat glitch at vanilla trading posts as well. So I'm also sure it is not caused by mods.
Title: Re: Embx61 Work in progress
Post by: elemental on August 18, 2017, 03:28:21 PM
More village themed buildings will be great. At some point perhaps some taller houses in the same style? Having different heights can greatly improve how a bunch of houses looks.

Also, any plans for an apiary/honey?
Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 18, 2017, 08:36:42 PM
@embx61 thank you for the answer about the roads :)  good news indeed!!  woohoo :D

Maybe one day someone will be inspired to do a polished marble, polished onyx and perhaps a very fine sand one :) 

As for the toolbar question, I like that the mods are now in the Modders toolbars, and where the mod has a theme that the mods buildings are all in the 1 place, in a theme - Kid has been marvellous with this, all his themed mods in their own toolbar spots.  I have problems navigating Red's Garden Walls mods and the other one he did where he placed the defence towers in 1 place, the other buildings in another and so on - there wasn't a fluid flow thru to the mod, which made it hard when there are many mods installed, to find a nice play ryhthm (the mods themselves are excellent, just for me the navigation felt stiff); so for me - definitely themes with multiple buildings, having them in a single toolbar would be ideal.

Modder toolbar/modder/themes/Village/ all the wonderful pieces - rather than 10-20 buildings scattered through the toolbar.

If I've misunderstood the question, don't mind me ... I'm still in the naughty corner anyway, lol.  haha
Title: Re: Embx61 Work in progress
Post by: embx61 on August 18, 2017, 09:25:38 PM
The Toolbar is always a bit cumbersome whatever approach is taken.
Also the players will have their own preferences.

Themed sets needs clicking a little bit more as the category items are doubled in the game but all is at one place under 1 themed button.

All the buildings under the categories under the Modders toolbar can mean lots of icons on that toolbar and indeed the sets would be scattered so either the Icons need to get a special hint so the player knows it belongs to a set or as elemental suggested and I probably going to do when I add the village set to Unified to make a village set button on all the categories and place the buttons for the buildings under those.

So EBtoolbar --> Food toolbar with all my food production buildings I modded so far and 1 extra village Food category button with all the food production buildings of the village set only under that button and so on.

Sand or dirt roads are the hardest to make many versions besides color changes. Because of the scale many roads will look about the same unless you want one sand grit to be as big as a baseball :)

It is because of the scale just a whole lot of little grains and hard to make them really different on the little scale of Banished.
There are not really patterns like wood or stone roads.

I will do some more dirt roads though but it will be the same texture but with some color changes some lighter and some darker versions.
Marble I will look into if I can find some nice seamless textures.

BTW, time to get out of that naughty corner :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 19, 2017, 04:18:23 AM
Uploaded version 17003 of the Roads.

Changed all the Toolbar Buttons so they have road images on them so players can see what kind of road they are want to build. I also added a remove road and cancel removal buttons on the Roads toolbar.

With that out of the way I changed a bit on the Quarry destroyed part.

The Quarry when it get destroyed the bannies change it into a sort of water place with 2 statues and a waterfall.
As we sadly cannot assign another function like fishing spot so it is purely decoration.

Now working on the Mine for the Village set and when the mine is done I will upload a next version of the Village Set.
It should be save compatible.

(http://worldofbanished.com/gallery/474_19_08_17_4_02_32.jpeg)

Title: Re: Embx61 Work in progress
Post by: brads3 on August 19, 2017, 04:57:09 AM
that is a neat way to deal with it.and you get a huge awesome decoration.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 19, 2017, 05:06:05 AM
Thanks brads :)

I found that statue mesh on TurboSquid for FREE.

They are low poly too about 1500 a statue what is quite good and I not see players putting 20 quarry's on a map anyway :)

LOL I seen some statues on TurboSquid with 1.5 million poly's. Some were free too but that is just way too much for a statue LOL

The whole quarry is still just under 5500 poly's including the build stage.
Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 19, 2017, 05:17:28 AM
@embx61 nearly there .... the naughty corner is ever so lonely, I thought I found a way out, but now I'm not so sure.  :(  But soon :D :D :D

Back to the waterfall though - OH WOW!  And with some ghosted decos around it, what a gorgeous local area that can be designed.  Will you be also including a version where you don't need to have a quarry first, you can go straight to the waterfall?  What a fabulous idea for a city garden!!  (Even with a flat back, doesn't matter with ghosted decos, or placing it against the back of other buildings etc, noone will notice).

Re the roads - they look good, I got the latest version, yet to try :(  my downloads folder is bulging with goodies, and anticipation :) 

I wonder, whilst you're in the road frame of mind, and you're developing the waterfall, in stone - what about a ground covering mosaic, plaza piece to go with it?  Ancient mosaic style to fit the era of the waterfall?  I don't know how it would be done though, design wise - 1 large piece, or smaller pieces with a section of the pattern in each and the player puts them together like a puzzle?  Using a bit of the pattern from the reddish road that you have even, but in the same stone colouring as the waterall?

Just a random idea ... Could build a lovely hidden oasis or large open plaza - and with your large marketplace etc. 
Title: Re: Embx61 Work in progress
Post by: embx61 on August 19, 2017, 05:35:24 AM
Sure. It is just copy the mesh and change the footprint a bit so it not need to be build in a mountain.

I will do it when I have finished the Mine and uploaded a new version of the Village set.

I will release the statue as deco soon too.

Putting deco on the Quarry part not going to work because all ghosted deco's are set at Z axis 0 (Groundlevel)

That means they will go into the mesh instead of on top of it.

The waterfall part can just be laid around with regular road. I shall see if I find some more mosaic textures so I can add some roads later.
Roads on top of the quarry not going to work because roads are ground level but for the standalone monument I will put a nice texture on the top parts with some mosaic.

That way it will look a bit different too from the quarry destroyed part.

Title: Re: Embx61 Work in progress
Post by: Gatherer on August 19, 2017, 06:53:32 AM
Quote from: embx61 on August 19, 2017, 05:35:24 AMI will release the statue as deco soon too.
Sweet. I was about to ask for that. ;)
Title: Re: Embx61 Work in progress
Post by: QueryEverything on August 19, 2017, 06:32:39 PM
Quote from: embx61 on August 19, 2017, 05:35:24 AM
Sure. It is just copy the mesh and change the footprint a bit so it not need to be build in a mountain.

I will do it when I have finished the Mine and uploaded a new version of the Village set.

I will release the statue as deco soon too.

Putting deco on the Quarry part not going to work because all ghosted deco's are set at Z axis 0 (Groundlevel)

That means they will go into the mesh instead of on top of it.

The waterfall part can just be laid around with regular road. I shall see if I find some more mosaic textures so I can add some roads later.
Roads on top of the quarry not going to work because roads are ground level but for the standalone monument I will put a nice texture on the top parts with some mosaic.

That way it will look a bit different too from the quarry destroyed part.



Sorry, that's my mistake, I did mean on the ground level @embx61 such as trees, and shrubs etc :D  Sorry for any confusion.
Still not great with typing things currently :(  In my head it made sense, lol :D

Love the plans though that you have.  Really excited to see it in game!!
Title: Re: Embx61 Work in progress
Post by: Kristahfer on August 19, 2017, 10:27:41 PM
@embx61 I love your mods. I have some confusion with making sure I have the correct ones loaded and getting the load order correct. Also getting grey dot instead of the icon in the tool bar. I know that is due to load order but I have been unable to correct the issue.

If I could impose on you and ask that you take a look and give me an idea what I need and don't need and getting the load order correct, I would be very appreciative.


I have included the list of your mods in the load order I am using.
Title: Re: Embx61 Work in progress
Post by: elemental on August 19, 2017, 10:39:32 PM
The unified mod contains nearly everything EB has made. Mod of those mods aren't needed if you are using the most recent unified mod.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 19, 2017, 10:57:49 PM
You have loaded Unified Mod and many mods which are included in Unified Mod.

If you run Unified Mod you only need the VillageSet, Roads, Signs, Ground Irrigation, deco Bridges, and the overrides mods together with the unified mod so you can get rid of all the other mods in the list.
Put the the overrides on top. the rest do not matter what order they are in.

If you prefer to not run Unified: load all in the list besides of course Unified and:

The Farmhouse B is old and is included in Farmhouse and Log houses set so just get rid of it completely.
The Boarding House is part of the village Set so get rid of it.
Small Village Set is the same as the Village set. I renamed because small village is about the same name as Discrepancy's small village mod so get rid of it.

The Church and the chapel, and Materials Store are the only three building mods which are still stand alone. The rest of all my stand alone building mods are all included in the several sets.

So always download a set instead of the older buildings stand alone mods except the church Material Store, and chapel.

Signs and Roads are standalone Mods too and stay that way but I will include them at a later point in Unified as well just as the Village Set.

Unified going to be the easiest as it only need the Village set, signs, roads, the overrides, and deco bridges and you have everything I made so far in just 6 mods :)

Ground irrigation still works but the natural Irrigation is the replacement of the ground irrigation and I won't update the ground irrigation anymore.

Here the list of all my mods I still update and support. Consider all my other mods old and/or included in the several sets.
http://worldofbanished.com/index.php?topic=1878.msg38229#msg38229 (http://worldofbanished.com/index.php?topic=1878.msg38229#msg38229)

HTH




Title: Re: Embx61 Work in progress
Post by: Kristahfer on August 20, 2017, 01:48:39 AM
Thank you @embx61 . I will make those corrections.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 21, 2017, 03:14:56 AM
Uploaded version 17007 of the Village set.

Moved the trader names from the newlimit string table to the Village stringtable so it is not dependable anymore on the new limit resources stringtable file.
As the newlimit file is used in many mods load order was important and now the loadorder does not matter anymore for the trader names.

Added a mine and a quarry. The mine can me build anywhere but is recommended to push the ghosted back part into a mountain for better look.
I decided to do it this way so the player can dig as little as possible in the mountain by keeping the mine as far as possible in front of the mountain and the ghosted backside just stick a bit in the mountain. Mine can be rebuild after destruction. The Quarry is just a test to see what can be done and transforms after destruction into a sort of monument.
Save compatible with Village set 17005 and 17006.

I will make the statues as decoration separate soon.
I going to do some decoration stuff in the next couple of days.
Title: Re: Embx61 Work in progress
Post by: Paeng on August 21, 2017, 12:27:22 PM
Quote from: embx61 on August 19, 2017, 04:18:23 AM2 statues and a waterfall

Very LotR... love it!   :D
Title: Re: Embx61 Work in progress
Post by: embx61 on August 22, 2017, 10:52:00 AM
Just uploaded version 17011 of the Unified Mod.

The unified Mod now contains all my mods except the Above Ground Irrigation Channels set and the override mods.

Override mods are never be included in Unified to give players the choice to play with or without them.

In all, Who want to play with all my mods need only the Unified Mod and the Above Irrigation Mod and you have everything I made so far besides the overrides.


Title: Re: Embx61 Work in progress
Post by: embx61 on August 23, 2017, 09:28:20 AM
Was playing a little bit and when I build the barn from the Village set the AO mapping of the second building stage was screwed up.
As they are cloned F Keys I probably made a error in the work flow somewhere.

I fixed it and will upload a new version of the Village Set later today.

Then I will add the above ground Irrigation to the Unified Mod and fix it in there as well and upload a new version later today or tomorrow.

After that the Unified Mod will be current with all I did so far :)

Then I think going to make some decoration like some fences and walls for a change. I also want to make a bridge as I never did that yet.
Then some ghosted shelters as Query requested that.

I added for personal use RedKetchup's Iron Ore to the game and it looks awesome :)  I changed the Village Blacksmith so it creates Iron From iron Ore and the Mine produces Iron Ore too.
If players like it I will update the Village set later as I think it is realistic but let me know if you want this change.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 23, 2017, 09:51:35 AM
but i noticed something about the iron ore/iron though : when you start a game, you have a limited amount of iron in the storageyard. the vanilla BS building need many of those. and if like me you like to start with a school as 1st building... it takes 16 iron for it...

as me, if you plan to change iron to iron ore on the map, need to plan something : reduce/modify the building costs for the vanilla BS, or have a cheaper alternate because once you used some, they will never comeback unless you process some ore to iron.

Title: Re: Embx61 Work in progress
Post by: embx61 on August 23, 2017, 10:05:51 AM
Good point!

I did not change the Vanilla Blacksmith/Mine yet but those from the Village Set and the Village Blacksmith only need 8 Iron instead of the 32 what vanilla cost.

The Vanilla Mine and The Village Mine not need any Iron to build so it is good there.

Just looked and the Village School not need any Iron either :)
Town Hall only 12 Iron. Tailor 6.
Title: Re: Embx61 Work in progress
Post by: elemental on August 23, 2017, 03:42:13 PM
How do you turn iron ore into iron? Blacksmith?

CC was the first mod to use iron ore and they have a small iron smelter and a small fuel refiner. Fuel Refiner takes firewood (or is it logs?) and makes furnace fuel. Smelter takes iron ore and furnace fuel and makes iron. There are larger versions of each building too for later game, but for early game they have the small versions. From memory I don't think you need iron to build either of those buildings.

Title: Re: Embx61 Work in progress
Post by: brads3 on August 23, 2017, 04:46:52 PM
there are several other options of mods that give iron: renewable resources has both iron and iron ore,KID's tiny mine gives iron,there is an override mod also.the north has the bloomery and i believe DS has his own options as well.remind me sometime,ELEMENTAL i can try to do a map without using any iron and build a lot of buildings.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 23, 2017, 09:58:33 PM
I just think that producing Iron from Ore is realistic.
You not find Iron just laying on the ground everywhere and are mined straight out of mines.

As long as the balance is okay as Red said so players can get the production chain up and running before running out of Iron it should work.

I play a bit with my for personal use adapted Village Mod and so far it goes all fine.
If it all works out after some more testing I will make a special Ore To Iron building so can release the Blacksmith from producing Iron.

Thinking of input ore and a choice of Charcoal and Cokes as Fuels.
Sadly we can only set one output value for a building other wise I would have done firewood too as fuel but with a lower output.

To do that it need a different building or I have to increase the input of Firewood to create Iron and I think this is what I going for as I not want to make to more of the same buildings besides F Key variants where needed.

Need a lot of testing but I am on it in between creating some deco's.

Working on some more statues and this is going to be so awesome. :)
I downloaded quite a few free statues from TurboSquid.
Really famous ones like Apollo, Venus, Mars, Zeus, Discus thrower,  etc.

Those meshes have a lot of poly's between 700K to 2.5 Million but I convert them with some optimizers in Max to bring the poly's down to acceptable ranges.
also no UV Maps and textures but I have downloaded quite a few Marble slab textures in different colors.

I optimized the Mars Statue already and it is just about under 6000 poly so a huge reduction compared to the 1.2 million poly's it was and still looks okay.
Further optimizing will decrease quality too much so about 6000 has to do.

As I not see players putting hundreds of those statues on a map it should be fine. :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 24, 2017, 06:53:15 AM
5 new statues are about done.

5 statues together is about 20K poly's. It is what it is as I cannot Optimize them more because they will become ugly.

The 5 statues before optimizing are about 7 million poly's.

We have from left to right Mars, Discubolus, Apollo, Zeus, and Hermes.
Still have 3 statues to optimize and texture and I will release a new version of the statues.

(http://worldofbanished.com/gallery/474_24_08_17_6_23_21.jpeg)



Title: Re: Embx61 Work in progress
Post by: kid1293 on August 24, 2017, 06:56:13 AM
I like them! But they will look out of place in the forest.   :D

Just kidding.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 24, 2017, 07:00:44 AM
I agree they not fit in the forest :)

Maybe I should make a green marble one for in the forest :)

But they will fit with more urban area's like with your row houses, Mexican Missionary, or Red's NMT.
Title: Re: Embx61 Work in progress
Post by: Savidan on August 24, 2017, 09:17:25 AM
Niiiice :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 24, 2017, 09:22:30 AM
when they have 700-2.5M poly... that isnt cause someone made it and worked it and created it.... that are laser scan results
nobody can take 2 million of polygon and make a statue out of it LOL
they are not selling 3D models.... they are selling scan results :P
Title: Re: Embx61 Work in progress
Post by: elemental on August 24, 2017, 03:40:37 PM
The statues are a good addition. It would be nice to see some more but I realise they are nearly impossible to model from scratch so it all depends on what you can find.

Classical columns, obelisks, and standing stones would also make good decorations. Perhaps a rock with a bronze plaque in it, to commemorate something important in the town's history.

There are some free ones here:

https://archive3d.net/?category=555&page=1

https://www.archive3d.net/?tag=sculpture&page=25

https://archive3d.net/?tag=Summerhouse&page=1
Title: Re: Embx61 Work in progress
Post by: embx61 on August 24, 2017, 07:34:33 PM
Yeah, those statues where made from scans. I think most of them were made from scans from the Danish Museum.

They are free so I won't complain :)
I am not able to make a statue like those made from scratch.

A column or rock with a plate I can probably do but animals, humans shapes I cannot do (yet)







Title: Re: Embx61 Work in progress
Post by: embx61 on August 25, 2017, 02:42:03 AM
Uploaded version 17002 of the Statues Mod.

Added the statues of Mars, Zeus, Apollo, Venus de Milo, Mercury, Penelope, Hermes, Venus & Cupido, Discubolus.

I also added so far 1 column deco.

The 9 famous statues are between about 5 and 6.2K poly each so use them sparingly on the map.
As said earlier, I optimized them from 6 to 7 million poly's for all 9 and this is the best I could do so they still look okay.

This is the reason I not made F Key Variations of the statues beside the knight statue as the mod will triple in size.

All are ghosted.
Title: Re: Embx61 Work in progress
Post by: Savidan on August 25, 2017, 01:47:58 PM
Great thank you :)
Title: Re: Embx61 Work in progress
Post by: elemental on August 25, 2017, 04:04:45 PM
Quote from: embx61 on August 25, 2017, 02:42:03 AM

This is the reason I not made F Key Variations of the statues beside the knight statue as the mod will triple in size.


I don't know about everyone else, but I'd happily use a larger mod if it had some colour variants. I like decorative items.  :)  But it's up to you if you want to make more versions. Just for a comparison, there is a CC add-on mod called Statues Plus that adds a bunch of statues in a range of colours. It's a quite a big mod, weighing in at 87MB.

But if you do want to add more colours without bloating the mod too much, perhaps each colour could be offered as a separate mod and the player could then choose which one(s) to use. Again, it's up to you.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 26, 2017, 03:25:26 AM
I shall think what approach to take.

Either as you suggest each mod a different color or a lite version as it now and then one with some more colors as 1 mod.

Title: Re: Embx61 Work in progress
Post by: embx61 on August 26, 2017, 05:40:30 AM
Working on the bridge for the Village Set.

Thanks to Kid who shares all his sources in the Laboratory part of this forum I had the code and FBX so could look how it is done.

Still have to do the building stages and AO mapping. Going to do a lighter color F Key variant as well so it matches the village set.

After the bridge is finished I do some fences and start on a Iron smelter building.

(http://worldofbanished.com/gallery/474_26_08_17_5_16_40.jpeg)
Title: Re: Embx61 Work in progress
Post by: Paeng on August 26, 2017, 06:36:17 AM
Cool, more bridge variety is great  :)

Maybe you can also add another simple plank bridge for the small creeks?   :-[   :)


Looking forward to the smelter, and a way to get away from plain iron on the ground... I hope the smelter will also use charcoal as fuel  ;)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 26, 2017, 07:06:03 AM
Thanks @Paeng :)

I will make a some later a little simple fast crossing bridge as well.

In my for personal use Village set the Iron is from the ground and changed it to Iron Ore.
I used RedKetchups's Iron Ore Texture. I changed the stone texture as well while I was on it :)

With my for personal use replacement Textures I use as replacement of the Vanilla textures for the ground/mountain/pasture and the like it all blend pretty well together :)

Way more realistic and as many of my Village buildings not require that much iron it will not be really harder at start to go with the Iron from the stockpile at start of the map.
I still tweaking just a tiny bit here and there but I think it is almost there where I want it with the ground textures.

Then I will release it as a Mod for those who are just as me tired of the Vanilla textures.

Yes charcoal will be used as fuel.
I was thinking Coal and Firewood too but I will increase the input amount for firewood compared with Coal/Charcoal as it is not really sufficient to use firewood but at least it gives the player a choice to use it, but at a price, if they have a hard time getting Charcoal/Coal and still need Iron.

The smelter will be the first building in the Village Set Production Mod but I will release it when the smelter and a Charcoal burner is ready together with the Ore To Iron Changes.
The Village Iron Mine is already coded in my Personal use version to mine Iron Ore instead of Iron.

For testing I have the Village Blacksmith now make Iron from Ore but I will delete that option when the smelter is done.

Then I will do a included override so the Vanilla Mine will mine Iron Ore as well instead of Iron. If that is all done it will be the first release of the Village Production Set but plan to add more buildings later to the set.
Title: Re: Embx61 Work in progress
Post by: Paeng on August 26, 2017, 07:32:26 AM
Quote from: embx61 on August 26, 2017, 07:06:03 AMit will not be really harder at start to go with the Iron from the stockpile at start of the map.

Yeah, I always keep that small pile as long as possible - only when my tools drop very low, then I set the blacky to start on tools... usually that is just enough time to get his production going...


Quotewhen the smelter and a Charcoal burner is ready

You make a different one from the current (used e.g. for glass works)? Just curious...


I have to work on Asburnsville - it turned out so well, but I don't dare to upgrade too many things on the fly any more, don't want to corrupt it... but there are so many new/upgraded things lined up in my cache, I'm itching to start a new town...  ::)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 26, 2017, 07:56:59 AM
I hear you.

I sometimes had a very nice map as well but also wanted to start a new one.
I just saved the old map and started a new one as well :)

I always played that one map with my beloved wife sort of together.
I sometimes looked how see was doing and vise versa.

She was pretty good with creating nice towns. I was somewhat better with the organization of the stuff. :)
So we learned from each other.

It is the only game by far my beloved wife played for a long time and also pretty long sessions.
I never have seen her doing that with any other game.
She liked the relaxation of Banished. After the first year and you survive the first winter it is hard to fail anymore unless you do really stupid things.

Then she played and watched some TV at the same time.

Toms Charcoal burner is nice and a charcoal burner not really have a theme so I think I just use Toms.
As the graphics are not changing it does not matter if I have the same building in two mods as the game will only load the textures and files once.
Title: Re: Embx61 Work in progress
Post by: Paeng on August 26, 2017, 08:17:11 AM
Quote from: embx61 on August 26, 2017, 07:56:59 AMwanted to start a new one.
I just saved the old map and started a new one as well :)

Yeah, I used to do that... I had gigabytes  ::)  of old saves with the intention of "going back later"... never did  :(

I'm so wrapped up in my towns, I know every nook and cranny, every spot where I still want to build something... once I leave a town, I'm done with it - opening an old save is like "why the hell did I do it this way, I should have done it like..." and so on... plus the fact that often you can't add new or upgraded structures... so no, I like closure on my towns, then move on to uncharted lands...  :D
Title: Re: Embx61 Work in progress
Post by: elemental on August 26, 2017, 04:00:02 PM
Quote from: embx61 on August 26, 2017, 07:56:59 AM

She liked the relaxation of Banished. After the first year and you survive the first winter it is hard to fail anymore unless you do really stupid things.


I also like the game because it can be relaxing. When I first saw it on youtube it was played at 10 speed and it was one disaster after another, lots of death and failure. But then mods came along, including the 1:1 ageing mods and it's a completely different game now. Slow and relaxing and enjoyable. The Banished world is visually very pretty too. A pleasant place to spend some time. :)
Title: Re: Embx61 Work in progress
Post by: RedKetchup on August 26, 2017, 04:02:24 PM
Quote from: elemental on August 26, 2017, 04:00:02 PM
The Banished world is visually very pretty too. A pleasant place to spend some time. :)

mainly cause our mods :)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 28, 2017, 12:01:18 PM
The Iron Smelter is almost done.

Then I run into an issue.

I only use the themed Village button in the community bar.
Then the several category buttons are called within the Village set to sit under the Village Themed button.

When I loaded the Village Production in the game it loaded a second category button next to the first one.
So I have to move those buttons to the community section as well so all mods recognize them and I can keep the sets separated as I planned to.

That means I have to recompile all my mods to reflect those toolbar changes otherwise when some have the load order different it screws things up.
It is luckily just a matter of copy and paste. Uploading all the mods going to take longer then doing the copy/paste.

The smelter, charburner, and bridge will be added to the village set. Then only later a Tavern to go and beside bug fixing the set will be done.
It is currently 53 megabyte and I estimate with the tavern I plan to do some later added and F key it will be about 60 Megabyte total.

All the rest of the production buildings I'm going to add in the same style as Village set going to be in the Village Production set.
I decided to add the smelter and charburner because the Iron Mine is set to mine Iron Ore so if I add the smelter to the village production set players need the village set loaded anyway or they have no mine to mine iron ore if they decide to play without the village set and only with the production set later on. It is a chain so best to keep those together in one mod.

I uploaded version 17002 of the Grizzly Valley Mod. I forgot in the first version to add the stone and Iron textures.  :-[

Coffee is ready and going to do the build stages, AO mapping and F key variant of the iron smelter.
After that is done I will release a new version. Probably tomorrow or Wednesday. Should be save compatible.

The Vanilla mine I have to change to in the village set so it mines iron ore instead of Iron. I changed the output from Iron from 1 to 2 to 2 to 3 as 1 to 2 iron was too low output when produced from Iron ore.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 29, 2017, 08:11:08 AM
Released Version 17001 of Wooden Bridges. 1 dark wood color and 1 lighter wood color. I will expand this mod in the near future with some more bridges.

Released Version 17008 of the Village Set. Added a charburner (Tom Sawyers Model) and a Iron Smelter. In this version Iron is not gathered or mined anymore but instead Iron Ore is gathered or mined. The Added Iron Smelter produces 1 to 2 Iron from either 2 Ore and 1 Coal or 2 Ore and 1 Charcoal or 2 Ore and 2 Firewood.

I did not change the Vanilla Raw Material Iron File as I had planned to.

Note: The Smelter will get a loss with uneducated Smelters. It will make a little profit with educated Smelters but not by using Firewood.
Firewood was not a very good fuel to smelt Iron Ore but I wanted to give the player the option to use Firewood too but it comes with a price though to use Firewood.

See my soon updated spreadsheet for the numbers and hope to receive feedback on the values.

Released EB Village Vanilla Mine Override.
This complements the Village Set as it overrides the Vanilla Mine to mine Iron Ore instead of Iron.
Just put above the Village Set in the Mod list and while I did a test it worked even with a build Vanilla Mine.
Title: Re: Embx61 Work in progress
Post by: elemental on August 29, 2017, 03:09:59 PM
The bridges look good. I like the clean, simple styling of your structures. Just in case you aren't already considering it, some coverings for these bridges would be great.
Title: Re: Embx61 Work in progress
Post by: kid1293 on August 29, 2017, 03:13:53 PM
One plus from me.

Very clean bridge and very much in your style. Like it a lot!

:)
Title: Re: Embx61 Work in progress
Post by: embx61 on August 29, 2017, 03:20:49 PM
I am in the process of putting a roof on the bridges. I not want to do ghosting though as it will screw up the AO.

The AO is generated on the bare bridge and a ghosted cover will still show snow under the roof because of the AO.
Title: Re: Embx61 Work in progress
Post by: embx61 on August 30, 2017, 11:35:06 AM
Uploaded version 17002 of The Green Valley Mod. For some strange reason the game not like the Stone and Iron Texture changes.
Not sure why as it works fine with Grizzly Valley  :o

The code is the same as Grizzly Valley and the only difference is different textures.
I keep looking into this why this happens.

I removed those 2 textures and tested 5 times a new game with version 17002 and had no crashes.
It worked every time in my save but when I started a new game today it crashed on me too.

The better news is that I am almost finished with 2 more bridges and upload a next version either later today or tomorrow.

Title: Re: Embx61 Work in progress
Post by: embx61 on August 31, 2017, 04:56:09 AM
Uploaded yesterday a new version (17002) of the Bridges.
Added three bridges to the set.

Working currently on some decorations like ghosted coverings which can be placed over stock piles and some ghosted animals.

Title: Re: Embx61 Work in progress
Post by: embx61 on September 01, 2017, 07:27:44 AM
Here a picture of the fences I am working on.

Still have to do a gate, assign the colors to the other pieces and build stage.

I have F Keyed them but am not sure about F keying the fences because it change the color to the next every time you place a piece so I think I add them to sub toolbars per color so players can choose a color without having to click the F Key several times after placing a piece.

I plan to make also regular fences (Just two or three horizontal boards) in the 4 wood colors.

(http://worldofbanished.com/gallery/474_01_09_17_7_18_44.jpeg)
Title: Re: Embx61 Work in progress
Post by: JM on September 01, 2017, 04:55:35 PM
Very nice!

QuoteI plan to make also regular fences (Just two or three horizontal boards) in the 4 wood colors.
Would it also be possible to make fences looking old and worn out?
Title: Re: Embx61 Work in progress
Post by: wiscoke on September 02, 2017, 01:37:30 AM
@embx61  if you build your fences, will they be on the outside of a square or in the middle? or do you add both options?

I saw you, updated your village set. do you automaticly update your unified mod everytime you update one of the stand-alone ones that are in the unified mod?
Title: Re: Embx61 Work in progress
Post by: embx61 on September 02, 2017, 04:42:08 AM
They are currently in the middle of a tile.

What do players prefer? Middle or Outside as two sets is a bit too much (Maybe after a first release I will think about it to add those). The tile they are build on have collision except the gate so they cannot be build on roads or other build objects.
If I mark the tile as road buildable the bannies will wall through every fence piece as it is a road.

I will do however a ghosted set as well so those can be build anywhere but the bannies will of course walk through those.

I will look into a worn look texture as well.
Title: Re: Embx61 Work in progress
Post by: wiscoke on September 02, 2017, 06:10:37 AM
@embx61  if they are on the edge of a tile you can still place flowers right next to the fences.
Title: Re: Embx61 Work in progress
Post by: embx61 on September 02, 2017, 06:14:54 AM
Okay, makes sense. I will put them on the edge of the tiles.
Title: Re: Embx61 Work in progress
Post by: Paeng on September 02, 2017, 08:17:57 AM
Quote from: embx61 on September 02, 2017, 04:42:08 AMWhat do players prefer? Middle or Outside as two sets is a bit too much

True... I always prefer fences on the outside of a tile.

One thing important though - it's always nice if a set has one overhanging segment (a 2x1 on a 1x1 lot), so fences can be built against houses without that dang little gap  :)
Title: Re: Embx61 Work in progress
Post by: Gatherer on September 02, 2017, 03:21:06 PM
Quote from: Paeng on September 02, 2017, 08:17:57 AM
True... I always prefer fences on the outside of a tile.

One thing important though - it's always nice if a set has one overhanging segment (a 2x1 on a 1x1 lot), so fences can be built against houses without that dang little gap  :)

I'll second that. That's the only thing that irks me with the Rowhouse mod.
Title: Re: Embx61 Work in progress
Post by: elemental on September 02, 2017, 03:40:03 PM
Middle and edge can both be useful. It just depends on where you are putting them and what you are putting them next to.
Title: Re: Embx61 Work in progress
Post by: embx61 on September 06, 2017, 04:59:39 PM
Still working on the fences and some other deco stuff.

Decided to put the regular (Two or three horizontal beams) fences on hold and working on the middle tile and edge tile picket fence sets first.

Have 4 ghosted stockpile 2x5 extended coverings ready and two ghosted 1x2 coverings and will soon release the first release of some deco's

Uploaded version 17014 of the Unified Mod.

The Unified mod is now current and contain all my mods and fixes except for the overrides and terrain changes mods I did so far and is about 195 megabytes.
Title: Re: Embx61 Work in progress
Post by: embx61 on September 08, 2017, 09:38:05 PM
Uploaded versions 17001 of some ghosted coverings and uploaded Picket fences in 4 colors.
The picket fences 1st set is centered on the tile and the other set is on the edge of the tile.

I will later create some more different fences to add to the set and looking for some stone walls as well.

I working on the pasture for the Village set. After that I will start on the tavern and those 2 will be the last buildings to conclude the set.

I included copy's for the cropfield, Orchard, and Storage yard on the Village toolbars so all is together.
They are still on the Vanilla toolbars too but I think it is convenient to have those Icons on the Village toolbars too to save on some back clicking.

Working also on the statues Mod with more color variations as requested.

Title: Re: Embx61 Work in progress
Post by: embx61 on September 10, 2017, 11:07:18 PM
Added version 17003 of the Statues mod a few days ago but forgot to mention it here.

4 color variations for the 9 famous statues and the column.

Those statues are high poly so it is advised to not put a whole lot on the map if your PC is not up to it.

I decided to just release them in the same mod instead of separate.
As the poly's are only loaded when placed on the map it does not matter and the three extra textures are rather small so not add much.
Save compatible.

Also just released version 17004 of the roads mod. Added 1 dirt road and 6 stone roads. Save compatible.

The Village Pasture is finished and only need AO mapping. I made 5 storage yards a bit mixed instead of all separate as requested a while ago by Paeng who thought that all separate was a bit overkill and I agree.

1 what stores all
1 what stores Iron and Wood,
1 what stores Raw Materials (Custom4) and Minerals (CoalFuel)
1 what stores stone and Construction Materials (Custom5) and
1 what stores Charcoal(Custom3) and Firewood.

Started on the Village Production Set. The tannery is about done beside optimizing, build stages and AO mapping.
Then I plan to create a well for water, a salt works, and a shoe maker.

When those 4 buildings are done that chain is finished I will release the first version before moving on to the next chain.
Somewhere in between I will create the Tavern and when that building is done I will release the final (Besides bug fixing) version of the Village set as about all the vanilla buildings are covered.
I will at some point like to add about 4 to 6 F Key stone houses to the set and then the set is really finished.

Title: Re: Embx61 Work in progress
Post by: galensgranny on September 11, 2017, 07:55:42 AM
I'm loving your village set, Embx61! The styling is very soothing and pleasant, and the coloring (mostly the brighter one- which is not overly bright) adds to the soothing, pleasant perception. I love looking at your buildings, especially that covered bridge. 

Something that would be good to add is a house with a smaller footprint.  In some areas smaller sized houses are desired, and also sometimes I, and others, play with smaller scaled items or mix in with other houses that are not as large look.  I hope you might consider making a smaller sized house.

I am glad you are planning to add stone houses.

Thank you so much for all you have made for the game, which has helped make it so much better a playing experience!

Title: Re: Embx61 Work in progress
Post by: embx61 on September 11, 2017, 12:41:58 PM
To be honest and I hope this is not taken the wrong way.

I am not really into making thing too small as the scaling with Vanilla will be completely off.

Who want to live in a little shoe box? So why should Bannies have to work and live in little shoeboxes?

Watch for example "Little House on the Prairie" and the houses are even bigger then in Banished.

My Village Houses fit very well scale wise with Vanilla Banished (4x5 Including Road) and are only looking too big if placed next to those small houses which are modded in.
A fact is though that my houses are not too big but those small houses are too small.  ;)

I can understand that some players like everything small but I am not the right modder to create those.

Because of the scaling what will be off I will not having fun making them so they will probably never get finished if I even find the mindset  to start on them. As Modder I try to stay as close as I can with the vision and scale developer Luke had with Banished.

I made some of the Vanilla production buildings a bit smaller then Vanilla but they are still in the right scale even when a bit smaller then the Vanilla ones which are indeed maybe a bit too big but I will never create a 1 tile production building as it makes an already so easy game even easier so I consider those just a cheat and I am not into creating cheats beside some very small overrides some players asked for as I code a override within 5 minutes.

To make it clear this is not a attack of any sort against modders who do create small stuff as every modder can create what they want and every player can ask what they want but as I said earlier. As for creating small buildings which are off scale wise with Vanilla I am not the right modder.
Title: Re: Embx61 Work in progress
Post by: galensgranny on September 11, 2017, 05:37:54 PM
I understand that you don't like small houses.  Yes, your Village house does fit very well in the scale of the Vanilla game. I wasn't meaning that it was overly large in the scale of the basic game.  I just meant that I personally would also like a smaller version as well.

I don't think a house a tad smaller (not a miniature tiny house) than your current house would be off scale with the Vanilla version, if made within your scale. 

People might not want to live in a "shoe box", but in mining company towns of the US, for example, that's basically what there was to live in for many.   (Eg: https://images.search.yahoo.com/yhs/search;_ylt=A0LEViRLK7dZPssAQ5MnnIlQ?p=+mining+company+housing&fr=yhs-mozilla-001&fr2=piv-web&hspart=mozilla&hsimp=yhs-001).   But, it it nice that your vision does not have people crammed in small houses with just two rooms, perhaps three.

QuoteI will never create a 1 tile production building as it makes an already so easy game even easier so I consider those just a cheat

How is a tiny building like a cheat, or making the game any easier?  For example, the tiny wood chopper mod is just like the wood chopper building in the vanilla game, except it's just the man with his ax.  I don't think any more wood gets chopped.  You will not like to know that I have the tiny wood chopper next to your Materials Store, chopping wood for the store!  :D

I accept that you don't want to make a smaller version of your house.  It didn't hurt to ask.
Title: Re: Embx61 Work in progress
Post by: embx61 on September 11, 2017, 07:24:39 PM
The footprints are a game mechanic to put some constraints on the available space on the map.

So tiny footprints are a cheat because you can build many more on a map then with the regular buildings.

The vanilla woodcutter is 6x7 = 42 tiles. The developer made a little error as to assign only 1 woodcutter to it what should have been 3 and I added two to the woodcutter.

A tiny woodcutter on a 1x1 tile with one worker = 42/3 = 14 tiles converted into 1 That is over 1400% space increase compared with the vanilla woodcutter with 1 worker assigned.
One who play with the 1x1 tile woodcutter can place 14 of them in the same space the vanilla woodcutter need with 1 worker and so increase the output in the same space as a Vanilla woodcutter by 1400%.

I understand what I am saying will not received to well by some but as I said. I am not the right modder to make small stuff as I believe it brings the game mechanics down as envisioned by the developer. If Luke would have thought it was a good idea to make 1x1 choppers he would have developed those tiny choppers from the start.

Banished is all about surviving and planning ahead on how to expand the best way with the space available. The footprints are an important gameplay factor in that process as 1x1 footprints can be placed about everywhere without any planning ahead at all and can increase production over 1000% compared with vanilla size buildings on the same map.

Title: Re: Embx61 Work in progress
Post by: elemental on September 11, 2017, 09:49:27 PM
Everything you have said is true... for vanilla Banished. But many players aren't interested in the survival aspect of the original game, they just want to build towns. Some players like things to be true to life, some aim for the largest population possible, some just have old computers that can't handle large maps so they like smaller buildings. Mods change the game and we pick and choose which mods we use based on how we like to play the game. There are lots of different ways to play the game and in the end it's about having fun.  :) 

Now having said that, I'm not saying you should make smaller houses. If you want to keep the game balance of your mods similar to vanilla then that's fine, I think we can all respect that.  :)

Title: Re: Embx61 Work in progress
Post by: Tom Sawyer on September 12, 2017, 02:28:59 AM
I subscribe to @elemental. Players have different ideas of playing the game, modders have different ideas of creating content and no one can decide how anyone else has to do that. We only can talk about it to find better solutions and matching mods. Some discussions on this board were ending in a dissent just because of fighting for a certain concept or another one. ;)

My idea is close to @embx61 and I don't like to remove required area in general. But in case of a small woodcutter I find it not cheaty. I have a 2x2 woodcutter and even a 1x1 smoking shed but playing with these items you can see they are not able to cheat something. A woodcutter requires logs and log production requires area. So you cannot spam small cutters to cheat firewood. Of course it should have at least a small placement on suitable terrain to avoid strange locations in deepwater or endless in each other but that's another thing. It's the same with all processing objects. They are not cheating in my opinion if they have reasonable production numbers and if their input resources are balanced.
Title: Re: Embx61 Work in progress
Post by: RedKetchup on September 12, 2017, 05:25:52 AM
this is why i dont participate to the discussion :)
everybody knows my views :)
Title: Re: Embx61 Work in progress
Post by: galensgranny on September 12, 2017, 11:41:10 AM
Quote from: embx61 on September 11, 2017, 07:24:39 PM
The footprints are a game mechanic to put some constraints on the available space on the map.  ...

... I am not the right modder to make small stuff as I believe it brings the game mechanics down as envisioned by the developer. If Luke would have thought it was a good idea to make 1x1 choppers he would have developed those tiny choppers from the start. ...


I don't think that the developer necessarily decided that the footprints of the buildings he made are intended to put constraints on the space of the maps so that things are more challenging for players as part of his vision of game play, but rather that is just what it winds up being.  He probably just made buildings he thought of to have some buildings, and didn't think of or want to keep making more buildings at that time, just like some of the modders get tired of making more buildings in a set and feel to go on to other aspects of creating.  But, perhaps he did think like you, Embx61.

If he didn't want there to be any changes to any footprints of buildings, he wouldn't have made the modkit which allows people to made any size and style buildings they desire, such as the tiny woodchopper.

To me the tiny chopper, tiny hunter and fly fisher are sensible, realistic additions to the game and I don't consider them as cheats in any way. It makes no sense that when the people first are dropped onto the land for their banishment, that they would spend time and resources making whole structures for hunting, fishing and wood chopping first, getting cold and hungry the whole time, to then only after that start chopping for fire wood or hunting/fishing for their basic survival.  That is backwards for reality. Unless they all got banished because they have no sense?  :D

Anyway, it's good and fine for there to be a variety of ideas and vision for game play and creations. 

I'll say again that I really love your architectural style!

Title: Re: Embx61 Work in progress
Post by: The Pilgrim on September 12, 2017, 12:29:36 PM
IIRC the tiny Hunter and woodchopper ect have a lower output per worker than their vanilla counterparts.
Title: Re: Embx61 Work in progress
Post by: embx61 on September 13, 2017, 12:29:56 AM
Your wish is fulfilled @galensgranny

http://worldofbanished.com/index.php?action=downloads;sa=view;down=360 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=360)
Title: Re: Embx61 Work in progress
Post by: embx61 on September 13, 2017, 12:42:21 AM
Uploaded all new versions of about all my mods (Beside the very old standalones) as I had to put the village sub toolbars in the Community EB Toolbars as I could not add another mod to the Village Themed button as it doubled the all icons.

Now all is ready for the Village Production Addon when it is ready for release and the 3x4 houses I just released.
If not download the newer versions of my mods make sure if you play with Village Set to put it above all my other mods or the toolbar buttons of the Village Set will be screwed up.

All newer versions of the mods I uploaded today are save compatible and no other changes are made beside the Village Set where I added some stuff. I had to do this to avoid load order conflicts if a old mod would be above the village set it would screw the icons up.

Damn, that was lot of work uploading them all to google drive and change all the links here at WoB. Glad it is done though. 
Title: Re: Embx61 Work in progress
Post by: galensgranny on September 13, 2017, 08:52:54 AM
Oh my gosh!  Yippee!  Thank you so much, embx61 (http://worldofbanished.com/index.php?action=profile;u=474)!  I got big burst of happy feeling when I saw this.  ;D :D ;D   This smaller sized house is good addition to the game.
Title: Re: Embx61 Work in progress
Post by: Gatherer on September 13, 2017, 09:11:43 AM
Thanks for the updates EB.
Title: Re: Embx61 Work in progress
Post by: elemental on September 13, 2017, 03:28:05 PM
It looks like a lot of work, maintaining your mod toolbar. I'm looking forward to the new production buildings. Haven't been playing for the last month or so, but that might get me back into it.  :) I still owe you some market signs, too.
Title: Re: Embx61 Work in progress
Post by: embx61 on September 13, 2017, 04:12:15 PM
In itself it is not hard to do copy the Sprites and the spritesheet and stringtable from the dialog folder and past them in all the Dialogs folders of all my mods (About 21 of them I still support)
Then copy the EBToolbar.rsc file from the game folder and paste to the game folder of all the mods.

Then recompile all of them and zip them up and upload them.
At last update all the mods links on WoB and update the modlist thread.

That took most of the time.

But now it should not matter which mod is above the other if players have the latest versions and play with Village set.
If a mod is not updated with the toolbar changes and above all the ones which are then the Icons are small under the Village Themed button.

Unified mod is not updated because it make no use of the Village Themed icon.

Now I can extend the village set with separate mods which still making use of the Buttons under the Village themed set.
The 3x4 houses is a good example of this.
Title: Re: Embx61 Work in progress
Post by: feneris on September 15, 2017, 09:08:41 PM
Question, could you maybe make a variation of your village set with say a stone or shingle roof instead of thatch? It just seems like a disaster waiting to happen to have a thatch roof on a blacksmith or a smelter.
Title: Re: Embx61 Work in progress
Post by: embx61 on July 14, 2018, 06:27:32 PM
This thread is rather old so not add to this thread anymore.

I started a new work in progress thread here.

http://worldofbanished.com/index.php?topic=2453.0

Thanks :)