World of Banished

MODS Garage => Mod Talk => Topic started by: tanypredator on June 02, 2016, 10:48:46 AM

Title: MOD: New Flora - tanypredator
Post by: tanypredator on June 02, 2016, 10:48:46 AM
MOD: New Flora - tanypredator

http://worldofbanished.com/index.php?action=downloads;sa=view;down=106 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=106)

Updated with a flax crop. Unfortunately, I had to make it a separate resource, so linen weaver has now 2 options (but they both give linen clothes).
Title: Re: MOD: New Flora - tanypredator
Post by: RedKetchup on June 02, 2016, 12:41:24 PM
THANKS YOU for your lovely mod :)
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 02, 2016, 08:36:42 PM
@RedKetchup, I'm glad you like it :)

Only I think that it would be better to decrease the yield of flax, at least of the wild flax. The problem is that in my last test the gatherer has got 105 flax in the first year and only 25 in the second. But to obtain 50 clothes in the first year is certainly too much.
Title: Re: MOD: New Flora - tanypredator
Post by: RedKetchup on June 02, 2016, 11:33:09 PM
it is normal to get more the year you build the gatherer before it profit from all spawns made when the random map is set while the following years only count respawns
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 03, 2016, 12:02:33 AM
Yes, and in my case the vanishing of plants at winter also make much smaller yield in following years. I'll make some more tests and maybe leave the yield as it is, or maybe decrease it slightly.
Title: Re: MOD: New Flora - tanypredator
Post by: liberty152 on June 03, 2016, 03:27:24 PM
so happy you mixed them :)
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 03, 2016, 09:47:51 PM
That was planned :)
Now I begin the work on wild roses, and if I make them successfully, I'll add them to New Flora too.
Title: Re: MOD: New Flora - tanypredator
Post by: Discrepancy on June 04, 2016, 06:50:28 AM
Wonderful addition. And the wild roses sound great. Small production from it? rose oil? :)
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 04, 2016, 08:22:15 AM
I thought about rose hips, because there is only one source of wild fruits, that is not realistic at all. And oil requires large flower mass, while wild roses have rather big fruits that showy flowers. I have an idea of cultured roses, that may be used to produce rose oil among other products. kid1293 suggested to count rose hips as herbs. Maybe I'll make the possability to make some medicine from rose hips, such as brew or tea.
Title: Re: MOD: New Flora - tanypredator
Post by: kid1293 on June 04, 2016, 12:56:27 PM
@tanypredator - Isuggested to have them as herbs ( Health ). They work fine as medicine as they are.
Then I dried them and made the product become Edible | Fruit.
The 'herb version' of them work well to make jam, wine or soup too (with the Edible | Fruit or Alcohol flag).
And there will always be a lot of the 'herb version' since people don't eat them.
Title: Re: MOD: New Flora - tanypredator
Post by: Gatherer on June 04, 2016, 01:19:12 PM
Quote from: kid1293 on June 04, 2016, 12:56:27 PM
And there will always be a lot of the 'herb version' since people don't eat them.

Need "herbal cookies" for Mr. Red's medieval bakery.
;)
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 04, 2016, 08:48:47 PM
I'm sorry but I don't want to make them herbs. People eat them as jams, kompot and other products, and they cook it by themselves. I can make a building to make medicine from rose hips, if it is wanted. I have one other idea about herbs, though I'm not sure if it will work.
Title: Re: MOD: New Flora - tanypredator
Post by: kid1293 on June 04, 2016, 09:34:57 PM
Fair enough. In real life they contain a lot of vitamins, but that's all.
They won't fix any real sickness, so it's better to keep them as fruit.

Are you going to model a new herb?
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 04, 2016, 09:57:35 PM
I want to try spawning plants by a building or planting plants other than trees by a worker. But that is not my nearest plan.
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 10, 2016, 09:19:38 PM
Update 2 with: Wild roses, now one building is used for both rose hips and oats, new tools (in "Remove" toolbar) for manual gathering of flax, oats and rose hips. This version will stay here unchanged (while the main download will be changed further), because it is mostly compatible with everything and must be compatible with my planned new mods. https://dl.orangedox.com/W4HTYeBX7P7nw9TnGl
Concerning the problems with yield - that is connected to the random distribution of plants and gatherers behaviour - I found that sometimes when they cannot find what to gather and turn to other tasks, thay later don't want to turn back to gathering again. In this case you can stop the work of their building, dismiss them, run it again and hire them again - then they go and work.
Title: Re: MOD: New Flora - tanypredator
Post by: liberty152 on June 12, 2016, 11:47:37 AM
Works great with tree of life. I was wondering if you could make a butcher for the wild meats from tree of life?
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on June 12, 2016, 12:08:46 PM
@liberty152, I certainly cannot make anything for tree of life, as well as any other mod. It is impossible to make separate mods both using the same new stuff. That is why I had to make combined version of my plants.

Later I hope I would be able to make new wild animals, but surely not soon.
Title: Re: MOD: New Flora - tanypredator
Post by: liberty152 on June 12, 2016, 06:22:43 PM
that's to bad.
Title: Re: MOD: New Flora - tanypredator
Post by: Gatherer on August 06, 2016, 10:36:35 AM
I'd like to report a possible bug with new foods gatherer building. I can't lower the number of workers down to just 1. I can only cycle between 2 and 3 workers.

Can anyone else confirm?
Title: Re: MOD: New Flora - tanypredator
Post by: kid1293 on August 06, 2016, 02:51:09 PM
Can confirm it. She probably overlooked the min-max gatherer variable.
It is now 2-3.
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on August 06, 2016, 09:37:27 PM
Thank you for report. I'll fix it as fast as I can.
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on August 07, 2016, 09:17:54 AM
I fixed that issue, updated file is in mod section.
Title: Re: MOD: New Flora - tanypredator
Post by: Gatherer on August 07, 2016, 10:24:42 AM
Thank you :)
Title: Re: MOD: New Flora - tanypredator
Post by: adelegarland on August 11, 2016, 11:00:11 AM
I'm confused,  I love these mods, but can't figure out if I need to use all of them or just one...  does the new flora include all the new plants AND new gatherers AND the new production buildings?  I have all  of the mods i could find installed and seem to have two of the flax gatherers and linen weavers, and new foods gatherer and rose hips gatherer...  I loaded:

New Flora [not (1)]
linen production
wild oats
wild rose

Which ones do I need and which should I delete?  I want ALL of them!!   Love them!
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on August 11, 2016, 09:46:29 PM
Hello, @adelegarland!

New Flora includes all my new plants (oats, flax and wild roses), all necessary gatherers and linen weaver. kid1293 also made the mod http://worldofbanished.com/index.php?action=downloads;sa=view;down=112 that uses my oats and rose hips, those buildings are not included.

So you don't need mods for oats, flax and wild roses separately, only New Flora.

Thank you :)
Title: Re: MOD: New Flora - tanypredator
Post by: Hex on September 02, 2016, 08:49:44 PM
Amazing mod! When you have time, can you make the floor of the linen weaver snowy when winter comes? Right now its just a dry patch of dirt. Thanks!
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on April 26, 2017, 09:44:58 AM
Here is a version (with bees) compatible with NatDiv (gathering tools allow you to gather Bartender's herbs and annual roots). There are also changes in Flax models - I've made a mistake first time, making the plant too low, and gathered flax model was not realistic. Here I tried to improve them, tell me, if I should change back. https://www.dropbox.com/s/n09rzm7ozy25hjc/NewFlora.pkm?dl=0
Title: Re: MOD: New Flora - tanypredator
Post by: Bartender on April 26, 2017, 10:44:35 AM
Great! Thanks for making it compatible to Natural Diversity Tany!
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on April 26, 2017, 11:25:32 AM
Thank you for your mod :) I'm looking forward to see new things you are going to add.
Title: Re: MOD: New Flora - tanypredator
Post by: calli74 on April 26, 2017, 01:25:33 PM
Thank you Tany for updating this, I've been trying to give this mod a try out because it looks so lovely. I had it working briefly with CC by only using normal trees, but then I added Nat Div and it stopped again so I've never had it fully working in my games.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 26, 2017, 06:52:47 PM
@tanypredator thank you :)  I have taken to using yours, @Bartender & @Necora mods together, they are very lovely how they fit. :)
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on April 26, 2017, 08:29:28 PM
Quote from: calli74 on April 26, 2017, 01:25:33 PM
Thank you Tany for updating this, I've been trying to give this mod a try out because it looks so lovely. I had it working briefly with CC by only using normal trees, but then I added Nat Div and it stopped again so I've never had it fully working in my games.
I cannot say how it would work with CC, sorry.

Quote from: QueryEverything on April 26, 2017, 06:52:47 PM
@tanypredator thank you :)  I have taken to using yours, @Bartender & @Necora mods together, they are very lovely how they fit. :)
I'm using this complect too :)
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 26, 2017, 09:12:28 PM
Quote from: calli74 on April 26, 2017, 01:25:33 PM
Thank you Tany for updating this, I've been trying to give this mod a try out because it looks so lovely. I had it working briefly with CC by only using normal trees, but then I added Nat Div and it stopped again so I've never had it fully working in my games.

Hi @calli74 until CC & MM are updated, New Flora won't be able to work as part of the start options, New Flora needs to be by itself since the Banished update, but there is a way to work it - you just can't have the CC start conditions as well as the other mods - for now.

Install the mods in the order in my screenshot (if you don't use Maritimes, it won't matter), and make sure these are all above MM & CC. 

Use a new map - make sure it is not a CC map (basic start conditions). 

You will see:  NatDiv grasses & flora working, you will also see New Flora working
If you are using Maritimes - you will see the new trees, but you won't be able to harvest the new resources straight away - you need to plant the trees to make the new produce grow.

I have been able to use a map choice & size with seeing the new growth items, but, not with the start conditions (Adam & Eve etc)
In the image below you can see that the Bannies are harvesting the produce from NatDiv & New Flora, and that's on a CC Very Large Map
In the other image, that is the Bannies weren't on the CC Verdant Plains, CC Very Large map - they are able to harvest resources from both NatDiv & NF

To have Maritimes Forestry items working, simply plant one of the trees & then follow the production line.

Please note - these shots are not with the updated New Flora released just a couple of hours ago.  :)

Title: Re: MOD: New Flora - tanypredator
Post by: adelegarland on April 28, 2017, 02:41:14 PM
Just out of curiosity, what is Maritime Riffle?  I see it listed in your Mod Load Order Picture, Just wondering, haven't seen it before.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 28, 2017, 05:54:05 PM
@adelegarland it's a mod by @Necora who has made a water feature mod, pretty lakes, adding 'riffles' to streams etc
It's a really sweet mod.

http://blackliquidsoftware.com/index.php?/topic/420-maritimes-edition/&do=findComment&comment=6872
Title: Re: MOD: New Flora - tanypredator
Post by: adelegarland on April 29, 2017, 07:15:50 AM
I'm intrigued!   got to play with this one!  thanks
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 29, 2017, 07:30:14 AM
@adelegarland if you have a look at my posts here you can see how I managed to make it work so you can also fish inland :)

Check out my walkthru here:  http://worldofbanished.com/index.php?topic=1635.msg31593#msg31593

My pictures are crap, but, if you have MM, you can make an active fishing hole, or download a separate terraform mod (listed in my posts).  :D  Have fun :D
Title: Re: MOD: New Flora - tanypredator
Post by: Betin on April 29, 2017, 07:59:00 AM
Good day! There seems to be a compatibility issue between pine set and new flora. If you load new flora first, the wild foods from vanilla forester (chanterelle, fiddleheads and trapper bounty) from pine set don't seem to show anywhere. And if pine set is loaded first, wild foods from new flora suffer the same fate
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 29, 2017, 08:08:36 AM
Hi @Betin yes, you cannot have both New Flora & Maritimes Pine as starting mods, they are compatible but both won't spawn on the map.

The workaround is in the picture attached. 
Load the mods in such a way that New Flora is below above, (ABOVE, sorry ...)  the Pine set, this way the New Flora produce will automatically spawn with NatDiv products, and be cleared by the Bannies as they work.

To get Maritimes Pines items, plant the Foresters and Harvesters for each and generate your items this way.

It is my understanding that New Flora won't generate on a Pines map because it doesn't have the 'spawners' to make the resources - but, the Pines items can work on a New Flora map because they do have 'spawners', being the Foresters buildings.

See above.  Here (http://worldofbanished.com/index.php?topic=1202.msg31936#msg31936)

{update} thanks to @TheOtherMicheal for correcting me :)  I was looking at the Riffle mod when I wrote it and got below/above mixed up.  Sorry folks. :)

Title: Re: MOD: New Flora - tanypredator
Post by: TheOtherMicheal on April 29, 2017, 09:37:30 PM
Quote from: QueryEverything on April 29, 2017, 08:08:36 AM
<snip>
Load the mods in such a way that New Flora is below the Pine set, this way the New Flora produce will automatically spawn with NatDiv products, and be cleared by the Bannies as they work.

To get Maritimes Pines items, plant the Foresters and Harvesters for each and generate your items this way.

<snip>

Did you mean New Flora above the Pines set? That's the ways it's set in your attached picture. I'm using your suggestion for my load order (i.e. New Flora above Pines set above Natural Diversity) and can confirm that the New Flora and NatDiv resources are spawning on a new map. I haven't planted any of the Pines set foresters yet so can't offer any comment on them yet.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 29, 2017, 10:39:39 PM
@TheOtherMicheal yes, sorry - I was looking at the screenshot when I wrote it, and just mixed up in my head a little.

New Flora is to be above the other 2 mods. 
Maritimes Pine Set will absolutely produce it's goods once the Foresters and harvesters are built and set to work, in their own radius. :)
Title: Re: MOD: New Flora - tanypredator
Post by: TheOtherMicheal on April 30, 2017, 12:55:43 AM
Hiya @QueryEverything
I was pretty sure you meant for New Flora to be above the others but thought I better mention it before it confuses people other than me!  :o
I've just started a new map today concentrating on using the New Flora mod with Discrepancy's Jetty and Bridges set, Necora's Maritimes sets and various bits from Red, Kid and CC. I have been successfully running the forester, gatherer and trapper from Necora's Pines set along with the Pines tailor and blacksmith.  :)
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on April 30, 2017, 02:41:37 AM
No probs :)  I'm running the same setup as you are, I've been getting some lovely shots and work done :)
Title: Re: MOD: New Flora - tanypredator
Post by: calli74 on April 30, 2017, 01:54:16 PM
Finally got this working, at least the flax and oats and stuff are showing up, and what's more it works on a CC map, so long as you don't use start conditions other than the default. I am using a lake waters map with a default hard start. Tany's New Flora mod first, then Pines set, then Nat Div. game will crash if pines is below Nat Div. I can't believe how pretty my banished worlds are starting to look with all this new stuff and now the natural water canals coming too and Bartenders things, Banished is starting to look like a whole new game. Thanks to all the modders for the hard work lately, it's amazing what you are all coming up with.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on May 02, 2017, 06:58:35 PM
Hi @tanypredator I don't know if this is a bug, or a problem with me running 1.07 or, whether its because I have latest downloaded over MegaMod, but, I have 2 honey seekers in my menu.


The honey seeker on the left doesn't produce (gather) any honey; the one on the right does.
I have run this through a number of times and on different maps, so it's not just random "left & right", it's always the left that doesn't.


So, I'm thinking that it probably is a left over from where I've placed New Flora in, over the top of MM, and that's ok, I can deal with that, but thought I'd show it here in case anyone else has the same issue - OR - it's not a MM / NF issue.  :)

Thank you for the sweet mod, I do like it :)

Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on May 02, 2017, 09:03:06 PM
Yes, I suppose it is connected to MM, because without it I never had this issue, and I think that they included all my stuff in their mod. Maybe they changed the building button order, so you have one from MM and one from NF. But why do you use NF, if you already use MM?

By the way, I think that my latest version have unbalanced yield when used with NatDiv, so I'm making tests and plan to upload an improved version. But I don't think that I could correct this issue, maybe I can if I know the 'place' in menu, which they assigned to honey seeker.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on May 02, 2017, 10:48:31 PM
Hiya @tanypredator thanks for replying so quickly. :)

The MM currently is for only 1.6 and when Kraly put out a patch to make most things 1.07 compatible not all of the mods worked 'according to plan', one of the mods that a few of us couldn't get right was your NF, so the work around was adding it in as a new version, and list it over the top of MM.

Sometimes menus duplicate, not always, in this case it did.  I'm happy to leave it as a 2nd choice, and remember to not use the 'leftie' when planning my forests.  :)

With the Wild Honey, in a forest, I'm getting 225 Wild Honey a Season (for the last 2 consecutive), I don't know if that's what you were aiming for.  :)
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on May 02, 2017, 11:13:40 PM
Here are a couple of screenshots for you.  I let the game run for 2 whole seasons, in a full forest.
You can see how full the forest is, play 'peek a boo' and you will see your buildings :)
I also included a screenshot where I've cut back the trees so you can see them.  :)

I'm more worried about the Flax than I am about the honey, the Flax is gathered nearly like herbs are, very rare per season and the clothing maker never seems to have enough Flax for making clothes with. 

Other than that, they are sweet buildings. :)  Thank you!!!
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on May 03, 2017, 03:05:48 AM
Hmm. In my tests I had more flax, about 58 in a year last time, but I usually gather it manually at first years. I'll give it more tests.

225 honey is much less, then needed, usual gatherer gives about 500-700 food per year. However, honey is both grain and fruit, so it might be less of it, but I think it must be around 400-500 anyway.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on May 03, 2017, 06:40:14 AM
I just reran the numbers, removing all the local grass, some of the trees, and a little of other items, I was still only returning very low values of flax, however bumped up to 400 wild honey - but then as the others filled in, the numbers dropped again.

Do they grow as the same rate as other items?  Is it a speed thing, what gets 'in' first, wins?
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on May 03, 2017, 07:08:31 AM
Honey 'grows' twice more slowly than other plants and much more rarely, but its yield is 3 times bigger.

Flax grow as frequent, as other usual plants, but yields only 3-4 units.
Title: Re: MOD: New Flora - tanypredator
Post by: QueryEverything on May 04, 2017, 01:03:38 AM
Quote from: tanypredator on May 03, 2017, 07:08:31 AM
Honey 'grows' twice more slowly than other plants and much more rarely, but its yield is 3 times bigger.

Flax grow as frequent, as other usual plants, but yields only 3-4 units.

Ah, got it.  I had wondered why the 2 were producing differently, how you explained it makes sense.
I think with all the new produced goodies growing I need to keep micro managing some of the forests, or create one solely for Flax & Wild Honey, making sure to get the most out of them. :)
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on May 06, 2017, 05:36:30 PM
@tanypredator  I am just doing a test map with latest new flora version, the info in the mod lists says version 1 (1.0.5) , is that listed correctly?  You know I am a big fan of this mod especially the wild oats and wild flax.  But sorry to say I like the original blue wild flax much better, always hated to gather it and have it disappear.   :)  Still love the mod though but wouldn't mind having original flax back.
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on May 06, 2017, 09:36:34 PM
@Abandoned, thank you. First, yes, it is made with 1.0.5 ModKit - is it a problem? As far as I tested, it works that way, so I hadn't upgraded ModKit yet.

I expected that you particularly would not like any visual changes ;) You can use the original NewFlora, it is compatible with NatDiv as well, only doesn't give to gather some plants manually. I'll make new version with old flax model, if you ask. But what about gathered flax model? I think that old one was ugly. Do you want it to be old version too?
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on May 07, 2017, 04:19:58 AM
@tanypredator Oh thank you so much.  No problem with version then, and yes I would greatly appreciate the a version with the old flax and the manual gather NatDiv, the old gather flax model is good too.  I enjoy searching the forest for wild foods for the bannies to gather.

I am looking forward to trying NatDiv, so glad these great mods are compatible.  :)
Title: Re: MOD: New Flora - tanypredator
Post by: Betin on July 08, 2017, 07:14:59 AM
Good day! Could it be posible to make an override so the vanilla gatherer can harvest new flora resources?
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on July 08, 2017, 07:43:44 AM
Quote from: Betin on July 08, 2017, 07:14:59 AM
Good day! Could it be posible to make an override so the vanilla gatherer can harvest new flora resources?

Is it important that it must be a vanilla gatherer? Because there is a mod with a gatherer, that gathers vanilla and new flora resources. http://worldofbanished.com/index.php?action=downloads;sa=view;down=202 What you ask is possible, but it will be uncompatible with NatDiv mod.
Title: Re: MOD: New Flora - tanypredator
Post by: Betin on July 08, 2017, 11:45:27 AM
No, it's not that important. It's only that I play with few mods because I have a toaster of a computer, also I only use natdiv light. Just asked because I don't know how to mod, and only if it's just a simple modification
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on July 08, 2017, 12:13:03 PM
With such a ModKit as we have, even a simple modification is pain. I started to make it, and it turned out that I not only need to put plant resources inside there, but also crop resources. Maybe tomorrow.
Title: Re: MOD: New Flora - tanypredator
Post by: Betin on July 08, 2017, 12:28:09 PM
Even for trying, thank you! I imagine the pain it can be, I apreciate you giving it a try. Sorry for my english, i'm way out of practice
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on July 23, 2017, 07:16:09 AM
@Betin, I've made a version. Not very good - I couldn't understand, how to make a longer production menu, so that player could see how much of each food type was gathered. But it works.
Title: Re: MOD: New Flora - tanypredator
Post by: Betin on July 23, 2017, 04:55:34 PM
Thank you very much, i'll put it in good use. very apreciated ;D
Title: Re: MOD: New Flora - tanypredator
Post by: kid1293 on July 23, 2017, 10:35:31 PM
Hi.
It's easy to change production menu.

First make a copy of Dialog/Production.rsc to your mod-directory and name it NewFloraProduction.rsc
Change 2 places in that file.


RibbonDescription previousYear4 : "previousYear"
{
ElementDescription _elements
[
"textPrevYear"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
]
}


and


RibbonDescription thisYear4 : "previousYear"
{
ElementDescription _elements
[
"textThisYear"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
"storageItem"
]
}


You can change how many items you want.

then call the file from your gatherer template.
under UIDescription ui


{
ObjectType _type = ProductionUI;
ElementDescription _element = "Dialog/NewFloraProduction.rsc:production4";
String _insertAt = "pageUser";
}



This will give extended menu for those buildings where you use NewFloraProduction.rsc
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on July 24, 2017, 04:26:08 AM
@tanypredator , if it isn't too much extra work, could you please make a version with the original blue flax flower?
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on July 24, 2017, 05:00:36 AM
Quote from: kid1293 on July 23, 2017, 10:35:31 PM
Hi.
It's easy to change production menu.

First make a copy of Dialog/Production.rsc to your mod-directory and name it NewFloraProduction.rsc
Change 2 places in that file.

Thank you! Actually, I've done it (thanks to your resources). But what I've also done is that I called to "Template/GathererShelter.rsc:herbalist" only! :-[

Now as I corrected that, the production menu is as long as it should be. Here is corrected version AND it is with "low" flax (new was as blue as old, don't know, why you want it to be mistakenly low, Abandoned).
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on July 24, 2017, 06:06:29 AM
Thank you @tanypredator  :)  the old flax may be low but not miserable, very petty flower that shows up better on the map, more noticeable I think.  I have had wild flax growing in my yard so I know it is much taller, very pretty.  Your original flax flower also reminds me of the forget-me-not flower, one of my favorites.  I like blue flowers and New Flora mod.  thank you very much.
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on July 27, 2017, 04:23:47 AM
@tanypredator , the NF Gatherer still had the new taller blue flax.  Yes, it is also a pretty blue but the original shows up better even from farther away you can see it.   :)
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on July 27, 2017, 05:25:38 AM
Do you use flax patch?
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on July 27, 2017, 08:13:49 AM
no, not enabled on this map. I Have it noted to use flax patch with CC, Maritime, or EB mods.  I do have Kid's workplace that uses flax.  NF loaded first.
Title: Re: MOD: New Flora - tanypredator
Post by: tanypredator on July 27, 2017, 12:26:10 PM
Well... it is low in my clean game test. Maybe one of that mods uses new model.
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on August 05, 2017, 04:20:30 AM
Quote from: Abandoned on July 27, 2017, 08:13:49 AM
no, not enabled on this map. I Have it noted to use flax patch with CC, Maritime, or EB mods.  I do have Kid's workplace that uses flax.  NF loaded first.

@tanypredator , I was just wondering if I did not download the correct file from this thread.  I have the new flax flower, the mod is high in the mod list with none of the above mods enabled, only workplace which is loaded after.  The few mods above NF should have no effect at all.  I will try switching versions and see what happens.  New flower is pretty but I don't mind as much when they gather it.  :)
Title: Re: MOD: New Flora - tanypredator
Post by: Abandoned on August 05, 2017, 02:43:54 PM
No, switching files made no difference.  Having the vanilla gatherer gathering New Flora items is very nice, especially when short of workers.   :)