World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on July 02, 2018, 04:04:54 PM

Title: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 02, 2018, 04:04:54 PM
RK Editor Choice Mod : If people arent finding any bugs/errors in RC2 ... it will go live soon.

I am starting a new thread for showing/discussing the next future updates to my mods / work.
the other old topic has 92 pages now. it is time to close it and starting a new one :)


And i start this new one with a picture of what i am doing presently :)
/discuss
Title: Re: Red's new Work In Progress (2) thread
Post by: Freedom on July 02, 2018, 04:11:55 PM
Looks great. Like the roof texture and the color selection. How well will the walkway stones blend into connecting roads?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 02, 2018, 04:20:02 PM
Quote from: Freedom on July 02, 2018, 04:11:55 PM
Looks great. Like the roof texture and the color selection. How well will the walkway stones blend into connecting roads?

probably better than Country little house 1 cause i deleted the very last furthest stone one which i think i remember was a bit over the road tile.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 02, 2018, 04:35:12 PM
Here the pantries (right side food storage building) that goes with it :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 02, 2018, 04:45:19 PM
yeah but that stone that stuck out is handy for some placements.then we can add sidewalks righ under it. what about leaving it and adding decrations to the front of the houses,so others won't sit them forward too far?
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on July 02, 2018, 04:51:29 PM
Oh, the Country Little House with the pantries and stockage "sheds"!   :)   I use those side pieces often.  The problem with the current stockage side piece is that the yellow color is placed perfectly, but all the other colors are set in some on the backsides, so that there is a gap.  Will you be fixing that, so all the colors are just like the way the yellow stockage side piece is?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 02, 2018, 05:02:19 PM
i ll check and see when they will be compiled. i ll check the stones... i ll check the backwalls.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on July 03, 2018, 10:36:34 AM
Pilgrim's lean-to addon houses from his New England mod work great with country little houses. Please consider adding white coloured house as well.

Example:
(http://shrani.si/f/n/f5/zKPjuf0/cr-xii-047.jpg) (http://shrani.si/f/n/f5/zKPjuf0/cr-xii-047.jpg)
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on July 03, 2018, 02:16:06 PM
Yes, please still have a white house for the Country Houses.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 03, 2018, 02:47:03 PM
Quote from: galensgranny on July 03, 2018, 02:16:06 PM
Yes, please still have a white house for the Country Houses.  :)


you still have access to Country Little House 1 v.2.1, those are going inside Country Little House 2 v1.0 :)
exactly like the Boston Houses 1 v.3.0 and Boston Houses 2 v.1.0 ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on July 03, 2018, 02:56:57 PM
Do you mean you will combine Country Little Houses 1 v.2.1 with your new Country Little House 2 v1.0, so they all will be in just one mod?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 03, 2018, 03:11:37 PM
Quote from: galensgranny on July 03, 2018, 02:56:57 PM
Do you mean you will combine Country Little Houses 1 v.2.1 with your new Country Little House 2 v1.0, so they all will be in just one mod?

they will be 2 different mods , 2 different .pkm

and both will be part and included inside RK ED v 1.0 Full and Light versions.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on July 03, 2018, 03:29:48 PM
Oh, ok.  Will you still be fixing the Country Little Houses 1 stockage back walls?
I am getting a little confused with what is in your RK ED's now.  I still use version 11.  One of these days I will try the new Full or Light versions, but need to figure out what is already included that I should disable from your stand alone mods.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 03, 2018, 03:45:57 PM
Quote from: galensgranny on July 03, 2018, 03:29:48 PM
Oh, ok.  Will you still be fixing the Country Little Houses 1 stockage back walls?
I am getting a little confused with what is in your RK ED's now.  I still use version 11.  One of these days I will try the new Full or Light versions, but need to figure out what is already included that I should disable from your stand alone mods.

yup.

the diff between RK ED Full - Light :
Light doesnt have canals, decorations, and multi lvl 3 story housing. the canal and 3story are the 2 biggest part in size(Megabits). they still can be added as extra mod in your mod list. oh and music which it is not available through addon standalone mod
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 03, 2018, 03:52:42 PM
i just saw what you said and you are right. the lean-to will be fixed in a Country Little house 1 v.2.2 probably tonight.
and i will make sure the lean-to will be ok inside Country Little house 2 v.1.0 which will be also tonight.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 03, 2018, 04:08:25 PM
ok, i built a new 2.2 version of Country Little house 1
will be available in few minutes.


done and uploaded !

http://worldofbanished.com/index.php?topic=1485.0 (http://worldofbanished.com/index.php?topic=1485.0)
Title: Re: Red's new Work In Progress (2) thread
Post by: wiscoke on July 03, 2018, 11:44:31 PM
@RedKetchup is it possible to have a f-key variant to place 'empty' lean-to's? Then we can decorate ourselfs if we want to.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 04, 2018, 03:28:48 PM
Quote from: wiscoke on July 03, 2018, 11:44:31 PM
@RedKetchup is it possible to have a f-key variant to place 'empty' lean-to's? Then we can decorate ourselfs if we want to.

1, already the template has 10 different "F" colors, and if i add a no deco it will be 20 different model/color in the "F" circle  ???
and if i add 1 more icon in the toolbar, it is 10 new model i still need to do . i need to take all 10 and edit them to take out all deco in the 10 models.

alot of work


here the template , you will see, it is already very crowded in there in decal/picking/model/hightlight/ functions
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 04, 2018, 03:31:48 PM
i just added Country Little House 2 version 1.0 to the download section :)

http://worldofbanished.com/index.php?topic=2496.0

(http://worldofbanished.com/gallery/37_04_07_18_2_51_16.jpeg)


Enjoy !!!
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on July 04, 2018, 04:18:21 PM
They look wonderful!  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: LadyMarmalade on July 04, 2018, 05:35:02 PM
They look great, RK. I'm so glad you included a couple of more 'subdued' colours too. I'm really not a fan of bright colours, in fact I usually avoid anything other than plain wood or stone but for these I will make an exception.  Thank you!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 04, 2018, 05:46:44 PM
there are 2 colors in these i really realy love : the "old pink" one and the "old light green" one. they are marvellous :)

i am adding Country Little House 1 and Country Little House 2 to the full version of RK Editor's Choice - FULL mod :)

the -Light version 1.0 is already rdy to be uploaded.
working on the -Full version 1.0. the diff of Full RC2 and live 1.0 : will be those Country houses extra bonus :)


the Country Little House 1 doesnt have transparent windows... but i think it is ok.
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on July 05, 2018, 04:30:39 AM
Redketchup can make a separate mod archaeology from the mod New Medieval Town 2.04 and its most classy building Stonehenge for the version of 1.0.7.
Title: Re: Red's new Work In Progress (2) thread
Post by: LadyMarmalade on July 05, 2018, 07:24:34 AM
I am very fond of the pink too - it reminds me of home. I know that your buildings are shiplap not plaster but still.

Where I was born in Suffolk, UK, is famous for its 'Suffolk Pink Cottages' which can be found commonly all over the county. People come from all over the world to see and photograph or paint them.

Suffolk was, and still is a very agricultural county and apparently when building their homes the farmers used to mix the blood of their livestock in with the whitewash and paint their cottages in pretty shades of pink. The cottages were almost always thatched too and even tho most of them are over 300 years old they are to be found all over the place in Suffolk.

This one is just down the road from where I was born and bred, in Lavenham.

(http://worldofbanished.com/gallery/3701_05_07_18_7_17_02.jpeg)

(http://worldofbanished.com/gallery/3701_05_07_18_7_17_32.jpeg)

Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on July 05, 2018, 03:12:36 PM
I like the bottom one. Not so keen on the super rough-looking one. A set of thatched cottages in this style would be a good addition to the game.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 07, 2018, 12:07:52 AM
LOL MRD   ;D They cant even fit all inside 1 screenshot LOL


whats about + 84 different houses/colors

NMT Little Housing 2 version 1.0 !!

12 different colors.
7 different models for each color.

4x5. They cost 24 lumber and 8 stones. they have an Heat EFF% of 80. 1 family of 5 members.


http://worldofbanished.com/index.php?topic=2499.0 (http://worldofbanished.com/index.php?topic=2499.0)


THANKS: I want to thanks @elemental  for the wonderful colored alternate .png(s)
Enjoy !!!
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on July 07, 2018, 01:08:35 AM
OMG! RK this is awesome. Thank you for bring us more colors.  :o :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on July 08, 2018, 02:05:24 AM
WOW! :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 08, 2018, 06:18:43 PM
For @taniu  !!!!!

a City butcher building that will do all RK mods meat and the [CC]Charki and [CC]Horsemeat

(http://worldofbanished.com/gallery/37_08_07_18_6_18_10.jpeg)


Enjoy !!
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 08, 2018, 06:29:42 PM
does that come with spray paint?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 08, 2018, 06:35:08 PM
yup painted  ;D they got a subvention to renovate ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on July 09, 2018, 09:37:51 PM
@ RedKetchup :D :D :D - very, very, thank you - I know you have a wonderful heart - you are a very fast and hardworking man - and I respect you very much - if you can do something for me and for the game - I will be very happy - we have new mods from you " NMT Little Housing 2 "and" Country Little House 2 "," City Butcher "- I thought about adding a tropical or exotic greenhouse, where you can grow exotic fruits in the winter. - I know we have the TMT Orchards 3.0 mod - but I do not know what to do with the unfortunate "Bonemeal" that it can ultimately sell to the trader, but maybe the bonemeal as a fertilizer add to the greenhouse? it would be fantastic, - "NMT", would have a great new building, -- color city butcher fits great with these colorful apartment buildings - maybe this is not a stupid idea on my part? [Pineapple, Quince, Lemon.Lime, Mango, Acai, Grapefruit, Banane, Date, Orange + Bonemeal] - I tried to apply mod @ Kralyerg "Tropical Greenhouse" without modsCC does not work - there are other fruits - it makes no sense. Please, please Cheers  :D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 10, 2018, 01:10:57 AM
if @kralyerg  want to fusion the bonemeal / fertilizer resources... i would be ok to rename fertilizer to : Bonemeal - Fertilizer (as i did with Fodder - Thatch).
out of that, noway i would set up an independant bonemeal because i already have fertilizer :)

meanwhile...
i started the corner houses :)

i know i had 2 models of those... to start i took the best awesome looking one .... and working on it. redoing them so it can fit the new size of middle of the road 3 story.
i will respect the wall/roof combinations i did with the other story and i will keep the same rules for the building materials.
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on July 10, 2018, 04:53:57 AM
@ RedKetchup :D Great idea for a combination - Bonemeal - Fertilizer - I do not know if this proposal - accept @ Kralyerg -  it is so cool - I will be very happy - -, your new buildings are great - I like them very much - can you add objects - Commercial real estate? Thank you from the bottom of my heart - I will not write on the forum - I need to improve my computer, better performance and graphics card change - - I will not test or play at this time. Cheers!
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 10, 2018, 05:31:03 AM
a better idea might be a compost pile that takes excess feathers and bonemeal to make fertilizer.the tropical GH needs an upgrade now that we have glass. some of the crops are grown in KID's hothouse GH in the bakery garden mod.his greenhouses do not require fertilizer.
Title: Re: Red's new Work In Progress (2) thread
Post by: wiscoke on July 10, 2018, 06:14:22 AM
@RedKetchup I just noticed something with the new 3-story buildings...when you placing them next to each other, there always will be a gap. this wasn't a problem with nmt 2. it's because you make them a little bit smaller I guess. so the cornerhouses will be having the same problem I think.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 10, 2018, 10:41:54 AM
Quote from: wiscoke on July 10, 2018, 06:14:22 AM
@RedKetchup I just noticed something with the new 3-story buildings...when you placing them next to each other, there always will be a gap. this wasn't a problem with nmt 2. it's because you make them a little bit smaller I guess. so the cornerhouses will be having the same problem I think.

a gap when ? when you put all 3 story ? or the gap happends also when you do a row of only 1-2 floor or only 1st floor ?
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on July 10, 2018, 12:36:18 PM
I love that butcher.  Love. It. 

Do you think it's save game compatible? 
Title: Re: Red's new Work In Progress (2) thread
Post by: wiscoke on July 10, 2018, 01:22:22 PM
@RedKetchup  yes, also when you put the first floor buildings next to each other, it's because of the new multi floor buildings aren't 4 tiles wide. The footprint is 4 tiles wide, but the buildings aren't
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 11, 2018, 01:51:21 PM
now that you have better water for the canals,can we get a mod to use the water so players can make ponds or rivers? i had 2 rivers running almost side by side by side. terraformed 1 out but where they almost went together i switched over from 1 river to the other.there was a break in the water between the 2 where i used the riffle mod to fill the water in. Necora's texture is different and the level is off slightly. that mod does a good job of digging bank slopes.with your experience doing the train curves can there be ghost curved banks ,then the rivers players could make won't be so squared looking?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 11, 2018, 03:39:08 PM
Quote from: wiscoke on July 10, 2018, 01:22:22 PM
@RedKetchup  yes, also when you put the first floor buildings next to each other, it's because of the new multi floor buildings aren't 4 tiles wide. The footprint is 4 tiles wide, but the buildings aren't

you cant put the footprint 4 wide because the tiles will be tagged "red" and wont able you use the tiles a 2nd time for a 2nd building.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 11, 2018, 04:09:32 PM
Quote from: brads3 on July 11, 2018, 01:51:21 PM
now that you have better water for the canals,can we get a mod to use the water so players can make ponds or rivers? i had 2 rivers running almost side by side by side. terraformed 1 out but where they almost went together i switched over from 1 river to the other.there was a break in the water between the 2 where i used the riffle mod to fill the water in. Necora's texture is different and the level is off slightly. that mod does a good job of digging bank slopes.with your experience doing the train curves can there be ghost curved banks ,then the rivers players could make won't be so squared looking?

the digging is still iffy and very bad to make them doing what you want. even for the canals that have no curves, i need to dig almost 1 tile further every side and fill with bricks alot further. sometime you turn the pieces around with "R" or "T" and you start to see bad terraforming that didnt made its job good. tiles are too big and should have been cut by at least to quarter. the game goes with full tiles and cant be worked by 0,1'. it is all or nothing.

then to make a river, you need to dig large and try to fill side with false ground and try to give it a natural aspect. also all curves take alot of polygon, really alot and crazy.
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on July 14, 2018, 01:29:28 AM
@RedKetchup you have any plan about storage barn? how about a brick/stone with roof tile?
(http://poppletontithebarn.co.uk/wp-content/uploads/2016/07/slider-barn.jpg)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 15, 2018, 07:34:53 PM
not sure maybe one day.......


for the moment i try to make corner houses floor. it is way far being easy ! specially with my level of details... my meshes are real 3D ^^
i had to redo the 1st floor to make sure it fits with next housing in the road... and i need to have the next floors perfectly overlap with the previous floor while hiding everything of it... while staying ok with the next housing on the road....

it is like 3-4 days working on this for like 4-5 hrs per day lol

i did the 2nd floor to go ontop ... but i forgot to add the stairs (on this screenshot) lol
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on July 15, 2018, 07:52:46 PM
That corner house looks awesome.
I like the balconies :)


It is all about some detailing :) Sometimes a pain in the neck to do but after the mesh is finished it is worth the (extra) time spent on it :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 15, 2018, 08:56:27 PM
Quote from: embx61 on July 15, 2018, 07:52:46 PM
That corner house looks awesome.
I like the balconies :)


It is all about some detailing :) Sometimes a pain in the neck to do but after the mesh is finished it is worth the (extra) time spent on it :)

thats what is complicating everything. the house has 2 walls: 1 outside, 1 inside with a balcony. and since the roof isnt flush, and the windows are 3D... i need to cover everything. and there are 2 roofs.
if i go far to cover... in front thats ok, cause thats a road there so it doesnt matter too much, but i cant back up at all in the side houses mesh till i need to stay flush with those ^^ or i will overlap them badly :P


in fact i remembered why i was waiting so long before trying to push myself to do those... and delay at max... they are so much complicated and ask so much of work ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 17, 2018, 02:02:23 AM
just a little note for myself .....  ;D

i made all birds smaller (down to 50% of was it was) like ducks, geese, pheasants...
and i added a bit to bison (up of 12.5%). and i fixed the animation walk of bears, more fluid.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 24, 2018, 04:36:25 PM
i want to bring a note because i noticed alot of people deleting all flowers in gatherer zones....
the flowers in the meadows and also in the forest, wherever they are ... are spawning all the new wild food. thats not the grass, nor the trees that are spawning the Strawberries, Raspberries, Cranberries,  Mulberries, Blackberries, Bird Nests... but it is the flowers that spawn them around... so if you cut those, it is similar to cut a tree (for the chances to get food)

and now also, the flowers will also spawn Seedlings. i did this because i know some want to put some deco trees... requiring seedlings... but they have hard to try to get the Greenhouses technology. you will able to get seedlings by clearing a zone as anything else, but florists will search for them since they are already roaming through meadows :).
i will also ask the tool Collect Herbs & Flowers to collect those Seedlings :)

i will also boost the greenhouses a bit making them more attractive.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 24, 2018, 06:08:57 PM
i also fixed an issue with Gatherers Starting condition. there was a stockpile missing so we couldnt get the firewood allowed at start. i also did up the tools from 12 to 16. food from 800 to 900.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on July 25, 2018, 12:32:06 AM
Greetings RK!
Very nice work with Seedlings and and improved Starting conditions. I like it a lot.
         Regards   zak4862  8)
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on July 25, 2018, 05:44:56 AM
@RedKetchup  :D Very nice work with Seedlings .I like this idea
I'm just worried about what to do with waste, such as feathers and bonemeal? - we can add feathers to clothes and bonemeal as a fertilizer for greenhouses - but there is still a lot left in the warehouse and it only takes up space for other useful goods. Can you create a separate stack for these things - the workers took these things to  TradingPost or create a new bonfire mod where do we throw feathers and bonemeal instead of wood - how is fuel? Is it possible? Cheers!
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on July 25, 2018, 06:17:03 AM
@RedKetchup is their feathers and bonemeal in Editors Choice or is that from some different mod?  If so, I must have missed that in brief test, sorry  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on July 25, 2018, 06:21:40 AM

I looked at the BETA 12 code of Editor Choice and see no bonemeal or feathers as rawmaterial listed so unless Red changed it in later versions I not think Red uses them.
It is probably a left over from CC which uses bonemeal and feathers.

Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on July 25, 2018, 06:46:45 AM
Thanks @embx61, I thought Red's greenhouses only used his thatch fertilizer and water.  I thought I may have missed seeing feathers with the new added animals.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 25, 2018, 09:44:00 AM
i will try to explain where these come from ,ABANDONED. i think they are "piggy-backed" from a CC add on mod. when a large mod is split to make smaller mod sets,parts of the main coding get pulled out with it. not intended and generally doesn't cause issue. this piggy backed coding can be from elsewhere in the main mod and have nothing to do woth the smaller mod set itself.   such as the fort set could have feathers or bonemeal even though that set has no hunting or chickens in it.

      since these add to the game,mod order has no effect.TOM did make a patch that might take it out without having the North mod.the only use of feathers is in the dock set to make survival coats.bonemeal can be used by the tropical greenhouse. the best bet is to dump the excess items to the trading post. that way they don't fill barns nor affect limits.
     
             be advised these "piggy back" adititons of coding may not be just CC.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 25, 2018, 10:33:13 AM
RK Ed doesnt have bonemeal , nor feathers.

i am sorry if i dont have any plans for those. the best, is asking @kralyerg  for a remove or lowered production so people dont get overloads of these.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on July 25, 2018, 12:33:52 PM
No, it does not make sense to add these thing to your mod, @RedKetchup when they are created by another mod.  Player would then have to use the other mod also. Those not using that mod would then end up with them being brought by river merchants. I only took a brief look so far at Editor Choice and did not recall seeing any bonemeal or feathers.  :)  That is fine by me.  :)  I am glad to hear ducks, geese, and pheasants will keep their feathers on  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on July 25, 2018, 01:06:25 PM
@ RedKetchup :Dhe asked for help - I know that "Editor Choice" has no feathers or bone meal - appear in CC - now under the command of Krályerg on the page "Black Liquid" - I wrote about this problem, but it seems to me that the site is now inactive . I have sentiment to @ Redketchup, because I have a lot of help in my various problems and I know it works too - it responds to the "Black Liquid" page. I would like other moderators to read my posts carefully - I do not mean who issued the mods, which contains feathers or bone meal, but I am asking you to eliminate the painful topic or minimize these things - because it seems to me that they just do not need to be blocked warehouses. this is just my opina - but I think I'm right - unfortunately I'm a player - I do not know about the technique of the game. I have a great respect for @ RedKetchup, because thanks to him I have a butcher who processes meat of a horse and a llama. I'm an older person - I like playing Banished - Gam a lot since 2014 and here I would like to thank all the great people for the mods that came to life "Banished" - a fantastic game that I never get bored of. Please, I do not know - I have a feeling that there is a problem with grass and flowers, I can only remove it, a quick removal - there is a lot on the map - unfortunately I do not know numbers, I do not know how many grasses, flowers, mushrooms, roots, etc. grow at this time. . I know that you are busy with other ideas or mods, but as a player I can not deal with it. Please help? By the way - what about the Egypt project? Greetings :D :- :P
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 25, 2018, 01:43:24 PM
@taniu  flowers are beautiful and you need those. they make spawn equal or more food than the trees.

the trees spawn mushrooms, onion, roots, blueberries and herbs (and deadwood)
the flowers spawn strawberries, raspberries, mulberries, blackberries, cranberries and bird nests. (and now seedlings)
the grass spawns the flowers.

plus with flowers, you can make a very good trade with parfume.


@kralyerg i am talking with him almost everyday... gonna ask him and see what we can do.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 25, 2018, 02:32:51 PM
good information,RED. i have just started trying things with the FLORA mod.i am assuming it is blocking the firewood, since there is none scattered around.does anyone who uses the FLORA mod  have firewood?

     the "clear" tools are picky.not every tool will work the same.depending on mods used and order,1 food clear button doesn't clear all food types for instance. players may want to try different buttons to see which works best for them.when i send the laborers to gather food,i run over the area with several of the tools.they will find more that way.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 25, 2018, 02:58:56 PM
i think flora need to be below RK Ed. it modifies the natural resource trees to make spawn flora flowers, i dont modify it , i think. so below RK it still works and while below it doesnt prevent my things to do their magic.
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on July 27, 2018, 12:44:08 AM
@RedKetchup, hello RK, can you make a flatter lake map? or a plain map with bigger lake. Thank you  :-*
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 27, 2018, 01:20:38 AM
Quote from: huyle on July 27, 2018, 12:44:08 AM
@RedKetchup, hello RK, can you make a flatter lake map? or a plain map with bigger lake. Thank you  :-*

the lake maps have too many hills ?
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on July 27, 2018, 01:34:33 AM
@RedKetchup not really, actually i like the plain map with bigger lake, sometimes the lake map has a tiny hill on which i cant build house or a tunnel
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 27, 2018, 08:56:05 AM
did you experiment with the terraform tools? there are tols under the clear tools to flatten earth. be careful near water as it will flattena and square the ground.they do help so you can build on shorelines.
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on July 27, 2018, 10:35:16 AM
that tool is only useful in a small area, when i use it to flatten a hill, it looks a little bit distorted and it also makes me feel like cheating
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on July 27, 2018, 12:08:26 PM
Quote from: huyle on July 27, 2018, 10:35:16 AM
that tool is only useful in a small area, when i use it to flatten a hill, it looks a little bit distorted and it also makes me feel like cheating

It does look a bit odd if the hill/mountain has mountain texture on it, since the texture doesn't change after it flattens. But I don't consider it cheating. The Bannies all have tools and they know how to dig and move dirt around. The game itself will do a bit of flattening for roads and building close to hills. I assume that, if they want to farm an area, they have the know-how and desire to flatten small hills. I also use the flatten tool to create a straight shoreline in a lake if I want to build whaling ships and other dock buildings. Since that often requires building one of Red's Medieval Canals to reach the lake, it makes sense that they would use the dirt from digging the canal to fill in the shoreline. The fill area is truly ugly, but that is what ghost textures are for, right?  ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 27, 2018, 01:42:13 PM
if you are playing with the vanilla grass color... yeah it looks very bad when you flat an hill or a mountain. but if you play with Peaks' colors, you wont see any difference cause the mountain .png and the grass.png are exactly the same
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on July 28, 2018, 11:39:29 AM
Quote from: RedKetchup on July 27, 2018, 01:42:13 PM
if you are playing with the vanilla grass color... yeah it looks very bad when you flat an hill or a mountain. but if you play with Peaks' colors, you wont see any difference cause the mountain .png and the grass.png are exactly the same

Red, I'm assuming that the game makes a decision which (mountain.png or grass.png) to use when the map is first generated and that the choice is permanent for that map. Right? Do you know what criteria the game uses to make the decision? Given that it is possible to mod map generation, is the code for which .png to use accessible to modders?
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on July 28, 2018, 01:39:23 PM
I agree with @rkelly17 that using the terraform tools is not cheating.  Even ancient peoples were able to transform their environment.  And unless you're playing on a small map, it's not like you're going to run out of space if you don't terraform.  Well, maybe if you have an ultra powerful PC you could grow your town that large.  But I can't play much past 500 population without problems, so for me it's just an aesthetic choice.  I ask myself if my town looks better with that mountain/stream/lake/hummock where it is, or not.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 28, 2018, 05:12:46 PM
the code is hidden and the game use the mountain.png in the slops of mountain, and then reuse the grass.png at the very top, the flat of the mountain.
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on July 28, 2018, 05:41:20 PM
It's a pity the game only has one ground level. Roads going up hill and buildings on mountains/hills would be great.

I wonder if there will ever be a Banished V2?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 28, 2018, 06:02:29 PM
Quote from: elemental on July 28, 2018, 05:41:20 PM
It's a pity the game only has one ground level. Roads going up hill and buildings on mountains/hills would be great.

I wonder if there will ever be a Banished V2?

i doubt he will ever make another game :P
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on July 28, 2018, 09:05:32 PM
Quote from: RedKetchup on July 28, 2018, 06:02:29 PM
i doubt he will ever make another game :P
I think he made so much money off this one that he doesn't have to.  He might dabble, but I doubt he'll be motivated to work as hard as one must to create a game from scratch.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 28, 2018, 10:24:15 PM
this fall i ll ask him again about what he is doing :P and remember him again he didnt posted anything of his work since more than a year ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 30, 2018, 01:01:59 PM
i work hard today to try to continue the corner multi levels

2nd floor and 3rd floor. i need to do some code so i can see how it is in game before doing all the 8 different textures.
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on July 30, 2018, 04:39:31 PM
@RedKetchup ;DI wrote a reply toYou and @kralyerg but I do not know if it came to the news I'm not good at writing private messages. I tested very hard with different mods - I wrote the test results on the "Black Liquid" page - the topic "Tropical Greenhouse v2". I gave 2 ideas about bonemeal and feather - but I do not know if they are good? I am waiting for your opinions - answer, Thank you very much for 2 fantasic mods for me "City Butcher" and "Tropical Greenhouse v2" I have a lot of fun and I am very happy that you are helping me . Cheers ! ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on July 30, 2018, 04:48:53 PM
me and Kralyerg agreed to merge bonemeal and fertilizer together. so you wont get bonemeal anymore.... you will get fertilizer and with it you will go to the greenhouse directly.

your feathers.... were are from ? you use CC or MM or just a standalone duck mod ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 30, 2018, 05:23:35 PM
try this to stop the game from producing featers. it is TOM's patch   
http://www.banishedventures.com/download/featherpatch


i agree with changing bonemeal to fertilizer. they can remake the tropical greehouse. it needs an upgrade.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on July 30, 2018, 05:27:03 PM
note that cuts down on feathers doesn't get rid of totally. per TOM:
"Anyway I made a patch to fix your issue @ancientmuse. I cannot test it, so it's a shot in the dark but you can try if you want. Place it on top in your mod list and try to sell feathers to the next merchant. The value is increased from 0-1 to 1-2 and every merchant should take it. The output of feathers is reduced from 7-10 to 1 per chicken. So it might be also useful for CC players who want to dumb down feather production. Let me know."
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 02, 2018, 04:35:31 AM
was back working on the Corner Multifloor Housing :)

i did all my 3rd floor textures and all my 2nd floor textures files.

i need to redo my all 1st floor file... and after, the next thing to do is : do special ones like... corner hostels... 1st floor business....
(like tailor... BS... and need to figure out which other business i can put there)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 02, 2018, 05:19:37 AM
just redid my file about all the 1st floor 8 textures.
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on August 02, 2018, 05:29:40 AM
@RedKetchup wow great, im supper exciting about those corner house. can you some corner market? 1 market that sell only consume goods (food, tool, cloth, fuel, herb)?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 02, 2018, 06:15:05 AM
yes
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 03, 2018, 01:33:56 AM
did my code for all the textures 3 story corner housing. just need to do little things like the brown footprint on the ground :)

the corner housing have exactly the same stats as the regular ones in their texture category. same requirement, same heat, same family stats.
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 03, 2018, 06:10:14 AM
Those are gorgeous!
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 03, 2018, 06:12:04 AM
Like allways - you are doing amazing work. Thank you. Its gonna be nice to have these corner houses set in the game.
     Regards  zak4862  :o 8)
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on August 03, 2018, 08:01:30 PM
Corner houses look super awesome. The first floor for the store and other business is a good idea. Great work, thank you.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 03, 2018, 08:36:49 PM
i did my brown ground footprints....
working presently on the 3 floor hostels :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 04, 2018, 04:51:06 AM
3 floor corner hostels done :)
in this picture also you can see where i did put the toolbar icons :)
all corner icons are in the multi lvl housing toolbar at 4th, 5th, 6th, and hostel at 7th positions on the toolbars.(regular multi lvl housing have 1st,2nd,3rd positions - disabled here for quick testing purpose)

as in NMT2.04, each floor hold 3 families of 5. the cost and the heat efficacity depends of which model (textures) you choose.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 04, 2018, 04:55:02 AM
Cant wait to have one of those hotels/hostels. I humbly bow to you and your work.
   Regards  zak4862  :o 8)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 04, 2018, 05:12:20 AM
they dont look alot different than the regular corner housing... some awnings... hostel posts.....
but you have choice all the 8 diff textures :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 04, 2018, 05:48:40 AM
Yes I know they dont look a lot different,but the best part of it is that you can choose 8 different textures, so the town or village
will not look monotonous. And that dear sir is the most valuable part for me.
   Regards  zak4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 04, 2018, 05:55:20 AM
not sure how i'll do the 1st floor business though, maybe i ll ask 1 unique generic price and put all the textures in "F" alternate.
(like maybe some lumber, some stone, some bricks... and the price will fit for all the appearances)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 04, 2018, 06:32:44 AM
I know just a little bit of computers and OS. But Iam not a modder. So my knowledge in this area is practicaly zero.
Sorry that I cant help you with that.
   Regards  zak4862   ??? :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 04, 2018, 09:22:44 PM
Corner Bakery ?  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 05, 2018, 12:30:10 AM
Nice details RK. Looks like the bread is still warm. I must hurry.  ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 05, 2018, 12:48:58 AM
Quote from: zak4862 on August 05, 2018, 12:30:10 AM
Nice details RK. Looks like the bread is still warm. I must hurry.  ;)

yup! you need to hurry ! they are selling like hot little cakes ( or in french comme des petits pains chaud ^^)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 05, 2018, 02:29:48 AM
Corner Blacksmith ??
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 05, 2018, 03:04:23 AM
You work so hard and fast like you are undestructible mate and I can not figure it out when are you sleeping!?  :o ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 05, 2018, 03:15:44 AM
Quote from: zak4862 on August 05, 2018, 03:04:23 AM
You work so hard and fast like you are undestructible mate and I can not figure it out when are you sleeping!?  :o ;)

yeah i made 2 today (bakery and BS) hopefully tomm i ll do tailor and library.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 05, 2018, 03:29:01 AM
I have one sugestion for you just to consider. Those hostels are pretty big. If you remove balcony and leave just one window on each floor
it could be like upgradeable storage. Like first floor 5000, with second floor like maybe 10000 and with third floor like 15000 storage units.
Just a thought.
   Go and get some rest.  Regards  zak4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 05, 2018, 06:08:28 AM
Red, those corner businesses are amazing!  When I look back at some of the first mods you did, and then I look at these, wow you've really improved so much!
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on August 05, 2018, 07:37:53 AM
they look amazing with so much littlle details.
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on August 05, 2018, 08:46:22 AM
Red's mods always are the best
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 05, 2018, 10:21:52 PM
Corner Tailor ?  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 05, 2018, 11:16:14 PM
Corner Library   ;D

the library is back !!! but as suggested by someone.... it will act like a school  :o
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 06, 2018, 12:24:25 AM
I love the look of library. Its a pity that all those books will be wet by rain.   ;D ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 06, 2018, 02:15:54 AM
Quote from: zak4862 on August 06, 2018, 12:24:25 AM
I love the look of library. Its a pity that all those books will be wet by rain.   ;D ;)

they have and are made with real leather covers :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 06, 2018, 05:13:32 AM
OK that does it.  I'm officially in love.  I want libraries all over my town!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 06, 2018, 08:04:13 PM
new Corner Tavern/Pub  8)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on August 07, 2018, 12:05:59 AM
So, are we meeting in the pub this evening?! Do they serve champagne so we can celebrate this huge and awesome work?!  ;D 8)
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on August 07, 2018, 02:17:54 AM
Everything looks great, Red!  I love the details. 
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 07, 2018, 07:36:37 PM
Corner PotteryMaker is back !!!!

pottery will now be a median-cheap trade item and also used for happiness. btw also perfume will also be used for happiness which will have an impact ^^ citizens will try to grab those in a same way as alcohol :D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 07, 2018, 07:44:25 PM
If you wonder why all those corner 1st floor business seems to look mainlly the same with some difference.....

it is because they need to fit under the 2nd and 3rd floor housing (and 2nd 3rd floor Corner Hostel). if i would change totally their design... they wont fit under anymore or really make it hard for me to make something to fit perfectly as these do.

The thing you have though, you have the ability to put 8 different texture of those, and that, for each of those 1st lvl business buildings.
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on August 07, 2018, 09:49:01 PM
Quote from: RedKetchup on August 07, 2018, 07:36:37 PM
pottery will now be a median-cheap trade item and also used for happiness. btw also perfume will also be used for happiness which will have an impact ^^ citizens will try to grab those in a same way as alcohol :D

Very good to see this, and I wish more mods would do this. Is it a separate flag from alcohol?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 07, 2018, 09:54:10 PM
Quote from: elemental on August 07, 2018, 09:49:01 PM
Very good to see this, and I wish more mods would do this. Is it a separate flag from alcohol?

they will still have their regular one... but i ll give an extra hidden one... (Custom9)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 08, 2018, 06:41:05 AM
New Corner Apothecary ??

in this one, i dont plan to make the herbalist back searching for herbs....
i am planing to make some kind of potions :)

healing potions.....
love potions....
fertility potions....

this kind of stuff :D
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on August 08, 2018, 06:56:00 AM
My old Apothecary also makes some healing stuff instead of the Vanilla Herbalist function.
If you need some raw materials files or ideas for some healing stuff they are in the library in production set 2.


Maybe glassware can be replaced by pottery item(s) so that pottery get a real function instead of just trade.
I will do the same if I get to a pottery production set some later and even thinking about using a pottery item for the oil press as a container to store the oils in.


As always everything looking great. :)


Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 08, 2018, 07:30:20 AM
@embx61  i'll check that when i ll be there :) thx bro
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 08, 2018, 07:57:39 AM
i think a last one i need to do ....

a grocery store

anyone think about another one ?
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on August 08, 2018, 08:37:50 AM
pizza?

;D just kidding. You do well! :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 08, 2018, 08:41:46 AM
Quote from: kid1293 on August 08, 2018, 08:37:50 AM
pizza?

;D just kidding. You do well! :)

flour + tomato + cheese + sausage + piment ? lol


:D

i think i ll do a shoemaker :)
just found this to decorate the building.....
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 08, 2018, 08:45:22 AM
Quote from: RedKetchup on August 08, 2018, 07:57:39 AM
anyone think about another one ?
I'd like to see some building that provides spirit happiness without being a church.  I think a yoga studio would be ridiculous, and I don't have a specific idea at the moment, but something like that.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 08, 2018, 08:56:51 AM
Quote from: Goblin Girl on August 08, 2018, 08:45:22 AM
Quote from: RedKetchup on August 08, 2018, 07:57:39 AM
anyone think about another one ?
I'd like to see some building that provides spirit happiness without being a church.  I think a yoga studio would be ridiculous, and I don't have a specific idea at the moment, but something like that.

it is possible i do a kind of... theater ? but usually a theater is kinda alot bigger as... building. maybe i ll do it as a 2floor height ? and only let a 3rd floor to go ontop of it ?
and depending of the textures... i can maybe also change some... poster like : This week: Dracula / Frankenstein or This week: Love Story or This week: Shakespear.... Footlose...
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 08, 2018, 09:25:52 AM
Oh, I love the idea of a theater!  And yes, two stories would work.  Older theaters weren't a huge as the ones today. 
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on August 08, 2018, 03:52:24 PM
There's the old Adriana's library mod with a library that gives happiness. Maybe the corner library could also give happiness and you could make a corner school as well.

Will the grocery store sell all foods, or just fruit and veg?

Corner creamery/cheese maker perhaps?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 08, 2018, 11:56:21 PM
Quote from: elemental on August 08, 2018, 03:52:24 PM
There's the old Adriana's library mod with a library that gives happiness. Maybe the corner library could also give happiness and you could make a corner school as well.

Will the grocery store sell all foods, or just fruit and veg?

Corner creamery/cheese maker perhaps?

i ll check if i can do a school and give an happiness in same time.

about grocery : all food
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 09, 2018, 03:32:41 AM
Corner Shoemaker :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 09, 2018, 04:11:46 AM
the new Corner Grocery vendor :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 09, 2018, 04:15:27 AM
you guys will have so much choice as a corner 1st floor ....
i am scared you will only do corner houses blocks of 2x2 instead to make long roads LOL
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 09, 2018, 05:16:50 AM
I just love corner businesses.  Thanks, Red!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 09, 2018, 06:16:53 AM
What you think about this ???

Corner Theater !
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 09, 2018, 06:27:58 AM
I think it's wonderful and perfect! 
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 09, 2018, 06:30:25 AM
Quote from: Goblin Girl on August 09, 2018, 06:27:58 AM
I think it's wonderful and perfect!

yeah i like it too that way :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Kimbolton on August 09, 2018, 04:47:08 PM
Red, thanks so much for all these great corner buildings. Fantastic work as usual. I really like the theater and shoemaker too. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Kristahfer on August 09, 2018, 05:05:19 PM
I really like the corner buildings. Shoemaker is great.


Do you think a wig maker could be worked in?


Wigs were very important in the colonial time period.


Thanks for the mods.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 09, 2018, 07:34:14 PM
Quote from: Kristahfer on August 09, 2018, 05:05:19 PM
I really like the corner buildings. Shoemaker is great.


Do you think a wig maker could be worked in?


Wigs were very important in the colonial time period.


Thanks for the mods.

i dont even know what it is
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on August 10, 2018, 12:34:16 AM
@RedKetchup i think hes talking about fake hair
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 10, 2018, 12:50:09 AM
Quote from: huyle on August 10, 2018, 12:34:16 AM
@RedKetchup i think hes talking about fake hair

postiches ?

thats something for CC ^^ not RK Ed
:D
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 10, 2018, 05:27:45 AM
Quote from: RedKetchup on August 10, 2018, 12:50:09 AM
postiches ?

Yes, but probably like they wore in the 18th century, or like British barristers wear now.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 11:46:11 AM
so i spent couple of days to make most of the files for all those new buildings...

only left to do the templates (what building does). i tried to make my apothecary templates yesterday for it wasnt a good day.... tired it bugs and crash... i stop.

today seems a better day so i deleted the template and restarted over... and made the Apothecary work perfectly :)

so the apothecary will do 3 recipes. Healing potion, Love potion, and Fertility potion.

Healing potion: Is made with 6 flowers, 1 herb, 1 water. 4 to 6 created at 5 value each. it has Misc and Health flag so it is a good alternative for getting health back to an Herbalist or a BathHouse.

Love potion: Is made with 6 flowers, 1 hops, 1 water. 4 to 6 created at 6 value each. it has a Misc and Consume flag. it worth more but citizens will grab them and try to get happiness "back??" like if it had alcohol flag at tavern. (if that mechanic really work for get hapiness back)

Fertility potion: Is made with 6 flowers, 1 mountain oyster, 1 water. 4 to 6 created at 6 value. it has a Misc and Health flag so it will work same as Healing potion to get health back.

Now Vanilla Cattle and Bison since they dont drop a resource overtime like milk or wool.... when killed, they will drop 2 Mountain Oysters in a little box in the same time of their meat and leather. If you dont know what it is.... google it :D

Keep in mind ... thats an Apothecary, and their operations are kinda ... weird and nobody knows if their things really work LOL
Everyone knows magic dont exist, everything it is just storytelling^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 12:54:37 PM
So the Corner Bakery is finally done too :)

it has the exact same recipes as the normal bakery, just a little bit faster (15 work units instead of 18)
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 14, 2018, 12:57:03 PM
Beautiful buildings, Red. 

I like the idea of trading fertility potions.  It amuses me.
Hey, are the mountain oysters edible on their own?  Protein, I assume?  What's their trade value? 

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 01:09:11 PM
hehe they are not edible ^^  ;D

although a bit rare to get since only drop 2 from a kill....
they are Miscelleneous and worth 5 value each
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 14, 2018, 01:23:29 PM
Oh, nice! 

And even if they were edible, I'm not eatin' them!  Yuck.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 01:48:27 PM
Corner Blacksmith is done too :)

This blacksmith cannot smelt iron and copper. Since it is a corner building.. of course it can cost more than the basic one.
Although as bonus, it works faster (5 work units instead of 6 units) and you can add a 2nd blacksmith to the building :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 02:35:21 PM
Corner Grocery Market done :)

you can put up to 6 workers on these, they only store the 4 edibles/non edibles : Vegts, Fruits, Meat and Grain.
capacity of 10,000 weight, they have an eff% radius of 32.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 04:14:45 PM
Corner Library done :)

The Library act like a school and allow 1 teacher and 24 students .
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 14, 2018, 04:21:19 PM
Are these lovely buildings going to be rolled into the next release of RK Ed?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 04:44:23 PM
Quote from: Goblin Girl on August 14, 2018, 04:21:19 PM
Are these lovely buildings going to be rolled into the next release of RK Ed?

yup :) in a very few weeks :) one or two
Title: Re: Red's new Work In Progress (2) thread
Post by: huyle on August 14, 2018, 06:23:20 PM
@RedKetchup i think flowers should be planted on a crop field
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 09:31:00 PM
Corner Pottery Maker is back !

The Pottery Makers will make a consume product : Pottery. It cost 3 clay to make 3 to 5 pottery with a value of 6. Pottery is a Crafted Flag item as Consume as well. Citizens will try to grab those because getting something free make them happy :)
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on August 14, 2018, 09:40:32 PM
These buildings look good. Does this one use firewood to make pottery?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 14, 2018, 09:41:36 PM
Quote from: elemental on August 14, 2018, 09:40:32 PM
These buildings look good. Does this one use firewood to make pottery?

it doesnt, should I ?
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on August 14, 2018, 11:44:20 PM
That's up to you, but in real life those kilns need some sort of fuel.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 15, 2018, 12:14:23 AM
Quote from: elemental on August 14, 2018, 11:44:20 PM
That's up to you, but in real life those kilns need some sort of fuel.

bah if you think i should do .... i ll add +1 firewood. :)


Meanwhile........

Corner Shoemaker done ! Thanks to @embx61 !! I use your Boots, Shoes, and cured leather technology. i kept all your numbers. i am gonna maybe just edit your little pngs... there is some kind of a thin white line all around the sprites.


So Shoemaker Corner is doing :

Cured Leather : 1 leather, 1 water, 3 salt = 1-1 Cured Leather at 20 value
Shoes : 2 Cured Leather = 1-2 Shoes at 25 value. it equals to leather coat as protection.
Boots : 1 Cured Leather + 1 Wool = 1-2 Boots at 30 value. it equals to winter coat as protection.
Boots : 2 fur = 1-2 Boots at 30 value. it equals to winter coat as protection.

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 15, 2018, 05:22:13 AM
Corner Tailor done too :)

This Tailor does all the same things as the basic tailor (cloth and linen too) but it is faster (8 work units instead of 10)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 15, 2018, 05:55:40 AM
Corner Tavern is done too :)

This Tavern does all the same things as the basic tavern but it is faster (8 work units instead of 10)

only one left for this set : theater
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 15, 2018, 10:47:43 AM
Dude.  You are on fire lately!  I'm looking forward to getting my hands on all these lovely buildings!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 15, 2018, 11:44:31 AM
Quote from: Goblin Girl on August 15, 2018, 10:47:43 AM
Dude.  You are on fire lately!  I'm looking forward to getting my hands on all these lovely buildings!

yeah i ve put a lot of hours lately, last 1-2 weeks ^^
i still have to make the theater for those... after bed time.

i know someone want a meat locker.... someone want a bar in an old barn...
i promised a ghost version of the trees...
i want to add, at least, city roads to it. maybe choochoo but not entirely sure about 1.1...
a lesser chapel.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 16, 2018, 12:10:40 AM
doing the theater now... that will be fun :)  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 16, 2018, 12:39:48 AM
The very new Theater is complete :)

The corner Theater will offer some entertainments to your citizens :) for that, the workers will make admission tickets and offer them to your idle citizens. they can probably also offer a better show and be more attractive to your citizens than just drinking alcohol at tavern (or love potions to apothecary^^)

there is also the only place you will see that new limit : Consume (which was one of the two left reserved limits available, Custom9)

as previously said, the Theater extend on 2 floors. only the 3rd one will be allowed to fit ontop of it.
you can see also in this screenshot, the toolbar is complete.

Enjoy !!
Enjoy as same as your citizens will do!! :D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 19, 2018, 03:19:49 AM
btw, lately i was playing a bit... to see if i see bugs...

and i came upon this screenshot i wanted to share :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 19, 2018, 05:39:50 AM
I just added + 2 new level on all the 3 OpenSky Mine-Quarry. now you will able to upgrade and refresh up to level 5 :)

i also checked and harmonized the prices of each. 1st level is faster to be built , 3rd cost a bit less and slower to build. of course, deeeper you go, it cost more but also last longer.

Level 1 ALL : Cost 48 wood, 60 work units. Qty:2000 items.
Level 2 ALL : Cost 48 wood, 64 candles, 80 work units. Qty:3000 items.
Level 3 ALL : Cost 72 wood, 96 candles, 100 work units. Qty:4000 items.
Level 4 ALL : Cost 96 wood, 128 candles, 120 work units. Qty:6000 items.
Level 5 ALL : Cost 120 wood, 160 candles, 140 work units. Qty:8000 items.

that was something i planned to do before even i released 1.0
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on August 19, 2018, 06:00:24 AM
Wooha, Red digs so deep the Bannies soon be sticking their heads out of the ground in China.  :D   :D
5 Levels, wow.

Red, is the fertilizer bugged or is it designed to come from (some?) Pastures as well?

I like to add, good choice to give those 2 reserved limits a use as for over a year those limits are just collecting dust.
That consume limit is interesting.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 19, 2018, 07:08:05 AM
Quote from: embx61 on August 19, 2018, 06:00:24 AM
Wooha, Red digs so deep the Bannies soon be sticking their heads out of the ground in China.  :D   :D
5 Levels, wow.

Red, is the fertilizer bugged or is it designed to come from (some?) Pastures as well?

I like to add, good choice to give those 2 reserved limits a use as for over a year those limits are just collecting dust.
That consume limit is interesting.

i took the custom9 and i didnt used the custom8. i think it is a good reason for using it. it acts exactly same as alcohol but without tagging it as alcohol or luxury(CC).

there are 2 livestock that didnt drop anything over time: Vanilla Cattle, and Bizon. so now it will drop a bit of fertilizer over time :) i think it is an alternative of the fodder farmer => stables. although this chain will be more powerful than having a pasture with cattle/bizon.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 19, 2018, 07:17:49 AM
i just added all the new crop resources to the Greenhouse :)

now the list is a lot longer ^^

Added:
Barley, Brocolli, Carrot, Cucumber, Hops, Kale, Lettuce, Oat, Pea, Peanuts, Radish, Rice, Rye, Sorghum, Spinach, Tomato, Turnip and Wheat.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on August 19, 2018, 07:41:04 AM
the pastures giving fertilizer is a smart option. the GH list is long but i do agreee that was needed.sure that will please everyone since players like more options.

     my only concern RED,how much big is the RK now? we may be pushing memory with so many options. i don't envy you.there was a lot of work on those corner buildings. would it be good to leave the RK that is in the download section ,and than when you add the new list it as version 2?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 19, 2018, 08:07:26 AM
Quote from: brads3 on August 19, 2018, 07:41:04 AM
the pastures giving fertilizer is a smart option. the GH list is long but i do agreee that was needed.sure that will please everyone since players like more options.

     my only concern RED,how much big is the RK now? we may be pushing memory with so many options. i don't envy you.there was a lot of work on those corner buildings. would it be good to leave the RK that is in the download section ,and than when you add the new list it as version 2?

oh i can do !
i can let the original 1.0 FULL download there in its own thread... and start a new one for 1.1 FULL :)

there will be little changes to the 1.1 LIGHT which i will just overwrite. they are mainly tweaking numbers changes. or kinda of things like some animals now will drop a bit of fertilizer - kind of changes.

the 1.1 FULL now is at 776 MB presently. 1.0 was 641 MB
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on August 19, 2018, 11:30:45 AM
wow not bad considering all the things you have changed and added.nice job!!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 19, 2018, 11:33:09 AM
Quote from: brads3 on August 19, 2018, 11:30:45 AM
wow not bad considering all the things you have changed and added.nice job!!

bah it is 135MB that is mostly taken by all the corner buildings. (not sure if i added alot out of that ^^)
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on August 20, 2018, 11:31:52 AM
I looked up new corner building and manufacturing. As usual looks simple and beautiful. Previous mods New Medieval Town 2.04 now perhaps no longer relevant.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 22, 2018, 06:20:30 AM
i added a Meat Locker just to store Meat(proteins) kinda cheap cost since it is very specialized, maybe a little bit bigger than the tiny barn.... it can hold 3000 meat.
it is perfect to team it with the fishing dock which will help it a lot.

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 22, 2018, 07:23:00 AM
presently making another Facebook request ... A pub made from a barn....

i am creating this : The Old Barn pub.

not sure exactly what he hopes to do (that person who requested it...) but it is in progress :)
do you have any opinions ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 22, 2018, 07:30:23 AM
i personally, maybe, would opt for kinda meals made from ... meat like tasty T-bone steaks + potatoes... + beer = 6-10 meals
and citizens go there and "consume" those to give happiness ? similar to Theater ?

and doing something like the Blacksmith sound, do a special sound (like a german polka) when you select it and get near ... you would heard that song.
Title: Re: Red's new Work In Progress (2) thread
Post by: Freedom on August 22, 2018, 08:25:50 AM
Looking forward to the Meat Locker. It's a good size for the fishing dock and elsewhere. The stone texture is great as it's easier to believe that fish/meat will keep fresher longer behind thick stone walls, perhaps with the insides excavated below ground level to help with keeping things cool. Other meat lockers tend to be bigger or made of wood and stand above ground in the hot sun -- not such a great place to store fish  :-[
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 22, 2018, 08:33:41 AM
everything in this game is relative... since food doesnt decoy. and we suppose refridgeration doesnt exist yet
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on August 22, 2018, 01:55:54 PM
The Old Barn Pub looks like it ought to be selling cider.
Title: Re: Red's new Work In Progress (2) thread
Post by: schueler on August 23, 2018, 07:30:30 AM
Could we have the "Old Barn Pub" sign in an Old English font, too?

https://www.1001freefonts.com/old-english-fonts.php :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Goblin Girl on August 23, 2018, 09:08:28 AM
Quote from: RedKetchup on August 22, 2018, 07:30:23 AM
i personally, maybe, would opt for kinda meals made from ... meat like tasty T-bone steaks + potatoes... + beer = 6-10 meals
and citizens go there and "consume" those to give happiness ? similar to Theater ?

and doing something like the Blacksmith sound, do a special sound (like a german polka) when you select it and get near ... you would heard that song.
I love all of this!  I guess the person who requested it wants a kind of Texas roadhouse.  So instead of polka music, it could be twangy bluegrass.  But polka works too!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 24, 2018, 10:19:13 AM
Quote from: schueler on August 23, 2018, 07:30:30 AM
Could we have the "Old Barn Pub" sign in an Old English font, too?

https://www.1001freefonts.com/old-english-fonts.php :)

whats about this ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 24, 2018, 10:51:32 AM
in game :) front and rear views
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on August 24, 2018, 11:22:49 AM

My German is not great, but I think that "The Old Barn" in German would be "Die alte Scheune." That's if you want to do "The old German barn." Then beer and polka for all. For food you could serve roasted pork and sauerkraut (Input: pork, cabbage, salt)

If you want to go Texas style, maybe call it Ol' Tex's BBQ and have a smoke house attached.  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 24, 2018, 11:37:09 AM
Quote from: rkelly17 on August 24, 2018, 11:22:49 AM

My German is not great, but I think that "The Old Barn" in German would be "Die alte Scheune." That's if you want to do "The old German barn." Then beer and polka for all. For food you could serve roasted pork and sauerkraut (Input: pork, cabbage, salt)

If you want to go Texas style, maybe call it Ol' Tex's BBQ and have a smoke house attached.  ;D

it was a request on facebook by Jason. when i set the sign "The Old Barn" he asked for "Old German Bar". so i did. i know the guy is german... but i dont read german lol. since english is THE international language...

i am not planing to do special dishes from all around the world... or i would do our french canadian traditionnal "Paté chinois" lol
i go with what we have in game. i made a recipe for : steak+potato+beer. another one of chops+beans+ale, and another one of roast+pepper+wine.

i can make more combo, but i wont make new resources from combo-meat and use these new resources to make combo meal.

i can replace the "bean" with "cabbage" , but the 3rd item need to be an alcohol. (which i just did cause i did put beans but not knowing what i could put there)

i am open to more recipes.  just name the "meat" , the "vegs/fruit" and the "alcohol".
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on August 24, 2018, 03:29:55 PM
I just noticed in the pics that this building is quite a bit smaller than a normal barn. If it's a food hall and kitchen, maybe it should be bigger? Or maybe the building should be just a kitchen, not a food hall. They eat outside.

One thing you might like to consider for buildings like this is to make the decorations separate ghost pieces instead of making them part of the building model. It makes the set much more versatile. We can play around with tables and gardens and stuff, and then if players build more than one they don't all look the same.

I like the whole food for happiness concept. I also like the pottery (and other goods) for happiness idea.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 24, 2018, 04:50:22 PM
it has been taken from the forest barn mesh. they took out the logs, the firewood, and the food crates. they took out the double door, and they build a chimney for cooking and picnic tables for eating.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on August 25, 2018, 06:39:15 AM
Any news when the next build will be available for download? I'm waiting for the first available version with the corner houses and then that's the only version of RK MegaMod I will ever download. It is too big for my liking even now but I will try it out.
Title: Re: Red's new Work In Progress (2) thread
Post by: schueler on August 25, 2018, 06:44:03 AM
Perfect, RedKetchup! Now the sign has the proper vintage look! :D Thanks!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 25, 2018, 07:05:47 AM
Quote from: Gatherer on August 25, 2018, 06:39:15 AM
Any news when the next build will be available for download? I'm waiting for the first available version with the corner houses and then that's the only version of RK MegaMod I will ever download. It is too big for my liking even now but I will try it out.

in fact that it is not too big if you count you need to
finally delete NMT2.04 .................: 269MB
finally delete NMT31:CanalSystem : 92,2MB
finally delete NMT3.0:ClayChain...  : 8,6MB
finally delete NMTLittleHousing.... : 19,5 MB
finally delete NMT3.0:MultiStory... : 145MB
finally delete NMT3.0: Crops.......... : 8,2MB
finally delete NMT3.0: Orchards....... : 24,4MB

and what else you have ?? i see fire? colorful little house ? boston houses 1 and 2 ? NMT Little housing 2 ? country little houses 1 and 2 ? gardenwalls ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 25, 2018, 07:46:18 AM
it seems i succeeded to transfert the Decorative Trees into Decorative Ghosted Trees :)
gonna spend a day on this maybe 2.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 25, 2018, 11:11:51 AM
so i transfered the vanilla wild trees into decorative trees at no cost. :)
gonna add all the fruit trees too, of course, at no cost too :) i mean as megabytes... maybe some bytes or kilobytes ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 25, 2018, 01:58:55 PM
here the first 7 fruit trees in decorative
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 26, 2018, 07:05:45 AM
and the last 7 in Decorative Fruit Trees :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 26, 2018, 08:15:55 AM
here some decorative fruit bushes :) since they are ghosted, you can put more than one on the same tile and use "F" to rotate them and make bigger bushes.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on August 26, 2018, 12:42:34 PM
Wow, I am hoping these decorative trees and shrubs will be available in a stand alone mod.  :)  They look great.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 28, 2018, 05:28:41 PM
i just did a test....

can anyone see what i did ?
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on August 28, 2018, 06:45:06 PM
@RedKetchup :D Great 8)I personally like the green surroundings - then I feel joy in my heart. Cheers!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 28, 2018, 11:27:57 PM
i was adding a Little Chapel at last minutes.....

THANKS to @embx61  for the his mesh of a Little Chapel :) it was perfect for my needs :)

there will be 2 versions : one wood and one stone
Wood : 4 colors of 24 wood + 54 lumber. 4x7, 100 citizens.
Stone : 2 colors of 24 wood + 54 stones. 4x7, 100 citizens.
Title: Re: Red's new Work In Progress (2) thread
Post by: Trizeropz on August 29, 2018, 01:14:19 AM
Hey red, why is it that the grass and bushes in your pictures are so dark? Is it from your/a mod or are there shaders available for banished?
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on August 29, 2018, 02:06:48 AM
@Trizeropz  ;)Red works on darker views. Red add darker posture buildings to Vanilla. I personally play additional mods "Lush & Green v1.1 @ Voeille WOB http://worldofbanished.com/index.php?action=downloads;sa=view;down=432 - is the green landscape
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on August 29, 2018, 02:14:35 AM
@RedKetchup  ;D Thank you so much for creating such a beautiful mod, I have great respect for your hard work, which you have devoted to him - I like everything, the buildings are great, carefully polished, the landscape is also very nice - though a bit dark. I personally can not wait to you release it  - are constantly testing and switching on older mods and rely on RKCH v1.0 light - I have questions
1. Can you add a larger pasture, eg 30x30 ? - of course, leave the older pasture 20x20.
2 I once mentioned the separate mods - animal breeding, and especially about "Longhorn Cows" and "Goats" - is it possible?
3. Can you add a donkey - and salami to this set? but this is just my dream and maybe I can push through this topic, of course, with the help of Troy?
4. Is it possible to create a separate mod, e.g. NMT3.0: Pasture? we have mods NMT3.0: Crops and NMT3.0: Orchards?
Cheers!
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on August 29, 2018, 03:28:44 AM
I like your pine trees. I've never really liked the vanilla pines. They look too cartoonish.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 29, 2018, 05:18:56 AM
Quote from: taniu on August 29, 2018, 02:14:35 AM
1. Can you add a larger pasture, eg 30x30 ? - of course, leave the older pasture 20x20.

the pasture are already 30x30 since 1.0. the regular pasture is 30x30, the fenceless pasture is also 30x30 no mountain limit.


Quote from: taniu on August 29, 2018, 02:14:35 AM
3. Can you add a donkey - and salami to this set? but this is just my dream and maybe I can push through this topic, of course, with the help of Troy?

unfortunatly i cannot put orders on animals, Troy has gone away from Banished since very long time, but gave me his work before it gets lost and wasted for nothing.


Quote from: taniu on August 29, 2018, 02:14:35 AM
2 I once mentioned the separate mods - animal breeding, and especially about "Longhorn Cows" and "Goats" - is it possible?
4. Is it possible to create a separate mod, e.g. NMT3.0: Pasture? we have mods NMT3.0: Crops and NMT3.0: Orchards?
Cheers!

yeah you are right, i should do a NMT3.0: Pasture...  one of these days.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 29, 2018, 05:20:19 AM
Quote from: elemental on August 29, 2018, 03:28:44 AM
I like your pine trees. I've never really liked the vanilla pines. They look too cartoonish.

exactly same here. the meshes would need to be edited but we dont have access to it.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on August 29, 2018, 07:16:38 AM
RED,do you plan to bring the hand washing stations back?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 29, 2018, 07:20:01 AM
Quote from: brads3 on August 29, 2018, 07:16:38 AM
RED,do you plan to bring the hand washing stations back?

washing places ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 29, 2018, 08:02:32 AM
the 2 Little Chapels are in game now :)

Wood : 4 colors of 24 wood + 54 lumber. 4x7, 100 citizens.
Stone : 2 colors of 24 wood + 54 stones. 4x7, 100 citizens.

THANKS AGAIN to @embx61  for the awesome mesh :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on August 29, 2018, 09:14:04 AM
there is a lot of variety to those churches.glad to see a rustic wood and stone are in that set.yes,the medieval washing places.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 29, 2018, 10:33:54 AM
Quote from: brads3 on August 29, 2018, 09:14:04 AM
there is a lot of variety to those churches.glad to see a rustic wood and stone are in that set.yes,the medieval washing places.

sure thing!! when ? i dunno
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on August 29, 2018, 10:36:49 AM
Wow, little chapels look great, what a shame not to be able to use them and matching houses without having to use the whole set.  :(  They would mix and match in with so many other mods too  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on August 29, 2018, 11:17:02 AM
Quote from: RedKetchup on August 29, 2018, 08:02:32 AM
the 2 Little Chapels are in game now :)

THANKS AGAIN to @embx61  for the awesome mesh :)


Your welcome :)

Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on August 29, 2018, 01:41:14 PM
Nice chapels! Especially the white one looks just like hundreds of churches spread across the prairies of the US and Canada. All the others are very typical, too. I wouldn't mind just these chapels as a separate mod--I'd use at least one in every settlement.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 30, 2018, 04:16:27 PM
So the size of the 1.1 FULL is exactly 800 MB

The 1.1 LIGHT version has 305MB
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on August 31, 2018, 03:37:22 PM
I am so glad to see that chapel with different colors.  I use Embx's chapel a lot, but had wished for some other roof colors at times, so now, there is! :)   Embx did a great job with that chapel design, and Red, you have some wonderful roof and wall textures.  I am so glad there is sharing of things with the modders.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 31, 2018, 03:51:55 PM
/AGREE  ;D


meanwhile someone found something @Natara  :) She found a problem with the Corner Tailor

will be the first thing fixed for sunday 1.11 FULL and 1.11 LIGHT version
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 31, 2018, 04:00:44 PM
tailor should be fixed
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on August 31, 2018, 06:50:47 PM
@Natara  found another one :) The Big Cathedral.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on August 31, 2018, 07:23:52 PM
Oh, I should have looked at all the posts first before I made a post on the thread where you announced the new lite version.  I posted about the corner tailor, but see you already know.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on August 31, 2018, 07:34:30 PM
Are there second and third story corner houses to go on top of the corner businesses/shops?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 02:22:14 AM
Quote from: galensgranny on August 31, 2018, 07:34:30 PM
Are there second and third story corner houses to go on top of the corner businesses/shops?
yes, hostel too
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on September 01, 2018, 04:50:21 AM
Yes it is a good thing we share our sources.
There is a hidden part on this forum only modders have access to where the modders who want to, but not HAVE to, share their sources.

It can save a lot of work. I mean why redesign a certain barrel or a firewood stack when another mother made a nice one?
Icons (I hate making those) can be shared and even whole meshes if a modder want to use those.

Beyond that we can also learn from each other by looking at the code. :)

When Discrepancy comes back and release his new mods with the awesome UI elements like info tab I am sure he will share that too so we can take a good look how the UI magician did this.
Everybody benefits from a setup like this :)


Congrats on the release of RK Ed Choice 1.1 Red :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 06:23:02 AM
thanks you and yeah, you are right :)
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on September 01, 2018, 07:21:32 AM
I don't have any corner houses in the RK lite, only corner businesses.  There aren't any 2nd or 3d story corner houses to go over the corner businesses.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 09:11:11 AM
Quote from: galensgranny on September 01, 2018, 07:21:32 AM
I don't have any corner houses in the RK lite, only corner businesses.  There aren't any 2nd or 3d story corner houses to go over the corner businesses.

yes, Light version doesnt have any multi level. only the first floors. it is UP to the player to add the Multi-lvl standalone housing to their mod list :)
this allow a very customizing feature to the people, people can take all parts they want. i know the multi lvl housing corner is not available as stand alone yet... they will be in few days.

EDIT: maybe what i will do, is add the multi level corner housing/hostel to the existent Multi lvl mod. and put corner business as a stand alone.
would it be good for you ?


btw... i just saw something!
i forgot to add NMT Little Housing 2 to the FULL 1.1 version !!! /shrug
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 09:55:23 AM
I am gonna upload a FULL 1.11 Patch and a LIGHT 1.11 Patch in an hour with NMT Little housing 2 and the few bugs fixed.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on September 01, 2018, 10:10:38 AM
Quotemaybe what i will do, is add the multi level corner housing/hostel to the existent Multi lvl mod. and put corner business as a stand alone.
would it be good for you ?
That is a great idea!  Many people will love to use your updated corner housing and the new corner business, so yes, do that.  It would be very good for me too.


Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 11:18:44 AM
RK Editor Choice FULL 1.11 Bugfixes:

Fixed issue with the Corner Tailor building and fixed issue with the Cathedral textures.
Hopefully fixes all possible crashes that happended lately.
ADDED: NMT Little Housing 2 mod.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=466 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=466)

Please redownload now !
Sorry >< and Enjoy!!

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

RK Editor Choice LIGHT 1.11 Bugfixes:
Fixed issue with the Corner Tailor building and fixed issue with the Cathedral textures.
Hopefully fixes all possible crashes that happended lately.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=467 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=467)

Please redownload now !
Sorry >< and Enjoy!!
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on September 01, 2018, 11:22:14 AM
Quote from: RedKetchup on July 25, 2018, 01:43:24 PM
@taniu  flowers are beautiful and you need those. they make spawn equal or more food than the trees.

the trees spawn mushrooms, onion, roots, blueberries and herbs (and deadwood)
the flowers spawn strawberries, raspberries, mulberries, blackberries, cranberries and bird nests. (and now seedlings)
the grass spawns the flowers.

plus with flowers, you can make a very good trade with parfume.


@kralyerg i am talking with him almost everyday... gonna ask him and see what we can do.

RED,i keep thinking you mentioned more tweaking to the plants' spawning. this is the only post i can find. did you tweak them more?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 11:29:19 AM
Quote from: brads3 on September 01, 2018, 11:22:14 AM

RED,i keep thinking you mentioned more tweaking to the plants' spawning. this is the only post i can find. did you tweak them more?

not lately, not since 1.0
the only thing i did, i added Seedlings has a new spawn from flowers, thats all.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 01, 2018, 12:40:19 PM
How do you collect the things that are spawned by the flowers?  By collecting the flowers?

I have collected wild foods and deadwood and ores.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 01:11:23 PM
the flowers and seedlings are collected by florist or by the Collect Flowers & Herbs tool
The wild food and the deadwood are collected by the gatherers or the Collect Wild Food tool
The grass is collected by the fodder farmers or by the Collect Grass tool
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 01, 2018, 02:22:53 PM
Thanks Red, I guess the only thing I missed getting was the seedlings  :)
I got fertilizer from the pig pasture  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 01, 2018, 04:13:15 PM
oh BTW ... post scriptum :  ;D

i changed the recipe for the perfume. it require now 1 glassware + 8 flowers + 2 water to make 6-8 perfume. if inside a 1.0 save you already built a perfumery, you will probably have to destroy and rebuild the perfumery to allow it to be able to store glassware.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on September 08, 2018, 08:34:01 AM
can we get a new start option? swap the fodder grass to the thatch texture but the game still uses it as fodder.leave the fodder hut to plant fodder.drop flowers to 25%,drop start trees to 50%<would this work to override any mod above like the pine mod?> ,but leave the log output per tree as is,drop the high temps of all 4 seasons by 10-20% all on a double A&E start,so 4 adults,2 couples, with children. maybe with 1 seed or orchard and 5 animals of 1 type. but leave everything else in the RK as is.

    double A&E with 50% less trees,harsher climate,and different grass?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 08, 2018, 08:41:04 AM
?? ?? ?? ??

and what you mean by " swap the fodder grass to the thatch texture " ? thats the same thing.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on September 08, 2018, 08:51:36 AM
the originla thatch grass yexture but without changing the  function as the fodder does now
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 08, 2018, 09:30:06 AM
Quote from: brads3 on September 08, 2018, 08:51:36 AM
the originla thatch grass yexture but without changing the  function as the fodder does now

but it has the original thatch texture grass. just a bit smaller at it was at first release. although , the resource itself was a pile of yellow grass and now it is rollup attached bundle.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on September 08, 2018, 12:54:01 PM
i don't mean to confuse you the grass texture the nat div had before yu swapped it to the fodder grass textureit was shorter and darker clumps of grass.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 08, 2018, 01:09:24 PM
Quote from: brads3 on September 08, 2018, 12:54:01 PM
i don't mean to confuse you the grass texture the nat div had before yu swapped it to the fodder grass textureit was shorter and darker clumps of grass.

euh... not sure .... i didnt ever particuly liked it this grass.... but ....
whats about as variant with mine ? because i dont know if i can ask to spawn those in certain maps and not spawn the other.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on September 08, 2018, 01:54:58 PM
yeah i wasn't sure if starts can have 2 different grass textures either,didn't want to change the other starts.or if you can change sizes or anything for different starts. will the less trees at start over ride the pine even if it is above it?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 08, 2018, 02:08:44 PM
reduce the pine... the number of trees is usually written inside the NaturalResourceTree.rsc and not inside the start condition so changing it, will change it for every map.
the only thing i can maybe do, and i say maybe cause not tested yet, is asking to fill the map with a modified copy of this NaturalResourceTree.rsc named NaturalResourceTree2.rsc instead of the original.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 08, 2018, 02:37:30 PM
hmmm, so anyone not using pine mod would start with 50% less trees?  LOL I am always short of logs the way it is.
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on September 10, 2018, 11:32:01 AM
Quote from: Abandoned on September 08, 2018, 02:37:30 PM
hmmm, so anyone not using pine mod would start with 50% less trees?  LOL I am always short of logs the way it is.

One of the consequences of building in deserts and prairies!  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 10, 2018, 11:54:32 AM
Quote from: rkelly17 on September 10, 2018, 11:32:01 AM
Quote from: Abandoned on September 08, 2018, 02:37:30 PM
hmmm, so anyone not using pine mod would start with 50% less trees?  LOL I am always short of logs the way it is.

One of the consequences of building in deserts and prairies!  ;D


yeah i think he wants so kind of map
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on September 11, 2018, 04:22:50 AM
@ RedKetchup :D  :D Thank you for your spiritual support - thank you for the single mods of farm animals -  "Longhorn Cows" yet, can you still add them? Did Troy give you any more animals? is there any possibility to do donkey animations? Maybe someone will take up such a challenge - or maybe you will still find good souls to help? do you think about the release,  "Rise of the Pharaoh" mod beta - I hope that this mods will come to light - unless you do not have the heart to finish such a beautiful project - it's up to you - I know you're very busy - I do not know are you still working professionally or are you already retired? - many questions   - I apologize in advance . Cheers !
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on September 11, 2018, 02:44:42 PM
Thank you for the recent mods.

Could you please make a version of your pigs mod where pigs drop fertiliser over time? Or perhaps an override mod, so it can be used with your RKEC mods?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 11, 2018, 05:14:42 PM
but pigs with fertilizer is already in RKEC !
you still want it ? like an overwrite in case RKEC isnt first and still have fertilizer ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 11, 2018, 05:36:30 PM
Quote from: RedKetchup on September 11, 2018, 05:14:42 PM
but pigs with fertilizer is already in RKEC !
you still want it ? like an overwrite in case RKEC isnt first and still have fertilizer ?

done !!! http://worldofbanished.com/index.php?topic=2591.0 (http://worldofbanished.com/index.php?topic=2591.0)
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on September 11, 2018, 05:52:47 PM
Thank you.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 11, 2018, 06:02:01 PM
Quote from: elemental on September 11, 2018, 05:52:47 PM
Thank you.  :)

welcome :) i did same with Bisons => Bison with Fertilizer and M.Oysters ^^

doing presently Goats with Goats Milk for someone
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 11, 2018, 06:54:12 PM
so now :

Ducks has been released with or without feathers.
Bisons has been released with or without fertilizer.
Pigs has been released with or without fertilizer.
Goats has been released with generic or goat milk.
Longhorn Cows has been released with generic milk.
Title: Re: Red's new Work In Progress (2) thread
Post by: Fellow Villager on September 12, 2018, 07:36:44 AM
what is the use of fertilizer?
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 12, 2018, 08:07:48 AM
fertilizer is used in the greenhouse to grow vegetables  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Fellow Villager on September 13, 2018, 10:53:04 AM
thx very much
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on September 14, 2018, 12:56:24 PM
I have not bought animals in rkec yet, and what are there animals with fertilizer and feathers. I plan to make a new production with greenhouse. And I need to download separate animals or not. Just for clarification.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 14, 2018, 01:09:35 PM
@tuggistar  All of the livestock animals are included in RKEC, full and light versions.  The separate livestock are for players who are not using RKEC.  Do not use the separate animals with RKEC.
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on September 14, 2018, 01:20:02 PM
Thanks for the reply Abandoned. And the version with fertilizer and feathers is also there.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 14, 2018, 01:28:01 PM
@tuggistar RKEC does not use feathers for anything but people who use CC and not RKEC might want the ducks with feathers. Also CC has a tropical greenhouse that uses fertilizer so CC users might want it.  RKEC already has animals that produce fertilizer.  You do not need any of the separate animals, they are included in RKEC.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on September 14, 2018, 01:36:30 PM
Thank you. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 14, 2018, 04:44:48 PM
yup inside RKEC vanilla cattle, bisons and pigs drop fertilizer over time. no feathers.

but if you still want feathers, put Ducks as Livestock (with feathers) ontop of RKEC and you ll have some feathers for your CC buildings.
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on September 16, 2018, 01:32:02 PM
What are you currently working on now RKEC is released with the bugs fixed?
Just curious :)

Pyramid you asked the last time. What about a complete Plateau of Gizeh?

280.000 poly LOL
But I loaded it from a sketchup file into max and there are things in there what can be useful for the Egypt mod like some houses and statues which are not high poly.
I deleted about everything and had a pyramid left what was like 80 poly :) 

(http://worldofbanished.com/gallery/474_12_09_18_7_15_26.jpeg) (http://worldofbanished.com/gallery/474_12_09_18_7_15_26.jpeg)

Here the link if you want to download the sketchup file. Just choose sketchup 2014 versions as when I downloaded a higher one max did bugged out with a error.
Way more nice stuff there, most high poly but can be a source for inspiration or do as i did with the Brandenburger Tor.

https://3dwarehouse.sketchup.com/model/a0f1c6fd82310f023686bf90918d7fc8/Giza-Plateau?hl=en (https://3dwarehouse.sketchup.com/model/a0f1c6fd82310f023686bf90918d7fc8/Giza-Plateau?hl=en)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 17, 2018, 01:13:10 AM
i dunno i crash when i try to import the .skp

pick up just 1 pyramis and export it in .obj . i guess also doesnt have textures ?


Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 17, 2018, 06:11:46 AM
i started lately the update RKEC 1.2 :)

RKEC 1.2 will contain its own Dock Set :)

i did the "roads" if we can call this a road..... it start UP with high 1x1 and they can be put on ground and in water (water is the little band of water near the land) and then you cant go further in the water. To go further you need "DeepWater" items. First there is a piece , a stairs piece, that go down 0,5' in the water , and then you have 3 different size pieces. those are lower than the ground ( -0,5' ) and they come in 1x1, 1x2, and 1x3 sizes.

then i did the Fishing Dock that you will find in Dock Food toolbar and i did adapted 6 models of housing (alternate F) that you will find in the Dock Housing toolbar.

more will come in a day or 2.
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on September 17, 2018, 07:44:59 AM
I have no crash. Select Import and in the import dialog check for Google.skp files to import, browse to the downloaded file and file and import.
Just make sure if you download those file to choose the 2014 version files. Higher versions did not work for me either.
Also I have all the checkboxes not checked off by import, so no daylight cycles, but not sure it has anything to do with it.

I am using version 2016 of 3ds Max.

It come with the textures but those textures are stored in the My Documents/3dsMax/Sceneassets/Images folder (Can be changed in the import dialog) if the import succeeds.
Many textures are not a power to 2 though but there are some nice ones in there so even only for textures it can be useful. :)

If it still not works I will export some parts to obj and put it on google drive.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 17, 2018, 01:24:49 PM
Hi RK!
I like the look of old aged wood. I also like the small detail how the chimney is built in and became a part of the house.
The whole house look is much nicer. I hope that this dock - set will be available  also as a standalone mod.
Beautiful work!    Regards zak4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 17, 2018, 01:37:29 PM
Quote from: zak4862 on September 17, 2018, 01:24:49 PM
The whole house look is much nicer. I hope that this dock - set will be available  also as a standalone mod.
Beautiful work!    Regards zak4862  :)

it will be as all the other parts :)


working presently on the Blacksmith Dock :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Paulo on September 17, 2018, 01:42:14 PM
Hi RK, those are looking good.

I wish I had any ability to work with 3d modelling.

I also wish I had time to play Banished....

Thank you for all I do for the community.

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 17, 2018, 02:42:20 PM
Blacksmith Dock has been created :)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on September 17, 2018, 02:59:24 PM
Looking great :)

Maybe you have to make corner pieces so the bannies not fall into the water as they cut corners.
And the 1x1,1x2, and 1x3 dock pieces need one variant where the poles not sticking through on one side which get attached to the building docks as those are a trip hazard if those posts sticking through in the middle of a dock. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 17, 2018, 03:57:43 PM
yeah i need to do the corner thing so they dont go splash every time ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on September 18, 2018, 02:37:16 AM
Do you plan to include unique dock buildings or just variations of existing land based structures?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 18, 2018, 03:00:55 AM
Quote from: Gatherer on September 18, 2018, 02:37:16 AM
Do you plan to include unique dock buildings or just variations of existing land based structures?

a set made of both
Title: Re: Red's new Work In Progress (2) thread
Post by: Paulo on September 18, 2018, 09:11:13 AM
Hi RK,

since you creating a new release ok your Editor Choise, can you create a tunnel house for the new multi level houses?
I like to create an inner market place with a train station surrounded by those multi-level houses, where the train track goes under a tunnel house.

Thank you.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 18, 2018, 01:37:15 PM
Quote from: Paulo on September 18, 2018, 09:11:13 AM
Hi RK,

since you creating a new release ok your Editor Choise, can you create a tunnel house for the new multi level houses?
I like to create an inner market place with a train station surrounded by those multi-level houses, where the train track goes under a tunnel house.

Thank you.

when i did RKEC i didnt planned to add tunnel houses back... but, i promise i ll think about it a second time :)


meanwhile... in the dock village.... i thought i should add a low boat bridge dock piece to let the merchant traders pass and go to the trading posts ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 18, 2018, 01:52:31 PM
LOL

i ve got to tell to my citizens... "you know the top thing you did at top... ? it is really not necessairly lol." they agreed
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 18, 2018, 03:48:50 PM
Hi RK,I have one more question!
Whether it will be possible to use Kids Boat houses with yours new Dock Set.
I think that would be also a wellcoming option. Just a thought.
     Regards  zak 4862  :)

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 18, 2018, 05:19:52 PM
Quote from: zak4862 on September 18, 2018, 03:48:50 PM
Hi RK,I have one more question!
Whether it will be possible to use Kids Boat houses with yours new Dock Set.
I think that would be also a wellcoming option. Just a thought.
     Regards  zak 4862  :)

i have no idea. depends how kid boat house are made. if it require real ground ... wont work.
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on September 18, 2018, 08:58:02 PM
Should work. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 19, 2018, 12:32:09 AM
Thanks guys - to both of you. 
Regards  zak 4862  8) :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on September 19, 2018, 09:36:10 AM
RED,i saw your announcement on LUKE's progress. not sure how much input we have.what would be nice if the mods now could work in the new version without changes.sure the modders and players both would be happy for that.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 19, 2018, 09:46:35 AM
maybe expect working at 65 % ? lol

Quote65% of the code from Banished is getting reused.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 19, 2018, 01:48:42 PM
I saw your announcement about game. Wonderfull news. I am very happy and excited. Thanks. :o  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Paulo on September 19, 2018, 02:09:45 PM
Quote from: RedKetchup on September 18, 2018, 01:37:15 PM

when i did RKEC i didnt planned to add tunnel houses back... but, i promise i ll think about it a second time :)


Thank you :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 22, 2018, 03:54:03 PM
i didnt done anything lately these last 3 days ....

but i just made a woodcutter place for the docks :)
smaller 4x5, allowing 2 workers, a very little bit faster (as gift) ^^.
take 35 wood to build.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on September 22, 2018, 04:20:04 PM
Those large stone chimneys don't seem to fit these dock houses. :-\
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 22, 2018, 05:18:24 PM
Quote from: Gatherer on September 22, 2018, 04:20:04 PM
Those large stone chimneys don't seem to fit these dock houses. :-\

i know but they will still be that way >< sorry
i thought to maybe add a new building to make iron stoves and need 1 stove as building material for these... but can be rough on the start
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on September 22, 2018, 05:31:37 PM
Iron stoves is a good idea. Building on water should be harder than building on land, so don't worry about making these houses easy to build at the start of the game. But if you were to change them that means new models, more work. So I can understand if you want to leave them as they are. Perhaps as a separate mod at a later date?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 22, 2018, 05:42:43 PM
not that hard to change the building chimneys and put stove iron pipes. will see at the end. all the biggest thing is the new building to make stoves and pipes. make using a foundry ? use iron bars ? iron ores ? if 98% of the map is water... how will get a foundry going on ? on a dock ? where put some iron mines/quarrys if almost no land ? and about the start of a new game ? if want to give some iron stoves in the stockpile we would need a new special start ...
so all this is the hardest part. not editing the mesh to delete the stone chimney and put rion pipes.
Title: Re: Red's new Work In Progress (2) thread
Post by: Hawk on September 22, 2018, 05:51:12 PM
Your dock stuff is coming along nicely. I'm liking it.  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on September 22, 2018, 07:30:36 PM
Quote from: RedKetchup on September 22, 2018, 05:42:43 PM
all the biggest thing is the new building to make stoves and pipes. make using a foundry ? use iron bars ? iron ores ? if 98% of the map is water... how will get a foundry going on ? on a dock ? where put some iron mines/quarrys if almost no land ? and about the start of a new game ? if want to give some iron stoves in the stockpile we would need a new special start ...
so all this is the hardest part. not editing the mesh to delete the stone chimney and put rion pipes.

A blacksmith could make stoves and pipes. Or a metalworks/foundry. They should be made out of iron (not ore) if you want it to resemble real life industry. Is there really a need to make a new start with iron stoves in stockpiles? Are there no other types of housing available? Not every type of building should be needed (or possible) at the start of the game. It makes it more interesting if we can "tech up" in mid  and late game with new buildings and items. Items and resources can be imported if they aren't produced locally.

A foundry on water is possible I guess, if you make it sit on a stone base instead of wooden poles.

Are there maps that are nearly all water? I think if someone wants to play a map like that it should come with some inherent limitations and challenges. Don't make everything too easy for the players.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 23, 2018, 05:07:52 AM
oh that is too bad, it was looking promising but now you lost me.  Mines and quarries, iron bars, metal stoves and pipes in wooden house, and a foundry on water. A map with large % water needing all that wood to build with is not enough of a challenge?  Too bad.  :(
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 23, 2018, 11:17:58 AM
Hi RK!
I have downloaded your Personal Stockpiles MOD. Its a great standalone mod, but I miss
a forged items stockpile.
So my question :Is there any chance that you would add a forged items stockpile to that mod.
Sorry to bother you and thank you for your answer in advance.
      Regards  zak 4862  ;) :)
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on September 23, 2018, 11:39:17 AM
@ RedKetchup ;D I like your docks are wooden - I do not know why players want to impede the game - they are looking for a challenge - this is a nice game - calm - relaxing - if there are challenges, there are other games, war or horror. You have a new, dangerous profile - I'm a bit afraid of you ;) Cheers !
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 12:21:08 PM
Quote from: zak4862 on September 23, 2018, 11:17:58 AM
Hi RK!
I have downloaded your Personal Stockpiles MOD. Its a great standalone mod, but I miss
a forged items stockpile.
So my question :Is there any chance that you would add a forged items stockpile to that mod.
Sorry to bother you and thank you for your answer in advance.
      Regards  zak 4862  ;) :)

there is not a stockpile for forged because that flag is stored in a barn ! you cannot takes things that we decided to store in a barn and store it on a stockpile.

yes and no.

all is link to the models of the resources. to be able to be store in a stockpile, the resources needs 3 more models : resources_pile0, resources_pile1, resources_pile2 which are linked to few, medium, and a full row of these items.

if you do a stockpile forged you need to have all the resources in that flag to have all their extra model, if you are missing 1 forged flag resource that doesnt have its 3 extra, your game will crash. you need to make sure all your forged resources from all your other mods will have their extra models... CC (dont have any extra models) , RK (i am not sure if i ever made one), DS ? Kid ? Eb ? Tom ? ... i cant tell. but if in your game you have 1 forged item that doesnt have its 3 extra model, you will crash.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 23, 2018, 12:33:55 PM
I didnt know, that things are so complex. I am sorry and thank you again for your answer - lesson in game.
   Regards  zak 4862  :-[ ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on September 23, 2018, 12:36:20 PM
So far i have no forged items. But even if I ever create them it will be stored in a Barn because this is what all the other mods who have some forged items do AFAIK.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 12:45:24 PM
Quote from: embx61 on September 23, 2018, 12:36:20 PM
So far i have no forged items. But even if I ever create them it will be stored in a Barn because this is what all the other mods who have some forged items do AFAIK.

not much cost to add the 3 piles models to everything we do... it is only extra kb for each resource in our mods.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 23, 2018, 12:46:11 PM
Only from curiousity - would it be possible to made a small barn just for forged items?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 12:48:38 PM
Quote from: zak4862 on September 23, 2018, 12:46:11 PM
Only from curiousity - would it be possible to made a small barn just for forged items?

yes
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 23, 2018, 12:53:40 PM
Thank you.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 01:22:58 PM
Quote from: zak4862 on September 23, 2018, 12:46:11 PM
Only from curiousity - would it be possible to made a small barn just for forged items?

here a little mod for you @zak4862  :)

ForgedSmallBarn.pkm

   String _name = "Forged Small Barn";
   String _author = "Redketchup";
   String _description = "This is a request for only 1 small barn that allow to store only the forged flag items.";

Description: Forged SmallBarn allow to store only Forged items. 5000 weight capacity. Cost: 24 wood, 8 stones.


note: you asked for a small barn, i took my small barn. if you would have asked for a medium or normal barn i would have taken the medium or normal barns :)
usually small barns are good for 4000 weight, since specialized for something i added +1000. same cost, same textures.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 01:31:38 PM
Quote from: Abandoned on September 23, 2018, 05:07:52 AM
oh that is too bad, it was looking promising but now you lost me.  Mines and quarries, iron bars, metal stoves and pipes in wooden house, and a foundry on water. A map with large % water needing all that wood to build with is not enough of a challenge?  Too bad.  :(

dont worry that much ! nothing done, nothing decided ! we are just talking about the overall project
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 23, 2018, 01:58:39 PM
okay, will wait to see how it develops  :)  It looks good  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 23, 2018, 02:02:15 PM
OMG Red!
I cant thank you enough. I am very,very greateful.
       Regards zak 4862  :o  8)  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 02:16:31 PM
Quote from: Abandoned on September 23, 2018, 01:58:39 PM
okay, will wait to see how it develops  :)  It looks good  :)

what if the houses takes 32 wood + 3 iron ? (instead of 35 wood only) (normal wood houses on the ground takes wood + stones)



Quote from: zak4862 on September 23, 2018, 02:02:15 PM
OMG Red!
I cant thank you enough. I am very,very greateful.
       Regards zak 4862  :o  8)  :)


welcome :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 04:22:30 PM
working presently a Dock grain watermill...

maybe the water wheel can seem to be placed at a strange spot.....
i still love it because it looks ..... different ^^

once that finished, from it, i ll do Dock Lumbermill even if lumber isnt much used in this dock set.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 23, 2018, 06:42:52 PM
 :)  Houses made with 32 wood + 3 iron not a bad idea.  I like grain watermill.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 23, 2018, 09:54:20 PM
sorry for the delay ... i played CivV for a while ^^

NMT Docks : Watermill is done :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Glenn on September 23, 2018, 11:20:15 PM
Looking good
Title: Re: Red's new Work In Progress (2) thread
Post by: Hawk on September 24, 2018, 01:54:37 AM
I like!   ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 24, 2018, 05:55:46 AM
The mill looks great. I like that bunch of flour bags.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 05:27:29 AM
a new Dock: Sawmill is done :)

it does same things as the Lumbermill but it is on the dock set and called Sawmill ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 25, 2018, 05:50:32 AM
Hi Red!
Your new water world - town, looks very nice. I have only one question.
Will all the houses and production buildings have the same wood and roof texture.
It would really be nice if you had the option for at least one or more additional textures.
    Regards  zak4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 25, 2018, 05:57:42 AM
I am thinking this texture would blend well with vanilla and other mods  :)  Alternative textures are always nice.  I am wondering if there is an approximate time mod will be completed and ready to test.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 06:20:10 AM
Quote from: zak4862 on September 25, 2018, 05:50:32 AM
Will all the houses and production buildings have the same wood and roof texture.
It would really be nice if you had the option for at least one or more additional textures.
    Regards  zak4862  :)

yes, maybe, i dunno. i ll see at the end if i can pull out another roof that look good in the water.


Quote from: Abandoned on September 25, 2018, 05:57:42 AM
I am wondering if there is an approximate time mod will be completed and ready to test.  :)

i have no idea ^^ when it will be completed ^^



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


meanwhile i just added a little corner because i was tired to see the citizens falling down in the water for a second because they cut corners too much ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 25, 2018, 06:22:50 AM
 :)  It looks fantastic, I especially like those birch logs by the woodcutter.  I will wait patiently  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 25, 2018, 06:32:17 AM
We"ll all be waiting.  ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: Hawk on September 25, 2018, 06:35:06 AM
I'm really liking this.  ;D

Patience is a virtue I'm not normally privileged to, but in this case, I will wait patiently.  ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 07:18:51 AM
bah usually i am doing a model per day ... and then i take some times for me :P

i presently doing a push... i am working on my 3rd for today ^^ (doing the tailor)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 08:32:42 AM
Quote from: RedKetchup on September 25, 2018, 07:18:51 AM
i presently doing a push... i am working on my 3rd for today ^^ (doing the tailor)

a last one for today ! Dock Tailor  ;D

same patterns as vanilla one.... maybe a very thin % faster
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on September 25, 2018, 09:18:18 AM
 :) Fantastic, great progress but don't miss time for yourself  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 09:31:48 AM
next piece will take a good day .... the tavern. i cannot take the tavern i redid. it wouldnt match this set :P so i need to do a fresh mesh
Title: Re: Red's new Work In Progress (2) thread
Post by: Hawk on September 25, 2018, 09:36:24 AM
I like the scarecrow looking suit hanging on the outside of the tailor. Great attention to detail on all the models.  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 04:29:42 PM
started the new Dock Tavern  :P
i only made the rough form though and should kinda look like this 7x7
as you can see it will be a complex form and will be sitting on a dock
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 25, 2018, 11:32:44 PM
started to dress it :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 26, 2018, 03:36:57 AM
almost done :) but will be finished only tomorrow (make code and make building process....)

in wait ... 5 more screenshot. the Dock Tavern will be gorgeous :D
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on September 26, 2018, 03:54:43 AM
Looks good. I like the firewood, it's a nice detail. Could you please make a land version of this building?
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 26, 2018, 05:41:19 AM
I also admire all the details. It would be nice if you could add an option to serve ale which we buy from merchants.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 26, 2018, 06:18:07 AM
Quote from: zak4862 on September 26, 2018, 05:41:19 AM
I also admire all the details. It would be nice if you could add an option to serve ale which we buy from merchants.  :)

tavern should be able to store merchant ales... but it is hard to get the traders to obey :( not sure why.
Title: Re: Red's new Work In Progress (2) thread
Post by: Hawk on September 26, 2018, 11:25:10 AM
Quote from: RedKetchup on September 26, 2018, 03:36:57 AM
the Dock Tavern will be gorgeous :D

It is. It is.  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: JM on September 26, 2018, 12:36:53 PM
Quote... ll see at the end if i can pull out another roof that look good in the water...

Perhaps it would be enough if another texture was the same but dirty, overgrown with moss and polluted by birds. :D
The current roof is nice and looks (almost) new, but the timber of the building walls looks old and somehow it does not match each other.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 26, 2018, 09:43:19 PM
the first roof texture is very ugly, i have a similar one and it looks very bad in game.....


meanwhile. i've got to spend 2-3 hours today to fix couple of things that was pissing me off badly and was ranking my polygons....
the building was totally fine out of the balcony roof ... but mainly it was the decorations. the barrels and the firewood were badly having too  much polygon.

i redid them efficiently. it overall drop my amount of total polygon by -40% minus. something like 6500 polygons deleted which is huge.


then after i did the code and the building process that was super quick....
and here the screenshots in game :)

it really look gorgeous :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 27, 2018, 05:22:39 AM
I agree. The tavern looks fantastic. Its always nice to have a new style buildings in the game.
And I must agree with "elementals" sugestion - it would be nice if we could have an option to build this tavern also on land.  ;)  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 28, 2018, 12:36:34 AM
sorry if i didnt done anything since...
tomorrow i ll do the school dock :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 28, 2018, 06:21:42 AM

Are you kidding? When you unselfishly share with the community all of your knowledge and all the beautiful work - I think that at most we owe you an apology for all the pressure that we cause to you!
   Regards  zak 4862  ;)  :)







































Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 28, 2018, 09:48:10 AM
NMT Dock School :)


Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 29, 2018, 05:14:21 AM
NMT Docks Hospital

:)
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on September 29, 2018, 05:21:25 AM
You're amazing @RedKetchup !
So very tight look of all these dock buildings.
It will be fun to use them! :)

One thing though - maybe listen to suggestion about a more worn look on roof.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 29, 2018, 07:10:35 AM
I am waiting patiently.   ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 29, 2018, 08:07:23 AM
Quote from: kid1293 on September 29, 2018, 05:21:25 AM
You're amazing @RedKetchup !
So very tight look of all these dock buildings.
It will be fun to use them! :)

One thing though - maybe listen to suggestion about a more worn look on roof.

i'll see at the end. doing the kit first, then after i just have to make a clone and change the roof texture.
i'll try to get another "pale or light" roof texture. dark ones arent super nice over the water / lakes.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on September 30, 2018, 04:21:22 PM
NMT Docks Townhall done :) i redid 90% of the model but based on what i did for the vanilla townhall replacement. instead to be 10x11 tiles ... it is 7x7 so a lot smaller and this is why i ve got to redo the mesh mostly.

there will still have a building requirement for the nomads :)
but i decided it would be .... the NMT Docks Hospital :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on September 30, 2018, 11:43:17 PM
As always - wonderful work. But my first thought when I look at those three pictures was " what a beautiful church".
Anyway just my thought.   Regards  zak 4862  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on October 01, 2018, 05:30:36 AM
That was my thought too.  :)  Those buildings are all fantastic Red  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 01, 2018, 07:49:45 AM
you guys probably never use the real townhall so you didnt know how it looks ^^ hahaha
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 01, 2018, 12:11:44 PM
Quote from: zak4862 on September 30, 2018, 11:43:17 PM
As always - wonderful work. But my first thought when I look at those three pictures was " what a beautiful church".
Anyway just my thought.   Regards  zak 4862  ;D

here's the RK - EB - chapel !!
NMT Docks Chapel.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 01, 2018, 12:14:24 PM
btw, got problem with the townhall requirement... it totally dislike the NMT Docks Hospital... and was crashing... i deleted the requirement :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 01, 2018, 01:45:47 PM
My compliments to both of you! The chapel looks awesome.  :o :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 01, 2018, 06:40:59 PM
This all looks amazing, RK.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 02, 2018, 09:20:32 PM
I am presently at the food Toolbar.....

And i am trying to see if i can expand all this zone of the game :)
The first thing i am trying to do if i can set up a "water wildlife" :)

maybe it will work, maybe not.

Gonna try to set up some vegetation at the bottom of the bed of water bodies.... and make it spawns things like ... Seaweeds, Crawdads, Crabs, Oysters, (pearls)..... maybe Treasure Chests....

and after i ll need to be gathered which is probably the biggest problem.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 02, 2018, 11:11:45 PM
 so.... i started to make some files.... and i didnt crashed so far ...
for sure it is not what exactly expected but ... thats a begining LOL

(i didnt crash so i can see things to be fixed lol)

some kind of grass (temporary mesh) looks beautiful on lake/river beaches - kinda some kind of reeds - but i didnt expected to see the grass that high over the lake and in middle of the lake. should be at bottom of the lake ^^. third thing, the seafood gatherer go idle LOL
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 02, 2018, 11:56:38 PM
 looks a bit more normal now

we only see those on the beaches like reeds
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on October 03, 2018, 12:05:32 AM
It would look good if the reeds grew in the water, not just on the banks. At the moment nothing grows in the lakes. They look like dead, empty land so it would be interesting to see something actually growing in the water.

I know you are doing a food thing, but you could also make a reed farm like this lake gatherer. Reeds could be used for thatch.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 03, 2018, 12:50:22 AM
well ! so far i didnt found a way to bypass some... .game mechanics :(

when you put a building or a dock.... people agreed to walk in the water... but asking to clear something too far from land, they refuse. (like the reeds, if too far from land they refuse to harvest)
also all those occupied tiles in water prevent any dock building being placed

and there is no way i can ask citizens to go in water, i cannot modify their pathbits
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 03, 2018, 12:52:51 AM
i will probably keep the reeds... and do my own mesh. do a reeds resourves or take it as fodder....
and make try other things for the way to get the food.
Title: Re: Red's new Work In Progress (2) thread
Post by: Tom Sawyer on October 03, 2018, 01:51:08 AM
Yes, their hydrophobia is an unfortunate limitation. Another problem is that resources cannot be spawned or reseeded in water. The reason why reeds are as they are in other mods and one of the things I would really like to get unlocked by Luke.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on October 03, 2018, 06:46:18 AM
The plant growth on the water looks good  :) but don't much like the animals standing on the water grazing. It could just be deco.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on October 03, 2018, 08:13:18 AM
Red, I like the look of the reeds in the water--not so much the bison walking on water to graze.  ;D Seeing this gives me an idea, which may not be possible. Is it possible to create wild rice as something that gatherers can collect? Probably not, eh, since citizens get very messed up trying to walk on water.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 03, 2018, 09:30:21 AM
CC has rice paddies that work.there is an optiion to grow rice in crop fields as an add on mod.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 03, 2018, 12:23:53 PM
the animals should not spawn and stay in the water, thats something i see more since the day i added all the new animals. i dont know why they do that.

my files have the same lines as the deers. unless my vanilla deer file is bad... i dont see why they acting differently.
there is a line that tickle me though :

   // pathing info
   PathBits _allowedPathing = Fast | Faster | Normal | Obstacle;
   PathBits _disallowedPathing = Immovable | Unusable | Occasional;
   bool _disallowZoneEntities = true;


the bool _disallowZoneEntities = true; what mean ? and the vanilla deer has it and was set by Luke himself. i didnt tested yet if i put that FALSE though.
or i am blind ?? i made a screenshot showing deers and all others.
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 03, 2018, 02:38:25 PM
Your personal NMT docks Sets looks cool and simple as always. ;D And the buildings of extraction of conventional and other resources in Sets will Be. (wood and something else for Example)
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 03, 2018, 02:45:17 PM
Can please update the Wonderful Townhall [White House] mods. Add newlimitresources to be able to play with the version of 1.0.7.
I have a game with this mod for some reason Crash. I don't have the old mods now from old version of Banished.
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on October 03, 2018, 02:59:39 PM
All I can think of because maybe too many get spawned so the game just drop some in the water?
I know you lowered the deer population but is the sum of all added animals the same as the deer alone were in Vanilla or higher?
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on October 03, 2018, 03:07:21 PM
Quote from: RedKetchup on October 03, 2018, 12:50:22 AM
well ! so far i didnt found a way to bypass some... .game mechanics :(

when you put a building or a dock.... people agreed to walk in the water... but asking to clear something too far from land, they refuse. (like the reeds, if too far from land they refuse to harvest)
also all those occupied tiles in water prevent any dock building being placed

and there is no way i can ask citizens to go in water, i cannot modify their pathbits

I'm no expert on these technical problems but if you look here there is a crop field underwater and there are farmers working underwater:

http://worldofbanished.com/index.php?topic=1034.msg19630#msg19630

(first post, 5th pic from the bottom, rice field in the river)

I recall that the CC team was very interested in this at the time. Kralyerg might have some coding info that could help you.

EDIT: second post in that thread is shockpuppet asking about code to grow things underwater.

Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 03, 2018, 04:26:51 PM
TUGGISTAR,i built the whitehouse in a map not long ago.the production doesn't show all the new limit flags but it didn't crash.otherwise it worked fine.i don't even think the mod turned red.in the prior versions of the RK, there was a glitch that RED was trying to solve.there was some issues with building the normal TH or lighthouse.think some had a issue that when placed,the game would crash if a player clicked on them before they were built.  good idea to make a save before placing those buildings.i saw the issue with the normal TP.if your WH mod shows red move it above the RK.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 04, 2018, 11:27:29 AM
Quote from: tuggistar on October 03, 2018, 02:45:17 PM
Can please update the Wonderful Townhall [White House] mods. Add newlimitresources to be able to play with the version of 1.0.7.
I have a game with this mod for some reason Crash. I don't have the old mods now from old version of Banished.

i ll try to do that tonight. i dont think it would be compatible... you probably will have to delete the old one (destroy) from all saves... before updating.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 04, 2018, 11:30:52 AM
Quote from: embx61 on October 03, 2018, 02:59:39 PM
All I can think of because maybe too many get spawned so the game just drop some in the water?
I know you lowered the deer population but is the sum of all added animals the same as the deer alone were in Vanilla or higher?


i dont think. and yeah the total of packs is higher than vanilla. but i tried to not make too many appear. and keep the game flowing without slowing too much.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 04, 2018, 11:34:24 AM
Quote from: elemental on October 03, 2018, 03:07:21 PM
I'm no expert on these technical problems but if you look here there is a crop field underwater and there are farmers working underwater:

http://worldofbanished.com/index.php?topic=1034.msg19630#msg19630

(first post, 5th pic from the bottom, rice field in the river)

I recall that the CC team was very interested in this at the time. Kralyerg might have some coding info that could help you.

EDIT: second post in that thread is shockpuppet asking about code to grow things underwater.


for the moment.... Kralyerg kinda disappeared... last 3-4 times i tried to say hello, i didnt got any hello back. it is like that since a 1-2 maybe 3 months. so , asking kralyerg for any coding info is impossible to success.
i ll try to read that thread more carefully, but at first glimpse, i didnt saw anything helping.
Title: Re: Red's new Work In Progress (2) thread
Post by: Tom Sawyer on October 04, 2018, 12:12:42 PM
This rice farm from the YaoYao mod is a static model used in a normal consumeproduce object, not a crop field or something with spawning or dynamic resources. You can see it already at the yellow mesh highlighting. My crayfishing tool works the same way and as far as I know it's the only way to get workers into water.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 04, 2018, 12:21:41 PM
Quote from: Tom Sawyer on October 04, 2018, 12:12:42 PM
This rice farm from the YaoYao mod is a static model used in a normal consumeproduce object, not a crop field or something with spawning or dynamic resources. You can see it already at the yellow mesh highlighting. My crayfishing tool works the same way and as far as I know it's the only way to get workers into water.

ok, yeah i noticed that too the "plants" were getting hightlighted when selected. thanks for the report :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 04, 2018, 12:24:31 PM
Quote from: RedKetchup on October 04, 2018, 11:34:24 AM
for the moment.... Kralyerg kinda disappeared... last 3-4 times i tried to say hello, i didnt got any hello back. it is like that since a 1-2 maybe 3 months. so , asking kralyerg for any coding info is impossible to success.

i just gone on CC forum and noticed that :

Kralyerg
LAST VISITED
August 20

it is been a month and half he didnt log ON on this own forum... so definitly taking a break similar to ShockPuppet.
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on October 04, 2018, 03:24:19 PM
Maybe you should just make a water gatherer that simply makes food, instead of one that collects food? Deco reeds and water plants would still give the appearance of what you were originally aiming for. It would be nice if they actually grew but if you can't get the bannies to grow food in the water, what other options are there?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 04, 2018, 03:46:38 PM
yeah thats was my plan number 2 :D
but i had to try :)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on October 04, 2018, 04:18:29 PM
There are no other options I think.
We sometimes have to "hack" the system a bit to get some things done what otherwise is not possible at all.

I think Bartender also have people working in the water with that water building (Fishing nets? ) what also acted as a small bridge and that is a static building too AFAIK.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 06, 2018, 04:22:36 PM
so i deleted all this test and will go with specific farms.

i started a mesh. i am at the fishing net next. but overall, it will look like this. footprint 5x7


the idea came from this picture but doing it like if it is made from wood and a medieval style
(http://seafoodtrade.com/public/front/images/banner3.jpg)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 07, 2018, 07:28:30 PM
hey i want to know what you are thinking about this ??

i know i need to put a bit of decoration to complete it but........
i am surprised a bit i admit
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on October 07, 2018, 09:39:36 PM
 :) I like it, nice detail on the netting.  You know just by looking at it that it is fish or seafood.  Very nice.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 08, 2018, 07:04:00 AM
I agree! It looks nice and above all - refreshing. For me its allways exciting to add something new to the game.
With some decoration it should look amazing.  ;D  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 08, 2018, 08:31:12 AM
Quote from: zak4862 on October 08, 2018, 07:04:00 AM
With some decoration it should look amazing.  ;D  :)

thats what i asked ^^

so far as suggestions i ve got : barrels of fish, boat, fishing nets, harpoons, anchor, crates.

i ll do the decorations tonight and probably make the 2 models, the menu one, and the random one.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 08, 2018, 09:59:38 AM
I like boat,fishing nets or anchor. I think we allready have enough mods with deco barrels and crates in the game, so this would refresh the game.
And I also have one sugestion. You could add sea salt as a side food product. Just a thought - I dont know if that is possible or maybe  a bit to much?
   Regards zak 4862  ;)  :)
   
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 08, 2018, 12:03:05 PM
Quote from: zak4862 on October 08, 2018, 09:59:38 AM
I like boat,fishing nets or anchor. I think we allready have enough mods with deco barrels and crates in the game, so this would refresh the game.
And I also have one sugestion. You could add sea salt as a side food product. Just a thought - I dont know if that is possible or maybe  a bit to much?
   Regards zak 4862  ;)  :)
   

sorry i meant decorations on this mesh, not things on the decoration toolbar :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 08, 2018, 01:36:29 PM
I meant that too,so no need for sorry. I just wanted to sugest that anyone
can add barrels and crates on his own because of other deco mods.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 09, 2018, 07:46:38 AM
so i added some details... 2 boat which kinda overlapping on side tiles cause i didnt want to make the building bigger.... added barrels of fish and crabs... harpoons... fishing nets... crates... etc..
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 09, 2018, 09:05:13 AM
Really good. I would just replace the wood texture of a boat and harpoons.The textures of these two do not stand out too much from everything else,
so you can hardly notice them. But - that was just my first impression when I saw those two pictures.
  Keep up the good work. Regards zak 4862  ;)  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: rkelly17 on October 09, 2018, 01:00:50 PM
I like the seafood farm. What is your thinking on production? It looks set up for fish.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 14, 2018, 04:14:31 PM
Quote from: rkelly17 on October 09, 2018, 01:00:50 PM
I like the seafood farm. What is your thinking on production? It looks set up for fish.

oh sorry forgot to post some screenshots...

thats the production menus:
(i just need to make the new resources proper 3D instead of the herb 3D mesh i took as dummy ^^)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 14, 2018, 04:19:42 PM
just let know , i made a little pause on this for time for myself... 4-5 days.

now before continuing the dock set.... i want to pass some time on some new wild trees to add to the game. i am pissed a bit Necora pine set + RKEC together looks so beautiful...
and i have no news of @Necora  (if he wish to give me some trees assets....) that i am kinda obligated to make some by myself... so i will spend some days on that ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 14, 2018, 11:50:52 PM
so first images....

thats a kind of maple called "sweetgum" :P
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 14, 2018, 11:56:18 PM
from previous images.... the overall overwhelming of those has been reduced because i made 3 of them (while the game did put full of the only model i had at that time)
the 2 more models have been reduced by 20% and 1 tile hight less. And the other by 60% and 3 tiles less height. It has been made to give different height and also to cover more bottom area of the forest (nearer the ground)
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 14, 2018, 11:58:48 PM
Looks really nice, RK. :)

Big fan of the various modded trees.  Looking forward to see what you do with this.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 14, 2018, 11:59:21 PM
now to that, i tested to add a bit of color.... so i made a tree called "copper beech". i have 1 model so far and i ll do another one alot smaller and alot less high to also cover less part of the forest.

i want to know from people if this change of color is ok for you and if you think you will like it.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 15, 2018, 12:01:42 AM
the leaf png of the sweet gum.... and the leaf of the copper beech
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 15, 2018, 12:04:51 AM
Looks good. Absolutely.
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on October 15, 2018, 04:03:18 AM
Are they animated? I mean, do they fall down when you cut them?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 15, 2018, 04:08:21 AM
Quote from: kid1293 on October 15, 2018, 04:03:18 AM
Are they animated? I mean, do they fall down when you cut them?

nan i dont know how to do it, they just disappear. do you know how to do it ?
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on October 15, 2018, 04:15:49 AM
No, I have tried but Blender and fbx is not always fully developed.
I think they work on it.

I thought about Troy, he could get a full time job converting our trees :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 15, 2018, 04:24:25 AM
Quote from: kid1293 on October 15, 2018, 04:15:49 AM
I thought about Troy, he could get a full time job converting our trees :)

lol
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 17, 2018, 02:40:37 PM
Hi RK!
Today I spend some time researching lots of different mods. I also checked your Medieval Town 2.0.4 for 1.0.6.
Very nice mod, but RKEC (light) rules. One thing I really like about MT 2.0.4 is your storage section (normal barn,granary,coal silo...)
So, is there any chance that you would made this storage section as  a standalone mod. If you cant, I understand, but no harm to ask.
   Regards zak 4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 17, 2018, 02:47:12 PM
Quote from: zak4862 on October 17, 2018, 02:40:37 PM
Hi RK!
Today I spend some time researching lots of different mods. I also checked your Medieval Town 2.0.4 for 1.0.6.
Very nice mod, but RKEC (light) rules. One thing I really like about MT 2.0.4 is your storage section (normal barn,granary,coal silo...)
So, is there any chance that you would made this storage section as  a standalone mod. If you cant, I understand, but no harm to ask.
   Regards zak 4862  :)

a stand alone ?
you know they are all available (and even more) in RKEC Full and RKEC Light ?
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on October 17, 2018, 02:57:24 PM
One other thing that you haven't updated is the old NMT herbalist, clinic, etc that can sit under the multi storey houses. Do you have any plans to update them?
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 17, 2018, 03:16:56 PM
Yes I know,but my old PC have problems with big mods,so I am using mostly small mods and mods for game (EB override, better fields, real time aging....).
But thanks anyway for your reply. No harm done.
       Regards zak 4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 17, 2018, 04:06:21 PM
Quote from: elemental on October 17, 2018, 02:57:24 PM
One other thing that you haven't updated is the old NMT herbalist, clinic, etc that can sit under the multi storey houses. Do you have any plans to update them?

i will one day, but so much to do with the time i allowed myself to work on mods :P
but keep remind me !!! please.

i have so a bad memory.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 18, 2018, 12:20:24 AM
Thank you!
   Regards zak 4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 18, 2018, 01:17:32 AM
i redone and added succesfully all 3 models of Necora's white pine :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 18, 2018, 02:07:34 AM
Now, that is one beautiful looking forest!  :o  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on October 18, 2018, 02:32:24 PM
Your forest looks great. The trees really go well with your ground texture. Please please please do a standalone deco pack of these trees and your other trees, including your modded vanilla pine. A standalone override for your modded vanilla pine would be great, too. So we can use it on any map.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 18, 2018, 03:21:41 PM
Yes please,I agree with elemental.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 18, 2018, 04:03:40 PM
ok, after RKEC 1.2
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 19, 2018, 12:22:44 AM
Yes! You are the man!  ;) :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 19, 2018, 06:31:23 AM
so i was working with Necora's maple trees :)

i redit couple of things... cleaned up the .png.... slim the trunks, replace the wooden branches....

and while i was cleaning the pngs.... i ve got an idea. i known Necora did 2 green, 2 red (autumn). And since it was very well done (in poly...) i decided to double the amount of leaves and i made 2 more .pngs ; one yellowish... and one more dark_orangish.

the first 2 are fully green, the 2nd pair are green and yellow, and the 3rd pair yellow and orange :)

and screenshots show how it looks like in game :)
i am quite happy of the results.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 19, 2018, 06:39:35 AM
That is fantastic, natural look - allmost like a real forest. Really well done.  :o  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 20, 2018, 07:44:59 PM
New trees from Necora looks simply stunning in this forest is not one building cannot be seen. RedKetchup I just wanted to make a small request about a small start-up conditions in RK Editor Choice. The medium start-up conditions but with any small amount of seeds and 1 or 2 herd animals. If you can.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 20, 2018, 07:47:36 PM
Quote from: tuggistar on October 20, 2018, 07:44:59 PM
New trees from Necora looks simply stunning in this forest is not one building cannot be seen. RedKetchup I just wanted to make a small request about a small start-up conditions in RK Editor Choice. The medium start-up conditions but with any small amount of seeds and 1 or 2 herd animals. If you can.

a medium with 1 crop and 1 animal ?
or 1 crop, 1 orchard and 1 animal ?
or 2 crop, 1 animal ?
or 2 orchard 1 animal ?
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 20, 2018, 07:54:20 PM
Colonial Charter is such a condition. I think is called Medium + if correct. Something similar about, (1 crop, 1 orchard and 1 animal) how you choose.
Title: Re: Red's new Work In Progress (2) thread
Post by: wiscoke on October 21, 2018, 04:47:18 AM
@RedKetchup

I am playing with the MM 8.01 and was wondering if you could release your Corner House mod seperatly?

or can I use the RK editor choice mod above the MM mod without problems?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 21, 2018, 05:05:49 AM
Quote from: wiscoke on October 21, 2018, 04:47:18 AM
@RedKetchup

or can I use the RK editor choice mod above the MM mod without problems?

yes you can but be aware about XL / Huge maps.... maybe you dont have enough RAM for it.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 21, 2018, 09:05:38 PM
Quote from: tuggistar on October 20, 2018, 07:44:59 PM
New trees from Necora looks simply stunning in this forest is not one building cannot be seen. RedKetchup I just wanted to make a small request about a small start-up conditions in RK Editor Choice. The medium start-up conditions but with any small amount of seeds and 1 or 2 herd animals. If you can.

Done !!!

i added 3 alternate medium starts ! And while at it, i edited all the new start i've made in RKEC 1.0+. I noticed at some starts i was really not generous at all. i was even sometime, extremly cheap LOL

so i edited all. the thing i didnt know back in time, when you start a game, all adults take 1 tool, 1 cloth, and all children take 1 cloth. so... it was unexpected at that point.

ALL Start Conditions:
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Adam&Eve : "A standard very hard game with only 1 family. 6 tools and 6 cloth, 400 food, 90 firewood, no building materials, no seeds, no livestock."
Genesis : "A standard very hard game with only 2 family. 12 tools and 12 cloth, 800 food, 120 firewood, no building materials, no seeds, no livestock."
Hard : "A hard game with 4 families. 20 tools and 20 cloth, 1200 food, 100 firewood, no building materials, no seed, no livestock."
Hard Alternate : "An alternate of standard hard game with 4 families. 24 tools and 20 cloth, 1200 food, 100 firewood, no building materials, 1 seed, no livestock."
Shepherd : "A medium game with 4 families. 32 tools and 24 cloth, 1600 food, 160 firewood, 100 wood, 50 stones, 30 iron, no seeds, 2 livestocks."
Farmer : "A medium game with 4 families. 32 tools and 24 cloth, 1600 food, 160 firewood, 100 wood, 50 stone, 30 iron, 3 crop seeds, no livestock."
Gatherers : "A medium game with 4 families. A Gatherer Hut, 32 tools and 24 cloth, 1600 food, 160 firewood, 80 wood, 40 stone, 30 iron,  no seeds, no livestock."
Medium : "A medium game with 5 families. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  2 crop seed, 1 orchard seed, no livestock."
Medium 2 : "A medium game with 5 families. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  1 crop seed, 1 orchard seed, 1 livestock."
Medium 3 : "A medium game with 5 families. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  2 crop seed, 0 orchard seed, 1 livestock."
Medium 4 : "A medium game with 5 families. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  0 crop seed, 2 orchard seed, 1 livestock."
Easy : "An easy game with 6 families. 6 houses, 50 tools and 40 cloth, 2400 food, 400 firewood, 150 wood, 70 stone, 50 iron,  2 crop seed, 2 orchard seed, 1 livestock."

edited to add Genesis start
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 21, 2018, 09:10:28 PM
what about a dopuble A%E start with 2 families. and less trees so more meadows.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 21, 2018, 09:16:22 PM
Quote from: brads3 on October 21, 2018, 09:10:28 PM
what about a dopuble A%E start with 2 families.
that is possible. have a good name ? ( 2 girls in a cup ?? I AM JOKING!! )


Quote from: brads3 on October 21, 2018, 09:10:28 PM
and less trees so more meadows.
that i am not sure how to do it.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 21, 2018, 09:28:44 PM
Done !!

Added :

Genesis : "A standard very hard game with only 2 family. 12 tools and 12 cloth, 800 food, 120 firewood, no building materials, no seeds, no livestock."
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 21, 2018, 10:02:51 PM
like this ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 22, 2018, 09:14:37 AM
good morning. can it be faked so the game thinks it is loading a medium setting and will then load any other start mods with it?not sure how the game reads the difference, but some mods will load others not when we change the start. your pics show too few ofv trees. can they be set to 50% of normal?  drop flower outputs to 25%. drop high temperatures of all seasons by 10-20%. 1 crop seed, 1 livestock type but only 5 animals.

    it would be better if the trees didn't die off or at least die much later like not til they are 50 years old.the age mods slow the bannies to a year year speed but the trees still die faster like the vanilla speed.


         curious question,how much of the pine mod do you plan to add in to the RK? when the pine mod was developed some of us talked about adding the apple or other fruit trees to the maps. a scattering of a low % of trees ,like 1% or less. 1 issue NECORA mentioned was the problem of trees spawning logs when removed not apples. creating an apple tree like a blueberry shrub would give the fruit but then not logs. the trees would have to be kept at a low amount so it didnt end up being a cheat.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 22, 2018, 09:39:04 AM
Quote from: brads3 on October 22, 2018, 09:14:37 AM
good morning. can it be faked so the game thinks it is loading a medium setting and will then load any other start mods with it?

no you cant. but you can give a personal list of items to spawn on the ground when it generates the map and fills it. like for this example, i made a copy of the file NaturalResourceTree.rsc and i renamed it NaturalResourceLessTree.rsc. and inside that lessTree, i lowered the numbers of chance to spawn on the map. when i ll be back at it, i ll up the numbers. i think 50% of old number is still alot, maybe at the end you will tell me 30% ^^

Quote from: brads3 on October 22, 2018, 09:14:37 AM
drop high temperatures of all seasons by 10-20%.

that you cannot. it is set in the climate file (harsh, mild, fair.....), not in the start condition file.

Quote from: brads3 on October 22, 2018, 09:14:37 AM
         curious question,how much of the pine mod do you plan to add in to the RK?

i already took what i planned. like 50% of his wild trees to modify/add to the vanilla forest. to make vanilla forest more natural than the old 3 trees (spruce/oak/birch)

the fruit trees idea can be tricky a bit. like you said, remove an apple tree gives logs of course. what you would want to try is spawning an apple tree which will spawn buckets of apple to grab over time. when it is just an apple tree.... thats simple, bah complicated but simple.
if you want to also have a pear tree to spawn that spawns pear buckets, and also spawn a plum tree that will spawn plum buckets... and a peach tree with peach buckets... and a chestnut, and a pecan and a cherry and a walnut...... there it is starting to be alot more complicated.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 22, 2018, 10:43:17 AM
thank you RED.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 23, 2018, 03:59:47 AM
when you say more trees... more trees everywhere ? or more packs of trees with big zones of grass ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 23, 2018, 05:30:02 AM
a mixture of forest areas and meadows would be good. with the original NAT DIV mod there was that. as i use the RK more there has been less and less meadows. the forests overrun the maps. as the years go by,the trees take over more on their own. can you set it so the trees die less often too?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 23, 2018, 06:52:30 AM
Quote from: brads3 on October 23, 2018, 05:30:02 AM
can you set it so the trees die less often too?

the only way is asking the tree to live longer. it is not a random death like citizens. when they die, they got to the end of their lives :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 23, 2018, 09:19:32 AM
then we can extend their lives to 50 years?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 23, 2018, 12:53:33 PM
Quote from: brads3 on October 23, 2018, 09:19:32 AM
then we can extend their lives to 50 years?

yes
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 23, 2018, 01:30:43 PM
hows about that, @brads3  ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 23, 2018, 01:49:05 PM
that is better. i am not sure how BARTENDER set the game to have both meadow and forest areas. with a NAT DIV start,there is open madows with no trees.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 23, 2018, 02:03:32 PM
like this

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 23, 2018, 03:12:24 PM
Quote from: brads3 on October 23, 2018, 02:03:32 PM
like this

i copied over his spawn code for his trees....

NaturalResourceDescription naturalresource
{
ComponentDescription _rawMaterial = "Template\RawMaterialWood.rsc";

// placement
float _noisePersistance = 1.0;
float _noiseOctaves = 4.0;
float _noiseScale = 30.0;
float _noiseCutoff = 0.35;
float _spawnChance = 0.4;

bool _groupModels = true;
float _groupPersistance = 1.0;
float _groupOctaves = 1.0;
float _groupScale = 5.0;
float _groupCutOff = 0.5;
int _groupRandom = 5;

float _minHeight = 0.0f;
float _maxHeight = 1.0f;
float _maxAngle = 0.75f;

bool _animated = false;
Time _preAnimateTime = 6.0;
Time _postAnimateTime = 3.0;
ToolType _toolType = Axe;

float _positionTolerance = 0.4;
}

GrowthDescription growth
{
// maximum growth before death, -1 for ever living
float _maxGrowth = 5.0;

// growth +- some amount
float _maxGrowthTolerance = 1.0;

// length of growth period to maturity
float _growthInMonths = 36;

// temperature dependant growth
bool _temperatureDependent = false;
float _growthTemp = 0.0;
float _growthTempRange = 0.0;

// re-seeding.
bool _autoSeed = true;
int _seedChance = 12;
int _seedDistance = 8;
int _seedTimeMonths = 3;
float _growthForSeeding = 0.9;

// max neighbors when reseeding
int _maxNeighbors = 1;
int _maxNeighborsSelf = 0;

float _minScale = 0.2f;
}




and this is what it gives (2 first scrren in plains, last in valleys)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 23, 2018, 04:01:59 PM
good job.that looks super.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 24, 2018, 05:59:40 AM
Quote from: brads3 on October 23, 2018, 04:01:59 PM
good job.that looks super.

yeah but there is something that piss me off on this
those screenshots you see , are from a modified file of trees with all the old vanilla plus all the new ones mixed all together with all the falling trees animations OFF. it is OFF cause some have animations, some dont have. so all are OFF.

usually as i was doing before, i have the original tree file with animations ON plus i was adding another layer of trees with animations OFF. when you generate a map with 2 layers of trees... you dont get the same overall layout.

i spent 4 hrs tonight trying to find a way to add anims... without any luck.
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on October 24, 2018, 06:21:30 AM
Hi! Is there a way you can PM Troy and get hints. He should know.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 24, 2018, 09:12:51 AM
Quote from: kid1293 on October 24, 2018, 06:21:30 AM
Hi! Is there a way you can PM Troy and get hints. He should know.

i pm'ed shockpuppet first :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 25, 2018, 02:34:18 AM
so. i came back to the settings i had before this.... with 2 layers of trees. 1 layer of vanilla trees which trees are animated and falling to the ground. and 1 layer of new trees which arent animated  and only disappear.

and i moved up the grass up the list so the map generator proceed the grass first before the trees. so overall there will be more grass patch. There was also a fact that we didnt see grass much anymore... so it fix it in same time. since i have 2 layers of trees, i lowered the spawn chances of trees from 0.4 to 0.28 each
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 25, 2018, 02:39:30 AM
i also changed the tooltips of the starting conditions with more complete info :

Adam&Eve : "A standard very hard game with only 1 family. A Storage Cart, a Storage Yard. 6 tools and 6 cloth, 400 food, 90 firewood, no building materials, no seeds, no livestock."
Genesis : "A standard very hard game with only 2 family. A Storage Cart, a Storage Yard. 12 tools and 12 cloth, 800 food, 120 firewood, no building materials, no seeds, no livestock."
Hard : "A hard game with 4 families. A Storage Cart.  20 tools and 20 cloth, 1200 food, 100 firewood, no building materials, no seed, no livestock."
Hard Alternate : "An alternate of standard hard game with 4 families. A Storage Cart. 24 tools and 20 cloth, 1200 food, 100 firewood, no building materials, 1 seed, no livestock."
Shepherd : "A medium game with 4 families. A Storage Cart, a Storage Yard. 32 tools and 24 cloth, 1600 food, 160 firewood, 100 wood, 50 stones, 30 iron, no seeds, 2 livestocks."
Farmer : "A medium game with 4 families. A Medium Barn, a Storage Yard. 32 tools and 24 cloth, 1600 food, 160 firewood, 100 wood, 50 stone, 30 iron, 3 crop seeds, no livestock."
Gatherers : "A medium game with 4 families. A Gatherer Hut, a Storage Cart, a Storage Yard.  32 tools and 24 cloth, 1600 food, 160 firewood, 80 wood, 40 stone, 30 iron,  no seeds, no livestock."
Medium : "A medium game with 5 families. A Storage Barn, a Storage Yard. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  2 crop seed, 1 orchard seed, no livestock."
Medium 2 : "A medium game with 5 families. A Storage Barn, a Storage Yard. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  1 crop seed, 1 orchard seed, 1 livestock."
Medium 3 :"A medium game with 5 families. A Storage Barn, a Storage Yard. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  2 crop seed, 0 orchard seed, 1 livestock."
Medium 4 : "A medium game with 5 families. A Storage Barn, a Storage Yard. 40 tools and 30 cloth, 1800 food, 200 firewood, 120 wood, 60 stone, 40 iron,  0 crop seed, 2 orchard seed, 1 livestock."
Easy : "An easy game with 6 families. A Storage Barn, a Storage Yard, 6 Houses, 50 tools and 40 cloth, 2400 food, 400 firewood, 150 wood, 70 stone, 50 iron,  2 crop seed, 2 orchard seed, 1 livestock."

and as i said somewhere.... i noticed some of the start conditions were very poor and some i was not only not very generous but i was super cheap lol. so now they are better.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 25, 2018, 03:17:17 AM
i added a 2nd Forester Lodge next to the vanilla one. since you can only specify 1 file of trees, i had to make another one which will plant only the 2nd set of trees, the new ones.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 25, 2018, 05:00:31 AM
working on the idea we talked about a while ago.... Ordhard Lodges. Forester lodge which will plant a certain type of fruit trees. from the first screenshots, i noticed i have to reduce the radius LOL, maybe check it i can make it less dense also, and change the numbers and time it should spawn fruit buckets cause in 4 years, i didnt saw a simgle of bucket yet ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Paulo on October 25, 2018, 05:52:36 AM
Hi Red, since you changing the star conditions scenario, can you had the Jack & Jill like the one in MegaMod, is just like Adam and Eve but with nothing else
(no storage cart, no storage yard, no tools no cloths no food no firewood).


Thank you for everything.
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 25, 2018, 06:03:28 AM
The orchard foresters...haven't messed with those in CC yet...Does the fruit get gathered by a gatherer, I take it?

Looking forward to seeing your trees, RK.
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on October 25, 2018, 06:08:49 AM
CC orchard forester has forester and gatherer's hut - they both are very nice looking, hobbit-like, but do not match with a lot of other mods.  I was thinking of asking if there could be a variant that would match with vanilla which matches well with most sets.

Any change Red, that this will be a separate mod, that would match with vanilla and your garden wall utility?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 25, 2018, 06:46:26 AM
Quote from: Maldrick on October 25, 2018, 06:03:28 AM
The orchard foresters...haven't messed with those in CC yet...Does the fruit get gathered by a gatherer, I take it?

Looking forward to seeing your trees, RK.

nor me i never messed up with CC orchard foresters.....

and yes they are gathered by the gatherers
my real good first test gave that

around 3-4 years they start to respawn themselves outside the apple lodge circle...
and started to give fruits (apples) around year 5-6.

so far i ve put the circle at 16. so if you look at the screenshots, you can put like 3 lodges in a gatherer circle. and it gave around 1000 apples.

i wish to make it less dense. and give apple sooner, i aim for year 3 and i hope to give less apple per year per lodge.
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 25, 2018, 08:17:43 AM
That's really cool.  Looks nice, too.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 25, 2018, 08:22:39 AM
for those used to use CC ones... can you tell me how many workers and what is their radius ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 25, 2018, 11:57:51 AM
the way CC set the orchard forests up was for the gathering hut to work 2 forests.their orchard foresters are about half the size of the vanilla forests.you are right in your thinking. they do seem to produce the most fruit after about 3-5years of planting.i have played with this set a couple different ways. sometimes i set several forests to get a mixture of different outputs;different nuts and fruit mixed.sometimes i send a worker to just plant for a few years and swap him from 1 orchard forest to another. due to the way the game coding is, these forests aren't affected by other mods much if at all. what i find is after a few years the amount of fruit outputs do drop off and a forester has to be sent to replant.

     way i think LUKE set the game is the trees and the bannies to mature and function at a faster pace.yeat crops grow on a year to year base.hence,the trees die younger than in reality.there are stories that over a 150 years,the trees died off and maps had no trees except where foresters were planting. i used the immortal tree mod for that reason. that mod combined with the RK and pine causes a lack of food spawns to maps. if we extend the life of the trees there should be a better balance to the games timelines. extending the tree life to 50 years ort more,should also help these orchards produce fruits without a forester constantly working them.

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 01:15:35 AM
the problem that appear with adding to span life of trees, it also start producing later
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 03:41:44 AM
so... i made 2 so far. they are copies of each other , only the names have been changed....

trees will live for more than 2 times the vanilla unmodded wild forest trees. they (trees for logs) wont be harvest before year 8. they will start producing fruits at year 4. it you place a gatherer hut next to it, fully staff'ed, it will give 2000 fruits per year. the lodges will be staff only by 1 forester max to give time to trees to grow and produce cause one day, they will start to cut and replant. the radius of those is 24.

gonna make many of different ones of them, they will have all same stats, just the names will be changed. ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on October 26, 2018, 04:14:07 AM
I just wanted to say I like this idea very much.
I wish you luck with the numbers. It is a very nice concept!

:)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 06:03:10 AM
the concept is very different of what i've could hear...

the trees when chopped dont give fruits(apple, peach,etc) but logs. and it has 0,16% chance to spawn a box of fruits (same tech i took for the bird nests) and when ready, gatherers harvest that box of fruits and get the appropriated fruits from the spawn of the fruit tree (apples for an apple tree, peaches for a peach tree...)
the spawn chance is lower to countermeasure the fact fruit trees spawn 52 fruits instead of 21 for onions/roots/mushrooms/vanilla_wild_food.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 10:27:58 AM
i made 17 so far ^^

tomorrow i ll start a new icon and i will put the tropical ones inside it ^^

but i was wondering something.... with these... will people still buy orchard seeds ?? ?? ?? ?? ??
so i am wondering if we can do something to compensate ? like a special building material cost ?

i was wondering maybe to make a new building which would take like 500 or 1000 of a certain fruit and process it in order to extract the seeds and use it as building material ? like 500 apples = 1 bag of Apple Seeds. and then, to make this special forester, you would need 32 logs, 12 stones and 1 bag of Apple Seeds ? and each time you want to build one of those, you need to save those 500 apples and get another bag of seeds ?

what you guys think about the idea ?
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on October 26, 2018, 10:35:32 AM
Sounds reasonable to me.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 10:42:00 AM
Quote from: Gatherer on October 26, 2018, 10:35:32 AM
Sounds reasonable to me.

case:

if you dont have a certain seeds already ... like .... apples orchards seeds. then you turn toward the trading post and ask for apples. and you buy an amount of apples. but knowing very well your citizens... they will try to grab every apples they can find for the barn... you would hope your seeder to grab all the 500 apples before citizens in order to extract the seeds and make a bag of apple seeds ^^
or you buy 750 of those knowing very well you will lose some ^^

it can be funny ^^  :P  ;D  ;D  ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 11:41:39 AM
but i just got a better idea....

12 stones, 32 logs ... and 48 seedlings !!!

that way it give another thing to do with seedlings out deco trees... and seedlings can be found in wilderness as crafted in greenhouses.....
i love that idea !
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 26, 2018, 12:23:31 PM
thank you. i prefer to need the seedlings for the orchard forest than the food or seeds. rather we use orchards or forests is much to do with layout. 1 is round other is square. also it comes down to how much logs we need.in reality the forest orchards do take more workers,since you need to plant the trees.

have you thought of any mixed foresters? like a variety of nuts and apples and pears,or more tropical fruits and mulberries,etc?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 12:49:36 PM
Quote from: brads3 on October 26, 2018, 12:23:31 PM
have you thought of any mixed foresters? like a variety of nuts and apples and pears,or more tropical fruits and mulberries,etc?

we cannot. if we put a 2nd link to a 2nd file (for the kind of tree to plant) it just ignore the 2nd link.
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 26, 2018, 01:00:33 PM
Quote from RedKetchup
Quotebut i was wondering something.... with these... will people still buy orchard seeds ?? ?? ?? ?? ??
so i am wondering if we can do something to compensate ? like a special building material cost ?
I like this idea, but to those not abused need to put at least some restrictions. And the gardens will be not useless.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on October 26, 2018, 01:40:50 PM
how did NECORA do it with maples and apples?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 26, 2018, 05:47:01 PM
Quote from: brads3 on October 26, 2018, 01:40:50 PM
how did NECORA do it with maples and apples?

thats the natural resource tree file that has been modified and added to the onion/shrooms/root/herb/berry spawns.
like i already have it to add deadwood. it is a multiple kind of different model that spawn multiple different kind of spawns.

the thing i just did is an ONE specific fruit tree spawning ONE specific fruit bucket. i cannot start to make some mix of 2 models of fruit trees that will spawn 2 different kind of box which will end up half of the time 50%-50% to have an apple tree spawning a walnut box and a walnut tree spawning an apple box. and the other half of the time walnut spawning walnut and apple spawning apple. 50% - 50%

if i start to make a mix of apple + walnuts forester lodge, why not one of peach and pecan forester lodge ? and why not also a lemon and lime forester lodge ? and why not also a plum and hazelnut forester lodge ? and then why not a apricot/pear and/cheery forester lodge ? and a Walnut/apple/plum/and_Chestnut forester lodge ?
if we start to make combinaison we will get 2^8 + 3^6 + 4^4 + 6^3 ... possibilities

but you cannot do a forester with a new list made for 3 models or 8 models and ask each model dropping it is own fruit specifically.
it would be a list made from a 3 or 8 suggestions. Like i can take all the model and all the tropical ones and have a list of spawn of 16 longs and 8 items lol and having whatever "looking" model spawning whatever item that RNG decided like a pine can spawn a root, and then a birch that spawn shroom because RNG decided it. or the opposite
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 27, 2018, 12:53:29 AM
i made the tropical ones.... in the list, they are 5 : Acai, Banana, Coconut, Dates, and i did put Grapefruit in this.
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 27, 2018, 02:14:21 PM
Hi Redketchup. I really like how it all looks, but how it will all work. Colonial Charter already has something similar-Orchard foresters. I don't know how to do it, but I think it's a dishonest way to get fruit. For this in the game there are gardens to grow fruit on the trees of honest ways. We buy seeds from a merchant and grow. And then the trader in the game simply will not be useless, if it is possible to grow fruit simply so. I just love to grow on the gardens a lot of everything.

Because the merchant need to buy cattle and seeds. This is just an opinion.

And cultivation in greenhouses by the way very cool idea. This too is just an opinion.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 27, 2018, 04:00:43 PM
the thing i made sure. it doesnt produce as the real orchard. a real orchard 15x15 , 225 tiles, produce 1300 fruits.

this has a radius of 24 tiles , and produce just enough to replace what the forest will produce by itself with onions, roots, shrooms, berries. / or the flowers will produce with the other list (cran,black,rasp, mul, straw berries) so it produce around 2000 same as vanilla forest.

it is just an alternative people asked.
it is you guys asked for it.

Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on October 28, 2018, 03:43:12 AM
Thank you redketchup for the explanation. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 29, 2018, 02:10:47 AM
Quote from: RedKetchup on October 24, 2018, 09:12:51 AM
Quote from: kid1293 on October 24, 2018, 06:21:30 AM
Hi! Is there a way you can PM Troy and get hints. He should know.

i pm'ed shockpuppet first :)

he told me we should not search to name in the .fbx and it is only named in the .rsc file. he asked me my files/models so he can check by his own... which i did. i didnt got feedback of it yet
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 29, 2018, 02:14:12 AM
Quote from: Paulo on October 25, 2018, 05:52:36 AM
Hi Red, since you changing the star conditions scenario, can you had the Jack & Jill like the one in MegaMod, is just like Adam and Eve but with nothing else
(no storage cart, no storage yard, no tools no cloths no food no firewood).


Thank you for everything.

thats still playable @Paulo  ? i mean no tools nothing... they should start with a no tool icon, and need to have enough tree to make an house , find food and find a way to farm material for a blacksmith and woodcutter lol
thats scary start

yeah effectively, i checked megamod and this is a [DS SV] start
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 29, 2018, 02:45:47 AM
LOL
failed

I did it, i added it....

i tried it .... and failed. they died before they got time to eat  :P
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on October 29, 2018, 03:10:55 AM
LOL

Yeah, it is too hard without food and tools.
Title: Re: Red's new Work In Progress (2) thread
Post by: Paulo on October 29, 2018, 04:10:18 AM
I've tried Jack & Jill with Mega Mod.

My opening sequence is :

Storage Yard   
General Small Cart
Tiny WorkShop   
Settlers Tent   

Thank you for trying

And it is very hard i think it is only doable with mediterranean weather.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 29, 2018, 04:53:27 AM
@Paulo

you will get different settings here because there is no mediterranean, no general small cart, no tiny workshop ^^
but you have a pickup wild food icon.... a tiny barn, woodhouse and will have to build a woodcutter and blacksmith :)
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 29, 2018, 12:43:40 PM
Hi RK!
One question. Any chance that you would put your kiln in a standalone mod,if is not to much trouble.(I can make allmost everything but roof tiles)
     Regards zak 4862  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Paulo on October 29, 2018, 04:48:20 PM
"you will get different settings here because there is no mediterranean, no general small cart, no tiny workshop ^^
but you have a pickup wild food icon.... a tiny barn, woodhouse and will have to build a woodcutter and blacksmith "

It's gonna take a new strategy and maybe some extra mods :)

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 30, 2018, 02:24:01 AM
Quote from: zak4862 on October 29, 2018, 12:43:40 PM
Hi RK!
One question. Any chance that you would put your kiln in a standalone mod,if is not to much trouble.(I can make allmost everything but roof tiles)
     Regards zak 4862  :)

yeah i ll try after what i am doing.... trying to find new ground texture options to offer
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 30, 2018, 02:41:22 AM
Thank you very much!  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 30, 2018, 03:22:05 AM
there are a couple i found and they look ok. some test were bad which i didnt even care to take a screenshot.... but here some candidates.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on October 30, 2018, 03:32:01 AM
I like the 2nd and 5th. The 5th gives an illusion of uneven terrain where it isn't.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on October 30, 2018, 03:36:18 AM
To me they all look fine except the first.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 31, 2018, 07:15:50 AM
BTW, there will be some delay about RKEC 1.2
i have some questions/problems to fix/to find answers to find a way to fix .... i am still waiting for help since a week on this.

so RKEC 1.2 progression is delayed till my issues are fixed.
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 31, 2018, 09:33:54 AM
Sorry to hear you are having problems, RK.  What's going on?  If you care to share.  Guessing it's something major, because you're the guy that we get help from. Lol

If it helps, I've been stuck trying to decide what to do next for two weeks.  Don't want to bite off too much, but really want to bite off too much. LOL  So I just kept playing.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 31, 2018, 10:09:29 AM
Quote from: Maldrick on October 31, 2018, 09:33:54 AM
Sorry to hear you are having problems, RK.  What's going on?  If you care to share.  Guessing it's something major, because you're the guy that we get help from. Lol

If it helps, I've been stuck trying to decide what to do next for two weeks.  Don't want to bite off too much, but really want to bite off too much. LOL  So I just kept playing.

i want to have trees to accept my animations (tree falling and die instead to just "disappear") and on this i am waiting ShockPuppet tell me whats going on. i sent him a sample.

2nd thing, i want to add many new ground terrain and asap i add more, some of my old ones are disappearing. i need to found out why.
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on October 31, 2018, 10:18:48 AM
Gotcha.  Saw that earlier in the thread.  Going to have to start paying closer attention to tree animations.  Not sure I've seen them fall or not but haven't specifically looked.

That's frustrating, I'm sure.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on October 31, 2018, 10:33:42 AM
Quote from: Maldrick on October 31, 2018, 10:18:48 AM
Gotcha.  Saw that earlier in the thread.  Going to have to start paying closer attention to tree animations.  Not sure I've seen them fall or not but haven't specifically looked.

That's frustrating, I'm sure.

there is a function, somewhere is can put OFF to see the scrolling window if enough space... and there are plenty of space, which anyway can go further by the scrolling bar on the side. megamod has 27 different terrain starts. asap i add some, my mountain starts disappear
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 01, 2018, 06:06:06 AM
now that i found my texture problem resolved....

whats about those textures ?
anything good in that ? i wish to maybe pick up a couple and name Enchanted (valley/plains/mountains/lakes)
Title: Re: Red's new Work In Progress (2) thread
Post by: angainor88 on November 01, 2018, 06:17:11 AM
Hmm I like 3, 7, and the last one. 3 and 7 remind me a lot of New England forests, with 7 being very October.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on November 01, 2018, 08:33:09 AM
To me the best are 3,7,8 and the last one.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: JM on November 01, 2018, 09:05:38 AM
I like all the pictures, especially 3, 7, and the last one.

How will fields, pastures and cemeteries look like? You probably will not want to create as many field textures as there are maps.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 01, 2018, 10:47:23 AM
7th looks best to me. 1st is also nice. I can hardly see the bannies on 3rd, 6th and 10th (The colours are too distracting).
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on November 01, 2018, 01:18:32 PM
I like the first, seventh and the next to last.  20181101072737_1.jpg (http://worldofbanished.com/index.php?action=dlattach;topic=2490.0;attach=32280)  ,  20181101084840_1.jpg (http://worldofbanished.com/index.php?action=dlattach;topic=2490.0;attach=32292)  and   20181101085718_1.jpg (http://worldofbanished.com/index.php?action=dlattach;topic=2490.0;attach=32296)

Many of them seem very dark to me.
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on November 01, 2018, 01:39:52 PM
I have to agree that 7 looks quite interesting. Very different to anything else that has been offered.

Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 01, 2018, 07:49:42 PM
the thing about pale or dark, is an automatic feature from the game. The game when if draw the floor texture it uses a mix of 2 textures in fact.
like 60-70% of the texture we decide, like those posted, and a 30-40% a dirt texture made by Luke (in attanchement, the Dirt texture Luke is using to blur the final result).

some of the previous screenshot i did some with the automatic blur, and some i made it without blur. a way to take out the dirt blur, is asking the terrain to use the same texture instead the dirt one. if you take screenshot 5 and 6, thats extactly same texture with and without the dirt blur. same with 7th and 8th screenshot, with and without the dirt blur. same with 9th and 10th. with and without the dirt blur.

vanilla grass too has the dirt blur. here in the attachments the vanilla grass with and without the dirt blur.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 01, 2018, 09:27:23 PM
that is a good explanation. i like the 2nd 1 above without the dirt. that is about as dark as i want to go. it could use a leafy texture for forests though. that looks close to the north forest terrain from TOM. i know others like the dark or swampy look also.always good to have variety.

it is interesting to read how the game layers and adds everything to the maps. 
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 02, 2018, 09:07:08 AM
good morning. i was lookin at my review. the main blacksmith allows only 1 wworker.i can't send a 2nd worker to help increase tool outputs.can it be increased to 2 or 3 workers? fertilizer outputs from the pastures seems high.it makes using the stables and fodder obsolete.the fodder hut has improved in not over producing flowers.however now it is low on thatch output, less than the flowers even.i know i do use the thatch different than most players since my houses will brun some of it. the glass factory made more glass faster than i expected also.

          i miss NILLA. she was good at deciphering outputs by value and work..she should return soon and i can debate with her more.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 06:29:29 AM
Quote from: brads3 on November 02, 2018, 09:07:08 AM
good morning. i was lookin at my review. the main blacksmith allows only 1 wworker.i can't send a 2nd worker to help increase tool outputs.can it be increased to 2 or 3 workers? fertilizer outputs from the pastures seems high.it makes using the stables and fodder obsolete.the fodder hut has improved in not over producing flowers.however now it is low on thatch output, less than the flowers even.i know i do use the thatch different than most players since my houses will brun some of it. the glass factory made more glass faster than i expected also.

          i miss NILLA. she was good at deciphering outputs by value and work..she should return soon and i can debate with her more.

i hear you @brads3. I will try to adjust the numbers.
asap i finalize the terrains we chose.

i also chose some names for the new terrains :
Valley (Original)
Valley (No Dirt)
Peaks Valley
Peaks Valley [Grid]
Pine Wood Valley
Fresh Spring Valley
Lush Green Valley
Entangled Valley
Rainy Autumn Valley
Foggy Autumn Valley
Sunny Autumn Valley
Enchanted Valley
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 06:40:40 AM
Quote from: brads3 on November 02, 2018, 09:07:08 AM
good morning. i was lookin at my review. the main blacksmith allows only 1 wworker.i can't send a 2nd worker to help increase tool outputs.can it be increased to 2 or 3 workers? fertilizer outputs from the pastures seems high.it makes using the stables and fodder obsolete.the fodder hut has improved in not over producing flowers.however now it is low on thatch output, less than the flowers even.i know i do use the thatch different than most players since my houses will brun some of it. the glass factory made more glass faster than i expected also.

added a 2nd blacksmith to vanilla one, lowered fertilizer, upped fodder, slowered glass maker
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 07:04:51 AM
last second name changed...
Rainy Autumn is now called Misty (like Misty Mountains LOL)
Foggy Autumn is now called Equinox (like Equinox Plains)
Sunny Autumn stayed Sunny Autumn :) (like Sunny Autumn Valleys)

that way everything looks and named different.
Title: Re: Red's new Work In Progress (2) thread
Post by: Kristahfer on November 04, 2018, 08:36:11 AM
Any chance those new terrains can also come in Plains?
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on November 04, 2018, 08:58:22 AM
LOL can you read my mind?  I have been thinking of naming my northeast mountain Misty Mountain, but sorry I don't like that texture very much.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 04, 2018, 09:28:03 AM
does the RK TP move all items? mine didnt seem to want to move maple whiskey today.
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 04, 2018, 09:48:59 AM
Just checked Red's Code and all flags are coded in the Trade ports.

This is code from Beta 12b though but I doubt Red changed it.

Maple whiskey is flagged alcohol? (Luxury)
If so, bannies drink that stuff by the hundreds if they get a change. :)

Sadly, the alcohol happiness system is quite broken and only Luke can fix it but probably never will.
I made the Ice Cream carts by request but will refrain from more alcohol (luxury) happiness as it is not worth it to gain very little happiness while they drink for example many 8 trade value alcohol away in seconds.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 04, 2018, 10:03:41 AM
EB,TOM did work on the happiness.it is improved in the North. it wasn't liked by all players so not univerally used by modders.i usually have a CC TP to back everything up,but don't have  in my current map.  would think the vanilla TP should accept all items.wasn't sure if the TP had to go by item name or if it was just by flags.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 10:15:24 AM
Quote from: embx61 on November 04, 2018, 09:48:59 AM

Maple whiskey is flagged alcohol? (Luxury)

it is subject to the same behavior than alcool. hard to move out. nothing to do with trading post, more to do with taverns storage. most often tavern storage is too low, so traders have hard to find a place enough big to accept a batch. it reminds me to make it bigger.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 10:15:58 AM
Quote from: Abandoned on November 04, 2018, 08:58:22 AM
LOL can you read my mind?  I have been thinking of naming my northeast mountain Misty Mountain, but sorry I don't like that texture very much.  :)

ok and which one it is ? lol
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 04, 2018, 10:16:34 AM
Red's TP's have all flags listed in the code.

I know Tom is working on the happiness system in an effort to make it more interesting.
It is quite dull at the moment so I hope Tom can come up with something better.

But the Alcohol happiness is broken and because it is hard coded we cannot change the mechanic.

It is just silly as I have seen bannies idling around the ice cream cart eating away ice creams faster the poor worker can make them.
I have seen over a hundred disappear within a few seconds at 1x speed.

The gain, if any at all, of happiness boost is way too small for such an investment.
Taverns work the same way and bannies can go through alcohol like no tomorrow.

Because of that your Trade worker just cannot pick up the whisky because the bannies drink it all?
That is why some CC? have buildings where the stuff is made but the code for happiness is taken out of that building so they not drink it at that place.

It can be transported to another building were the bannies can drink it.

Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on November 04, 2018, 10:43:04 AM
Quote from: RedKetchup on November 04, 2018, 10:15:58 AM
Quote from: Abandoned on November 04, 2018, 08:58:22 AM
LOL can you read my mind?  I have been thinking of naming my northeast mountain Misty Mountain, but sorry I don't like that texture very much.  :)

ok and which one it is ? lol

lol I may have been looking at the wrong one.  ;D  I don't much like the 8th picture but they all look interesting.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 10:49:11 AM
Quote from: Abandoned on November 04, 2018, 10:43:04 AM

lol I may have been looking at the wrong one.  ;D  I don't much like the 8th picture but they all look interesting.  :)

i am sorry to announce you, Misty Mountains is that 3rd one ^^
many people has voted the the 3rd :)

the one you dont like is the one i called Sunny Autumn
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 10:58:50 AM
btw, since ground done... still waiting an explanation about my tree animations arent working....

i did gone back to my Dock Seafood farm... i finished all the new seafood mesh/icons
production around 1800 per year for 3 fulltime workers.
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on November 04, 2018, 11:20:04 AM
Quote from: brads3 on November 04, 2018, 09:28:03 AM
does the RK TP move all items? mine didnt seem to want to move maple whiskey today.

Maritimes?  I've always had weird behavior with that in one way or another, it seems.  Eventually just settled on putting the production next to a pine tavern and letting it get consumed.
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on November 04, 2018, 11:21:52 AM
Quote from: RedKetchup on November 04, 2018, 10:58:50 AM
btw, since ground done... still waiting an explanation about my tree animations arent working....

i did gone back to my Dock Seafood farm... i finished all the new seafood mesh/icons
production around 1800 per year for 3 fulltime workers.

It's one of the more unique buildings.  Really looking forward to your dock stuff, Red.
Title: Re: Red's new Work In Progress (2) thread
Post by: Tom Sawyer on November 04, 2018, 02:54:06 PM
Quote from: embx61I know Tom is working on the happiness system in an effort to make it more interesting.
It is quite dull at the moment so I hope Tom can come up with something better.

But the Alcohol happiness is broken and because it is hard coded we cannot change the mechanic.

It was early this year that I worked on happiness and it's finished as good as possible. Nilla did a lot of tests here on WoB and a conclusion you can read in this How-To (https://www.banishedventures.com/howto-happiness/). The alcohol mechanic is not broken, just not noticeable in vanilla. With some changes it really makes sense to brew stuff.
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 04, 2018, 03:22:43 PM
It is maybe not broken in a "it is working" sense but it is just silly to invest in it.

The bannies take a whole bunch of alcohol in one swoop.
Like I said, they can take over a hundred with maybe 10 bannies around in a few seconds on 1x speed.
Who want to invest 100x8 trade value alcohol which disappear very fast and hardly get any gain from it?

A cemetery, church, well, etc. seem better investments to me.

I see no setting in the code to control how much bannies drink and like I said, they are a bunch of alcoholics, oooh, and Ice Cream eaters too. LOL

I understand that because of lowering the bannies default happiness it will be more interesting.
So churches, and the other buildings have more impact so also a Tavern then Vanilla. But I still think that a Tavern, or similar buildings, are just a too big investment because the bannies not stop drinking as long as that stuff is made.

It should have been coded as Red said a while back so it works as Herbs so not hundreds of Ale disappear in a minute or 2 or 3.
Title: Re: Red's new Work In Progress (2) thread
Post by: Tom Sawyer on November 04, 2018, 03:41:15 PM
Vanilla alcohol is indeed useless to consume but that's all about balancing. When Nilla built her villages with the reworked happiness system, she produced ale or even bought it from merchants in early game to raise happiness. And Nilla never did something like this without sense in terms of efficiency. ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 07:04:05 PM
Quote from: Tom Sawyer on November 04, 2018, 03:41:15 PM
Vanilla alcohol is indeed useless to consume but that's all about balancing. When Nilla built her villages with the reworked happiness system, she produced ale or even bought it from merchants in early game to raise happiness. And Nilla never did something like this without sense in terms of efficiency. ;D

@Tom Sawyer ,
how you did the change to start at 60% ? what files and what lines did you changed ?
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 04, 2018, 07:12:30 PM
It's in the citizen file


float _maxHappiness = 10.0;
int _minFoodForHappiness = 4;
int _maxFoodForHappiness = 12;
float _happinessUpdateInMonths = 3.0;
int _workForHappiness = 10;
float _unhappyLevel = 0.6;
float _depressedLevel = 0.25;
int _idleRange = 25;


I am not sure about all those values but I believe Tom set the first line lower so the bannies start less happy then Vanilla.
I do not know what other values he changed.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 11:31:02 PM
Here a preview of the new NMT Docks : Rice Farm :)

6 width by 7 tiles deep. planning to balance for 3 workers at 600 food each = 1800 food/year.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 04, 2018, 11:56:12 PM
here the numbers

previous year : 3 people, 1820. current year 1 people 616. of course all depend of all the workers' errants
just added 1/16th more time so the numbers get under just a tiny bit :)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 05, 2018, 12:00:51 AM
Looking good.

Don't forget to set the require product string in the string table. :)
There is no text in the consume produce box.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 12:02:50 AM
Quote from: embx61 on November 05, 2018, 12:00:51 AM
Looking good.

Don't forget to set the require product string in the string table. :)
There is no text in the consume produce box.

oh i did then after :) but thanks for the reminder. a thing i need to remember tomorrow, is to turn the artificial ground so it doesnt cumulate snow in winter ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 05, 2018, 12:07:40 AM
turn?

I cannot follow. Is it not just a question of setting the Material to OpaqueMaterial instead of OpaqueSnowMaterial?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 12:13:54 AM
Quote from: embx61 on November 05, 2018, 12:07:40 AM
turn?

I cannot follow. Is it not just a question of setting the Material to OpaqueMaterial instead of OpaqueSnowMaterial?

maybe. the thing is that texture i used it somewhere else... so i need to find what other building it will play and change.
or i need to make a copy of it and change the material librairies.
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 05, 2018, 12:19:43 AM
Ah, I see.

I have that sometimes too with InWater Material. I share so many textures between my mods that I sometimes do check that stuff when I change the material in one mod.
If I am not sure and it is a small 256x256 texture I mostly just rename it to be on the save side instead of digging to tons of mod folders.  :)

I really need to organize all my textures on my drives as it is a giant mess and they are about everywhere and nowhere  :(
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 12:23:13 AM
but the thing is nice the way i work with my mods... with all my textures i use over and over, i can add a building or 2 and dont get even a +1 megabyte for the whole buildings. so i can add alot of content before i get a +50MB to the mod :)
Title: Re: Red's new Work In Progress (2) thread
Post by: embx61 on November 05, 2018, 12:52:06 AM
I do too.

In the beginning like the fist year i combined textures into one.
But since I started themed sets I started to use seamless separate textures, mostly just 256x256, which i use over and over.
The repeat is very nice as you can scale the UV map as big as you want and do a giant wall of bricks on a mesh with just a 256x256 texture.

Yeps, the same texture, when the name is the same too in all mods which using that texture, get only loaded once by the game so a lot of memory is saved.


Title: Re: Red's new Work In Progress (2) thread
Post by: Tom Sawyer on November 05, 2018, 01:51:12 AM
We already talked about it.. http://worldofbanished.com/index.php?topic=2380.msg49075#msg49075  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 03:18:07 AM
Quote from: Tom Sawyer on November 05, 2018, 01:51:12 AM
We already talked about it.. http://worldofbanished.com/index.php?topic=2380.msg49075#msg49075  :)

so @Tom Sawyer , these numbers work super fine ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 06:26:43 AM
The Cranberry Bog farm is done :)
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on November 05, 2018, 08:11:12 AM
 :) You are really making something new, nice and needed! Thank you! :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 05, 2018, 08:32:10 AM
the TP is working fine it was just slow to get the whiskey stocked.the maple whiskey and cider are both set to luxury.

i do wish we had another texture option for the covered piles and the market set.maybe another modder will be kind to help add those.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 09:16:15 AM
Quote from: brads3 on November 05, 2018, 08:32:10 AM
the TP is working fine it was just slow to get the whiskey stocked.the maple whiskey and cider are both set to luxury.

i do wish we had another texture option for the covered piles and the market set.maybe another modder will be kind to help add those.

anyway, i did changed the alcohol storage in the tavern to 8000 weight.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 05, 2018, 09:27:06 AM
my bannies say the town smells funny. 2 pastures, a pig and cattle, about 15x20 are stocking fertilizer faster than 3 greenhouses can use.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 09:31:55 AM
Quote from: brads3 on November 05, 2018, 09:27:06 AM
my bannies say the town smells funny. 2 pastures, a pig and cattle, about 15x20 are stocking fertilizer faster than 3 greenhouses can use.

sweet, build 3 more greenhouses then :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 05, 2018, 09:49:02 AM
LOL i did build a 4th. so far only 1 operating well. the 2 pastures are producing about 600 fertilizer total.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 09:54:11 AM
Quote from: brads3 on November 05, 2018, 09:49:02 AM
LOL i did build a 4th. so far only 1 operating well. the 2 pastures are producing about 600 fertilizer total.

i did added more time between drops from animals....
i just changed from 4-6 fertilizer to 3-5 per drop.
Title: Re: Red's new Work In Progress (2) thread
Post by: Tom Sawyer on November 05, 2018, 12:43:50 PM
Quote from: RedKetchup on November 05, 2018, 03:18:07 AM
so @Tom Sawyer , these numbers work super fine ?

The numbers set default happiness down to 60% and it works, yes. Of course, this alone doesn't make a working happiness system. More things were necessary like rebalancing alcohol and circles, making new buildings to cover all aspects and so on.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 05, 2018, 01:05:07 PM
Quote from: Tom Sawyer on November 05, 2018, 12:43:50 PM
Quote from: RedKetchup on November 05, 2018, 03:18:07 AM
so @Tom Sawyer , these numbers work super fine ?

The numbers set default happiness down to 60% and it works, yes. Of course, this alone doesn't make a working happiness system. More things were necessary like rebalancing alcohol and circles, making new buildings to cover all aspects and so on.

of course
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 06, 2018, 07:52:38 AM
NMT Docks: Watercress Farm :)

so rice = grain, cranberries = fruit, seafoods = proteins, watercress is vegetable :)

1st screenshot, the 2nd = with little white flowers bigger, and the 3rd screen = in winter
4th screen = numbers for 3 workers. always related to the workers willingness to work ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 08, 2018, 10:45:00 AM
NMT Docks : Storage Barn and NMT Docks : Tiny Barn are made :)

4x6 tiles 48 logs cost. good for 8000 weight.
2x3 tiles 18 logs cost. good for 2000 weight.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 08, 2018, 10:52:31 AM
i found something today. pastures not being used can produce fertilizer without animals or workers.i had a holding pen set to pigs and it gave 40 fertilizer.i set it to milk cows to see if it fixes that.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 08, 2018, 11:28:17 AM
if there is something.... it is a bug from the game
nothing i can do. i copied the sheep template, replaced the models, and drop milk or fertilizer instead ^^

there is no bug in my files

if it does it with fertilizer, should do it with eggs and wool
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on November 08, 2018, 01:43:41 PM
I noticed something a bit strange with your standalone animals. I have four pastures: 12 ducks, 18 pigs, 12 sheep, 17 goats. The ducks produce a LOT more meat per year than all the others.

Duck meat: 2800
Pork: 1200
Mutton: 1000
Goat meat: 640

I don't know how the ducks compare to chickens in terms of meat production. Maybe chickens products a lot of meat too. I've never really paid much attention to that. But I was very surprised to see so much meat coming from a very small duck pasture. Is this how it is supposed to be?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 08, 2018, 01:53:33 PM
Quote from: elemental on November 08, 2018, 01:43:41 PM
I noticed something a bit strange with your standalone animals. I have four pastures: 12 ducks, 18 pigs, 12 sheep, 17 goats. The ducks produce a LOT more meat per year than all the others.

Duck meat: 2800
Pork: 1200
Mutton: 1000
Goat meat: 640

I don't know how the ducks compare to chickens in terms of meat production. Maybe chickens products a lot of meat too. I've never really paid much attention to that. But I was very surprised to see so much meat coming from a very small duck pasture. Is this how it is supposed to be?

yeah they give a lot less meat per chicken. i would have to cut the amount of ducks per pasture to compensate
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 11, 2018, 10:07:27 AM
yesterday was a bad day.... this is why i wasnt ON often yesterday:

i lost house power electricity for 8 straight hours in the morning/afternoon... and then 3hrs later, i lost it again for another 4 hrs :(

i ve got part of my new NMT Docks: Stockpile model back... redone what i lost and finished it . 4x6 good for 10,000 weight. (vanilla stockpile had 250weight per tile X(24) = 6000 and then specialized stockpile had 300 weight per tile X24 = 7200.)
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 11, 2018, 10:30:24 AM
Could you add some walkable and non-walkable jetty storage pieces? With barrels, crates and sacks on them?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 11, 2018, 10:34:54 AM
never good to lose power. hope you stayed warm enough.makes for miserable days for sure.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 13, 2018, 04:26:36 PM
Quote from: Gatherer on November 11, 2018, 10:30:24 AM
Could you add some walkable and non-walkable jetty storage pieces? With barrels, crates and sacks on them?

like this ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 13, 2018, 05:07:20 PM
any plans to make a set of decorative railing pieces?keeps the children from falling in the water.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 13, 2018, 06:37:25 PM
keep remind me
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 14, 2018, 12:30:26 AM
Yup...That's perfect Mr. Red. Little extra storage always helps and it will also make the jetties look less empty.

To expand on the idea, what about 2X1 and 2x2 non walkable jetty storage with a canvas roof? It doesn't have to include any canvas as a construction cost.

P.S.: What will be needed to construct these jetty pieces? Logs, lumber or both?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 14, 2018, 01:20:26 AM
Quote from: Gatherer on November 14, 2018, 12:30:26 AM
Yup...That's perfect Mr. Red. Little extra storage always helps and it will also make the jetties look less empty.

To expand on the idea, what about 2X1 and 2x2 non walkable jetty storage with a canvas roof? It doesn't have to include any canvas as a construction cost.

P.S.: What will be needed to construct these jetty pieces? Logs, lumber or both?

mainly logs. sometime a couple of iron for blacksmith anvil, things like such.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 14, 2018, 08:56:53 AM
is there a driftwood collector? this is where we need those boats everyone mentions.so it looks like the workers use them t scavenge logs from along the shorelines. or maybe we import the logs using something similar to the train stations.those type"traders" are a neat concept.gives players more control than waiting for merchants and it is a way to connect 1 map to another at least in RP.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 14, 2018, 10:44:20 AM
Quote from: brads3 on November 14, 2018, 08:56:53 AM
is there a driftwood collector? this is where we need those boats everyone mentions.so it looks like the workers use them t scavenge logs from along the shorelines. or maybe we import the logs using something similar to the train stations.those type"traders" are a neat concept.gives players more control than waiting for merchants and it is a way to connect 1 map to another at least in RP.

there are still forests !
not doing a waterworld map.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on November 14, 2018, 12:09:09 PM
LOL. i was thinking for those who like their swamp maps.plus i do like the train concept on trading.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 14, 2018, 10:40:33 PM
so i added the 1x1 open for walking little storage 250 weight, same as barn.
and a 1x2 half open and half blocked little storage of 600 weight, same as barn.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 15, 2018, 12:11:49 PM
Today i fixed a bug with the Boat Bridge. citizens were getting stuck behind and lose their homes.

i redid all my icons too, and changed the names at screen and changed their tooltips.
thats what i did today
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 15, 2018, 02:58:33 PM
Any chance all those crates, barrels and sacks could be made available ghosted in a standalone mod?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 15, 2018, 03:08:36 PM
we cannot ghost when there is a floor. ghosted = no tile allowed = no floor designed.
Title: Re: Red's new Work In Progress (2) thread
Post by: zak4862 on November 16, 2018, 03:30:58 AM
Those farms are looking awesome, especially in the winter time.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 16, 2018, 03:04:36 PM
Quote from: RedKetchup on November 15, 2018, 03:08:36 PM
we cannot ghost when there is a floor. ghosted = no tile allowed = no floor designed.


I meant only the barrels and stuff not the jetties themselves.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 18, 2018, 01:02:55 PM
A quick question @RedKetchup : How big (in megabytes) is the music part of RK EC Full?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 18, 2018, 01:54:25 PM
Quote from: Gatherer on November 18, 2018, 01:02:55 PM
A quick question @RedKetchup : How big (in megabytes) is the music part of RK EC Full?

quick answer 25,2MB once compiled inside the mod
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 18, 2018, 01:58:50 PM
Thank you.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 20, 2018, 11:36:37 AM
sorry if i didnt made alot of things since a week or 2 :(

i wasnt feeling to mod alot lately.
it happends.

trying to get back to it today and try to push myself in the back.....

i made some changes and some fixes here and there....

fixed footprint of meat locker and school.
i added more meat for some hunting animals some +20 at some animals. i also added more leather, the wild bison will drop double leather, and bears which was droping only fur... is now droping fur and leather.
i also added a +1 fur educated.
i changed the default recipe for all the woodcutter so people can see they can make firebundles (firewood) from pile of fodder thatch.
i did same with the blacksmiths so people can see they can smelt iron ore into iron. smelt Iron is now the default pattern. i know that idea wont please everyone, but people need to notice they can do it.
i also made my stockpile apparent during winter (screenshot)
i also fixed the "create" spawn placement for the butcher so the steaks appear with some constancy.

i also added +1 to fodder number per cut... and lowered the fertilizer number for most pasture animals a while ago.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 20, 2018, 11:39:49 AM
i am also in search for another "crop" texture. the one i made was wonderful for the peak terrain texture. now i added much more, it really dont fit anymore. so if someone has something to suggest me....
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 20, 2018, 11:57:34 AM
Any of these ok?

https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/50376/Farmland0040_1_download600.jpg (https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/50376/Farmland0040_1_download600.jpg)

https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/59246/Farmland0055_2_download600.jpg (https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/59246/Farmland0055_2_download600.jpg)

https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/57998/Farmland0036_1_download600.jpg (https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/57998/Farmland0036_1_download600.jpg)

https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/62476/Farmland0032_1_download600.jpg (https://www.textures.com/system/gallery/photos/Nature/Farmland%20Aerials/62476/Farmland0032_1_download600.jpg)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 20, 2018, 12:08:50 PM
sorry i want more pictures. i didnt found something satisfying me in those 4.
sorry @Gatherer
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 20, 2018, 12:16:15 PM
No problem. What exactly are we looking for? Any guidelines?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 20, 2018, 12:47:04 PM
Quote from: Gatherer on November 20, 2018, 12:16:15 PM
No problem. What exactly are we looking for? Any guidelines?

something more fresh labored brown land.

meanwhile...
i did your ghosted little storage 300 weight, ghosted, cost nothing.
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on November 21, 2018, 08:36:22 AM
(http://shrani.si/t/2e/2X/9tlBYcq/cropfield-01.jpg) (http://worldofbanished.com/%5Burl=http://shrani.si/?2e/2X/9tlBYcq/cropfield-01.jpg)] (http://shrani.si/?2e/2X/9tlBYcq/cropfield-01.jpg/url)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 27, 2018, 01:51:19 PM
NMT Docks : Trading Post :)

Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on November 27, 2018, 01:55:53 PM
Looks really cool, RK.  The farms, too.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 29, 2018, 03:26:06 AM
today i am adding something i wanted since a good while....

a Furniture Maker building which will take lumber and wood and make furniture to sell
not sure yet how i ll do its list of recipes.....

the building will match the tavern/malt/gem/jewel/candle group :)
Title: Re: Red's new Work In Progress (2) thread
Post by: angainor88 on November 29, 2018, 06:24:23 AM
Looks great! I also love the tiny farms you have for the lakes :D
Title: Re: Red's new Work In Progress (2) thread
Post by: Paeng on November 29, 2018, 06:35:34 AM
Yeah, very nice... I love that roof line with the heavy end-beams  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on November 29, 2018, 05:21:13 PM
So.

This is the new Furniture Maker.

Furniture Maker is taking lumber, wood, and some expensive metal and do nice furniture.
8x9. Cost 34 wood, 48 lumber, 32 stones, 24 iron, 8 glass.

it has 4 recipes:

Furniture [4 wood +6 lumber +2 iron]
Fine Furniture [3 wood +8 lumber +2 copper]
Silvered Furniture [3 wood +8 lumber +2 silver]
Gilded Furniture [3 wood +8 lumber +2 gold]

they all create 2 (uneducated) to 3 (educated) and their value are:

Furniture: 35 value
Fine Furniture: 45 value
Silvered Furniture: 80 value
Gilded Furniture: 120 value
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 02, 2018, 12:03:46 AM
weapon maker :)

thats something i really wanted.... but up to people to build those or not ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on December 02, 2018, 01:46:33 AM
That looks really cool, Red.  Weapons are a trade good, also?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 02, 2018, 02:17:02 AM
Quote from: Maldrick on December 02, 2018, 01:46:33 AM
That looks really cool, Red.  Weapons are a trade good, also?

yes
we cant set combat in this game :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on December 02, 2018, 02:56:32 AM
Lol I know that, I was wondering if they would have further use, like for other production or building.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 02, 2018, 03:53:37 AM
Quote from: Maldrick on December 02, 2018, 02:56:32 AM
Lol I know that, I was wondering if they would have further use, like for other production or building.

no, but can be one of the rare items to be sold in certain specific traders :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on December 02, 2018, 10:34:04 AM
Very cool. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 02, 2018, 01:52:48 PM
So.

This is the new Weapon Maker Building :)


Weapon Maker is taking wood, iron, coal, and some expensive metal and do nice weapons.
7x9. Cost 28 wood, 42 lumber, 38 stones, 36 iron, 4 glass.

it has 4 recipes:

Weapon [2 wood +2 iron +3 coal]
Fine Weapon [2 iron +1 copper +3 coal]
Noble Weapon [2 iron +1 silver +3 coal]
Royal Weapon [2 iron +1 gold +3 coal]

they all create 3 (uneducated) to 5 (educated) and their value are:

Weapon : 18 value
Fine Weapon : 22 value
Noble Weapon : 35 value
Royal Weapon : 48 value



edit:
people should do between 175% profit (uneduc) to 300% (educated)
what i find nice with those patterns, i make another use for coal  :) there were not alot anymore lately with mods. it was starting to get under used
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on December 02, 2018, 09:03:06 PM
New productions look cool and beautiful redketchup. Planned some other cool production and industrial buildings. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: adelegarland on December 03, 2018, 07:19:43 AM
dumb question... When are all these new goodies coming out? are they in RKEC?
I've been away awhile. RL messes everything up! trying to catch up.
Red these new goodies look amazing!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 03, 2018, 09:45:31 AM
Quote from: adelegarland on December 03, 2018, 07:19:43 AM
dumb question... When are all these new goodies coming out? are they in RKEC?
I've been away awhile. RL messes everything up! trying to catch up.
Red these new goodies look amazing!

rkec will go out once someone will able to tell me whats going on with my trees animations. till that , i am keep adding to it :)
Title: Re: Red's new Work In Progress (2) thread
Post by: estherhb on December 05, 2018, 10:07:17 AM
Just thought I would drop by and wish you HAPPY BIRTHDAY!  Thanks for all of the wonderful mods.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 05, 2018, 11:48:58 AM
Quote from: estherhb on December 05, 2018, 10:07:17 AM
Just thought I would drop by and wish you HAPPY BIRTHDAY!  Thanks for all of the wonderful mods.

THANKS YOU, @estherhb  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on December 05, 2018, 11:51:13 AM
Happy Birthday Mr. Red!

And to many, many more to come.
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on December 05, 2018, 12:11:43 PM
 ;D ;D I almost forgot you!!

Happy Birthday and may you shine long! :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 05, 2018, 12:13:03 PM
Thanks both !!!  ;D

8)
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on December 05, 2018, 12:31:04 PM
Happy Birthday to you  Mr @RedKetchup from me too  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 05, 2018, 01:09:17 PM
thanks you!
Title: Re: Red's new Work In Progress (2) thread
Post by: Paeng on December 05, 2018, 06:28:06 PM
Hey, you're a December child, too?  :D

More happy days ahead to you!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 05, 2018, 08:44:13 PM
Quote from: Paeng on December 05, 2018, 06:28:06 PM
Hey, you're a December child, too?  :D


yup, a saggitarius!


and thanks for the wishes
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on December 05, 2018, 08:59:05 PM
happy birthday RED.another year younger
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 05, 2018, 09:17:35 PM
thanks!!!
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on December 05, 2018, 09:31:58 PM
Happy birthday! I wish you good health and happiness.  Mr RedKetchup :D
Title: Re: Red's new Work In Progress (2) thread
Post by: OpalSkies on December 05, 2018, 10:24:21 PM
Happy Birthday Mr RedKetchup.  May you have many more.

I have only started playing banished this week and discovered your mods today.  Thank you :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 06, 2018, 02:06:46 AM
Quote from: OpalSkies on December 05, 2018, 10:24:21 PM
Happy Birthday Mr RedKetchup.  May you have many more.

I have only started playing banished this week and discovered your mods today.  Thank you :)

thanks @OpalSkies  ! and welcome !!
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on December 06, 2018, 05:35:01 AM
Happy Birthday, Red. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: angainor88 on December 06, 2018, 05:51:50 AM
Happy birthday! Thank you for all the help you've given! Have some cake (or preferred sweet thing of your choice) :D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 06, 2018, 09:10:19 AM
thanks both!
Title: Re: Red's new Work In Progress (2) thread
Post by: Kimbolton on December 07, 2018, 05:48:47 PM
Happy Birthday Wishes to you Red!

(Sorry I'm Late)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 07, 2018, 06:20:38 PM
Quote from: Kimbolton on December 07, 2018, 05:48:47 PM
Happy Birthday Wishes to you Red!

(Sorry I'm Late)

np! thx!
Title: Re: Red's new Work In Progress (2) thread
Post by: DesoPL on December 08, 2018, 01:52:07 PM
Late happieh birthday Red boi!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 09, 2018, 01:59:17 AM
i started the armor maker building to go with the new weapon maker building.....
i wanted both!

i did the overall building yesterday and today i finished it and added all the little details :)
the code is left to do for being able to see it in game.
Title: Re: Red's new Work In Progress (2) thread
Post by: Kristahfer on December 09, 2018, 07:25:23 AM
Very, very nice. I really like all the details that you put in. It is a shame though that we can not get a closer zoom in the game without using the cheat engine, which I can not use, not enough computer to do so.

Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on December 09, 2018, 07:33:45 AM
Nice !
Now can you make deco bannies with armor and weapon to guard our city gates ? :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 09, 2018, 06:21:54 PM
So.

This is the new Armor Maker.

Armor Maker is taking iron, wood, and some expensive metal and do sheilds and armor pieces.
8x9. Cost 32 wood, 40 lumber, 32 stones, 36 iron, 6 glass.

it has 4 recipes:

Shield [2 wood +2 iron +1 coal]
Fine Armor [1 iron +2 leather +1 coal]
Noble Armor [2 iron +1 silver +2 coal]
Royal Armor [2 iron +1 gold +2 coal]

they all create 3 (uneducated) to 5 (educated) and their value are:

Shield: 12 value
Fine Armor: 16 value
Noble Armor: 40 value
Royal Armor 54 value
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on December 09, 2018, 07:21:52 PM
The new Armor Maker looks nice and beautiful. :)

Some other production will be for construction?
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on December 09, 2018, 07:29:29 PM
Looks amazing, RK.  Lot going on with that building and it looks amazing.
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on December 12, 2018, 06:07:46 PM
Hi Redketchup. A small request. How about make a small mod for RK Editor Choice, such as for example-Cold realism, separately. That wild growing food could Grew in spring and prosper summer and autumn time and then in the winter time with arrival of minus temperature all wild growing food disappeared and with arrival of spring again appeared. You can make the wild growing food be slightly temperature dependent.
To sometimes play more difficult and interesting. :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 12, 2018, 08:02:19 PM
Quote from: tuggistar on December 12, 2018, 06:07:46 PM
appeared. You can make the wild growing food be slightly temperature dependent.
To sometimes play more difficult and interesting. :)

yes i can check that !
and compare to onions, shrooms, berries and roots.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 12:18:27 PM
since 3-4 days, i am trying to play with numbers about how a map should generate trees / trees 2 / grass / flowers at the map generator.

i finally found some good settings with trees/trees2/grass... only left to fix back again the flowers.
i also fixed my "lakes" in the Lakes map, i liked them alot.

after, i will gonna see if in the other map like plains/mountains/valleys... if i can make those optional lakes a bit better, smaller than Lakes map but more looking like those.

the screenshot was a fail, but it was also the trigger on about what i was trying to find. you will see how the trees tend to spawn. of course i played with the numbers then after to make alot more of them, but, this is how i wish to see them gathering, tight, in grapes formation.


EDIT:
why did i had to go back to deal with that ? because adding a 2nd layer of trees is making there way too much trees for one, also it reduced the grass alot and the spawn of flowers/wild fruits combo mechanic. having all tiles already allocated, it left not a lot of space for these. at begining i thought it was the "spawn chance" numbers.... but in fact, the spawn chance has almost nothing to do with the map generator, but more in spawn chance triggered by a neightbor tree.

so i found out with if play with other numbers like "_noiseOctaves"  "_noiseScale"  "_noiseCutoff" i am getting more control on the map generator.

EDIT2:
screen shots 2 and 3 show how it is now, thats the same number of seed i used last 24 attempts ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 01:28:49 PM
i can say, some numbers about "lakes" inside a mountain map.... i say it makes things very ... interessant. random, shaped_by_mountains, and curiosity.



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


EDIT:

even if i dont necessairly have screenshots to show... (like weapon/armor makers...) i always work on this almost, almost everyday. these are tweaks here and there
thats all little details that make a good mod... a very good mod :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 02:40:40 PM
while i still applying the new lakes into other kind of maps like ... mountains, plains, valleys....

i did a little change to grass between the compile processes....
i asked the grass going a little more deeper like reeds, but without being reeds... and i like it. i like what it does.
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on December 13, 2018, 02:47:25 PM
It looks good, more natural. The riverbanks usually look dead even though in real life they are often full of plant life.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 02:56:26 PM
Quote from: elemental on December 13, 2018, 02:47:25 PM
It looks good, more natural. The riverbanks usually look dead even though in real life they are often full of plant life.

yeah i agree but it can also cause a problem. if the grass are too deep, the citizens refuse to harvest from the coast.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 04:26:59 PM
unfortunatly, the citizens refuse to harvest the "too deep" grass, and if you build on top of those.... citizens wont process it neither.

i am wondering about the reeds ? ? ? CC has reeds, so what they do , or player has to do, in order to clean those / or build something over it ??


(it is sad because i just tested trees and go a bit deeper..... 3 screenshots)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on December 13, 2018, 04:52:34 PM
CC figured out a way to get the laborers to remove the reeds before constuction.others did attempt it but not sure how much luck they had.BARTENDER might have notes in his development pages at BL.reeds are used with feathers to make low grade clothing. basically a survival coat.they coud be bundled and burned. a handy "firewood" for those making swamp or dock towns. BARTENDER expanded on the reeds with his new version of the ND.that version caused major drag to mosty computers.not many use it.
      CC also has rice which could be made into wine.there was the  driftwood that brings in logs.a seafood piece,clams,pearls,etc. 1 good thing with the CC dock pieces is they could be built on land.so you could stretch the town onto the shoreline and place the market,houses,or tbarns.the buildings were at gound level so you didn't see the dock part.the little woodshed was handy to bring logs to the woodcutters.now we have wagons for that  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on December 13, 2018, 05:11:35 PM
Quote from: RedKetchup on December 13, 2018, 04:26:59 PM
i am wondering about the reeds ? ? ? CC has reeds, so what they do , or player has to do, in order to clean those / or build something over it ??

CC's reeds are tricky. They aren't where you think they are. The 3D model for the reeds can spawn up to 4 tiles away from the tile they are actually on. They only grow on land so workers can always get to them, but because the model can be 4 tiles away sometimes it looks like they are in water. Same with their salt rocks.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 05:35:35 PM
oh ok!

makes sense! Thanks
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 13, 2018, 05:38:36 PM
but reeds are only near water... i cannot ask a tree or grass to go stand 2-3 tiles away. i am too scared to have someone yelling at me cause there is a tree in middle of his crop  or backyard !!! and he cant get rid of.
LOL


edit: i would need River Trees ! lol
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 14, 2018, 06:10:38 AM
so i finally find a way to get them harvested... trees too.
i wished they could get further... but found the threshold, the limit, where i can spawn grass and trees and being able to get pickup.

so that part is fixed now


now, i am adding new flora wild flax and wild oats. and gonna add wild cotton too at the spawn list of trees.
screenshot flax bushes
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on December 14, 2018, 12:55:23 PM
@RedKetchup ;DThank you for adding wild flax, cotton, oats only for the lack of wild bees - I can not wait - your new mods - is probably very big - unless you work on many mods - will you make a gift for the holidays - and spend these mods?Cheers ;D :P
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 14, 2018, 03:08:51 PM
wild oats added :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 14, 2018, 06:59:33 PM
and wild coton too
Title: Re: Red's new Work In Progress (2) thread
Post by: tuggistar on December 15, 2018, 08:22:28 AM
For Redketchup and others modders. Hi, you can use small rivers. For example put like that small production across the small rivers, as was done in the MoD-Natural Diversity 1.1. (Reed Farm and Fish Trap). Or something else, the small rivers is a bit useless. You can do something as small productions across small rivers, secondary or intermediate production for other more advanced productions.
I don't know if anyone asked or not.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 17, 2018, 10:28:26 PM
Quote from: RedKetchup on November 20, 2018, 12:47:04 PM
Quote from: Gatherer on November 20, 2018, 12:16:15 PM
No problem. What exactly are we looking for? Any guidelines?

something more fresh labored brown land.



i am still working on this today.

i am trying to do something with this as a base. i wish there are some "rows"
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 17, 2018, 10:52:56 PM
Quote from: RedKetchup on December 17, 2018, 10:28:26 PM
i am still working on this today.

i am trying to do something with this as a base. i wish there are some "rows"

here what i did, not best but i like it. i also made it for winter we can still see where is the crop placement, kinda like a road

3 other screens: vanilla , vanilla no dirt, and peak's (or Pine) texture.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 18, 2018, 04:38:04 AM
i just played like 4-5 hrs of RKEC.... i love it so much ! and i love those ground textures :)

i made a list of 4-5 more things to do ^^
- add to grass respawn
- lower grocery store (and the 3 other) number of building units. 90 too high, must lower to 75.
- add also +5 range to its radius.
- lower the offsets of the flower position.
- add "wind" animations to the new wild cotton/flax/oats.
- turn around the builders when they are building a pasture, they turn their back.


i think we will have a release soon :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 18, 2018, 02:42:45 PM
Quote from: RedKetchup on December 18, 2018, 04:38:04 AM
i just played like 4-5 hrs of RKEC.... i love it so much ! and i love those ground textures :)

i made a list of 4-5 more things to do ^^
- add to grass respawn
- lower grocery store (and the 3 other) number of building units. 90 too high, must lower to 75.
- add also +5 range to its radius.
- lower the offsets of the flower position.
- add "wind" animations to the new wild cotton/flax/oats.
- turn around the builders when they are building a pasture, they turn their back.


i think we will have a release soon :)


all those are fixed :)
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on December 22, 2018, 01:44:51 PM
@RedKetchup :D Merry Christmas and happy New year ;D Cheers
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 22, 2018, 04:49:14 PM
Quote from: taniu on December 22, 2018, 01:44:51 PM
@RedKetchup :D Merry Christmas and happy New year ;D Cheers
Thanks you @taniu  !


i am still pushing for a christmas release....

i added a very simple set of wood fence based the exact same way i did fence in dozen and dozens of buildings like pastures, woodcutter, lumbermill, school.... ect.
see screenshot

i also added Stonewall Kit 1.0 for its half height stone walls in 7 textures. some use stone... some use bricks...
see screenshot


and presently adding a new version of gardenwalls for the high walls and column, but adding it as 7 textures format.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 23, 2018, 12:04:08 AM
well........ one of the wall mesh ended up with alot of variants inside the .fbx lol

7 different textures...

build01, mesh simple wall, then with 3 archs, then the centre is open, then there is a window there... then 2 openings, then 2 windows there, then 3 openings, then windows there ^^ all will be F alternates.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 23, 2018, 12:44:00 AM
Quote from: 1 on December 23, 2018, 12:16:48 AM
I'm very anxious waiting your christmas present for the players.  :)

that will take long time to code this part lol. so many pieces....

after i need to do 2 things, make the vanilla mine/quarry to be renewable with candle costs.....
and add all my new trees as decoration trees.

then will be all good.
3 diff release : 1.2 FULL , 1.2 NoMusic, and 1.2 Light.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 23, 2018, 05:22:38 AM
i added the column parts :) and the gates.

just left to do the walls itselves
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 23, 2018, 06:30:25 PM
added 3 more pieces: short, med, and long walls of 1,2, and 3 tiles.
Title: Re: Red's new Work In Progress (2) thread
Post by: Glenn on December 23, 2018, 06:43:16 PM
These look very nice and I wonder how they would go with a more industrial style look.

Speaking of which, is it possible to add the fire from a campfire mod to a blacksmith mod?

That way a blacksmith can have a forge with smoke and flames.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 23, 2018, 07:14:38 PM
we cannot control the fire particles that much, it can be hard, or easy if we dont care of the look it has at the end^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Glenn on December 23, 2018, 09:39:18 PM
Well if anyone has the time and feels the urge to try lets give it a go.

You have an old stand alone blacksmith that a fire and smoke forge would go nicely with.

On another note

It's Christmas eve in Australia so to Red and everyone else have a merry Christmas
Title: Re: Red's new Work In Progress (2) thread
Post by: Maldrick on December 23, 2018, 11:31:26 PM
Yes, Merry Christmas :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 24, 2018, 08:02:19 AM
thanks you, merry christmas !
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 24, 2018, 10:03:27 AM
Walls: Arch Doors done :)

of course at the end , i ll have to do all my footprints.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 24, 2018, 11:43:41 AM
vanilla Iron Mine and vanilla Quarry are now renewable like 7 times :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 24, 2018, 02:10:31 PM
footprints done :)

so i will playing a couple of hours.... and see i didnt forgot anything and see if everything please me...

and maybe after i ll do my 3x .pkm :) and post them here.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 24, 2018, 04:37:11 PM
The 3 versions has been posted. of course, i ll need 2-3 days to do the descriptions of these lol
so much things, so much things added in 1.2 :)

Enjoy !
and Merry Christmas !!
Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on December 25, 2018, 03:38:14 AM
Amazing work !
Thanks for this RedKetchup.
I really like these landscapes with fodder and flowers and beautiful trees.
And such an excellent job with the dock part too.

I tried the nomusic one this morning.
I played without any other mod, maybe too fast to try as much stuff as i could, but at some point something a little bit strange begun to happen.
Bannies didn't care carrying food or resources to barns or stockpiles (not everything was full). They just let stuff on the ground near the maket.
Never seen this before. Maybe it's because i had not enough laborers but usually workers carry their production to the closer stocking location, don't they ?
(edit: I had a closer look, these thinks on the ground are not coming from workers, it comes out directly from the market, because of % reached ?)
But as I said it was a fast try and I'll check it again on a longer run.

Also I don't know if you are planning this but a dock market would be great.

Again thanks for all your work for this update !


Title: Re: Red's new Work In Progress (2) thread
Post by: Hawk on December 25, 2018, 05:02:25 AM
I like those walls @RedKetchup . I'll have to download them.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 25, 2018, 08:19:59 AM
Quote from: hopledor on December 25, 2018, 03:38:14 AM
Amazing work !
Thanks for this RedKetchup.
I really like these landscapes with fodder and flowers and beautiful trees.
And such an excellent job with the dock part too.

I tried the nomusic one this morning.
I played without any other mod, maybe too fast to try as much stuff as i could, but at some point something a little bit strange begun to happen.
Bannies didn't care carrying food or resources to barns or stockpiles (not everything was full). They just let stuff on the ground near the maket.
Never seen this before. Maybe it's because i had not enough laborers but usually workers carry their production to the closer stocking location, don't they ?
(edit: I had a closer look, these thinks on the ground are not coming from workers, it comes out directly from the market, because of % reached ?)
But as I said it was a fast try and I'll check it again on a longer run.

Also I don't know if you are planning this but a dock market would be great.

Again thanks for all your work for this update !

maybe there was one path problem ? there was a closer stocking location ? a market is not a storage location, it is a market. yes they can put things there, but it is not a storage location, everytime something is placed there, there is a market vendor need to evaluate if that thing needs to stay or not . they follow their % distribution sometime very closely......
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 25, 2018, 08:21:04 AM
but ya... i forgot to make a dock market! :(
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 25, 2018, 03:06:33 PM
someone found a bug about the Dock 1x2 tiles storage. the citizens can't use it. i fixed it already, it will be in RKEC 1.2b later this week
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 29, 2018, 02:21:40 PM
so i did the Dock market :)

later tonight/tomm ....  will upload new files. (need to copy this to all 3 versions since all 3 have dock set)
Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on December 30, 2018, 08:10:05 AM
A dock market, great ! :)


I have an idea about what was happening near the market on the picture of my previous post.
I believe that was food and fuel going out of the market intended to be taken for houses.
But as I had built very wrongly my dock village, there was no access to houses.

I'm stupid and did this kind of village again on another map.
(http://worldofbanished.com/gallery/10838_30_12_18_7_46_34.jpeg)
This looks like there is path for people but there's not and the bannies you see are stucked in front of there houses.

I believe this was intended:
(http://worldofbanished.com/gallery/10838_30_12_18_7_45_08.jpeg)

But would it be possible to make it like this for dock buildings ?
(http://worldofbanished.com/gallery/10838_30_12_18_7_46_01.jpeg)

Another small modification could also be nice: a destruction icon for the dock ghosted storage because it can't be removed.

Anyway I'm a big fan of what you have done with the landscape and i'm still taking pictures of these river shores even with no building :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 30, 2018, 10:01:50 AM
so you think you are bugging cause there is only 2 arrow in front instead of all 4 tiles ?
Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on December 30, 2018, 11:52:46 AM
I don't know how these arrows work with these water buildings.
What I know is there is a problem of pathing with the tiles that don't have arrows.

On this picture I've never seen anyone walking on the tiles marked in red.
(http://worldofbanished.com/gallery/10838_30_12_18_11_38_44.jpeg)
Noone attends to the school and the house at the top end can not be reached by bannies but people living there were not expelled. They kept trying unsuccessfully to bring fuel and food to the house and died.

Sure a standolone walking dock has no arrow and allow pathing so maybe it something else with the green tiles of the walking dock part of the buildings.
Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on December 30, 2018, 12:09:08 PM
On this village there were 2 houses "unreachable" for their owners.
I destroyed them both and the problem of food and fuel around the market stopped.
I reclaimed them and the problem was back.
So I believe it was the origin of the problem.

But anyway this kind of problem has a simple solution, building a walking dock in front of every house. Now I know this and won't make the same mistake again :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 30, 2018, 02:13:10 PM
thanks you. i will delay the update for a day... and go back on each pieces and give full row of "green arrows"

This is the reason why this mod is offered here before it reaches Steam: so you guys can play and test :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 30, 2018, 02:15:56 PM
BTW there is a well known popular person has started to make a Banished Serie with RKEC 1.11 !!! Keralis.

Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on December 30, 2018, 03:20:48 PM
I just noticed that on youtube and came here to post a link, but you beat me to it.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 30, 2018, 06:56:03 PM
Quote from: elemental on December 30, 2018, 03:20:48 PM
I just noticed that on youtube and came here to post a link, but you beat me to it.  :)

that, that will give it alot of visibility!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 31, 2018, 05:05:36 PM
Quote from: RedKetchup on December 30, 2018, 02:13:10 PM
thanks you. i will delay the update for a day... and go back on each pieces and give full row of "green arrows"

This is the reason why this mod is offered here before it reaches Steam: so you guys can play and test :)



so i added a full row of "fake road" in front of all the buildings. when i was playing, i was making my "roads" with the walking docks and each side , there are buildings. i didnt thought that people would like to take those buildings and use it as a "road" too. so when you didnt set up a clear "fake road" prior, people were getting some citizens trapped without pathways. sorry about that. that is fixed now.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 31, 2018, 05:22:29 PM
i am compiling all 3 .pkm presently and uploading them.

so little patch 1.21 got :

A new Dock Market 10x10
Fixed the 1x2 storage, citizens will use it now.
Fixed all Dock Set so all buildings will have now a full row of "fake roads" in front preventing the citizens to being stuck.
Fixed Wild Cotton, Wild Flax, Wild Oats, they were looking too much standing above the ground.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on December 31, 2018, 08:22:15 PM
>< sorry >< updated to 1.22.

one of the fixes i did with dock pieces (to put full roads in front...) bugged everything. now instead , it is normal green tiles, no more arrows. people will have to rely on their eyes
to find where citizens can go ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on January 01, 2019, 02:19:45 AM
I've downloaded and started to try v1.22 light.
I've built a lot of dock houses (and every dock buildings i think) without being careful at all and everything is running very smoothly. No pathing problem, nobody stucked.
So far it's great!

Only thing I noticed (sorry because I didn't focused on this before) is that some dock buildings don't visually connect well to others.
Tailor, blacksmith, sawmill and watermill could be a little bit wider to avoid some gaps. It's especially noticable when you build two of these side by side.
Market could also be a few pixels wider but that's even less visible.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 01, 2019, 02:57:44 AM
rotate them. maybe the front wasnt exactly where it was meant to be... we dont have any green arrows now..... that can be confusing.


i personally got 1 stuck in the dock school courtyard
Title: Re: Red's new Work In Progress (2) thread
Post by: hopledor on January 01, 2019, 05:37:25 AM
That's only about the way it looks.
And you're right a 90° rotation would solve it.
It's just that I want it for you to be perfect and look nice regardless the layout choosen for a village :)
A simple visual solution to this without any modification to the buildings could be to add an item: a ghost plank at low dock level (on the edge of the tile).
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 01, 2019, 06:43:00 AM
Quote from: hopledor on January 01, 2019, 05:37:25 AM
That's only about the way it looks.
And you're right a 90° rotation would solve it.
It's just that I want it for you to be perfect and look nice regardless the layout choosen for a village :)
A simple visual solution to this without any modification to the buildings could be to add an item: a ghost plank at low dock level (on the edge of the tile).

yeah they were made before i finally set my strategy about making a standard dock which i reused in all the others.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 01, 2019, 09:31:53 AM
looks like we will need a patch 1.23 :S
Dock market cost is bad.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 04, 2019, 12:46:45 AM
Quote from: RedKetchup on January 01, 2019, 09:31:53 AM
looks like we will need a patch 1.23 :S
Dock market cost is bad.

i am still doing some changes, tweaks.... fixing bugs....
planing for a 1.23 patch soon.... 3-4 days, maybe a week. it will be on steam in same time.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 05, 2019, 08:08:10 PM
i am still working on a 1.23 RKEC patch...

while playing i've got a problem with the Low Boat Bridge. the merchant refused to use it. so i've gone compare the Wood vanilla Bridge and my LowBoat Bridge.

The paths are set by _ _ _ _ _ allowing the citizens pass, while the pathtype is set to "bridge" instead of immovable, or fast, or faster....

so i did the same for my LowBoat Bridge. and when i made it, i tested it and worked well. But i still compared cause was bugging.
the only difference are 2 lines of code which, when i read those, there is nothing telling me thats important or it has an impact.

MapDescription map
{
   PathType _pathType = Bridge;
   bool _addOnCreate = false;
   bool _neverAdd = true;
   String _pathBitmap =
      "_
       _
       _
       _
       _
       _
       _";

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

i've put those line in red. but i still did it, i added those, i compiled and did a new test and as you can see the sequences of pictures.... the merchant used it.


does it do a difference ? was it working before ? or not really ? i don't know ! i tested it and was fine. sometime the game itself bug and it is not the Mod's fault !!
Title: Re: Red's new Work In Progress (2) thread
Post by: Discrepancy on January 05, 2019, 08:48:08 PM
:) if that is the case I hope you are right.
My jetty bridges are using the PathType _pathType = Bridge; but i never thought to add that other code. I will have to do some tests with my own. Thanks for sharing.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 05, 2019, 09:00:18 PM
Quote from: Discrepancy on January 05, 2019, 08:48:08 PM
:) if that is the case I hope you are right.
My jetty bridges are using the PathType _pathType = Bridge; but i never thought to add that other code. I will have to do some tests with my own. Thanks for sharing.

did you had some problems with your bridges ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 05, 2019, 09:05:24 PM
Quote from: RedKetchup on January 05, 2019, 08:08:10 PM
   bool _addOnCreate = false;
   bool _neverAdd = true;


sometime we dont know as much as you guys.
_addOnCreate : "add" what ? "On" what ? and "Create" what ?
bool _neverAdd : never "Add" what ?


for me it is Alien.
Title: Re: Red's new Work In Progress (2) thread
Post by: Discrepancy on January 05, 2019, 10:09:56 PM
Quote from: RedKetchup on January 05, 2019, 09:00:18 PM
did you had some problems with your bridges ?
Yes I have always had issues with any kind of modular bridge I've made... though like you have described, sometimes it is like the game bugs because I've had maps when for years the boats would stop at the traders going under all the bridges, but then on others they would not.

Quote from: RedKetchup on January 05, 2019, 09:05:24 PM
Quote   bool _addOnCreate = false;
   bool _neverAdd = true;
sometime we dont know as much as you guys.
_addOnCreate : "add" what ? "On" what ? and "Create" what ?
bool _neverAdd : never "Add" what ?

for me it is Alien.

in most template files the mapDescription code is used for pathing of citizens and adding the marker/colour to the overhead map.

bool _addOnCreate = true/false; I've never been able to quite figure out that code either. it is used mostly in the RawMaterial and NaturalResources files, I had always thought it was something to do with adding the item at map start/load. but only a guess as it feels to be more than that. I could never work it out, as what exactly is it adding to the map?
with a bridge set to false, I don't think the code is doing anything anyway, as all the other templates where it is omitted would also be likely defaulting to false/0.
places where the code isn't omitted yet still set to false is the bridge, tunnel, the animal shelter attached to pasture, and the pasture template as well as the cemetery and all the fences (wood/stone) attached to these codes.
the only other code i can find that has it set as true apart from the RawMaterial and NaturalResources files is the file calling up the tombstones themselves and the storage cart that is set in place during harder starts.... something to think about. Is it meaning it adds a pathing restriction when added? eg do citizens dodge the tombstones when they appear in a cemetery? do they dodge resources on the ground?

the code bool _neverAdd = true; i can find only ever set to true, and appears in only these template files: Cemetery, Pasture, Tunnel and Bridge, all are drag-able buildings that have a construction cost associated with them along with models (unlike the crop and orchards where these codes are omitted and buildings are simply decals on ground). is this code saying that the whole building footprint becomes accessible to citizens and is referring to never adding a pathing restriction despite what the PathType is set as?
in the bridge PathType _pathType = Bridge;, in the tunnel it is  PathType _pathType = Unusable; in the pasture it is PathType _pathType = Occasional; and cemetery is set as PathType _pathType = Normal;

a lot to think about.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 05, 2019, 10:14:06 PM
i added a couple of pieces in the new simple wood fences. i noticed there were missing some pieces i wished to have used while playing....

gates and lamposts that follow the straight fences which standing at the edge of 2 tiles.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 05, 2019, 10:19:52 PM
we dont have a lot of explications about what is doing what, none.
gave us examples and the resources files ( not all the files though) and said : Do the same !!!

Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on January 06, 2019, 03:35:58 AM
You can use those values to change the default action of different code sections.
Here they are meant together with the 'map' section of the code.

bool _addOnCreate = false;
If you set this to true with smoke it will have smoke all the time, not only when there is a worker.
It means you can have smoke from a town hall.

Why this has to be in map section I do not know. It seems totally irrelevant.


bool _neverAdd = true;
Is the 'map' section of this building added at all to the world?
With this true a bridge will not block the trader.

But obviously you can set pathbits and they seem to be 'added' to the world. Strange.
Maybe changes the behavior of layers...
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on January 06, 2019, 07:59:01 AM
KID do you know of any of those lines that will ake fire all the time too, without a worker?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 06, 2019, 12:26:38 PM
the thing for fire without worker, the fire start as soon as the material requirement has been completed. and you will see the fire already and the buildiers didnt did a slam of hammer yet.

this is why i ve put 1 worker on the lighthouse. and my lamp posts with fire they are instant build ghosted item.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on January 06, 2019, 01:01:13 PM
that makes sence. i noticed DS has the foundy fire to turn off with workers as well. just wondered if maybe KID knew something different.what happended to the coder from a few weeks ago? i didn't mean to scare him away.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 07, 2019, 01:24:16 PM
presently and since a day or 2, i am revisiting all the tooltips that coming from my RKEC mod.

i try to make the tooltips with most infos possible. size... cost.. employment.. radius... attendance... weight capacity... what can craft... even tips at the end
of each item.

an example:

NMT30Watermill
Medieval watermill makes flour from grain. Size: 9x7. Cost 48 lumber, 42 stone, 32 iron. Can make: flour from wheat, corn, barley, sorghum, oat, rye, rice. Employment: 1-3 millers. Tips: This building require some water tiles. Work faster than windmill. They take 16 grains and make 24-32 flour. +100% educ. , +50% uneduc.


there is a lot of lines.

in same time, those lines can help me to do some kind of wiki.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on January 07, 2019, 06:17:14 PM
lots of work but i do think that is useful info to have. it is appreciated.
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on January 22, 2019, 12:42:35 PM
@ RedKetchup  :D :D :D DThank you for the answer - I do not know when it will appear on the forum - I will be very busy - a big renovation awaits me - replacement of plumbing - I do not like renovations - my daughter is taking us home, I do not know what will be the pleasure when it comes to the Internet? I personally have the internet advantage. Cheers!
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on January 22, 2019, 01:06:33 PM
@RedKetchup  :D ;D ;DI think about Egypt - I know that you are very busy or maybe there is another reason that you will not spend the fashion of "Egypt"? Do you still have beta? I liked buildings very much - do not worry, it's only my request - maybe next year? how long do we live to 2020? Cheers :P
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 22, 2019, 01:51:08 PM
Quote from: taniu on January 22, 2019, 01:06:33 PM
@RedKetchup  :D ;D ;DI think about Egypt - I know that you are very busy or maybe there is another reason that you will not spend the fashion of "Egypt"? Do you still have beta? I liked buildings very much - do not worry, it's only my request - maybe next year? how long do we live to 2020? Cheers :P

haha it will be in 2019!

once last patch RKEC 1.23 is out... i go back to RotP

presently, today... i decided to change something that was bothering me a lot : the color of the colorful fences...
i changed the colors.
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on January 22, 2019, 03:41:57 PM
@RedKetchup :D :D :DI know that you are very busy and busy when creating new mods - you have to forgive me - I'm an old marauder - but I can not forget your project about "Egypt" - it's fantastic - maybe I miss an exotic - reality I will never visit exorbitant countries - I have only "Banished" :( :P. Cheers
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 24, 2019, 06:44:53 PM
i am still preparing the last patch of RKEC (RKEC patch 1.3 and not 1.23)

i am adding 2 more terrains : Woodland Meadow and Efflorescence.

i also testing in these 2 new terrain, a new mountain texture (instead of the dull brown texture)
what you think about those ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on January 24, 2019, 06:51:37 PM
does look different. how long before you release the latest?  or is the current downoad fixed of bugs?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 24, 2019, 07:30:31 PM
there is not alot of bugs.... only one i think, the dock school needs a walking dock to the right of it.
out of that everything is fine!

in feb 2019


edit: and i always make sure it is fully compatible with old saves. i still have 1.0 saves that upgrade to 1.22 (and soon 1.3) very very fine without any problem.
for me thats extremly important.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on January 24, 2019, 07:50:10 PM
thank you.i plan to download next week.
Title: Re: Red's new Work In Progress (2) thread
Post by: Discrepancy on January 24, 2019, 07:59:18 PM
That terrain looks great!  :)

Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on January 25, 2019, 03:13:42 AM
Looks like someone found Cossacks 2 terrain textures.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 25, 2019, 12:18:08 PM
Quote from: Gatherer on January 25, 2019, 03:13:42 AM
Looks like someone found Cossacks 2 terrain textures.

i dunno i found the grass there : https://www.sketchuptextureclub.com/textures/nature-elements/vegetation/flowery-fields (https://www.sketchuptextureclub.com/textures/nature-elements/vegetation/flowery-fields)

and the mountain there: https://www.turbosquid.com/FullPreview/Index.cfm/ID/406293 (https://www.turbosquid.com/FullPreview/Index.cfm/ID/406293)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on January 28, 2019, 01:22:54 AM
i didnt made a lot of things lately, out trying to resolve the tunnel under water.... which was not successful at all (as @Discrepancy  stated to have tried....)

but it reminded me i had to add a stone bridge :)
i know the boat will clip on it, it always always clips anyway whatever we do.... ^^

so now in patch 1.3 there will be a stone bridge :)
(i will maybe check for a brick bridge if happends the textures are mixing well)

it use exactly 1 tile wide, so if you want to add a 2nd one next to it to make it double... it will fit ok without cliping each other (like vanilla woodbridge)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 01, 2019, 08:44:12 PM
finally after 3 days of struggle to try to find whats going on...
i have my walking dock upgrades fully operational.

you will able to turn those into crumble stones if you want.
(of course it is saves compatible as usual)
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on February 01, 2019, 08:54:57 PM
Man, now you've done it! That's nice!  8)
Title: Re: Red's new Work In Progress (2) thread
Post by: Glenn on February 01, 2019, 11:46:37 PM
Yes stone, something like a sea wall would be nice
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 02, 2019, 12:33:17 AM
Yes! Awesome! These will work well with the CC quay pieces. Does the trader clip through these as well? Otherwise these would be an awesome alternative way of creating canals.:)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 02, 2019, 01:13:47 AM
traders will always clip everything no matter what. thats the way the game is.


doing some test about also turning buildings into stone....
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 02, 2019, 03:55:29 AM
True I suppose, we'll just have to clear a path for them where possible.:) Will there be stone dock bridges as well?
Looking lovely.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 02, 2019, 11:14:45 AM
Quote from: Artfactial on February 02, 2019, 03:55:29 AM
True I suppose, we'll just have to clear a path for them where possible.:) Will there be stone dock bridges as well?
Looking lovely.

i guess

meanwhile, i did the chapel one
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 03, 2019, 12:31:48 AM
I was walking the medieval center of my hometown this morning and was once again struck by one of Banished greatest flaws in city planing(for me): the lack of elevation of constructions.

I'm sure it has been tried, but I got to thinking: are these dock walkways suitable for placement on land so that we could raise up the roads and create new levels in our city? Of course, it would require buildings with entries at those levels, if that's possible at all.
Would this be feasible or would the Bannies just get hopelessly confused with broken path-finding?
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on February 03, 2019, 02:23:47 AM
It would be possible but no roads could be built on those raised walkways. The bannies would walk at the same speed as on grass.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 03, 2019, 08:05:45 AM
sorry but this game , although it looks 3d, is in fact 2D hybrid. there is left and right, and north and south... but the game doesnt know what height is really is. if a tile is 0 ground level and the tile next to it is at 10,000 miles in the air... the citizen will pass from 0 to 10,000 in the wink of the eye and will have no restriction to do it.
we cannot handle the height easily.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 03, 2019, 02:55:05 PM
so i added the upgrades of :

Stone dock Barn, Stockpile and Fishing Dock :)
Title: Re: Red's new Work In Progress (2) thread
Post by: raerae2 on February 04, 2019, 06:22:37 AM
That stockpile is really pretty.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 04, 2019, 07:27:21 PM
RED,you have 4 "weapons" tags in the inventory. i take it three are upgraded weapons of sorts.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 05, 2019, 06:32:56 AM
Quote from: brads3 on February 04, 2019, 07:27:21 PM
RED,you have 4 "weapons" tags in the inventory. i take it three are upgraded weapons of sorts.


thats typo errors and it is already fixed for 1.3. but thanks you alot to noticed it :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 06, 2019, 10:07:57 AM
stone dock housing is ready too  
was a bit longer to do cause there are 6 alternate models
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 08, 2019, 05:16:11 AM
added:

Stone dock Market
Stone dock Sawmill
Stone dock School
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 08, 2019, 06:12:02 AM
Stone dock Tailor done too.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 08, 2019, 08:32:42 AM
Stone dock Tavern almost done.

the model is in the game now but i want to add 2 recipes : rice and cranberries wines.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 08, 2019, 09:05:20 AM
2 new recipes: 30 rice or 30 cranberries
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 08, 2019, 09:14:42 AM
the bannies will like that.
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 08, 2019, 12:34:52 PM
Finally, cranberry wine!^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 10, 2019, 06:15:34 AM
Stone dock Tiny barn done.
Stone dock Townhall done.
Stone dock Trading post done.
Stone dock Watermill done.
Stone dock Woodcutter done.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 11, 2019, 10:52:02 AM
I added today a new Charcoal Kiln to the mod.

Charcoal Kiln
Charcoal Kiln is taking firewood and do charcoal with those. Size: 6x6. Cost: 12 logs, 32 stone. Can make: 18-24 charcoal from 12 firewood. Employment: 1-2 workers. Tips: Double your amount of fuel and provide heat for double housing to compare with firewood.


RawMaterialCharcoal
   int _lowCreateCount = 18;
   int _highCreateCount = 24;
   RawMaterialFlags _flags = Fuel | WoodFuel;
   bool _preferred = true;
   int _baseValue = 3;
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 11, 2019, 11:25:58 AM
Awesome!
The one-man-show kiln was kind of small scale, this is a nice upgrade.:)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 14, 2019, 08:17:59 AM
a new recipe has been added to Jewelry Maker :

Pearl Necklace :
value: 150 each
create: 3-4 (uned, educ)
cost: 12 pearls, 1 copper.
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on February 14, 2019, 08:25:21 AM
Nice! I wanted to ask about the use of pearls but always forgot! :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 14, 2019, 08:47:30 AM
i made a major change to the Dock set : the coastal / stairs / walking docks 1x1,1x2,1x3 :
now you can place anywhere on the ground/water. that way " How to go down on dock from land ? "won't be an issue anymore for some people.

the dock buildings water requirement didnt changed
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 15, 2019, 08:01:18 AM
i verified and edited alot of my footprints. i noticed with time, there were some houses and buildings were leaving a norrow line of brown dirt on the floor where shouldnt been ... specially in winter thats evident.... many people also talked to me about it....
so i verified everything but the canals and the fences


i am doing my bucket list of things to do i noted.

edit
added new 2 tiles wide gazebo entrances for the white fence set.
only 1 tile were made and sometime it doesnt fit the door in front...
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 15, 2019, 08:05:50 AM
and now i need to "imagine" a dock piece which would have the function to create logs from nothing.
i heard CC had a place where they are gathering wandering trunk of trees that is floating on the river.... lake...


so i need to imagine a building that is gathering logs that float on the water ^^
not sure what it will look at the end ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 15, 2019, 08:53:42 AM
whats about that ?


the trunks of tree should float right is the water particles
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on February 15, 2019, 09:33:13 AM
Perhaps a different model of the crane. This one is getting repetitive.
Title: Re: Red's new Work In Progress (2) thread
Post by: Jurius on February 15, 2019, 10:56:14 AM
Hello, RK.
Have you got any plans to add charcoal from the Kiln mentioned above to industrial chains, I mean brick/rooftiles, glass or iron smelting?
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on February 15, 2019, 01:43:56 PM
Quote from: RedKetchup on February 15, 2019, 08:05:50 AM
and now i need to "imagine" a dock piece which would have the function to create logs from nothing.
i heard CC had a place where they are gathering wandering trunk of trees that is floating on the river.... lake...


CC has a logging barge (looks like a dock - logs are unloaded from the boat that is always there). The worker creates logs out of money. What you are making is more like Discrepancy's driftwood collector.

Could you also make some deco logs that float in the water?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 16, 2019, 09:56:43 AM
Quote from: Jurius on February 15, 2019, 10:56:14 AM
Hello, RK.
Have you got any plans to add charcoal from the Kiln mentioned above to industrial chains, I mean brick/rooftiles, glass or iron smelting?

you have a very good point. i need to do.


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


I called it Drifters Dock

NMT Drifters Dock: a workplace which job is take a boat and search for unused floating trunks of trees.
Size: 7x7.
Cost: 48 logs, 8 iron.
Can Create: 2-3 logs per job.
Employs 1-3 foresters.
Tips: You wont see them navigating with their boats, but thats their RPG job: wandering around and get floating logs. The Output numbers are based on a real forester lodge.


a real forester lodge seems to do 90-100 logs per worker per year (from the saves i checked)
but forester need to be the best source ever! no way i can allow think a player to maybe imagine to set some Drifters Docks to get logs. the output need to be lower. it is a 7x7 placed on water. no radius.
so if i can get 64-76 logs per worker per year ... i think it is reasonable for both parties: modder / players.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 16, 2019, 10:01:39 AM
nice piece.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 16, 2019, 10:03:15 AM
Quote from: brads3 on February 16, 2019, 10:01:39 AM
nice piece.

so funny !

i succeeded to make the 4 trunks in the water to move on ripples. ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 16, 2019, 10:27:48 AM
Quote from: Gatherer on February 15, 2019, 09:33:13 AM
Perhaps a different model of the crane. This one is getting repetitive.

for this one, i checked. thats the only one enough small to fit there.
after doing the "stone dock" upgrade version... i need to do a mine. a big mine where the stone and minerals can be extracted from below the sea floor. i will take the other cranes (mining ones) to make the mesh. there will be more place for them.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 16, 2019, 11:15:01 AM
the "Stone Dock" version of the drifters done too :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 16, 2019, 11:35:52 AM
i pity the bannies having to haul all the stone to build those docks.
Title: Re: Red's new Work In Progress (2) thread
Post by: Jurius on February 17, 2019, 01:44:03 AM
Quote from: RedKetchup on February 16, 2019, 09:56:43 AM


you have a very good point. i need to do.



Thanks. The Drifter's Dock looks great, btw.

I have a question. Your RK Editor Choice Edition unlike vanilla Banished has different spawns on surface, such as copper ore e.t.c. How about the idea of adding peat, so bannies could gather it (same as stones or iron ore) as mineral? It could be available for cutting fuel briquettes, or dry it for peat fertilizer, or for further proccessing for different industrial goods and raw materials.

It's just a suggestion.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 17, 2019, 06:11:23 AM
i never heard about peat before... i need to google it to know what it is
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 17, 2019, 08:32:08 AM
isn't peat like sod? whcih fodder takes the place of in game.
Title: Re: Red's new Work In Progress (2) thread
Post by: Jurius on February 17, 2019, 09:39:23 AM
Quote from: brads3 on February 17, 2019, 08:32:08 AM
isn't peat like sod? whcih fodder takes the place of in game.

No, the peat, when is used as fertilizer usually is mixed up with compost and is used as addition to soil. It gives nitrogen to plants, but it's unable to give it being clean, and that's why the compost is added. The typical recipe is to make a layer of wooden chips, then layers of soil and peat are added, then add some grass, then layers of soil and peat again and a cow manure (sorry) after that. All that is laid into the pile 1.5-2 m in height. And in a year enriched compost is ready.

After reading again written above I thought, that's quite a complex production chain.  :)

Also peat is used in greenhouses,being added to soil, it absorbs all the extra moist, giving it to plants only when needed. In this case it needs to be renewed every year.

In addition peat is a material for making peat pots (in attachment), where the soil is put. Usually used for room plants.

For all the purposes described above only middle and lower layers of peat are used. The upper layer can be used only as mulch.

If my explanation is hard to be understood, I apologize. Haven't practiced in English for ages.
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on February 17, 2019, 10:33:06 AM
I've noticed this before but forgot to ask:

I just started a new game. At the beginning of a game, I would like to pick wild cotton and flax manually for the first clothing. It looks like I can use the flower tool for flax but picking cotton is only possible if you find a plant and then use the clear all tool. Is it meant to be that way?

There's also a small "mistake" in the menu: it says 10 flax/cotton is used, but actually, it's 12 to make 4 cloth/linen.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 17, 2019, 01:44:31 PM
Quote from: Jurius on February 17, 2019, 09:39:23 AM

After reading again written above I thought, that's quite a complex production chain.  :)


yeah and i am not sold on this.....
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 17, 2019, 01:45:20 PM
Quote from: Nilla on February 17, 2019, 10:33:06 AM

There's also a small "mistake" in the menu: it says 10 flax/cotton is used, but actually, it's 12 to make 4 cloth/linen.

then i need to re-re-verify.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 17, 2019, 01:46:52 PM
Quote from: 1 on February 17, 2019, 12:43:54 PM
RedKetchup your new work, looking good. :)


i am working on the dock watermine... here a first preview...
Title: Re: Red's new Work In Progress (2) thread
Post by: Jurius on February 17, 2019, 08:33:05 PM
Quote from: 1 on February 17, 2019, 12:43:54 PM

When it comes to fuel part it have to dig more deep than the surface. For fuel peat was used lots of in middle-age Europe.
Its still used for electrical energy and heating in Finland. There are big reserves for peat, but many are against it, because of environment issues.

Here article in english for old peat industry fuel part.
https://www.lowtechmagazine.com/2011/09/peat-and-coal-fossil-fuels-in-pre-industrial-times.html


Well, thanks, the article was very interesting. All that I read was about modern peat production, and much less information about how it was in Middle Ages.
Well, it's quite obvious that technologies in Banished are a little bit more progressive, I mean those mines e.t.c., so it seams that peat production won't be as profitable as coal one, if being recreated in game.

Quote from: RedKetchup on February 17, 2019, 01:46:52 PM

i am working on the dock watermine... here a first preview...

That's interesting. Is it for digging iron ore?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 18, 2019, 12:53:24 AM
Quote from: Jurius on February 17, 2019, 08:33:05 PM

Quote from: RedKetchup on February 17, 2019, 01:46:52 PM
i am working on the dock watermine... here a first preview...

That's interesting. Is it for digging iron ore?

not sure how i will distribute the output. i think i ll go for a random setup and will have it make a RNG table of 20 diff output:


8 RNG of Iron ore, 40%
5 RNG Copper ore, 25%
4 RNG of Stone, 20%
1 RNG of Gems, 5%
1 RNG of Silver, 5%
1 RNG of Gold, 5%

no coal, no salt.
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 18, 2019, 06:10:56 AM
Awesome idea, bog-iron is a valuable recourse.
Maybe some small chance of logs?
Thinking of bogs: a peatbog farm would be a pretty neat thing too, gathering peat as a fuel!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 18, 2019, 07:50:17 AM
the Dock Drifters will take care of logs.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 18, 2019, 11:05:23 AM
NMT WaterMine Dock: a workplace which job is to take breath and dive and go mine at bottom of the sea floor.
Size: 10x10.
Cost: 92 logs, 12 iron.
Can Create randomly : 2-3 ores or stones per job done.
Employs 1-8 miners.
Tips: Part of their RPG job is diving to the bottom of the sea floor and mine. Get precious iron ore, copper ore, stone, silver and gold ores, and possibility of gems randomly.
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on February 18, 2019, 01:28:04 PM
I have a question about the dock bridge: I understand, that the boat can pass beneath it but here they don´t.

I have connected settlements on both side of the lake where the river runs through. Now the merchants refuse to pass beneath. There are still small streams and narrow passage so the ports still work but I want to know how these bridges work.

I know you for years now, Red and I´m sure that you´ve tested the bridges and that it can work. What have I done wrong here? I´ve marked the way the boats take to/from the red and blue ports on the larger map.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 18, 2019, 03:20:06 PM
yeah they are buggy :( 80% of the time they dont work and i dont know why unless i would put them 2 tiles wide and ask to zigzag on it.
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on February 18, 2019, 05:10:21 PM
OK, I´ve made some more experiments. They don´t even like a simple bridge like this one. But your bridges aren´t the only one with these issues. I know @Discrepancy have struggled with this as well.

Another thing; I had a fire out at the jetty. Such a large jetty settlement really need a fire well. The Bannis live on the water but need to go to the shore to get water to put out the fire. I don´t know how much of the jetty that would have burned down. The game crashed just after I made this screenshot. I had the same issue with one of @Tom Sawyer´s mods. I don´t know what was wrong but something with the model of the burned down building. Maybe it´s something similar here.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 18, 2019, 05:21:12 PM
fire should be fixed in 1.3
hard to tell
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 19, 2019, 04:05:15 PM
i added some 2 color fences to go on those Docks and Stone Docks.
they are made to fit on the wood rails of the stone docks. even the wood one which we cant tell exactly anything on those ^^

i want to add a lamp post to this ! ( after fixing the blacksmith dock floor )
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 20, 2019, 07:11:00 AM
i fixed the Dock Blacksmith sitting platform

before and after. they will need to be destroyed and rebuilt in save games to see the change.


if there is more to fix than just blacksmith... let me know when it is still time :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on February 20, 2019, 09:42:53 AM
Nice! I also like the fences.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 20, 2019, 10:39:40 AM
i also fixed something i often saw on YT. people were not using the country little addons (food stockage) properly. i made it so the back wall imbricate together with the houses...
but people were using the road in front for guideline... so i've got to fix that for every new country little house made. i kept people old saves ok using the old one.


one of the door should be the entrance for the pantry inside the house that way they dont have to go out to get food ^^
and the other house door should open to the garage :) (garage = french = shed)
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on February 21, 2019, 04:57:44 AM
Looks good!
Yeah, I too have fallen for that, it feels more natural although I know that lean-to's in saltboxes were generally on the backside of the house.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 21, 2019, 01:59:40 PM
not a lot of progress today but i did the main meshes for the new Corner 1st floor Barn and Corner 1st floor Stockpile.
i need to make all textures of those.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on February 21, 2019, 03:29:08 PM
A corner stockpile building and a corner barn!  Yay! 
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 22, 2019, 10:32:21 AM
all textures done, for the barn and for the stockpile. just need to do the code ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on February 22, 2019, 10:44:48 AM
Those are SO darn pretty!!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 22, 2019, 02:20:58 PM
they are in patch 1.3 now :)

they will be in the corner toolbars, choose a texture and they will be at the end of the bar after the tavern and theater.
costs: depends of the textures. can be lumber, glass and or stone, brick, logs, rooftiles.

12,000 weight capacity which is more than my other storage buildings. but they cost more.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 22, 2019, 02:36:18 PM
next thing i need to check tommorow is to add charcoal recipes to make some things like glass... bricks and rooftiles... to what i exactly need to give charcoal recipes ?
BS ? Foundry ? in RKEC there is a tons of buildings doing all nice things.... up to where i should go with those charcoal recipes ??
Title: Re: Red's new Work In Progress (2) thread
Post by: Jurius on February 22, 2019, 10:15:30 PM
Quote from: RedKetchup on February 22, 2019, 02:36:18 PM
next thing i need to check tommorow is to add charcoal recipes to make some things like glass... bricks and rooftiles... to what i exactly need to give charcoal recipes ?
BS ? Foundry ? in RKEC there is a tons of buildings doing all nice things.... up to where i should go with those charcoal recipes ??

I think Blacksmith should use it for making metals. That would be realistic since the most part of human history metals were made using charcoal. Even first blast furnances used it (in ennormous ammounts) until the coke fuel was invented. Glass, bricks and rooftiles were made by using firewood, charcoal or coal.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 23, 2019, 09:52:58 AM
so i gone through all the templates (buildings)

I thought at some point adding Charcoal to smelt Iron and Copper (more realistic) but it would have a huge impact.
The need to push the Charcoal Kiln much sooner at start of the game. Thats a big consequence so i didn't moved.

Copper and Iron still cost nothing else. but i gave the possibilities to smelt Silver and Gold with an alternate option: take Charcoal instead of Coal.
and in counterpart of the foundry: I took out almost half of the Iron cost (32 to 18) to build the Foundry and added 32 Charcoal.
when it will be time to make and build your foundry, you will need an amount of Charcoal as building material. It is a payment for its future operations :)

i added Charcoal for alternate options for the Steel Tools and CarbonSteel Tools at Blacksmiths.
i added Charcoal for alternate options for the Glass and Glasswares at GlassMaker.
i added Charcoal and Coal for alternate options to make Bricks and Rooftiles now.
i added a Charcoal(1) to the cost to make pottery at PotteryMaker.
i took out the Copper (16) bars requirement to build the Bakery and i asked 24 Charcoal. (for future operations lol)

I didnt changed anything to JewelyMaker / Weapon / Armor Makers for the moment.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 24, 2019, 06:54:53 AM
started to add decorations :)

8x 3 alternate clothlines = 24 diff models
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on February 24, 2019, 07:21:46 AM
Those clothes lines are the bee's knees! So cute! You're killin' me lately, Red!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 24, 2019, 08:19:18 AM
added 5X benches with 4 alternates each (2 straights x2 places on the tile and 2 diagonals x2 places on the tile)
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on February 24, 2019, 02:18:45 PM
Any chance of releasing RKEC Deco Pack someday?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 24, 2019, 02:23:25 PM
Quote from: Gatherer on February 24, 2019, 02:18:45 PM
Any chance of releasing RKEC Deco Pack someday?

keep remind me if i still want to do that :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Gatherer on February 24, 2019, 02:38:34 PM
Will do from time to time.

There's never enough deco stuff!!! Hmm, this should go in my sig as well.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 25, 2019, 01:20:23 PM
found an issue. the orchard forests worker is set to 1 but it can't be increased. tried to send 2 to plant apple trees.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 25, 2019, 02:18:29 PM
Quote from: brads3 on February 25, 2019, 01:20:23 PM
found an issue. the orchard forests worker is set to 1 but it can't be increased. tried to send 2 to plant apple trees.

i ve set it intentionally to only use 1. you wish to get more ? why ? what you hope to get more if you could ?
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 25, 2019, 03:17:49 PM
intentionally set to 1 is ok. but i can't increase it and send 2 or more workers. i was hoping to use 2 workersto cut the pine trees and replant with the apples.2 would clear the area and replant faster.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 26, 2019, 07:54:49 AM
Quote from: brads3 on February 25, 2019, 03:17:49 PM
intentionally set to 1 is ok. but i can't increase it and send 2 or more workers. i was hoping to use 2 workersto cut the pine trees and replant with the apples.2 would clear the area and replant faster.

ok i ll add +1 max workers.

meanwhile i am working on the CC carts (Thanks to BlackLiquid)

after editing the files.... i did 15 different carts. each will be at position: center of the tile, a corner of a tile, diagonal in center, diagonal in a corner of a tile. The change in position and rotation will be triggered by "F" alternate.
total; 4x15 models, 60 different options. so there will be 15 icons in the deco cart toolbar.
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on February 26, 2019, 09:04:40 AM
I see the "have more options!" bug is catching lol XD

THOSE ARE SO AWESOME MR. KETCHUP! I'm super looking forward to 'em!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 26, 2019, 10:48:45 AM
yeah they are looking too nice to be just deco LOL

but they will stay just deco ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 26, 2019, 11:09:03 AM
done :)
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on February 26, 2019, 11:29:11 AM
that is a lot of carts.RED that is too much work. tkae tomorrow off. ;D
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 26, 2019, 02:31:49 PM
Quote from: brads3 on February 26, 2019, 11:29:11 AM
that is a lot of carts.RED that is too much work. tkae tomorrow off. ;D

lol there were alot. took me 2 days to go over it....

i just added some statues :)

5 different statues. each F alternate : middle of tile, edge of tile, diagonal in middle, diagonal at edge.
made 1 set as stone, made 1 set as white marble, made 1 set as jade.
Title: Re: Red's new Work In Progress (2) thread
Post by: JM on February 26, 2019, 03:12:12 PM
Very nice, thank you! I love statues.  :)

It would be nice to add some ghosted pedestals under the sculptures that would completely fill the whole tile - so that the grass is not around the statue when it stands in the middle of paved square. Something like the flower beds in gardenwalls. This would also be suitable for any sculptures or other decorations from other modders.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on February 27, 2019, 06:10:53 AM
The statues are very nice.  Would you consider adding a cat statue?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 27, 2019, 06:17:19 AM
Quote from: galensgranny on February 27, 2019, 06:10:53 AM
The statues are very nice.  Would you consider adding a cat statue?

euh i dont have a cat statue... maybe Bast ?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 27, 2019, 07:33:38 AM
whats about this ? would you be very happy if i add this no6 statue ?
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on February 27, 2019, 08:03:58 AM
That cat statue is perfect, Red!   :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 27, 2019, 08:17:17 AM
Quote from: galensgranny on February 27, 2019, 08:03:58 AM
That cat statue is perfect, Red!   :)

sweet!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 27, 2019, 04:44:16 PM
added some decorative Washing Pumps and Buckets
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 28, 2019, 01:04:03 PM
Added decoration barrels.

some are : center tile, edge tile, diagonal, diagonal edge tile...
and some have multiple items in center and edge of tiles....
the 6th is not a barrel, thats a bag of grain :)
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on February 28, 2019, 01:40:59 PM
You're adding all the CC deco stuff? That's going to be a huge set with all of the different F variants. I like the extra variants though. Sometimes centre tile isn't the best position.

Are you going to add those horses without saddles that I did the textures for 2 years ago? (Yes, it really has been 2 years. Time goes so fast...)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 28, 2019, 01:51:24 PM
all CC deco ? not sure. i asked for some, and some has been graciously given... not sure the % it represents.
and i thanks A LOT BlackLiquid for that!

and yes! you are right. i need to do that !!! but the thing is, if i start to add horses.... i will need to find all animals ? :P
i dont want RKEC with +5 mins loading lol
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on February 28, 2019, 02:11:27 PM
I think you should at least add your own horses to this set. Not sure about all the CC animals. There are a lot of them. Although to be honest many of them probably don't get used very often. How many times would the average player use a deco giraffe? It would be a huge set if you did all the CC deco stuff.

Perhaps split it up into smaller mods if it gets too big?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on February 28, 2019, 03:34:13 PM
added a 7th icon in this toolbar. this 7th has like 15 different models of barrels and crates and bags....
all in alternate " F "
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 01, 2019, 10:06:20 AM
Added Deco logs :)

same as usual 4 "F" alternates: center tile, edge tile, diagonal center, diagonal edge.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 01, 2019, 12:16:09 PM
Deco hay piles...

1 icon, 6 "F" alternates
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on March 01, 2019, 12:58:25 PM
can the piles be made bigger?not the bales but the piles.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 01, 2019, 02:23:20 PM
i did already +50% to compare original

i can put another 50%  :-X
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 01, 2019, 03:29:08 PM
added a +50% to hay pile... let me know if ok.....

and added the deco Outhouse
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on March 01, 2019, 04:35:17 PM
the horses will like that.   you forgot to take the day off  LOL
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 01, 2019, 07:51:26 PM
added a Deco Playground :)

10 items in alternate F
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 01, 2019, 08:31:50 PM
since the deco toolbar is starting to be huge...

i splited up the icons.

i made a new toolbar : Other Decoration Toolbar and every deco i added since a week or 2 i put them there.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 02, 2019, 06:30:45 AM
While you are adding things from CC, would you please made a small tavern or "hang out" place that does not brew anything, but is like the Small Tavern in CC where alcohol is only stored and consumed.  Kid has a small outdoor sitting area in his Medieval Grace mod that is like a tavern, but his does not take mead or cider.  It would be good to have something like that but in a small building, that can take mead, cider, ale and wine, or if not all of those, at least cider, mead and ale.  A "drinking spot' like that is good for some small work areas or small village area away from the main town. 
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 02, 2019, 07:06:51 AM
Sounds like a beer garden like they have at fairs =) I want one too, hehe XD
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 02, 2019, 07:09:20 AM
Mr @RedKetchup will these new deco items be inside RKEC or a stand alone deco mod? The main reason I ever even keep cc installed is the deco animals toolbar... would be nice if it was separate and therefore smaller =)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 02, 2019, 07:57:09 AM
all those deco are included in the RKEC Full 1.3 , RKEC NoMusic 1.3 but not inside RKEC Light 1.3

@galensgranny : i can check to get back my nmt2.0 ale stand. a vendor type of place which sells all alcohol and give happiness as tavern do.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 02, 2019, 08:05:33 AM
Added Deco Rocks

2 diff size, 14 "F" alternates each.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 02, 2019, 08:49:03 AM
Red. Your  nmt2.0 ale stand. "a vendor type of place which sells all alcohol and give happiness as tavern do" sounds like just the right thing!  :)   I very much look forward to that, or something like it, in the game.
Your new deco rocks are nice, as far as rocks go. 
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 02, 2019, 09:24:00 AM
Quote from: galensgranny on March 02, 2019, 08:49:03 AM
Red. Your  nmt2.0 ale stand. "a vendor type of place which sells all alcohol and give happiness as tavern do" sounds like just the right thing!  :)   I very much look forward to that, or something like it, in the game.
Your new deco rocks are nice, as far as rocks go.

i ll do that right after the last deco item of this set. (before adding all the new trees as deco)

meanwhile...
Added Deco Signs :)

3 different at 6 "F" alternate each
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 02, 2019, 10:35:07 AM
I can't believe it, but I already have your nmt2.0 ale stand!!   :o    I have NMT 2.04 loaded.  Your ale stand is under the icon for markets, and I thought the ale stand was one of the kinds of your separate markets.  Well, I suppose it sort of is, but it is more of a tavern as far as how the Bannies would use it.  It would be helpful to have a little more description. 

I like your new signs, especially the one for the four roads meeting.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 02, 2019, 12:31:22 PM
Quote from: galensgranny on March 02, 2019, 10:35:07 AM
I can't believe it, but I already have your nmt2.0 ale stand!!   :o    I have NMT 2.04 loaded.  Your ale stand is under the icon for markets, and I thought the ale stand was one of the kinds of your separate markets.  Well, I suppose it sort of is, but it is more of a tavern as far as how the Bannies would use it.  It would be helpful to have a little more description. 


ok. will see when i ll get there...

meanwhile i added Deco Tables :)

3 diff models at center/edge/diagonal/dia_edge.... each
so ... 12 "F" alternates choices.
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 02, 2019, 12:40:54 PM
One thing I've wished is that the deco rocks from the various mods actually looked like the Stone resource in game. All the deco rocks have a texture that isn't similar to the base game one =(
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on March 02, 2019, 12:50:01 PM
i like the worn wood look.nicely done.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 02, 2019, 01:48:41 PM
Quote from: Jinxiewinxie on March 02, 2019, 12:40:54 PM
One thing I've wished is that the deco rocks from the various mods actually looked like the Stone resource in game. All the deco rocks have a texture that isn't similar to the base game one =(

done. i added 2 more icon with the meshes with original vanilla stone texture (also in attachment)
of course the topography of the rocks are very different, but thats the original texture
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 02, 2019, 02:47:51 PM
You're amazing! Thank you! It's like Christmas with you =)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 03, 2019, 10:20:01 AM
i added today some chairs and some table+chairs. it was the models i made for the Dock_Hospital / Dock_Townhall.

so + 1 icon in deco tables toolbar with 4 "F" alternates
+1 icon in the benches toolbar with 8 "F" alternates ( 4 for 1 chair, 4 for 2 chairs )
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 03, 2019, 10:44:33 AM
btw, i've put back the NMT 2.04 Ale Stand :)

i need to warn though, they cannot steal from a tavern. but if you buy some... they should go easily there if the stand is closer. you know, citizens tasks can be ugly sometimes.

and i also wish the ale thing wasnt that broken. it is unbelievable how fast children can pass though 300 ales in 18 seconds
i wish if it would work like herbalist, +0.5 star once per month or per 2 months :(
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 03, 2019, 10:44:41 AM
I am very glad to see those chairs and small tables.  We need that to put in backyards or out door cafe areas.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 03, 2019, 10:48:57 AM
Quote from: RedKetchup on March 03, 2019, 10:44:33 AM
btw, i've put back the NMT 2.04 Ale Stand :)

i need to warn though, they cannot steal from a tavern. but if you buy some... they should go easily there if the stand is closer. you know, citizens tasks can be ugly sometimes.

and i also wish the ale thing wasnt that broken. it is unbelievable how fast children can pass though 300 ales in 18 seconds

Yay!  I think that if one of the separate brewers make ale, cider or whatever, some should get placed in the ale stand.  Kid and Discrepancy have small brewers that are meant to stock taverns.  That is a lot of drinking from the children.   :o
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 03, 2019, 01:19:11 PM
Quote from: elemental on February 28, 2019, 01:40:59 PM
You're adding all the CC deco stuff? That's going to be a huge set with all of the different F variants. I like the extra variants though. Sometimes centre tile isn't the best position.

Are you going to add those horses without saddles that I did the textures for 2 years ago? (Yes, it really has been 2 years. Time goes so fast...)

working on this...
there are 6 different colors, i made the " center tile, dia, edge, dia edge...." each so = 24 models.
and then there are the same but without a saddle... another 24 models....

just wondering how many icons and how i will offer them in RKEC... deco part.
how i will group them so i dont get 48 icons^^
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on March 03, 2019, 01:32:31 PM
How about each colour has 8 F variants? 8 isn't too large a number to scroll through. Or you can do each pose has 6 different colour variants. Either way would work.

They look great.  :)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 03, 2019, 03:17:31 PM
i did 4 icons : center tile and edge tiles all the color with a saddle.
then diagonal with saddle at center and edge tiles all colors.

then i did the same without the saddles.

so total 48 different meshes.
4 icons, 12 F alternates each icons.
Title: Re: Red's new Work In Progress (2) thread
Post by: brads3 on March 03, 2019, 03:57:58 PM
do we get clysdales,belgiums, and indina pintos next?
Title: Re: Red's new Work In Progress (2) thread
Post by: elemental on March 03, 2019, 04:26:45 PM
I would say there is a much better chance of goats, pigs, and maybe bears.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 04, 2019, 12:09:45 PM
my next thing on my to do list is adding all the new trees i've made from Necora trees and my own designs into Decoration Trees...

so far:

RK Copper Beeches (2 models)
RK Firs (1 model)
NEC Maples (6 models)
NEC Spruces (4 models)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 04, 2019, 01:17:24 PM
NEC White Pines (3 models)
RK Sweetgums (3 models)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 05, 2019, 03:44:04 AM
there are many things horses an cattle were used to help to make things.... just think at a mill powered by horse power or cattle power....


meanwhile this morning, i did my toolbars for the Stone Dock set. (they were only available as upgrade. i added its toolbars)
oh btw, not sure i mentionned it before, but now, all the walking docks and coastal docks will be placable everywhere, water as land. it doesnt apply to the buildings though ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 05, 2019, 04:12:15 AM
so now you can use the high costal docks and put stairs down to the buildings.... the only thing, there is no 1x2 1x3 coastal docks, only 1x1 ^^
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 05, 2019, 08:35:15 AM
I just love those stone docks! So gorgeous! When do you foresee these changes being added to RKEC? Or are you updating the download file as you go?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 05, 2019, 08:51:42 AM
Quote from: Jinxiewinxie on March 05, 2019, 08:35:15 AM
I just love those stone docks! So gorgeous! When do you foresee these changes being added to RKEC? Or are you updating the download file as you go?

i am getting very very close to final 1.3

soon™
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 05, 2019, 11:27:50 AM
Quote from: RedKetchup on March 05, 2019, 03:44:04 AMmeanwhile this morning, i did my toolbars for the Stone Dock set. (they were only available as upgrade. i added its toolbars)
oh btw, not sure i mentionned it before, but now, all the walking docks and coastal docks will be placable everywhere, water as land. it doesnt apply to the buildings though ^^
Those docks look very nice.  I like that they can be placed on land too.  I wish the houses could be on land also.  I really like their colors.
Title: Re: Red's new Work In Progress (2) thread
Post by: banishedsanni on March 05, 2019, 01:15:44 PM
those docks...awwwesoooome! will we get different skins that match with your multi level houses?
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 05, 2019, 02:53:50 PM
Quote from: banishedsanni on March 05, 2019, 01:15:44 PM
those docks...awwwesoooome! will we get different skins that match with your multi level houses?

unfortunately, no. not for the moment. maybe an addons... can't give you a very good answers.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 08, 2019, 07:29:15 AM
Guys!

we are starting to get very very close to be release :)
this weekend or monday. i need to play with it before to see if there is anything i forgot ....
Title: Re: Red's new Work In Progress (2) thread
Post by: kid1293 on March 08, 2019, 07:39:51 AM
 :) It will take years for us to catch up with all you have done!

Wish I could email a holiday for you  ;)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 08, 2019, 07:45:45 AM
it will be very very nice to close it :)

i will be able to start a new folder and restart Rise of the Pharaoh from the beginning and i will mount it now same as i did for RKEC. same structure, covering about same chains with an egyptian touch :)
Title: Re: Red's new Work In Progress (2) thread
Post by: Abandoned on March 08, 2019, 02:28:04 PM
Are you not planning on making some modular Mr. @RedKetchup  - the deco pieces, the carts, the docks, etc?
Title: Re: Red's new Work In Progress (2) thread
Post by: taniu on March 08, 2019, 02:58:41 PM
@RedKetchup :DI"m think like @Abandoned  modEdition 1.3. - my heart would be very happy if you divided it into 3 segments LIGHT, FULL, Deko? for me as a game is it a very serious matter? but you are in charge of how this mod will spend? I have a great respect for you - you've tried very hard to spend so much work - you're great ;D ;D ;Cheers
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 09, 2019, 08:33:13 AM
i dunno. i will see after and before i jump to the new RotP mod.


-----------


doing today the very last things i see i forgot... like roads, i wanted to add all the other wall textures like classic...old church...old chapel... etc
as roads.
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 09, 2019, 09:35:09 AM
That would be awesome! One of my biggest gripes right now is that things don't match the roads and I almost always just use a dirt road because it's so generic looking haha. I also wish that the bridges would match the roads =(

After I finish up some of my work on buildings and such, I'm going to investigate roads and bridges and how they work but just having done some top-level research... It kind of looks like a pain XD
Title: Re: Red's new Work In Progress (2) thread
Post by: Artfactial on March 09, 2019, 03:38:42 PM
Quote from: RedKetchup on March 09, 2019, 08:33:13 AM
i dunno. i will see after and before i jump to the new RotP mod.

That's awesome to hear!
If you want some help on that, hit me up. I'm an archaeologist specialized in Egyptology and know Middle-Egyptian hieroglyphics.:)
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 10, 2019, 01:31:36 AM
I redid the carts toolbar icons. i hated the way they were all looking exactly the same. now they have a visual difference.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 10, 2019, 03:01:27 AM
i did the same for the quarries. i also changed the furniture maker order. i sent it next to weapon/armor makers.
Title: Re: Red's new Work In Progress (2) thread
Post by: Nilla on March 10, 2019, 05:44:32 AM
Nice! Easy to see the difference! :)

When you look at the buildings; I found the output/profit from the furniture maker much lower than the weapon and armoury. I think the reason is that you need quite a lot of lumber and the carpenter only get a few each time so he needs to walk away, to get material much more often than the other. Maybe you could look a little into this.
Title: Re: Red's new Work In Progress (2) thread
Post by: galensgranny on March 10, 2019, 11:49:26 AM
The new icons on the carts are great!  Now I won't have to keep hovering or clicking on each one to find the one I want.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 10, 2019, 12:22:49 PM
Quote from: Nilla on March 10, 2019, 05:44:32 AM
Nice! Easy to see the difference! :)

When you look at the buildings; I found the output/profit from the furniture maker much lower than the weapon and armoury. I think the reason is that you need quite a lot of lumber and the carpenter only get a few each time so he needs to walk away, to get material much more often than the other. Maybe you could look a little into this.

first, making furnitures should be easy. you can start a production only with logs and lumber.... although it takes some iron..
i can maybe lower the working units to compensate.

the compile process i did this morning should be the final one. i need to play all day to see if i find anything that need to be fixed before i upload the files.


lowered working units from 22 to 20 WU
Title: Re: Red's new Work In Progress (2) thread
Post by: Jinxiewinxie on March 10, 2019, 04:05:19 PM
I'm so excited! Thank you for all your hard work!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 10, 2019, 04:54:22 PM
Quote from: Jinxiewinxie on March 10, 2019, 04:05:19 PM
I'm so excited! Thank you for all your hard work!

:)


i have in the hands, the RKEC 1.3 Full .... This mod is so much fun to play with :)
so beautiful !!
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 11, 2019, 07:56:19 AM
release will be today guys ! in an hour or so. steam will also be updated.
Title: Re: Red's new Work In Progress (2) thread
Post by: RedKetchup on March 11, 2019, 08:44:09 AM
RKEC Patch 1.3 is now available !!!!

3 versions : Full, NoMusic and Light versions have been offrered :)

FULL: http://worldofbanished.com/index.php?topic=2925.0 (http://worldofbanished.com/index.php?topic=2925.0)

NoMusic: http://worldofbanished.com/index.php?topic=2926.0 (http://worldofbanished.com/index.php?topic=2926.0)

LIGHT: http://worldofbanished.com/index.php?topic=2927.0 (http://worldofbanished.com/index.php?topic=2927.0)

ENJOY !!!!