World of Banished

MODS Garage => Mod Talk => Topic started by: Darkbibou on March 12, 2015, 01:50:18 AM

Title: [Beta] Tree Of Life
Post by: Darkbibou on March 12, 2015, 01:50:18 AM
Hello everyone,

I'm opening a new topic here to discuss with the World Of Banished community about my new mod project that I've called "Tree Of Life" :)

The main discussion thread about this mod is on the ColonialCharter forum: ToL on the CC forum (http://colonialcharter.com/index.php/forum/add-ons-companion-mods-translations/1033-wip-the-tree-of-life)

Feel free to participate to the discussion here or there at your convenience :)

This new mod will, if everything goes as expected, contains the following content:

1) Wild animals

- All the types of livestocks (of the basegame: cows, sheeps, chickens) will be able to live in the wild (like the deers)
- The hunting cabin will be able to hunt for any sort of wild animals and produce wild animals skins and wild animals meats.
- New building: Tannery. The tanney will convert animal skins into standard leather (ie. usable by the tailor, etc.)

2) Wild fruit trees

- The fruit trees will be able to grow in the wild
- The wild fruit trees will generate harvestable resources (ie that the citizens can collect (same system that in my Busy laborers mod)) that will look like a cornucopia.

Of course, if the wild fruit tree is an apple tree, it will generate apples. If it's a cherry tree it will generate cheries, etc.

Downloads:

Here is a google drive link to the first alpha version of the mod that contains the animal part of the mod (unfinished): Download (https://drive.google.com/file/d/0BzYjSBXbwK1CZ3B4QVltdlNPZms/view?usp=sharing)

Here is a google drive link to the 3rd alpha version of the mod: Download (https://drive.google.com/file/d/0BzYjSBXbwK1CZ3B4QVltdlNPZms/view?usp=sharing)

You will have to start a new game to test this mod and select one of the [ToL] starting condition to see the wild animals :)

Please remember that this is not a stable mod and that you should backup your data before using it ;)

Help needed:

Although I can make the code on my own (more or less lol), I'm not a 3D modeler and I will need help for making the 3D models.

@Maal , have already made me the cornucopia model but I'm now searching someone for the Tannery building :)

Someone on the CC forum had published (http://colonialcharter.com/index.php/forum/suggestion-box/297-bark-mill?start=16#8451) a capture of a tannery building that looks really good but he does not answer my messages :(

So @RedKetchup: Do you want to try your hands on this kind of building ? Pleeeaaassse help ! :D

[Edit] The creator of the tannery 3D model have finally answered me so he will try to finalize is work on it :)[/Edit]
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 12, 2015, 02:17:09 AM
great "vegan" (partly) mod!!  ;D
again thank you!!

I have a question ..
not having "busy laborers" what happens?
the fruits will grow and will fall without anyone picking them or will anyway vanilla laborers without giving any order?
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 12, 2015, 04:20:14 AM
Quote from: assobanana76 on March 12, 2015, 02:17:09 AM
I have a question ..
not having "busy laborers" what happens?
the fruits will grow and will fall without anyone picking them or will anyway vanilla laborers without giving any order?

I havn't work on this part at the moment.

Maybe I will include all the Busy Laborers content into TreeOfLife or maybe I will just add 1 (or more) specific collect buttons, I dunno at the moment :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 13, 2015, 03:00:42 PM
pour le moment je suis un peu occupé, Dark. peut-être plus tard :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 14, 2015, 03:30:52 PM
Quote from: RedKetchup on March 13, 2015, 03:00:42 PM
pour le moment je suis un peu occupé, Dark. peut-être plus tard :)

Ok Red :)

By the way, was it you who did the cow "reskin" in your "Dairy milk and cremery" mod please ?
Title: Re: [WIP] Tree Of Life
Post by: gerns on March 14, 2015, 04:19:39 PM
i think this great addition to the game -but-after playing a new game putting your mod on top the que. and using the cc mod after 2 years of hunting - the hunter only harvested i chicken and 6 eggs .i saw other animals but they where out of range .i don't know if that can be adjusted or not.i also noted the tanner was there and i'm very good with that addition. but i no longer had a clothier???,over all i would and will keep  using the mod.im sorry i cant help you with this project as i am only a user and don't know anything about what you are so great at.  gerns
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 15, 2015, 01:24:36 AM
Quote from: gerns on March 14, 2015, 04:19:39 PM
i think this great addition to the game -but-after playing a new game putting your mod on top the que. and using the cc mod after 2 years of hunting - the hunter only harvested i chicken and 6 eggs .i saw other animals but they where out of range .i don't know if that can be adjusted or not.

The number of animal killed during one year in a hunting cabin should not be affected by the greater variety of wild animals.
I don't know how the game creator has coded the hunting process (we do not have access to it in the modkit) so I can't tell if the animal must be physically present in the radius to be being chased and killed (but i think so). I might consider enlarging the radius in the next alpha.

By the way, you should try to place your hunting cabin near big wild animals, they are producing much resources ^^

Quote from: gerns on March 14, 2015, 04:19:39 PMi also noted the tanner was there and i'm very good with that addition. but i no longer had a clothier???

The tannery currently have the appearance of the tailor (I don't have a new 3D model at the moment) but it's a different building.

The tailor still exists and if I'm not wrong, the clothier is the upgraded version of the tailor. Do you have the upgrade button on your tailor building ?


I've made an update of the hunting cabin and the tannery yesterday night. There will be only one type of animal skin in the next alpha version to reduce the burden of always switching types in the tannery.

I've made progress on the wild free trees too but this is not ready for testing at the moment (I want the trees to be clustered and they are evenly distributed on the map right now).
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 15, 2015, 10:10:55 AM
I have to say this is a magnificent mod as addition to the game :)
I believe someone tried before (with hares/rabbits) but didn't succeed, yet you do manage to make it into a viable mod :D

Quote from: Darkbibou on March 15, 2015, 01:24:36 AM
...so I can't tell if the animal must be physically present in the radius to be being chased and killed (but i think so).

I have not seen any animals ever being killed outside the radius of the hunters cabin (meat and leather pickup) , so this must be an correct assumption.

---------
Wouldn't it be a great addition to have an x in y chance to "acquire" seeds from wild crops, or have the ability to catch wild animals for husbandry  ?
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 16, 2015, 01:34:51 AM
my stupid question of the early morning.
maybe I already asked elsewhere and then I apologize.
if I build a fence without pasture and without putting animals in and no worker, the "new wild animals" will approach?
if not, if I put the cows in the pasture with a worker, something changes?
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 16, 2015, 04:03:23 AM
the wild animals go whatever they want, no mods can decide where they go, they roaming where the RNG want them to roam, there is no fence that can stop them. ^^
just check the deers, they go where ever they want :)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 16, 2015, 04:15:47 AM
ok! then I will build feeders in my farmhouse in case they decide to feed themselves more easily in the winter!  ;D
they will know that I did not wring never a hair!
Title: Re: [WIP] Tree Of Life
Post by: gerns on March 16, 2015, 07:15:35 AM
i have one question why is the tanner trying to tan chicken skins  ;D. by the way the animals started coming into my hunting zone after a couple of seasons. all is good
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 16, 2015, 07:47:56 AM
Quote from: gerns on March 16, 2015, 07:15:35 AM
i have one question why is the tanner trying to tan chicken skins  ;D. by the way the animals started coming into my hunting zone after a couple of seasons. all is good

personally i prefer grilled and roasted chicken skins :) thats the most delicious part when i go buy a roasted chicken :)
Title: Re: [WIP] Tree Of Life
Post by: irrelevant on March 16, 2015, 07:51:26 AM
That was my thought as well; nice crispy chicken skin.  :P ;D ;)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 16, 2015, 07:58:25 AM
hmmmm you are making me hungry @irrelevant   ;D
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 16, 2015, 08:47:08 AM
lolll alright , i m back with a plump and juicy BBQ chicken !
it is your fault ! hehe /joking


hmmmmmmmm delicious!
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 16, 2015, 11:12:02 AM
Damn, I leave 5 minutes and this topic is going totally off topic :p

@gerns: chicken leather really do exists (it's make from a small part of the chicken though) ;)

In the next alpha version there will be a generic animal skin resource to remove the burden of selecting the right input in the tannery.
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 16, 2015, 03:58:18 PM
A second alpha version is now available (Download it (https://drive.google.com/file/d/0BzYjSBXbwK1CZ3B4QVltdlNPZms/view?usp=sharing)).

Changelog:
- There is only one type of animal skin now (but production rates are unchanged (ie. different for each wild animal))
- The cost of the tannery has been lowered
- The tannery now have only one production (Wild Animal Skin => Leather)
- The standard cows (ie cows in pastures) now produce more leather (6-9 instead of 4-6)

Please, tell me if you see any conflict with your other mods !

Wild fruit tree will be included in the next release.
Title: Re: [WIP] Tree Of Life
Post by: gerns on March 16, 2015, 04:08:59 PM
going to try it know, thank you
Title: Re: [WIP] Tree Of Life
Post by: gerns on March 16, 2015, 06:44:01 PM
tried 4 times game keeps locking up on 32 bit,going back to first version.thought you should know.and yes they were new starts
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 16, 2015, 09:02:13 PM
sometimes builds arent compatible with old version saves. did you tried a new city ?
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 17, 2015, 01:05:07 AM
Quote from: gerns on March 16, 2015, 06:44:01 PM
tried 4 times game keeps locking up on 32 bit,going back to first version.thought you should know.and yes they were new starts

I have never used mods in 32 bits until now so I really don't know what can make a mod crash in 32bits when it does not in 64bits.

Can you upload a screenshot of the error message please ?
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 17, 2015, 02:57:01 AM
mmmmmmhhh..
I have not tried it yet, but if I'm not mistaken, I also have a 32x  :-\
Title: Re: [WIP] Tree Of Life
Post by: gerns on March 17, 2015, 06:27:59 AM
yes they were new starts and when i go back to old version new start everything is okay ,maybe i did'nt get a good download on my end?
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 17, 2015, 09:10:46 AM
Quote from: gerns on March 17, 2015, 06:27:59 AM
yes they were new starts and when i go back to old version new start everything is okay ,maybe i did'nt get a good download on my end?

A screenshot of the error would be useful for debugging :)

A few questions:
   - When did the error occured ? (at Banished loading ? New game loading ? Click on a building ?)
   - Did you had other mods activated when the error occured ?
   - Can you reproduce the error when TreeOfLife is the only mod activated ?

Thanks in advance for your answers @gerns

Anybody else with errors in 32bits ?
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 17, 2015, 11:09:25 AM
So.. I really need more info about this bug.

I've tested my mod (with and without Colonial Charter - Excellent adventure) with the modkit executables (32 bits and 64 bits) and got no crash related to the mod (I got a crash at game exit in 32bits buts it's a bug of the basegame, not a mod related bug).

I've also test my mod with the steam executable (64 bits only since Steam force 64 bits even when I manually launch the 32bits executable) and got no crash.
Title: Re: [WIP] Tree Of Life
Post by: gerns on March 17, 2015, 12:03:11 PM
it was at loading but i think it is at my end because first version works perfect .bad download?who knows what evil lerks in a computer,i think you should ignore it if all's well on your end  :D :D
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 18, 2015, 04:21:27 PM
tested with x64 version on win7, no problems at all. works like a charm.
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 19, 2015, 01:12:00 AM
Quote from: chillzz on March 18, 2015, 04:21:27 PM
tested with x64 version on win7, no problems at all. works like a charm.

Good to know :)

What are you thinking of the current production values and the cost of the tannery please ?
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 19, 2015, 05:34:37 AM
Quote from: Darkbibou on March 19, 2015, 01:12:00 AM
Good to know :)
What are you thinking of the current production values and the cost of the tannery please ?
Building cost of tannery, which is the same building as the default tailor,
in my opinion should be the same cost.

Ouput from wild animal skin to leather does look a bit high to be honest. i don't know the exact numbers since i have such an excess, but it feels like it's a bit too easy.. but thats just my opinion.

Amount 'gathered' by hunters in meat and skin seems good.


------
I don't know if it's possible, since i haven't done any modding or use the modkit for Banished, but looking at the files, it looks like resources/animals etc.  are some sort of classes.
Wouldn't it be possible to pick all info from class::animals and use that data and strings?

so i.e.   use sheep meat string : mutton,  to have 'Wild Mutton'  instead of 'Wild Sheep Meat'
use the values/amounts product of livestock sheep, but only say x%  since wild animals are less fat than livestock versions. If so, it might even be possible to use other animals (from other mods) and use that data.
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 19, 2015, 10:54:31 AM
Quote from: chillzz on March 19, 2015, 05:34:37 AM
Building cost of tannery, which is the same building as the default tailor,
in my opinion should be the same cost.

This is a temporary appearance. I'm waiting for a 3D model (but the guys who should do it doesn't answer me anymore :()

Quote from: chillzz on March 19, 2015, 05:34:37 AM
Ouput from wild animal skin to leather does look a bit high to be honest. i don't know the exact numbers since i have such an excess, but it feels like it's a bit too easy.. but thats just my opinion.

Amount 'gathered' by hunters in meat and skin seems good.

Here are the actual numbers:
Killing a cow: 4 wild animal skin => 8-12 leather per killed cow
Killing a deer: 4 wild animal skin => 8-12 leather per killed deer
Killing a sheep: 2 wild animal skin => 4-6 leather per killed sheep
Killing a chicken: 1 wild animal skin => 2-3 leather per killed chicken

Depending on which animal is killed during the year you can have a big boost in the leather production.
Maybe I should switch to 3 animal skin for the deer (since a deer is smaller than a cow) ?

Quote from: chillzz on March 19, 2015, 05:34:37 AM
I don't know if it's possible, since i haven't done any modding or use the modkit for Banished, but looking at the files, it looks like resources/animals etc.  are some sort of classes.
Wouldn't it be possible to pick all info from class::animals and use that data and strings?

so i.e.   use sheep meat string : mutton,  to have 'Wild Mutton'  instead of 'Wild Sheep Meat'
use the values/amounts product of livestock sheep, but only say x%  since wild animals are less fat than livestock versions. If so, it might even be possible to use other animals (from other mods) and use that data.

Concerning the name of things:

Each resource description file (for apples, wood, etc) uses names that are defined in a StringTable file so I can give the name I want to each resource added in my mod.
So, basically, I can change the name the 'Wild sheep meat' to 'Wild Mutton' if I want to (but I like the current name ^^).

Concerning the production values:

They are integers that are hardcoded in the resource description file of each resource and you can't say I want X% of a value written in the resource file of another resource.
The files in the Banished mods are not written in a programming language like the game, it's more like XML files (even though the format is totally different) that are loaded and interpreted by the game.

Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 20, 2015, 04:19:15 AM
Quote from: Darkbibou on March 19, 2015, 10:54:31 AM
This is a temporary appearance. I'm waiting for a 3D model (but the guys who should do it doesn't answer me anymore :()
Ah okay.

Quote from: Darkbibou on March 19, 2015, 10:54:31 AM
Here are the actual numbers:
Killing a cow: 4 wild animal skin => 8-12 leather per killed cow
Killing a deer: 4 wild animal skin => 8-12 leather per killed deer
Killing a sheep: 2 wild animal skin => 4-6 leather per killed sheep
Killing a chicken: 1 wild animal skin => 2-3 leather per killed chicken

Depending on which animal is killed during the year you can have a big boost in the leather production.
Maybe I should switch to 3 animal skin for the deer (since a deer is smaller than a cow) ?

Yes a deer is closer in size to a sheep then to a cow, so less output of skin / leather would fit better.

Quote from: Darkbibou on March 19, 2015, 10:54:31 AM
Concerning the name of things:

Each resource description file (for apples, wood, etc) uses names that are defined in a StringTable file so I can give the name I want to each resource added in my mod.
So, basically, I can change the name the 'Wild sheep meat' to 'Wild Mutton' if I want to (but I like the current name ^^).

Concerning the production values:

They are integers that are hardcoded in the resource description file of each resource and you can't say I want X% of a value written in the resource file of another resource.
The files in the Banished mods are not written in a programming language like the game, it's more like XML files (even though the format is totally different) that are loaded and interpreted by the game.
I understand. A resourcefile does look more like a config / settings file then a programming language, however in a few files you actually can see it uses functions and calculations.

My thoughts about this were that if you as player added other animals and crops that might not exist now, it would easy to pick that data and strings up.. and use it.
but looks like that it isn't possible (yet?)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 20, 2015, 10:59:14 AM
ok. I try it in a new game.. at 32x
no one "wild" animal on the map..
only deers..
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 20, 2015, 12:25:57 PM
Quote from: assobanana76 on March 20, 2015, 10:59:14 AM
ok. I try it in a new game.. at 32x
no one "wild" animal on the map..
only deers..

Did you put TreeOfLife above CC and choose a [ToL] starting condition ?
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 21, 2015, 12:57:16 AM
Quote from: Darkbibou on March 20, 2015, 12:25:57 PM
Quote from: assobanana76 on March 20, 2015, 10:59:14 AM
ok. I try it in a new game.. at 32x
no one "wild" animal on the map..
only deers..

Did you put TreeOfLife above CC and choose a [ToL] starting condition ?
ToL?
miss me something?
I use medium start condition..
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 21, 2015, 04:13:41 AM
Quote from: assobanana76 on March 21, 2015, 12:57:16 AM
ToL?
miss me something?
I use medium start condition..

With this mod enabled, there are 3 new starting conditions (for now) :
- ToL Easy
- ToL Medium
- ToL Hard

When you pick one of those 3, you get deer, chicken, sheep and cows as wild animals.
Hunters gather wild animal meat and wild animal skin.
new profession / building : tanner / tannery to make leather from wild animal skin.
Title: Re: [WIP] Tree Of Life
Post by: purringcat on March 21, 2015, 11:27:19 AM
Not sure what you're looking for in 3d models but there's some stuff floating around out there
A search for free 3d models at Turbo Squid gets you a medieval house, shed, barrels, church and a bear

http://tf3dm.com/3d-models/building
http://www.turbosquid.com/3d-models/paper-english-thatched-house-3ds-free/612282
http://www.turbosquid.com/3d-models/bear-games-polar-3ds-free/397274
http://www.crazy3dfree.com/Model/Terrestrial/index.html

The crazy3dfree site also has a cow model with textures 
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 21, 2015, 01:16:10 PM
Quote from: chillzz on March 21, 2015, 04:13:41 AM
Quote from: assobanana76 on March 21, 2015, 12:57:16 AM
ToL?
miss me something?
I use medium start condition..

With this mod enabled, there are 3 new starting conditions (for now) :
- ToL Easy
- ToL Medium
- ToL Hard

When you pick one of those 3, you get deer, chicken, sheep and cows as wild animals.
Hunters gather wild animal meat and wild animal skin.
new profession / building : tanner / tannery to make leather from wild animal skin.
oh damn!!
I don't remembered of this thing!!
I was think enough take it enable!
and when I saw tannery in toolbar I start to search the new "wild animal" without found them!!
I must re-start my new city!!
damn!!
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 22, 2015, 02:21:17 AM
@assobanana76: yes you need to choose the right starting conditions ^^

@purringcat: actually, I don't have time to learn 3D modeling right now so I'm searching for a 3D modeler that already know how to make buildings compatible with Banished :)
Title: Re: [WIP] Tree Of Life
Post by: Bobbi on March 22, 2015, 10:29:04 AM
Maybe @RedKetchup will help you when he's not working on Medieval.
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 22, 2015, 10:35:12 AM
have an idea of what you want, have a draw on paper, a picture , how many tiles x tiles, which textures ... etc ?
trying to imagine and visual a building sometimes is the hardest and take the most long :P
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 22, 2015, 02:51:49 PM
@Gorven, a user of the CC forum have made this:

(http://colonialcharter.com/media/kunena/attachments/986/Finishedtannery.png)

It looks nice to me so I asked him to share it. He answered me one time to say that he was okay but I got no answer to my following messages :(

Today I've send him a last message to ask him for the current .fbx even if it's not adapted for the game.

To answer your question @RedKetchup :

I think that the building should have the size of an house if possible (or slighlty longer) to be easily incorporated in a small town.

Concerning the textures, it would be great if they could look likes the basegame textures (for a better integration).

The element that are important for this buildings in my opinion are the the drying animal skins, the cistern with tannery compounds and the easels with stretched skins.
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 22, 2015, 06:53:52 PM
something like that can be made very easily...

gimme some time, today i have alot of computer problems , tons of BSoD :( i dunno whats going on, i feel i ll have to buy a new motherboard this week /cry

(va ptre falloir que je trouve le moyen d'acceder a un microbytes ou quelque chose cette semaine)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 23, 2015, 02:04:16 AM
Quote from: Darkbibou on March 22, 2015, 02:21:17 AM
@assobanana76: yes you need to choose the right starting conditions ^^

@purringcat: actually, I don't have time to learn 3D modeling right now so I'm searching for a 3D modeler that already know how to make buildings compatible with Banished :)
ok .. it was still destiny ...
after all this time that I was not playing, I left with a city making mistakes beginner.  >:(
few crops, later placed the BS, a few houses etc ..
and then @RedKetchup is still to release a new version of its Medieval Town!!
needs to apply the restart!  ::)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 23, 2015, 02:39:22 AM
Quote from: RedKetchup on March 22, 2015, 06:53:52 PM
something like that can be made very easily...

For someone with experience perhaps ^^

Quote from: RedKetchup on March 22, 2015, 06:53:52 PM
gimme some time, today i have alot of computer problems , tons of BSoD :( i dunno whats going on, i feel i ll have to buy a new motherboard this week /cry

(va ptre falloir que je trouve le moyen d'acceder a un microbytes ou quelque chose cette semaine)

I've waited for Gorven for two weeks to get nothing at the end so I think that I can easily wait a bit for one of your model Red :D

Pour tes problèmes de BSOD:
- utilises tu bien la dernière version des pilotes de ta carte graphique ?
- as tu essayé de changer le port PCI express sur lequel est branché ta carte graphique ? (si ta carte mère en a plusieurs)
- as tu essayé de changer le/les port(s) sur lesquels sont branchés les cable alimentant ta carte graphique ? (si alim modulaire)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 08:37:51 AM
oui, et c'est la seule slot.

je crois plutôt que c'est les USB de la carte mere qui deconne.

i think it is more an USB Problem, the chip that control the USB on the motherboard.
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 23, 2015, 09:29:29 AM
Quote from: RedKetchup on March 23, 2015, 08:37:51 AM
oui, et c'est la seule slot.

je crois plutôt que c'est les USB de la carte mere qui deconne.

i think it is more an USB Problem, the chip that control the USB on the motherboard.

There is pilots for that too but it could also be a material problem :(
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 11:46:59 AM
Quote from: Darkbibou on March 23, 2015, 09:29:29 AM
There is pilots for that too but it could also be a material problem :(

yeah, j'en ai peur.

j'avais essayé 3 fois de formater mon C: et réinstaller mon Windows 7 et 3 fois BSoD avant la fin :(
alors j'ai pris mon vieux board je l'ai mis dedans, pas moyen de le faire marcher, même po un petit beep. Alors j'ai remis l'autre.... il m'a laissé installer le Win7, j'ai même pu installer tous mes programmes... faire mes updates... il ne m'a même pas planter encore.....

je ne sais que trop penser.


Back to your topic, i did today the most of it, from your recommendation, i tried to do very similar to your model....
alot of things to do still, the racks... the things inside the house, i dunno what it is and what is the purpose... weather the roof and making old and all wrong....

but it is a ... 80% draw, mostly there.
how you like it ?
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 12:06:15 PM
another screen for a  bit more closer

you can see all the planks of wood they arent equal, added some bit of randomness in it, rotated, lenght, positions...
and you can see abit also the thatched roof which texture is the exact same original .png as Luke has...
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 23, 2015, 01:41:28 PM
That looks really promising :D

You are not forced to do everything similar to the example I provided you.
That was how Gorven made it but you can let your imagination make modifications :)

I believe that the "things inside the house" are cisterns to store water and or "chemicals" which make sense for a tannery I believe.

The cistern can be outside and the skins "in progress" inside.
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 03:17:29 PM
kinda hard to make a skin LOL
Title: Re: [WIP] Tree Of Life
Post by: Bobbi on March 23, 2015, 03:54:29 PM
Skin looks OK. Poor @assobanana76. He will be so upset. Maybe he will pretend they are banana skins.
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 03:55:48 PM
i think i am almost done, just need to snag the roof, cause it is made of thached material :)


unless there is something, up to you to say so ... :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 03:58:19 PM
BTW, should fit in a 4x6 footprint

+ 1 for the road..... so 5(4+1)x6
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 23, 2015, 04:33:39 PM
Quote from: RedKetchup on March 23, 2015, 03:55:48 PM
i think i am almost done, just need to snag the roof, cause it is made of thached material :)

unless there is something, up to you to say so ... :)

Could you use this texture (https://www.dropbox.com/s/dkgxyic2mtpycpi/Animal_Skin_test_3.png?dl=0) for the animal skin please ? (the background is transparent, don't know why dropbox display it white)

This is the image used for the ingame icons I've made and the texture for the 3D object that is carried by the villagers (between the hunting lodgeand the storage barn) that @Maal is making for me.

Also, what is the metal square in the middle of the cisterns ?

The rest of the building is really great considering the short delay ! :D

Can't wait to test it ingame !

By the way, since I've never integrated new buildings, I have two questions:

- Is the position of the worker in the building defined in the 3D model itself ?
- Is the position of the produced goods (leather in this case) defined in the 3D model itself ? (If yes then we might need to leave a bit of space for it ?!)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 05:07:26 PM
mine too was transparent ^^ i can try yours, maybe it will ask me to redo the entire skin box :P

the citerns in fact , is kinda an old.... manual washing machin. you open it by the square, you put water, the skins and the SALT (this is how you cure hides, with salt)
and you make it turn manually. ^^

i ve got to go read on wiki about trying to know what is that citern ^^

the 2 other question : yes to both, defined by use_001, use_002 .... and by create_001, create_002... dummy which we place inside the graphic file.
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 05:35:11 PM
just made the .rsc files to take care the graphic files.... i wanted to see how it looks like in game ^^

Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 05:51:45 PM
will have to do some tweaks :)

but i have Wow raid tonight. gonna continue later or tomm :)


(played a bit with my thatched texture....
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 23, 2015, 08:00:46 PM
Nice !
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 23, 2015, 09:23:30 PM
btw i ve notices i lost my dirt ground brush :( with my format c: /cry
i remembered to save all my 3dsMax files... but forgot  Gimp and my dirt brush

i will need to pass a couple of hours to redo another brush (it is for the footprints)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 01:48:13 AM
When we format the OS disk of a computer there is always small things that we don't remember to backup :(

I rarely format my drive though, my machine is pretty rock stable ^^ (and in any case I don't format + reinstall, I override the drive with a full stable image of the entire drive (with acronis true image))

--

The building definitely looks good ingame ! It seems that it's one of the basegame building ! 8) (you didn't change the skins right ?)

Thanks for the answers to my questions !

Where did you put the various use_ and create_ points in the model ?

Can you add a small bench/stool in front of one of the easel please ? (or some other small items to make it more lively)

Thank you very much for all the works ! :D
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 05:05:54 AM
Quote from: Darkbibou on March 24, 2015, 01:48:13 AM
The building definitely looks good ingame ! It seems that it's one of the basegame building ! 8) (you didn't change the skins right ?)

nan i didnt yet, i had warcraft raid last night.

and yes i can add a stool, i planned it but i forgot it p ^^
what do you prefer for the ground ? keep it on the ingame grass ? put dirt ground all around ? trying to check for a stone ground skin ?

about the dummies, since i need to add a stool and still have to finish the roof... the dummies were only temp dummies. they are only part of the last final file.

when you do a model , you start to work on a graphic file. you place everything you want and everything are made in seperate piece of box, cones, and tubes.
and then when finish, you export it as an .OBJ file and you reset your 3dsMax.
when reseted, you start a new scene and you go import an .OBJ file and you import it as ' 1 single mesh ' and then everything are tight and linked perfectly together.
then you clone the building 2 times (or more) and place them at different place of your screen and call them 'build01' 'build02' etc. that is the building process % in the game. you go in the build01 model and only leave the foundation (thats 0% with all mats on the footprint) and then you go in build02 and you 'unbuild it' midway for the 50% building process for builders.
there you add the dummys for bluilders, user, creates and smoke. and you export again everything as a .FBX
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 05:28:21 AM
Quote from: RedKetchup on March 24, 2015, 05:05:54 AM
what do you prefer for the ground ? keep it on the ingame grass ? put dirt ground all around ? trying to check for a stone ground skin ?

A stone ground would force me to put a high stone cost to the building and since it's a building you build in the early game I need to keep the costs as low as possible.
A small circle of dirt arround the barrel/tube could be great, or under the drying skins on the right.

Quote from: RedKetchup on March 24, 2015, 05:05:54 AM
about the dummies, since i need to add a stool and still have to finish the roof... the dummies were only temp dummies. they are only part of the last final file.

when you do a model , you start to work on a graphic file. you place everything you want and everything are made in seperate piece of box, cones, and tubes.
and then when finish, you export it as an .OBJ file and you reset your 3dsMax.
when reseted, you start a new scene and you go import an .OBJ file and you import it as ' 1 single mesh ' and then everything are tight and linked perfectly together.
then you clone the building 2 times (or more) and place them at different place of your screen and call them 'build01' 'build02' etc. that is the building process % in the game. you go in the build01 model and only leave the foundation (thats 0% with all mats on the footprint) and then you go in build02 and you 'unbuild it' midway for the 50% building process for builders.
there you add the dummys for bluilders, user, creates and smoke. and you export again everything as a .FBX

Thanks for the explanation, it's very interestig :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 05:35:21 AM
btw about the skins..... you said you have a 3D skin already made which citizens are carrying on the map the guy made.... can i have the .fbx ? i could maybe use this .fbx and use it in the mesh instead of trying to make a new one with your texture ^^
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 05:52:25 AM
Quote from: RedKetchup on March 24, 2015, 05:35:21 AM
btw about the skins..... you said you have a 3D skin already made which citizens are carrying on the map the guy made.... can i have the .fbx ? i could maybe use this .fbx and use it in the mesh instead of trying to make a new one with your texture ^^

@Maal has sent me a first version yesterday but I havn't been able to compile it (it was an ascii fbx, not a binary fbx and it makes my Tools-x64 program crash at compile time)

He send me a new version this morning but I havn't tested it yet (I'm at work).

I'll transfer you the email to allow you to test it by yourself :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 06:03:09 AM
ok, cause i dont understand, your .PNG and mine .PNG are both transparent in the background (screen1) but once i import them in 3dsMax as material, yours is 'black' and mine is 'white' (screen2).

in 3dsmax in the material editor i cannot see any difference (none of numbers or any checkbox are different). i dunno if i can see a difference in photoshop, but i dunno how to search.

there is nobody in here that can explain me things in 3D, things i dont understand, i am the most avanced 3D expert (for what i am LOL) there was @graphite  at some point but the guy disappeared quickly 6 months ago. (anyways i asked him a couple of question but the guy didnt seems to understand english well, never answered ^^) i ve got to find everything by myself ^^
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 08:14:41 AM
I've send you the fbx by email :)

I unfortunatly can't help you about the technical details  :P
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 08:24:53 AM
Quote from: Darkbibou on March 24, 2015, 08:14:41 AM
I've send you the fbx by email :)

I unfortunatly can't help you about the technical details  :P

great thx, gonna go check my emails :)

in wait.... is that footprint acceptable ? :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 08:36:37 AM
got it :) i can use that :)

after couple of adjustments in size..... it will fit good :)



(but i look back to the screenshot taken.... mine still more beautiful but yours (or his) is way simple and 99% less polygone ^^)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 09:02:28 AM
if everything ok gonna export in .OBJ now and re-import as single mesh
snag the roof and do build01 build02 :) and dummies
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 09:30:09 AM
I'm ok with the footprint :)

I don't know for the poly count, I just give him a low resolution image of animal skin I had found online ^^
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 11:18:34 AM
alright i m back (got do make some errants... and back with 2 delicious piece of..... Brath aehnchen ??? hehe
with french fries and B&B sauce :)

i just snag the roof :) let me know if ok :)
i hate so much to do that lol
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 11:42:28 AM
I had to google "Brath aehnchen" but it's look pretty delicious :D

The curved roof make the building looks even better !

I'm back at home and reading for testing :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 12:06:59 PM
alright it is done :)
unless you arent happy of this screenshot :)

gah :( no screenshot, the board server is broken again :(

Quote
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Please contact the server administrator and inform them of the time the error occurred, and the actions you performed just before this error.

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Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 12:29:40 PM
mail sent @Darkbibou


yay we can post screenshot now :) everything back
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 03:20:26 PM
I've sent you the results of my tests by email :)

One thing I haven't noticed during my tests (and that I can see in your screenshot) is that the road can be build a bit too close to the buildings (the tanner is working on the road).

--

A screenshot of the building in action:

(http://img11.hostingpics.net/pics/995431TanneryByRedKetchup1.png) (http://www.hostingpics.net/viewer.php?id=995431TanneryByRedKetchup1.png)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 03:39:02 PM
yeah i saw at some point the building was not enough in the back. i pushed at the limit of the tiles in the back before i sent you the .fbx

to take out more than that to get more space in front, i would need to 'shrink' and "scale" everything down.
play with it for a day, and if it is what you really want... i ll shrink to get more space in front and redo all the build01 build02 (which is still easy) and the footprint (which is the longest and hardest)
and send you the new .FBX with its footprint.png back by mail.
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 04:10:12 PM
Quote from: RedKetchup on March 24, 2015, 03:39:02 PM
yeah i saw at some point the building was not enough in the back. i pushed at the limit of the tiles in the back before i sent you the .fbx

to take out more than that the space in front, i would need to 'shrink' and "scale" everything down.
play with it for a day, and if it is what you really want... i ll shrink to get more space in front and redo all the build01 build02 (which is still easy) and the footprint (which is the longest and hardest)
and send you the new .FBX with its footprint.png back by mail.

Maybe we can just make the building 6x6 instead of 6x5 to avoid you some additional work ? (the road won't pass near the wall on this side though)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 04:13:55 PM
MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"######
######
###___
###___
......";

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


the path is set by the _ and the # so if you want to try to include the racks and be dodged , it would be hard cause it is always 1 full tile you forbid citizens to pass

like if you do this
      "######
       ######
       ###___
       ###_##
       ......";

they should be able to pass between the building and the racks, and go behind. keep in mind citizens always cut corners at 45 degres ^^

and if you want to let them go further in the building like :
      "######
       ######
       ##____
       ###_##
       ......";

you will maybe need to setup a floor cause the citizens wont go up ^^ and get floor in the knees ^^
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 24, 2015, 04:17:16 PM
Quote from: Darkbibou on March 24, 2015, 04:10:12 PM

Maybe we can just make the building 6x6 instead of 6x5 to avoid you some additional work ? (the road won't pass near the wall on this side though)

thats something you can test yourself :) by adding a line:
       ###___

and a        000000
in previously placeBitmap line

and dont forget to change numbers :
   int _width = 6;
   int _height = 6;


CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 6;
int _height = 6;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"000000
000000
000000
000000
000000
111111";

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

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

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



that way you should gain half a tile in front, half a tile in the back. but. we will need to modify the footprint (maybe, and maybe not. you ll see it)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 04:32:57 PM
I will try this modification right now :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 24, 2015, 05:00:49 PM
Ok, so I have tested it like this:

(http://img11.hostingpics.net/pics/662134TanneryByRedKetchup2.png) (http://www.hostingpics.net/viewer.php?id=662134TanneryByRedKetchup2.png)

I tried to allow two more road tiles but then the citizens walks inside the wall (as seen on the left of the screenshot)

I can now see what you were saying about the footprint, it's totally misplaced if we change the number of tiles of the building :(

So, I believe that the first solution you were talking about (shrink and scale) might be better.

This way you can also modify the 2nd _create spot.

It would be perfect if you could also use a shorter bench (ie half size or replace it by a stool) and make it a bit more parallel (You are right, I'm a bit maniac :P) at the same time ^^

Thank you very much Red !

-----

It's been several post without external comments !

What are you guys thinking about this brand new tannery model ?

If everything goes as expected, I might release a beta version tomorrow that will include the new 3D models by @RedKetchup and @Maal + the wild fruit trees (I'll write a full changelogif needed).

Good night everyone (it's already 1AM here :()
Title: Re: [WIP] Tree Of Life
Post by: Rayden on March 24, 2015, 05:27:54 PM
Looking great, I love it.  8)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 25, 2015, 05:59:06 AM
oooooooohhhhhhh yesssssssss!!
thanks at all for the work!!
yesterday one baby have fever so I can start a new city only tonight with the new release!
thanks again!
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 25, 2015, 10:13:30 AM
fix :

as you will see in screenshot : gave more space in front
fixed the footprint to match new dimensions

still 4(+1road) X 6 tiles.

fixed your bench so be equal facing your skin rack
only the bench have dirt on the ground now.
change some create_00x positions and ajusted some use_00x accordingly to new mesh.

sending new .FBX and new footprint.PNG by mail :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 25, 2015, 12:47:20 PM
Thank you very much Red, I'll download the modifications from your email :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 25, 2015, 01:52:49 PM
The new version is really better! Thank you for the hard work @RedKetchup ;D
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 25, 2015, 01:58:44 PM
sweet :) all done ? satisfied ?  ;D
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 25, 2015, 03:44:50 PM
@RedKetchup: yeah, check your emails :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 25, 2015, 04:36:41 PM
@Everyone:

The third alpha version is now available on my Google Drive (https://drive.google.com/file/d/0BzYjSBXbwK1CZ3B4QVltdlNPZms/view?usp=sharing)

Changelog (unordered):


Not included yet:

I now need your feedbacks for:

Thank you in advance for your feebacks :)
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 25, 2015, 04:47:20 PM
yay! will download and test a.s.a.p :) first need to finish some coding for client.
Will report back on the questions asked.
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 25, 2015, 05:11:10 PM
j'ai repondu a ton email @Darkbibou . i am testing something.... to see if i can fix your graphical glitch
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 25, 2015, 05:17:44 PM
in a cube there always 2 faces (on 6) the textures are wrongly applied :(
i took individually each wall of the foundation and modified and swapped the height for the lenght, the lenght for the width and the width for the height..... turned them around to hide the 2 bad faces of each cube ...

and it would look like that, i cannot do better than that, @Darkbibou
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 26, 2015, 01:07:43 AM
Quote from: RedKetchup on March 25, 2015, 05:17:44 PM
in a cube there always 2 faces (on 6) the textures are wrongly applied :(
i took individually each wall of the foundation and modified and swapped the height for the lenght, the lenght for the width and the width for the height..... turned them around to hide the 2 bad faces of each cube ...

and it would look like that, i cannot do better than that, @Darkbibou

That's perfect Red, thank you !
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 26, 2015, 01:47:26 AM
mmmmmm .... I'm very indecisive ..  :-\
having little time to play and being a beta version should I use only the "party animal" that seems to be the most "not modified in the future" ...
omitting the part fruit trees .. even if it was something very intriguing!  :-\
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 26, 2015, 02:33:43 AM
Quote from: assobanana76 on March 26, 2015, 01:47:26 AM
mmmmmm .... I'm very indecisive ..  :-\
having little time to play and being a beta version should I use only the "party animal" that seems to be the most "not modified in the future" ...
omitting the part fruit trees .. even if it was something very intriguing!  :-\

Every part of the mod are subject to changes, that's an alpha version ^^

I think you should use the [ToL] ** (Full) starting conditions to give me your feedback on all the new things :)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 26, 2015, 03:19:41 AM
Quote from: Darkbibou on March 26, 2015, 02:33:43 AM
Quote from: assobanana76 on March 26, 2015, 01:47:26 AM
mmmmmm .... I'm very indecisive ..  :-\
having little time to play and being a beta version should I use only the "party animal" that seems to be the most "not modified in the future" ...
omitting the part fruit trees .. even if it was something very intriguing!  :-\

Every part of the mod are subject to changes, that's an alpha version ^^

I think you should use the [ToL] ** (Full) starting conditions to give me your feedback on all the new things :)
ok!
but you know that I do not kill animals in my town ..
I love your mod just because it makes them free at last!
then I will use "animal + tree"
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 27, 2015, 01:08:20 AM
Any feedback ? Everything is working ?  ;D
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 27, 2015, 04:29:26 AM
Quote from: Darkbibou on March 27, 2015, 01:08:20 AM
Any feedback ? Everything is working ?  ;D
again fever's baby.. :'(
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 27, 2015, 04:53:25 PM
Quote from: Darkbibou on March 27, 2015, 01:08:20 AM
Any feedback ? Everything is working ?  ;D

Everything seems to work well :)
the gatherers don't pick up much wild fruits.. but that might be due to the forester.

tannery looks amazing!
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 27, 2015, 05:36:27 PM
Quote from: chillzz on March 27, 2015, 04:53:25 PM

tannery looks amazing!

sweet :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 28, 2015, 02:20:45 AM
Quote from: chillzz on March 27, 2015, 04:53:25 PM
Everything seems to work well :)
the gatherers don't pick up much wild fruits.. but that might be due to the forester.

Thanks for the feedback chillzz :)

Concerning the fruit gathering, is it only at the beginning of the map or after like a decade ?

If you try to cut the standard trees and a few fruit trees to let more space between the fruit trees, do you get more fruits ?

It seems, from another feedback I got on the CC forum that the fruit tree populations colonize the full map after a few decades.

I'll have to tweak the numbers for the next version.
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 28, 2015, 05:42:50 AM
Quote from: Darkbibou on March 28, 2015, 02:20:45 AM
Thanks for the feedback chillzz :)

Concerning the fruit gathering, is it only at the beginning of the map or after like a decade ?

If you try to cut the standard trees and a few fruit trees to let more space between the fruit trees, do you get more fruits ?

It seems, from another feedback I got on the CC forum that the fruit tree populations colonize the full map after a few decades.

I'll have to tweak the numbers for the next version.

Honestly I didn't notice if there were more fruit trees then regular. my gatherer/forester hub is almost 'auto-pilot' .. i check once in a while what they produce.  this test game is quite fast and already over 800pop. In the beginning the gatherers of course grabbed mostly roots, mushrooms etc.  the more time progresses, more wild fruits do come.. but in what amounts.. ?

will check in a new game
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 28, 2015, 06:44:42 AM
Since the forester plant standard trees it compensate the faster reproduction of the fruit trees.

But, what about the rest of the map ? Is there more fruit trees than standard trees in the areas of the map where you have no structures ?
Title: Re: [WIP] Tree Of Life
Post by: chillzz on March 28, 2015, 03:55:18 PM
Quote from: Darkbibou on March 28, 2015, 06:44:42 AM
Since the forester plant standard trees it compensate the faster reproduction of the fruit trees.

But, what about the rest of the map ? Is there more fruit trees than standard trees in the areas of the map where you have no structures ?
I didn't notice at first.. but the map is actually full of fruit/nut trees. only places where there are regular trees is the forester circles. (year 50)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 28, 2015, 04:06:24 PM
Yeah, fruit tree are overpowered at the moment.

I didn't have time to work on it today but I will release a beta version tomorrow (and publish TimeIsMoney on BanishedInfo) :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 29, 2015, 03:25:58 PM
I've modified the values of the wild fruit trees to make them less powerfull :)

Changelog:
- The Wild Animal Skin have a brand new 3D model created by @Maal (and adapted to the game by @RedKetchup)
- The wild fruit trees are now growing at the same pace than the standard trees. They can tolerate more neighbors but they reseed less far than standard trees does.
- The wild fruit trees can now spawn herbs when they are very old (during their last year)

Please, download it (https://drive.google.com/file/d/0BzYjSBXbwK1CZ3B4QVltdlNPZms/view?usp=sharing) and tell me if the fruit tree rules the map after a few decades (or if they have vanished) :)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 30, 2015, 12:34:53 AM
really thank you for your work!!!
but.. Darkbibou forgive me ...
I do not think I can help you in a fifty-year test ..
there have never even come with a city in 50 years!  ;D
for lack of time and the fact that I play at 1x / 2x I managed to build only two cities (ended badly for different reasons), and now I'm waiting to begin the third since Red began to think about his "NMT"!
since then I have not had a moment of time!
I hope to start soon Las Vegans and definitely try the version "animals" .. I  will can tell if graze well and reproduce in adequate number!
enough?  ::)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 30, 2015, 02:56:22 AM
Any feedback is appreciated ;)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 30, 2015, 02:43:24 PM
I've updated the download link to fix a bug introduced in the previous version :)
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on March 30, 2015, 04:00:34 PM
sweet thx you :)
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 31, 2015, 01:11:27 AM
finally tested!
I found, however, a strange thing ..
having chosen "animal" did not expect to find the keys to picking fruit in the toolbar ..  ???

however animals still are finally happy!
a beauty for the eyes !!
No problems discovered and listen to their verses is a pleasure!

thanks!!

(http://cloud-4.steamusercontent.com/ugc/530637206245017007/B0968ABBC83A1CCEFFB83F4ADE987AC480361EAE/)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 31, 2015, 02:43:39 AM
You will also get the tannery in "Tree" mode.

I have searched but it seems impossible to hide/show a specific toolbar entry based on the selected start condition :(

Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 31, 2015, 02:52:20 AM
ok!
so if I click on the collection, nothing will happen having selected "only animals" ..
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on March 31, 2015, 04:19:38 AM
Quote from: assobanana76 on March 31, 2015, 02:52:20 AM
ok!
so if I click on the collection, nothing will happen having selected "only animals" ..

Yes the "cut fruit tree" button will not select anything for destruction.

By the way, why do you only play in "animals" mode ? You don't like wild fruits ? ^^
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on March 31, 2015, 04:23:07 AM
scared me reading that after 50 years the fruit trees took the upper hand on the map!
and since I have had an incredibly window last night I started to play only "animals". sorry ..
but who knows when I will get to find time to continue!
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on April 01, 2015, 06:01:50 PM
BUMP back to the top !!!
hehe
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 02, 2015, 05:10:33 AM
Thanks for the bump ^^

Did someone tried the latest version and want to share his impressions about it ? (particularly on the wild fruit tree part)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 03, 2015, 01:27:42 PM
Quick question:

Do you think that the forester needs to be able to plant any kind of tree ?

Small update:

I've slightly increased the spawn rate of the cornucopias and the amount of collected fruits by cornucopia.

Latest version can be downloaded here (https://drive.google.com/file/d/0BzYjSBXbwK1CZ3B4QVltdlNPZms/view?usp=sharing)
Title: Re: [WIP] Tree Of Life
Post by: chillzz on April 03, 2015, 03:37:26 PM
Quote from: Darkbibou on April 03, 2015, 01:27:42 PM
Quick question:
Do you think that the forester needs to be able to plant any kind of tree ?

short answer : yes
long answer : yes, but only if fruits of that kind is gathered beforehand. (if possible)
so not able to plant fruit trees, gather apples..   able to plant apple trees. etc .
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 03, 2015, 03:45:04 PM
TreeOfLife first public beta is now available on Banished Info :)

Quote from: chillzz on April 03, 2015, 03:37:26 PM
Quote from: Darkbibou on April 03, 2015, 01:27:42 PM
Quick question:
Do you think that the forester needs to be able to plant any kind of tree ?

short answer : yes
long answer : yes, but only if fruits of that kind is gathered beforehand. (if possible)
so not able to plant fruit trees, gather apples..   able to plant apple trees. etc .

This is not possible to add a seed selection button on the forester building (actually its possible to display the button but it will not be used by the game) :(
It's also impossible to make an element of the map spawn seeds (and that's too bad)...

So, it's either all kind of trees or just the standard trees at the forester :S
Title: Re: [WIP] Tree Of Life
Post by: chillzz on April 03, 2015, 04:21:52 PM
hmmm so it's not even possible to acquire them by faking a merchant buy?
i.e. found wild apples, add 1 apple seed to inventory.

one would think that since debug menu can add it too, it would be available in the code.
either trader/merchant or something else..   then again, debug menu is all or nothing now i think of it.

hmmm.. is there a possibility to have foresters plant random trees and fruit trees?
i believe the foresters plants  the 3 basic sorts (at random) so adding the fruit trees do give more variety.. as long as they don't overpower (in one sort)  it should be a cool option yeah :)
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 04, 2015, 01:52:52 PM
I'll make some more tests about it on monday when I'll get back home :)
Title: Re: [WIP] Tree Of Life
Post by: chillzz on April 04, 2015, 05:20:03 PM
* If * and only if it's possible via the merchant hack.. i.e.  catch fruit,  fake merchant buy seed,  make available to plant, one could use the same system for catching animals :O

Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 06, 2015, 02:42:18 PM
I don't know if it's possible to emulate a merchant buy. I believe that this part of the code is not included in the modkit but I will need to check.

Concerning the debug menu, Luke has never published a modkit that contains the code related to it. All we can do is call this debug window and it seems to be all :(

A small question to you guys: should I use the "food" limit instead of the "clothes" limit for the tannery as I was asked on Banished Info ?
Title: Re: [WIP] Tree Of Life
Post by: RedKetchup on April 06, 2015, 02:52:47 PM
should be. the hunter lodge is based on food limit and doesnt count the # of leather.

are you obligated to put a limit ? i mean to assign to a specific limit ? cant let it limitless ? (i often asked myself that question lately^^)
Title: Re: [WIP] Tree Of Life
Post by: Paeng on April 06, 2015, 03:03:57 PM
Quote from: Darkbibou on April 06, 2015, 02:42:18 PMshould I use the "food" limit instead of the "clothes" limit for the tannery?

Well, I can really only offer an opinion - personally I prefer it when such things are tied to the "Food" flag - simply for the reason that the "Food Limit" is always way up there, while other limits we may want to control a bit more to avoid over-production... It's true that the food flag starts to feel "abused", but that stupid limit on available flags kinda forces your hand...  >:(


* Best example is the "Log Limit" - I hate it when other things are tied to that, because I usually try to cut as few logs as possible... which is impossible to maintain when so many other (not Log-related) things quickly halt production because their limit is reached...  :-\
Title: Re: [WIP] Tree Of Life
Post by: chillzz on April 06, 2015, 04:14:53 PM
Quote from: Darkbibou on April 06, 2015, 02:42:18 PM
I don't know if it's possible to emulate a merchant buy. I believe that this part of the code is not included in the modkit but I will need to check.
Just a brainfart :  What about part of the code for orchards? orchard can only be planted *if* seed is acquired. so if player buys apple seeds, forrester can plant wild apple trees.

Quote from: Darkbibou on April 06, 2015, 02:42:18 PM
A small question to you guys: should I use the "food" limit instead of the "clothes" limit for the tannery as I was asked on Banished Info ?
between those two options : i'd go for food.. usually players tend to have food production limit on 99999, while clothes limit is usually much lower. Depending if the output of tannery is counted as clothes (which i believe it isn't) the tannery would work endlessly for leather ..  a good thing!

and as @RedKetchup mentioned.. does it need a limit?  if not, why even bother with a limit.
A player can stop work anytime if the citizen is needed for other jobs.

Quote from: Paeng on April 06, 2015, 03:03:57 PM
Quote from: Darkbibou on April 06, 2015, 02:42:18 PMshould I use the "food" limit instead of the "clothes" limit for the tannery?

Well, I can really only offer an opinion - personally I prefer it when such things are tied to the "Food" flag - simply for the reason that the "Food Limit" is always way up there, while other limits we may want to control a bit more to avoid over-production... It's true that the food flag starts to feel "abused", but that stupid limit on available flags kinda forces your hand...  >:(


* Best example is the "Log Limit" - I hate it when other things are tied to that, because I usually try to cut as few logs as possible... which is impossible to maintain when so many other (not Log-related) things quickly halt production because their limit is reached...  :-\
wasn't there a mod that has 'seedlings' ;) tied to logs?
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 07, 2015, 12:23:39 AM
@RedKetchup: Hmm, good question. I will try to look at it during the week if I'm not too busy IRL :)

@chillzz: I've tried to add a selection button (like the one available on the orchard/cropfield) on the forester and either I've done something wrong or the game simply ignore it :(

@All: The tannery produce leather which is a textile but as there is no textile limit I think that any limit might be fine.

However, I believe that the majority of people doesn't overproduce food and therefore that the food limit might be better than clothes.
Title: Re: [WIP] Tree Of Life
Post by: assobanana76 on April 07, 2015, 03:18:18 AM
stupid question:
why do not you also included bison , llamas and pigs ?
matter of copyright with Black Liquid ?  :-\
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 07, 2015, 04:25:48 AM
Quote from: assobanana76 on April 07, 2015, 03:18:18 AM
stupid question:
why do not you also included bison , llamas and pigs ?
matter of copyright with Black Liquid ?  :-\

I'm not a member of the BlackLiquid team so I don't have the source code :)

In addition, I need to reduce the number of generated animals before adding new ones or else modest computers will burn ^^
Title: Re: [WIP] Tree Of Life
Post by: chillzz on April 07, 2015, 06:10:50 PM
Quote from: Darkbibou on April 07, 2015, 12:23:39 AM
@chillzz: I've tried to add a selection button (like the one available on the orchard/cropfield) on the forester and either I've done something wrong or the game simply ignore it :(
well, if it isn't possible too bad.. but at least you've tried.
Title: Re: [WIP] Tree Of Life
Post by: purringcat on April 10, 2015, 09:46:10 AM
Really love your mod.    It gives a nice boost to starting meat and animal skins.    I used to skip the hunter because his stats were so low.   
Also fun to see the animals wandering around the town.   When the animals disappear from the map (in the hunter's circle), does that mean
they're hunted to extinction?       
Title: Re: [WIP] Tree Of Life
Post by: Idle Work Team on April 11, 2015, 02:47:34 AM
Really love your mod,I want to get the TreeOfLifeStingTable.rsc file from you so that I can translate it into Chinese to let more Chinese people use your MOD!
Title: Re: [WIP] Tree Of Life
Post by: Darkbibou on April 11, 2015, 08:35:57 AM
Quote from: purringcat on April 10, 2015, 09:46:10 AM
Really love your mod.    It gives a nice boost to starting meat and animal skins.    I used to skip the hunter because his stats were so low.   
Also fun to see the animals wandering around the town.   When the animals disappear from the map (in the hunter's circle), does that mean
they're hunted to extinction?       

I'm glad that you like it :)

Animal moves so they can leave the hunting area of a given hunting cabin.

It does not necessarily mean that they have all been killed.

Quote from: 740483071 on April 11, 2015, 02:47:34 AM
Really love your mod,I want to get the TreeOfLifeStingTable.rsc file from you so that I can translate it into Chinese to let more Chinese people use your MOD!

I will send you a download link by private message :)
Title: Re: [Beta] Tree Of Life
Post by: Idle Work Team on April 12, 2015, 06:56:40 PM
Quote from: Darkbibou on April 11, 2015, 08:35:57 AM
Quote from: purringcat on April 10, 2015, 09:46:10 AM
Really love your mod.    It gives a nice boost to starting meat and animal skins.    I used to skip the hunter because his stats were so low.   
Also fun to see the animals wandering around the town.   When the animals disappear from the map (in the hunter's circle), does that mean
they're hunted to extinction?       

I'm glad that you like it :)

Animal moves so they can leave the hunting area of a given hunting cabin.

It does not necessarily mean that they have all been killed.

Quote from: 740483071 on April 11, 2015, 02:47:34 AM
Really love your mod,I want to get the TreeOfLifeStingTable.rsc file from you so that I can translate it into Chinese to let more Chinese people use your MOD!

I will send you a download link by private message :)

Thank you for your help.I have translated it and added it into my new "translation" mod.We look forward to your other new mods.
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 13, 2015, 04:32:07 PM
@Darkbibou of course i could translate WIP in Dutch too, like i did with the redketchup mods.

Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 14, 2015, 12:09:03 AM
Quote from: chillzz on April 13, 2015, 04:32:07 PM
@Darkbibou of course i could translate WIP in Dutch too, like i did with the redketchup mods.

Ok, I'll send you the link too :)
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 17, 2015, 04:46:47 AM
Version 1.0 is now available on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=426675801) :)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 22, 2015, 03:32:55 PM
@Darkbibou i've completed the dutch translation, only thing missing is the package string table for your mod description.


And i've noticed something :
at start of the game, citizens will eat the 'wild' fruits and meats, but as game progresses and you have orchards and pastures, citizens will prefer food from orchards/pastures above the wild variety.  I've got barns full of 'wild' food they will not take.


nor would a production building that takes fruit or meat as resource use the wild foods.. this of course is logical, since it's actually is a different kind of food.

Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on April 22, 2015, 03:59:33 PM
when they go to a barn, they go to the closest one, and if there is 1 variety of food inside that one... they will take 1 kind onle, they wont make errants at all the barns to get more variety. this is why markets are the 'food variety mixer' so when a citizen go pick up food they take 10x 10 food instead of just 1x 100 :)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 22, 2015, 04:13:37 PM
well, the town has many many markets and stores now, (orginal game, elfecutioner and @RedKetchup new medieval ;) with max workers per market/store ) and even then the 'wild' varieties stay at huge numbers (build up from previous years) when they rather pick the other ones picked from fields/orchards/pastures.
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on April 22, 2015, 04:17:00 PM
Quote from: chillzz on April 22, 2015, 04:13:37 PM
well, the town has many many markets and stores now, (orginal game, elfecutioner and @RedKetchup new medieval ;) with max workers per market/store ) and even then the 'wild' varieties stay at huge numbers (build up from previous years) when they rather pick the other ones picked from fields/orchards/pastures.

you arent over producing those wild food ? do you have a screenshot of a market ? and maybe 5-6 house inventory sample ?
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 22, 2015, 04:21:45 PM
sure, was already doing some screenshots.. will add those in a minute :)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 22, 2015, 04:35:13 PM
Quote from: RedKetchup on April 22, 2015, 04:17:00 PM
you arent over producing those wild food ? do you have a screenshot of a market ? and maybe 5-6 house inventory sample ?
Actually ~ 116000 food production per year, for 1060 citizens...
mixed gatherer, hunter, orchard, field, pasture.


4 gathering huts, 4 hunter cabins ('original' [ToL] in this case, not the new medieval ones)


so i don't think it's over production of 'Wild' foods.


in this picture you see the medieval fruit vendor, having stocked both regular as wild varieties.
houses do have wild varieties, but less then others. 
i.e. Apple was 28 vs Wild apple 5 from 1 market run. when i pressed screenshot only 13 apples left, while still 3 wild apples.


maybe it's coincidence and they'll pick everything equally... but since i don't have taverns running for alcohol the apples are all used for food. production of orchard apple is 3/4x the amount of wild apples.. yet i've got more wild apples left then regular.
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on April 22, 2015, 05:54:53 PM
i ve checked all your screenshots... i think the numbers are ok. maybe the drop rates and killing are maybe high for the number of building you have, but i still have the impression that your citizens are eating them. keep an eye on the houses inventory if they pick up some and when they eat, if these wild go down :)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 22, 2015, 06:29:53 PM
Quote from: RedKetchup on April 22, 2015, 05:54:53 PM
i ve checked all your screenshots... i think the numbers are ok. maybe the drop rates and killing are maybe high for the number of building you have, but i still have the impression that your citizens are eating them. keep an eye on the houses inventory if they pick up some and when they eat, if these wild go down :)
yes that is my assumption as well, since in the early game i only had 'wild' foods.. and they are eaten like crazy ;)
the city has now 1440 citizens and food is dropping steadily.. now they pick up more 'wild'  too, because all the others are gone.


but it looks like the bannies have slight preference for different kind of foods when available.
i've got fish stocked 9999 in tradeport for barter against other food.. because they hardly touch it.
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on April 22, 2015, 08:50:19 PM
Quote from: chillzz on April 22, 2015, 06:29:53 PM
Quote from: RedKetchup on April 22, 2015, 05:54:53 PM
i ve checked all your screenshots... i think the numbers are ok. maybe the drop rates and killing are maybe high for the number of building you have, but i still have the impression that your citizens are eating them. keep an eye on the houses inventory if they pick up some and when they eat, if these wild go down :)
yes that is my assumption as well, since in the early game i only had 'wild' foods.. and they are eaten like crazy ;)
the city has now 1440 citizens and food is dropping steadily.. now they pick up more 'wild'  too, because all the others are gone.


but it looks like the bannies have slight preference for different kind of foods when available.
i've got fish stocked 9999 in tradeport for barter against other food.. because they hardly touch it.

if they can have some prefenrence... it can be a flag thing... i dont see picking a fruit over another fruit cause they like it more apple... i dont see
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 23, 2015, 12:14:44 AM
@chillzz:

Here is the description string for version 1.0:

QuoteThis mod allows all livestocks to live in the wild and all types of fruit trees to grow in clusters on the map.

Concerning your consumption problem:

I don't know if there is a way to tell the citizen to consume a specific resource instead of another, I never looked into it ^^
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on April 23, 2015, 01:00:32 AM
there is not any way to consume a specific resource instead of another
Title: Re: [Beta] Tree Of Life
Post by: assobanana76 on April 23, 2015, 01:05:21 AM
Dark!
sorry.. but When I started with "only animal" I stopped following updates ..
have you solved the problem of grow wild fruit tree that fill the map in 50 years?
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 23, 2015, 03:12:11 AM
Quote from: Darkbibou on April 23, 2015, 12:14:44 AM
Here is the description string for version 1.0:
thanx will add it asap.




Quote from: RedKetchup on April 22, 2015, 08:50:19 PM
if they can have some prefenrence... it can be a flag thing... i dont see picking a fruit over another fruit cause they like it more apple... i dont see
Quote from: RedKetchup on April 23, 2015, 01:00:32 AM
there is not any way to consume a specific resource instead of another

Quote from: Darkbibou on April 23, 2015, 12:14:44 AM
Concerning your consumption problem:
I don't know if there is a way to tell the citizen to consume a specific resource instead of another, I never looked into it ^^


I would not call it a problem, rather an observation of strange behavior.
thought it was some sort of bias towards regular game foods when these came available. i believe i've seen it before with other foods introduced, but nothing so strong as now. Maybe it's just a coincidence. And if it's not visible in the source, it might be just my observation perception ;)


i can't measure it, but i believe 100% there is a bias towards honey and meat (either venison or from pastures) above fish.

wild fruit vs regular it does look like it, but not sure.. Especially since supply now dropped due to high demand.


Quote from: assobanana76 on April 23, 2015, 01:05:21 AM
Dark!
sorry.. but When I started with "only animal" I stopped following updates ..
have you solved the problem of grow wild fruit tree that fill the map in 50 years?
i'm in year 96 now, there's still enough fruit trees (original patches untouched)  but enough regular ones too.. the wild fruit trees are not overpowering anymore.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 24, 2015, 12:15:14 PM
Quote from: assobanana76 on April 23, 2015, 01:05:21 AM
Dark!
sorry.. but When I started with "only animal" I stopped following updates ..
have you solved the problem of grow wild fruit tree that fill the map in 50 years?

Yes, it's fixed :)

I haven't worked on the mod lately but V2 is still planned (might have to wait for my holidays though).

By the way, I have a problem with the forum lately: sometimes instead of the forum home I have a page with just a "pageok" message.

Is it only me who got this strange behavior ?
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 24, 2015, 12:36:01 PM
nope several people have had similar problems, or no connection at all.
redketchup and me included.
Title: Re: [Beta] Tree Of Life
Post by: paralias on April 24, 2015, 12:42:08 PM
i have the same problem when i try to open wob with mozilla firefox my default browser but when i try google chrome it works fine... strange
Title: Re: [Beta] Tree Of Life
Post by: Gatherer on April 24, 2015, 02:23:58 PM
I had the same problem for 2 days. It went away after I re-logged to the forum (even though I was already logged in at the time). Weird.
Title: Re: [Beta] Tree Of Life
Post by: assobanana76 on April 24, 2015, 03:00:27 PM
I had same problem only 3 day ago. then all is ok on using Opera on smartphone.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 26, 2015, 12:56:51 AM
Hello there,

I've made some tests about production limits and it seems that if you don't set a specific limit on a production building then the game automatically add a Log limit.

As a consequence, it seems impossible to have a building without production limit :(

I think that I will set the Tannery with a food limit for V2.0 (even if it's less realistic).

Speaking of V2.0:

(http://img11.hostingpics.net/pics/147912NewWildFruits.png)
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on April 26, 2015, 01:04:29 AM
Quote from: Darkbibou on April 26, 2015, 12:56:51 AM
Hello there,

I've made some tests about production limits and it seems that if you don't set a specific limit on a production building then the game automatically add a Log limit.

As a consequence, it seems impossible to have a building without production limit :(

oh that , thats sad ... that ... just sad (with Neytiri's voice)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 26, 2015, 07:18:15 AM
Quote from: Darkbibou on April 26, 2015, 12:56:51 AM
I've made some tests about production limits and it seems that if you don't set a specific limit on a production building then the game automatically add a Log limit.

As a consequence, it seems impossible to have a building without production limit :(

damn too bad :/




those look like fruits/nuts from Colonial Charter..  will those be available in your  mod, or does it need both ToL and CC ?


what about 'wild' version of crop field crops..  there is a mod called 'pesky produce' which has wild crops near a cropfield.
i.e. when having wheat on a field,  there will be some wheat outside of the field as well, in the 'wild', like its seed was spread due to wind or insect/birds.  It;s an interesting mod, but somehow it does crash my game once in a while.


Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 26, 2015, 08:28:05 AM
The new fruit trees will be included in ToL (no CC requirement).

I believe that wild crops would be possible (in clusters like the fruit trees) but I don't know how they would behave during winter.
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 26, 2015, 08:36:40 AM
in 'pesky produce' they'll get the same properties.. so they'll weather
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 26, 2015, 02:16:20 PM
Quote from: chillzz on April 26, 2015, 08:36:40 AM
in 'pesky produce' they'll get the same properties.. so they'll weather

I'll give it a try but I think that it would be strange to create wild crops that can survive the winter.
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 26, 2015, 02:50:51 PM
Quote from: Darkbibou on April 26, 2015, 02:16:20 PM
I'll give it a try but I think that it would be strange to create wild crops that can survive the winter.
they'll weather (die) in winter..   return on same place, or somewhere further ..


http://banishedinfo.com/mods/view/291-Pesky-Produce

Title: Re: [Beta] Tree Of Life
Post by: Gatherer on April 26, 2015, 02:55:04 PM
Is it possible to include wild bees?
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 27, 2015, 12:25:42 AM
Quote from: chillzz on April 26, 2015, 02:50:51 PM
Quote from: Darkbibou on April 26, 2015, 02:16:20 PM
I'll give it a try but I think that it would be strange to create wild crops that can survive the winter.
they'll weather (die) in winter..   return on same place, or somewhere further ..

http://banishedinfo.com/mods/view/291-Pesky-Produce

They come back in the summer because they restart from the crop field.

If I make wild crops, they will all die in winter and they will never come back.

I'll test it though.


Quote from: Gatherer on April 26, 2015, 02:55:04 PM
Is it possible to include wild bees?

I can't include bees, but I can include forest hives that can produce forest honey.

Does that sound good ?

Title: Re: [Beta] Tree Of Life
Post by: assobanana76 on April 27, 2015, 01:32:59 AM
@Darkbibou

what a nice view !!
I do not thank you never enough !!

(http://images.akamai.steamusercontent.com/ugc/530640074661919159/47F54016C45FEE45733B355C5B5E1AD8FFC3FF9A/)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 27, 2015, 04:37:29 AM
Quote from: Darkbibou on April 27, 2015, 12:25:42 AM
They come back in the summer because they restart from the crop field.
If I make wild crops, they will all die in winter and they will never come back.
I'll test it though.


The functionality of (re)seeding from orchard/cropfield does fit your Tree of Life theme, maybe it's possible to include this.
This can work for pasture animals too i guess.





Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 27, 2015, 07:39:50 AM
Quote from: chillzz on April 27, 2015, 04:37:29 AM
Quote from: Darkbibou on April 27, 2015, 12:25:42 AM
They come back in the summer because they restart from the crop field.
If I make wild crops, they will all die in winter and they will never come back.
I'll test it though.


The functionality of (re)seeding from orchard/cropfield does fit your Tree of Life theme, maybe it's possible to include this.

Oh, you mean totally include PeskyResources into ToL ?

Owl didn't sent me the source code of this mod but I think that its just allowig the crops to reseed.

Quote from: chillzz on April 27, 2015, 04:37:29 AMThis can work for pasture animals too i guess.

I don't think so because you can't create living animals with the modkit.

Even the debug menu can't create animals outside of a pasture.
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 27, 2015, 08:05:54 AM
Quote from: Darkbibou on April 27, 2015, 07:39:50 AM
Oh, you mean totally include PeskyResources into ToL ?
Yes and no.  Basic crops in the wild would be a great addition to ToL, especially if they can re appear after winter
But the reseeding from orchard/cropfield or any other patch of crop on the map,
would be nice too, as nature was working before humans interfered too much.


So if Owlchemist and you are liking the functionality in ToL i'm all for it!
Especially if it's less crash-prone then pesky-produce alone.



Quote from: Darkbibou on April 27, 2015, 07:39:50 AM
I don't think so because you can't create living animals with the modkit.
Even the debug menu can't create animals outside of a pasture.
the debug menu can't add orchard/cropfield items either, just enable all seeds.
Thought it would be fun to have husbandry animals escape and roam free.. just like the wild crops 'escaping' the field.
If it's not possible, too bad, will still play with this mod, because lets face it... it's awsome!


I think i really should dig into the modkit before i post my ideas ;)
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on April 27, 2015, 09:02:13 AM
I will make some test about this ideas during my holidays in may :)

I switch the subject but I'm currently working on the integration of the "Old Growth Forests" and "Mountains trees" (From Owlchemist mods) into ToL and I need your opinion.

Do you want:
1) Old forests constituted of Pine only (like in Owl original mod)
2) Different types of Old forest but with only one type of tree by forest (Possible trees are: Pine, Birch, Oak, Maple, Buckeye, White mulberry, Copper beech)
3) Old forests constituted of a mix of trees (might be hard to spot on the map even if the ancient trees are taller)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on April 27, 2015, 09:31:11 AM
Quote from: Darkbibou on April 27, 2015, 09:02:13 AM
I will make some test about this ideas during my holidays in may :)
Will wait in anticipation :)  maybe it's easier to wait for v2 with full translation.

Quote from: Darkbibou on April 27, 2015, 09:02:13 AM
I switch the subject but I'm currently working on the integration of the "Old Growth Forests" and "Mountains trees" (From Owlchemist mods) into ToL and I need your opinion.

Do you want:
1) Old forests constituted of Pine only (like in Owl original mod)
2) Different types of Old forest but with only one type of tree by forest (Possible trees are: Pine, Birch, Oak, Maple, Buckeye, White mulberry, Copper beech)
3) Old forests constituted of a mix of trees (might be hard to spot on the map even if the ancient trees are taller)
Never played/tested those two mods, but sounds interesting. To me, mountain trees are by default pine, since thats the only type of trees on high altitudes. so for those areas : absolutely pine.

but old forests can actually be any type of tree, depending on altitude, region, climate etc. so with these 3 options, i would pick 2 : Old forest with one type, but different patches of old forest scattered around the map.
i assume within old forest (dominant), there will be regular mixed forest trees (younger) as well.
Title: Re: [Beta] Tree Of Life
Post by: Bobbi on April 27, 2015, 09:34:38 AM
Number two, I think. Number three would look pretty, but you are right that it would make old forests difficult to identify.
Title: Re: [Beta] Tree Of Life
Post by: rkelly17 on April 28, 2015, 09:22:16 AM
@Darkbibou, to my mind the most realistic option would be total old growth mixed forests in the beginning, but I suppose this isn't possible in a mod. The old growth gets replaced by younger trees as the foresters cut and plant.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 04, 2015, 06:46:47 AM
Hello everyone !

Just a few words to tell you that I'm not at home this week and that therefore I will not be able to work on the V2.0...

However, I'll be on holiday next week and I will have time for some modding :D

See you next week :)
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 15, 2015, 09:02:09 AM
Hi there !

I'm been busy working on the version 2.0 and I think that it's time to release a first beta and ask for your opinion :D

TreeOfLife - Version 2.0 - Beta 1 can be downloaded on my Google drive (https://drive.google.com/file/d/0BzYjSBXbwK1CN04tdU9VZTV0QUE/view?usp=sharing) or on the forum (http://worldofbanished.com/index.php?action=downloads;sa=view;down=70)

Changelog:
- The minimum and maximum size of the wild animal herds have been reduced to avoid the lag on modest hardware configurations
- The limit used for the tannery building is now the food limit (less realistic but less restrictive tant the clothes limit)
- Adding of decorative and immortal mountain pines
- Adding of new standard trees: buckeye, maple, copperbeech, white mulberry (the 3D models are courtesy of the BlackLiquid team (Thanks for sharing guys !))
- Adding of five new wild fruit trees: Apricot, Fig, Olive, Quince and Red mulberries (the 3D models are courtesy of the BlackLiquid team (Thanks for sharing guys !))
- Adding of ancient trees and ancient resources (based on the concept developed by @Owlchemist for its "Beautiful World" mod (Thanks for the source code sharing @Owlchemist))

About ancient resources:
- They only appears around ancient trees
- They can reseed by themselves
- Their spawn rates are higner than the standard resources spawn rates

About ancient trees:
- They are not really immortal because immortal trees can't spawn resources but they can live a very looooong life (up to 2 millennium if I set the number correctly)
- They should give a normal amount of log when cut but I haven't checked it yet
- They don't reproduce like normal trees or fruit trees
- They are scattered all over the map (like the fruit trees but with possibly smaller cluster size)
- There is 6 type of ancient "forests"

About ancient forests:
- Ancient Pine can only spawn ancient mushrooms
- Ancient CopperBeech can only spawn ancient onions
- Ancient Maple can only spawn ancient roots
- Ancient White mulberry can only spawn ancient berries
- Ancient Buckeye can only spawn ancient herbs
- Ancient Oak + Birch (ie its a mix forest) can spawn all type of ancient resources (The first spawn seems to be biased toward mushrooms. I don't really know why..)

With this new ToL version there is now A LOT of wild resources on the map and its becoming a nightmare to balance everything !  :evil:
So.. I need your help on that matter guys :D

Can you please tell me:
- If the amount of wild animals is ok (does they tend to dissapear or does there number remains ok when you hunt them ?)
- If you like the current implementation of the ancient tree forests
- If the amount of ancient tree is ok
- if the ancient resources are not too overpowered (pretty hard to see during short debugging tests)
- if the ancient resources does not grow too far from their ancient trees on untouched areas)

Please, also tell me if you find any bug during your tests ^^

Thank you in advance for your feedbacks ! :D
Title: Re: [Beta] Tree Of Life
Post by: rkelly17 on May 15, 2015, 09:13:51 AM
@Darkbibou, a question. Does "Tree of Life" alter the map-generating script? That is, would Tree of Life be compatible with any of the mods that give more options for map types?

Another question: Have you though about grouping the trees, etc. in "climate-appropriate" groupings? I'm quite interested in the mod, but I really don't want olive trees popping up in Northern forests where it is just too cold for them. I would love old growth, but I like my forest to look natural. That's just my own personal taste, of course. You need to do your mod to suit your taste.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 15, 2015, 09:37:27 AM
Quote from: rkelly17 on May 15, 2015, 09:13:51 AM
@Darkbibou, a question. Does "Tree of Life" alter the map-generating script? That is, would Tree of Life be compatible with any of the mods that give more options for map types?

Yes, most of ToL content is generated during the creation of the world map.

ToL impact is only limited to the "Starting conditions" drop-down menu of the new map creation window though.

Therefore you can't have the content of "CC Normal+" or "CC Missionary" or "Beautiful World" on the same map/city than ToL content.

However, you can perfectly use any type of "Climate", "Terrain type" and "Terrain size" and ToL at the same time (You can for example use a giant plain map and have ToL wild fruit trees and wild animals on it).

Quote from: rkelly17 on May 15, 2015, 09:13:51 AM
Another question: Have you though about grouping the trees, etc. in "climate-appropriate" groupings? I'm quite interested in the mod, but I really don't want olive trees popping up in Northern forests where it is just too cold for them. I would love old growth, but I like my forest to look natural. That's just my own personal taste, of course. You need to do your mod to suit your taste.

ToL does not include specific climates or terrain types since it is independent of any other mods. As a consequence, I can't really adapt ToL content to specific climates (that are most likely added by other mods).

The only thing I can do to address your problem is to add new starting conditions.

For example, we can imagine a "[ToL] *** (Northern fruit trees)" starting conditions (but nothing will prevent the player to select this starting condition with a desert climate though ^^).

The problem is that there is already 16 different starting conditions in ToL (4 types of content (basegame, wild animal + tree, animal only, tree only) X 4 difficulties).

If you want new one please define them here ;)
Title: Re: [Beta] Tree Of Life
Post by: rkelly17 on May 15, 2015, 11:21:10 AM
Don't do extra work just to please me! The choice at start up does sound nice, though.

I asked about the other map mods because I've been using one of the early mods that gives flatter maps and was wondering whether that would be compatible with ToL. Thank you for responding.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 16, 2015, 07:09:43 AM
Any feedback on the V 2.0 ? :)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on May 16, 2015, 05:31:42 PM
haven't had much time yet to fully test it.. but so far so good :D
nothing out of the ordinary, except one type of tree.. that looked like it was fed some super growth food or something.
It rose /popped up like magic mushrooms in a cartoon... don't know it's name (yet)  but it's one of the newer ones, that does look like it's animated (a lot)
Title: Re: [Beta] Tree Of Life
Post by: IofEyes on May 16, 2015, 08:26:07 PM
It looks beautiful. One question, is the mod compatible with the Creamery building? It says it conflicts with the file for the cow. If yes, which mod should I load first? Thanks
Title: Re: [Beta] Tree Of Life
Post by: Idle Work Team on May 17, 2015, 02:29:13 AM
Nice to see you Verison 2.0 update ,I want to get the TreeOfLifeStingTable.rsc file from you so that I can translate it into Chinese to let more Chinese people use your MOD!
thank you very much!
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 17, 2015, 07:15:53 AM
Quote from: chillzz on May 16, 2015, 05:31:42 PM
haven't had much time yet to fully test it.. but so far so good :D
nothing out of the ordinary, except one type of tree.. that looked like it was fed some super growth food or something.
It rose /popped up like magic mushrooms in a cartoon... don't know it's name (yet)  but it's one of the newer ones, that does look like it's animated (a lot)

If you are speaking of the extreme growth of the ancient trees like a month after the start of the game then that's normal.

The ancient trees are made to be mature really fast but the game seems to force them to wait a month.

After the end of the first month they take their final size (and acient trees are wai taller than standard trees to be easier to see).

Quote from: IofEyes on May 16, 2015, 08:26:07 PM
It looks beautiful. One question, is the mod compatible with the Creamery building? It says it conflicts with the file for the cow. If yes, which mod should I load first? Thanks

I have never checked that. It depends if the milk is considered as a primary product for the cows or and additional product.

Can you please try and tell me if the cows are still producing milk when ToL is at the top of the mod list please ?

Quote from: Idle Work Team on May 17, 2015, 02:29:13 AM
Nice to see you Verison 2.0 update ,I want to get the TreeOfLifeStingTable.rsc file from you so that I can translate it into Chinese to let more Chinese people use your MOD!
thank you very much!

I'll share the StringTable file when the version 2.0 will be ready for release :)
Title: Re: [Beta] Tree Of Life
Post by: chillzz on May 17, 2015, 04:03:20 PM
Quote from: Darkbibou on May 17, 2015, 07:15:53 AM
If you are speaking of the extreme growth of the ancient trees like a month after the start of the game then that's normal.

The ancient trees are made to be mature really fast but the game seems to force them to wait a month.

After the end of the first month they take their final size (and acient trees are wai taller than standard trees to be easier to see).


Ah, that's probably it then.. it's the dark green one, with light green flowers(?) much 'wavier' then other trees.
Indeed right after start of a new game. haven't seen it since.




Quote from: IofEyes on May 16, 2015, 08:26:07 PM
It looks beautiful. One question, is the mod compatible with the Creamery building? It says it conflicts with the file for the cow. If yes, which mod should I load first? Thanks
Yes it is compatible. the creamery mod doesn't do anything different to cows, it just adds milk.
load order doesn't seem to be of any importance for creamery etc. unless you have CC mod too.

Quote from: Darkbibou on May 17, 2015, 07:15:53 AM
Can you please try and tell me if the cows are still producing milk when ToL is at the top of the mod list please ?
it did with ToL v1, so i guess it will be exactly the same with v2.. but have no cows yet to test.
Title: Re: [Beta] Tree Of Life
Post by: IofEyes on May 17, 2015, 04:34:06 PM
I tested it, and the creamery works in any load order with v2.0. :)
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 19, 2015, 04:54:38 AM
Thanks for the confirmation :)

Any bug found ? Any modification request ?
Title: Re: [Beta] Tree Of Life
Post by: DesoPL on May 19, 2015, 09:15:19 AM
Any ideas, why wild animals don't appear in game, so my hunters can't produce wild animal skin? Tannery is useless in my game for now.

I playing with Excelent Adventure.
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on May 19, 2015, 10:52:47 AM
did you start a new game ? and used the TL options ?
Title: Re: [Beta] Tree Of Life
Post by: DesoPL on May 19, 2015, 11:51:59 AM
Yes started new game, but TL options i guess not. ;/
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on May 19, 2015, 11:56:34 AM
yeah you need :0

there is 16 different starting conditions in ToL (4 types of content (basegame, wild animal + tree, animal only, tree only) X 4 difficulties).
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 20, 2015, 12:46:11 AM
Quote from: RedKetchup on May 19, 2015, 11:56:34 AM
yeah you need :0

there is 16 different starting conditions in ToL (4 types of content (basegame, wild animal + tree, animal only, tree only) X 4 difficulties).

What he said ^^

If you don't select one of the [ToL] starting conditions then you can't have ToL trees.

Maybe I should place [ToL] entries higher in the drop-down menu ?


By the way, I'm thinking of removing a part of the starting conditions (the 4 "Trees" and maybe the 4 "Animals" starting conditions) from the mod.

Actually, I want to make the pasture animals produce skin instead of leather like the wild animals do (to give a greater role to the tannery) but I can't do that if I keep the "Trees" starting conditions.

What do you guys think about it ? Are you using those special starting conditions ?
Title: Re: [Beta] Tree Of Life
Post by: gerns on May 20, 2015, 05:52:56 AM
o, please keep it this way . its working perfectly after i found out that pesty crops mod was the problem
Title: Re: [Beta] Tree Of Life
Post by: DesoPL on May 20, 2015, 08:16:08 AM
Ok i know where is an problem.

Fact tannery is avalible, but ToL is not compatible with CC. One of reasons is, i don't see ToL difficulty while i creating the game.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 20, 2015, 11:40:54 AM
Quote from: gerns on May 20, 2015, 05:52:56 AM
o, please keep it this way . its working perfectly after i found out that pesty crops mod was the problem

What do you mean ? Are you using one of the special starting conditions (ie. not the [ToL] ** (Full)) ?

Quote from: DesoPL on May 20, 2015, 08:16:08 AM
Ok i know where is an problem.

Fact tannery is avalible, but ToL is not compatible with CC. One of reasons is, i don't see ToL difficulty while i creating the game.

ToL is compatible with CC (with the exception of the starting conditions) !

Just place ToL above CC in your mod list.
Title: Re: [Beta] Tree Of Life
Post by: chillzz on May 20, 2015, 05:05:06 PM
Quote from: Darkbibou on May 20, 2015, 12:46:11 AM
By the way, I'm thinking of removing a part of the starting conditions (the 4 "Trees" and maybe the 4 "Animals" starting conditions) from the mod.

Actually, I want to make the pasture animals produce skin instead of leather like the wild animals do (to give a greater role to the tannery) but I can't do that if I keep the "Trees" starting conditions.

What do you guys think about it ? Are you using those special starting conditions ?
I only use ToL full, so dropping tree only and animals only wouldn't be bad at all for me.
for people playing "vegan" style it shouldn't matter either.. they just don't hunt the animals, i don't see a problem there either.
actually for me "tree of life" sounds it need all life, so animals and trees ;) if you're willing to make use of it or not ..

Title: Re: [Beta] Tree Of Life
Post by: mellowtraumatic on May 20, 2015, 07:01:43 PM
I love this mod. It gives so much more variety with hunting. Tannery works well and I can keep my townsfolk well clothed as a result.  ;D
Title: Re: [Beta] Tree Of Life
Post by: Paeng on May 21, 2015, 08:01:33 AM
Quote from: Darkbibou on May 20, 2015, 12:46:11 AMI'm thinking of removing a part of the starting conditions (the 4 "Trees" and maybe the 4 "Animals" starting conditions) from the mod.

Makes good sense to me, these distinctions always seemed a bit contrived to me... In my opinion, Full ToL is all that's needed...


QuoteI want to make the pasture animals produce skin instead of leather like the wild animals do (to give a greater role to the tannery)

Unnecessary if you stick to "Full"...



On another note - I'm not too happy about your plans of rolling in even more outside mods (like ancient trees, beautiful world etc.)... these mods make systems rather sensitive... to avoid saying unstable...  ;)
I'm not sure where ToL benefits from incorporating them... but I'm sure that I won't use ToL if it rolls too much stuff into one, possibly up to a point where things (might) crash...

ToL is a fine mod, with some potential to "clean up" and stabilize things - I really do not see why you would want (or need) to "pump" it up with plenty force... most of the time, less is more  :)
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 21, 2015, 10:22:39 AM
Quote from: Paeng on May 21, 2015, 08:01:33 AM
QuoteI want to make the pasture animals produce skin instead of leather like the wild animals do (to give a greater role to the tannery)

Unnecessary if you stick to "Full"...

If feels more logical to me to have all animals producing skins instead of just the wild ones.

Quote from: Paeng on May 21, 2015, 08:01:33 AM
On another note - I'm not too happy about your plans of rolling in even more outside mods (like ancient trees, beautiful world etc.)... these mods make systems rather sensitive... to avoid saying unstable...  ;)
I'm not sure where ToL benefits from incorporating them... but I'm sure that I won't use ToL if it rolls too much stuff into one, possibly up to a point where things (might) crash...

ToL is a fine mod, with some potential to "clean up" and stabilize things - I really do not see why you would want (or need) to "pump" it up with plenty force... most of the time, less is more  :)

I have no plan to add any other mods in ToL.

I've added the concept of ancient trees to ToL for two reasons:

- To compensate the decrease of production of some resources caused by the presence of the Fruit trees on the map
- Because you can't have two mods that modifies the starting conditions at the same time (end users will no longer have to choose between ToL and BeautfulWorld now)

By the way, I've not added the raw code of Owlchemist BeautifulWorld mod into ToL. I've just taken some values from it :)

One last thing, the version 1.0 will stay available on Banished Info even after the release of version 2.0 so everyone will be able to select its favorite version !
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on May 21, 2015, 10:39:01 AM
Quote from: Darkbibou on May 21, 2015, 10:22:39 AM
If feels more logical to me to have all animals producing skins instead of just the wild ones.

but what will happend to the milk from cattle ? you will modify the LivestockCow.rsc file ?
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 21, 2015, 12:39:13 PM
Quote from: RedKetchup on May 21, 2015, 10:39:01 AM
Quote from: Darkbibou on May 21, 2015, 10:22:39 AM
If feels more logical to me to have all animals producing skins instead of just the wild ones.

but what will happend to the milk from cattle ? you will modify the LivestockCow.rsc file ?

It is already modified in Version 1.0 (I have modified the number of "unit" of leather that user gets by killed cow because I've reduced the number of leather contained in a unit).

Based on the feedbacks, my modifications does not affect the milk production.

I assume that its because I'm only overriding the "AnimalDescription animal" entry of the LivestockCow.rsc file.

The milk is defined as in the "_additionalRawMaterial" variable of the "LivestockDescription livestock" entry right ? :)
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on May 21, 2015, 02:53:20 PM
i dunno. i dont remember ^^
Title: Re: [Beta] Tree Of Life
Post by: chillzz on May 27, 2015, 05:23:26 PM
somehow the limit of the tannery is still linked to max clothing.
text shows it's coupled to the food limit, yet when clothing limit is reached, the tannery has limit icon too and work stops.
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on May 28, 2015, 12:08:33 AM
Quote from: chillzz on May 27, 2015, 05:23:26 PM
somehow the limit of the tannery is still linked to max clothing.
text shows it's coupled to the food limit, yet when clothing limit is reached, the tannery has limit icon too and work stops.

Thanks for the information, I'll check that during the week-end :)
Title: Re: [Beta] Tree Of Life
Post by: Lyrrix on June 07, 2015, 08:17:25 AM
Forgive me if this question has already been answered in this thread, but,

Is there any way to tame or capture wild animals and add them to pasture stocks, or start a new stock from wild animals?

If there isn't, would you consider adding this capability?

EDIT: Also, why is the tannery limit attached to clothing? Shouldn't it be attached to leather, since it produces leather, not clothes?
Title: Re: [Beta] Tree Of Life
Post by: chillzz on June 07, 2015, 01:51:36 PM
Quote from: Lyrrix on June 07, 2015, 08:17:25 AM
Is there any way to tame or capture wild animals and add them to pasture stocks, or start a new stock from wild animals?
nope, not yet..  seems it's impossible with current modkit and game limits.
I've asked the same thing and tried to think of some possibilities to make it happen.. so far no luck.


Quote from: Lyrrix on June 07, 2015, 08:17:25 AM
EDIT: Also, why is the tannery limit attached to clothing? Shouldn't it be attached to leather, since it produces leather, not clothes?
there isn't a leather limit in game, so clothes was the most fitting. (something with in game flag system or something.. )
actually version 2 should have been coupled with the food limit, after some thinking by @Darkbibou  ( and some complaints ? on another board), however it's still tied to the clothing, not to the food.. (which too me is still the most logical thing)



Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on June 08, 2015, 12:20:04 AM
@chillzz is correct for both answers.

It seems impossible to make a building generate a living animal with the current modkit.

The number of limit in the current version of the game is limited and modders can't add new ones.

There is a Textile limit in the game but it's uncomplete and unusable.

Concerning version 2.0, I had no time to work on it recently..

I might have more time after the release of the French version of CC:CotGL and the release of the version 9.0 of my French Translation Package (I had to enlarge several cells on several windows due to new resources added in CC).

Title: Re: [Beta] Tree Of Life
Post by: DesoPL on June 08, 2015, 10:43:59 AM
Old version still works fine with new CC, i can confirm that. :)
Title: Re: [Beta] Tree Of Life
Post by: Xenon89 on June 15, 2015, 02:02:05 PM
Hey, I really like your mod. Would it be possible to exclude the tanner profession out of your mod? I really like the extra profession and production step for producing clothes. But I acutally don't like the part with the wild pasture animals. It would be nice if you could publishe the tanner on its own, to just add the production step from animal skin (deer and cows) to leather :)
Title: Re: [Beta] Tree Of Life
Post by: assobanana76 on June 16, 2015, 03:02:37 AM
Quote from: DesoPL on June 08, 2015, 10:43:59 AM
Old version still works fine with new CC, i can confirm that. :)
I have not tried it yet but a friend on Steam told me that ToL does not work with CC: CGL..  :-\
Title: Re: [Beta] Tree Of Life
Post by: DesoPL on June 16, 2015, 06:43:22 AM
Quote from: assobanana76 on June 16, 2015, 03:02:37 AM
Quote from: DesoPL on June 08, 2015, 10:43:59 AM
Old version still works fine with new CC, i can confirm that. :)
I have not tried it yet but a friend on Steam told me that ToL does not work with CC: CGL..  :-\

Is working perfect, through shows ToL easy etc instead of Adam & Eve etc.
Title: Re: [Beta] Tree Of Life
Post by: assobanana76 on June 18, 2015, 03:52:44 AM
Quote from: DesoPL on June 16, 2015, 06:43:22 AM
Quote from: assobanana76 on June 16, 2015, 03:02:37 AM
Quote from: DesoPL on June 08, 2015, 10:43:59 AM
Old version still works fine with new CC, i can confirm that. :)
I have not tried it yet but a friend on Steam told me that ToL does not work with CC: CGL..  :-\

Is working perfect, through shows ToL easy etc instead of Adam & Eve etc.
then.. great!!
Title: Re: [Beta] Tree Of Life
Post by: purringcat on June 29, 2015, 06:46:05 AM
Would appreciate your modifying the Tanner to include Seal Skin that can be made into leather.
For those of us playing a Lake Map, we have lots of seal meat and should have plenty of seal skin.
Title: Re: [Beta] Tree Of Life
Post by: gerns on June 29, 2015, 09:40:05 AM
what mod gives seal meat ????? please respond ;D
Title: Re: [Beta] Tree Of Life
Post by: Fellow Villager on June 29, 2015, 03:45:35 PM
colonial charter  ;)
Title: Re: [Beta] Tree Of Life
Post by: gerns on June 29, 2015, 04:08:38 PM
thank you
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on June 30, 2015, 05:38:43 AM
Quote from: purringcat on June 29, 2015, 06:46:05 AM
Would appreciate your modifying the Tanner to include Seal Skin that can be made into leather.
For those of us playing a Lake Map, we have lots of seal meat and should have plenty of seal skin.

Seal Skin is produced by another mod (CC), not the basegame so I can't add this option without linking ToL to CC.

This kind of option (which is a request similar to the fact of being able to process wild meat in CC butchers) can only be done properly if ToL gets included into CC.

As Kralyerg told you, ToL is not YET included into CC but the Black Liquid team already have the full source code of ToL (v1) so this might change in a near future  ;D
Title: Re: [Beta] Tree Of Life
Post by: purringcat on June 30, 2015, 07:19:22 AM
Quote from: Darkbibou on June 30, 2015, 05:38:43 AM
Quote from: purringcat on June 29, 2015, 06:46:05 AM
Would appreciate your modifying the Tanner to include Seal Skin that can be made into leather.
For those of us playing a Lake Map, we have lots of seal meat and should have plenty of seal skin.

Seal Skin is produced by another mod (CC), not the basegame so I can't add this option without linking ToL to CC.

This kind of option (which is a request similar to the fact of being able to process wild meat in CC butchers) can only be done properly if ToL gets included into CC.

As Kralyerg told you, ToL is not YET included into CC but the Black Liquid team already have the full source code of ToL (v1) so this might change in a near future  ;D

Ok thanks.   Misunderstood Kralyerg and thought he was saying you had to make the changes.   It gets confusing when a mod requires parts of two different mods (tanner & seals) to
create a third component ... leather from seal skin. 

Really love the ToL mod    one of my top five favs
Title: Re: [Beta] Tree Of Life
Post by: MightyCucumber on July 07, 2015, 09:28:59 AM
Hey Dark, how's it going? :)

Just dropped by to ask if the most recent version of ToL is the one you made available on page 11 or has there a more recent version been released? Thanks in advance! ;P
Title: Re: [Beta] Tree Of Life
Post by: Torimoose on July 08, 2015, 10:41:31 AM
Dark, I had commented over on workshop about the dairy cows not working with TOL full, but I dl'd the beta and wanted to let you know they work with NMT 1.1a. I didn't want to say anything there as I'm not sure how soon you're planning on a release, but wanted to let you know that the problem I was having was solved. Thanks for such a great mod! :D
Title: Re: [Beta] Tree Of Life
Post by: Darkbibou on July 10, 2015, 12:13:15 AM
Thanks for the feedback @Torimoose :)

@MightyCucumber: I had no time to work on banished recently (and I will not be able to work for it until the 20th of july ^^) so the version your are speaking of must be the last :)
Title: Re: [Beta] Tree Of Life
Post by: QueryEverything on December 16, 2016, 02:47:23 AM
@Darkbibou are you still active at all?  Or have you retired?

I ask as I've noticed a problem (though it could be because I was running V1, not V2 Beta), that the newer mods such as Market BBQ & Soup Kitchen and butchers aren't using the "Wild Meat", and often complain that they don't have enough produce, yet the barn next to them is overflowing with the needed "Wild Meat", and I've been having to work around this by trading with traders 1:1 Wild Meat for normal Meat.

Do you know if this is common, or just I have a glitch somewhere?

I hope you are still around, I love your mod!!!!
Title: Re: [Beta] Tree Of Life
Post by: Nilla on December 16, 2016, 03:57:36 AM
I know nothing about this mod in particular, but as it is an older mod, I guess that it´s made in the version 1.0.4 of Banished/modkid. If your playing version 1.0.6 of Banished, there is often problems with the older mods.
Title: Re: [Beta] Tree Of Life
Post by: brads3 on December 16, 2016, 06:25:14 AM
there is a similar idea included in the CC ."all the wild things". it was included in the new frontier version of coonial chapter.
Title: Re: [Beta] Tree Of Life
Post by: QueryEverything on December 16, 2016, 06:51:43 PM
Quote from: brads3 on December 16, 2016, 06:25:14 AM
there is a similar idea included in the CC ."all the wild things". it was included in the new frontier version of coonial chapter.

Quote from: Nilla on December 16, 2016, 03:57:36 AM
I know nothing about this mod in particular, but as it is an older mod, I guess that it´s made in the version 1.0.4 of Banished/modkid. If your playing version 1.0.6 of Banished, there is often problems with the older mods.
I have the uptodate Banished.  I can work around it using Auto purchasing with a trader, but if there was a chance that this mod wasn't going to be just left as it is, I'd have waited.  :)

Thank you both.  Such as shame as it was a really great mod, I enjoyed playing with it.  I haven't used CC and hadn't known that the same would be in it.
I enjoy the larger selection of wild animals available to hunt. 

Cheers.
Title: Re: [Beta] Tree Of Life
Post by: chillzz on January 01, 2017, 03:39:12 PM
Quote from: QueryEverything on December 16, 2016, 02:47:23 AM
...

I ask as I've noticed a problem (though it could be because I was running V1, not V2 Beta), that the newer mods such as Market BBQ & Soup Kitchen and butchers aren't using the "Wild Meat", and often complain that they don't have enough produce, yet the barn next to them is overflowing with the needed "Wild Meat", and I've been having to work around this by trading with traders 1:1 Wild Meat for normal Meat.

Do you know if this is common, or just I have a glitch somewhere?

I hope you are still around, I love your mod!!!!


That is because the 'Wild Meat' isn't the same meat (resource). The same goes for 'Wild animal skin'. I can see why @Darkbibou picked wild animal skin as new resource : Make use of tannery 'to make' leather, one step more in the production chain.. as in real life.
but for the 'wild' variants of meat, i too would prefer : mutton, beef, chicken and venison.


Quote from: Nilla on December 16, 2016, 03:57:36 AM
I know nothing about this mod in particular, but as it is an older mod, I guess that it´s made in the version 1.0.4 of Banished/modkid. If your playing version 1.0.6 of Banished, there is often problems with the older mods.
i can confirm both v1 as v2 beta work well in 1.0.6
Quote from: brads3 on December 16, 2016, 06:25:14 AMthere is a similar idea included in the CC ."all the wild things". it was included in the new frontier version of coonial chapter.
thats' because it is tree of life included (maybe altered)


Hmm @Darkbibou hasn't been online here since 2015, so i guess he will not read this for a while :(
@RedKetchup do you know if someone besides darkbibou has the source, and willing to edit this?
Title: Re: [Beta] Tree Of Life
Post by: RedKetchup on January 06, 2017, 10:26:41 AM
@kralyerg  i think has the source
Title: Re: [Beta] Tree Of Life
Post by: Abandoned on January 06, 2017, 01:14:49 PM
Correct me if I'm wrong, but @kid1293 made Soup Kitchen & Market BBQ not to be dependent on CC or its resources.  Many of us do not use CC which is a big mod by itself but these mods could be used by those who do.  Does not CC have a soup kitchen? Not everything needs to be connected with CC.
Title: Re: [Beta] Tree Of Life
Post by: brads3 on January 06, 2017, 01:31:21 PM
yes the small soup/ bar-b-q can be used with or without CC. no CC does not have a soup kitchen per say. they do have preservist and tin canneries thou.
Title: Re: [Beta] Tree Of Life
Post by: Abandoned on January 06, 2017, 02:19:04 PM
hey @brads3 thanks for info, I like both those 2 mods and the Tree of Life wild fruit trees, but I would sure hate them all to be dependent on each other or CC to be useable. 
Title: Re: [Beta] Tree Of Life
Post by: chillzz on January 06, 2017, 02:30:27 PM
Quote from: Abandoned on January 06, 2017, 02:19:04 PM
...I like both those 2 mods and the Tree of Life wild fruit trees, but I would sure hate them all to be dependent on each other or CC to be useable. 

We're not talking about making Market BBQ / Soup Kitchen dependent on CC. The question was why both mods won't use the Tree of Life versions of meat.. and the answer to that is because wild meat unequals regular meat.

some of us would like to have the hunters to catch meat (venison, beef, mutton, chicken) instead of wild venison, wild beef, wild mutton, wild chicken, so it can be used by other mods, or not. I for one would prefer just the basic meats, so it can work with NMT. I don't care much for many new introduced foods / food chains.
Title: Re: [Beta] Tree Of Life
Post by: Abandoned on January 06, 2017, 02:35:25 PM
Pastures have chicken, beef, & mutton
TOL hunts them, there you have it
Title: Re: [Beta] Tree Of Life
Post by: chillzz on January 06, 2017, 02:42:15 PM
Quote from: Abandoned on January 06, 2017, 02:35:25 PM
Pastures have chicken, beef, & mutton
TOL hunts them, there you have it
Well Duh!  ;)  but isn't hunted chicken, chicken as well?  :D
there's no actual need to be different meat since it's the same animal.