World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Necora on March 25, 2017, 09:22:36 AM

Title: Maritimes Trees
Post by: Necora on March 25, 2017, 09:22:36 AM
Maritimes Trees

http://worldofbanished.com/index.php?action=downloads;sa=view;down=247 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=247)
Title: Re: Maritimes Trees
Post by: RedKetchup on March 25, 2017, 09:50:38 AM
awesome !!! great feature for everyone :)
Title: Re: Maritimes Trees
Post by: adelegarland on March 25, 2017, 10:17:50 AM
Just downloaded and they look wonderful, but crashing when my bannnies cut em down...   
Title: Re: Maritimes Trees
Post by: Necora on March 25, 2017, 10:41:57 AM
@adelegarland  yup I just realised I forgot to turn the animations off.... bear with me while I change it!
Title: Re: Maritimes Trees
Post by: Necora on March 25, 2017, 10:46:58 AM
It might take a while for the new files to sync, I'll post here as soon as it is updated.
Title: Re: Maritimes Trees
Post by: Necora on March 25, 2017, 12:08:48 PM
@adelegarland the crashes should be fixed... now the trees will just vanish when harvested. I can't get the animations to work so this will have to do for now.

Let me know if it works!
Title: Re: Maritimes Trees
Post by: adelegarland on March 25, 2017, 12:50:42 PM
@Necora  Just downloaded, no problems!  added to an existing game and no hitches!  YAY!
PS> they look beautiful
Title: Re: Maritimes Trees
Post by: Necora on March 25, 2017, 12:54:35 PM
@adelegarland awesome!!
Title: Re: Maritimes Trees
Post by: Nilla on March 26, 2017, 06:33:16 AM
I downloaded this mod yesterday, too and tried it on a new map.

Most of your trees are lovely. It's nice to have a different look of the forest. Despite what I said looking on your picture in that other thread; the orange trees are too orange for my taste. I would have preferred them being green or at least less bright.  But I know, it's a matter of taste, so if people like it, I can live with these red trees. I have discovered some other things, that looks a little bit odd. Nothing bad, and my guess is, that there's not much to do about it, but I want to tell anyway.

First picture: It's early spring, the fir trees are thick covered with snow, the other trees bright green and orange. It looks kind of odd.
Second picture: Some of the snow covered trees have a green tip. That, too looks odd.

Despite this, I will use this forest with joy! Thanks @Necora!

Title: Re: Maritimes Trees
Post by: Necora on March 26, 2017, 09:31:08 AM
@Nilla those two things are unfortunately the way the game deals with certain aspects and I don't think there is anything to do about it.

The green leaves are a material that makes them appear and disappear in the spring/fall, but I think this material also means they don't get snow covering. If you get a late snow then they will be green despite everything else being snow covered. It is probably the same for the vanilla trees.

As for the black tips, it is another way that the game deals with snow. Snow only accumulates on flat surfaces, not vertical ones. I put the vertical faces on the top so you can get a crown full of green for the pines, but that means that they are too vertical for snow to collect on the. Again, not sure there is anything to do about that apart from try some really small faces up there that are flat rather than vertical.
Title: Re: Maritimes Trees
Post by: QueryEverything on April 30, 2017, 05:20:31 PM
Just posting this here, I was asked recently about the load order I use for the Maritimes Mods as well as the load order for start conditions, so here are a couple of screenshots of how I have my load order working.

Please note that these are above CC & MM.

Top of the list (near the top), I have:
Maritimes Riffle
New Flora (Tany)
Pine Set v103
Maritimes Trees
Natural Diversity

This means in this load order I get the beautiful trees by Necora and also get the NatDiv & New Flora resources to harvest straight off the map.  I then build my Pine Set foresters & gatherers straight away to then harvest the newly producing Pine Set items. 

As for the remaining mods, I then load in the order shown.  These mods are placed under the start condition mods, but over CC & MM.

Maritimes NS Inshore Fisheries
Maritimes Dock Set
Maritimes Crystal Cliffs Collection
Maritimes Storage Collection
PEI Shore
Maritimes Sherbrooke Collection

I hope this helps anyone else who is curious about the load order. :)

@Necora if my load order is out of date, please let me know :)
Title: Re: Maritimes Trees
Post by: Gatherer on May 04, 2017, 10:43:07 AM
@Necora

Could these trees be made available also as decorative sometime in the future?
Title: Re: Maritimes Trees
Post by: Necora on May 07, 2017, 03:01:51 PM
@Gatherer I'm working on it :)

I will try and get it done before the end of the month. Work got super busy, the sun is staying in the sky later in the evening, and I have a large vegetable garden to plant. So modding time has fallen off considerably! I managed to spend some time doing things today, but it is mostly bug fixing and updating things, so not as fun as creating, and harder to justify above other things :(

I will be going away for a few months in June, and want to try to release as much as I can before then. So hopefully the decos will be done soon.
Title: Re: Maritimes Trees
Post by: QueryEverything on May 16, 2017, 09:45:39 PM
@Necora I read 2 conflicting posts over the last few weeks (just tried looking for them but couldn't see them, I'm being lazy, haha).  It's about the Maritimes Trees and Maritimes Pine Set

1 post was that you only needed 1 or the other, not both
1 post was that if you wanted to have the trees replace the vanilla trees at start up, you do need both as Maritimes Pine Set only affects the trees when the foresters plant them.

Post 2 makes sense to me, unless you wrote in the MPS that the trees will overwrite all the Vanilla trees at map startup.
Can I can an official answer please :D

Thank you, sorry for the confusion, just random thoughts ... haha
Title: Re: Maritimes Trees
Post by: Necora on May 17, 2017, 05:09:30 AM
@QueryEverything I was thinking about this the other day when it came up. Technically, you don't need both because they will both change the vanilla trees to the maritimes trees. The difference is...

Maritimes Trees

Maritimes Trees is purely visual, it only changes the tree models associated with the natural resource tree template and nothing else. That means that it will change the trees on start up, and the trees that are grown by the vanilla forester, but as it doesn't touch the code for spawned resources (or growth rates or anything else) then it is compatible with other mods that add new resources that are spawned by trees, so NatDiv or New Flora.

Pine Set Trees

The pine set trees are functional, i.e. they change the whole natural resource trees template to not only change the models but also the resources spawned by them. So the trees on start up and those planted with the vanilla forester will be the maritimes trees models, same as the tree set, but these will also spawn new resource such as chanterelles, fiddle heads, beaver lodges etc. This means that they will not be fully compatible with other mods that also change/add resources such as the New Flora mod. However, as the NatDiv mod only changes the models of other raw materials, and adds other things in other places not in the tree template, it will work with it.

So the maritimes trees is just for visuals, and it is made specifically so people can get the trees while also using the New Flora mod (which is the one I had in mind when doing this), and others.

This means that you technically don't need both.

However, there might be a catch, I was thinking about this the other day, so perhaps you could do some testing ;)

If you are just using the maritimes mods alone, you definitely don't need the tree set if running the pine set. However, if you are using other mods such as the New Flora mod, you might need both depending on load order and what you want on the map. I have not tested these extensively, I don't use the New Flora mod because the flax doesn't work with anything else, but if you want to use them it might be worth playing around with different combinations of the three to see what works and what doesn't. I would guess, if you put the pine set above new flora, you won't get the goods from new flora. If you put new flora above the pine set, you won't get the goods from the pine set. So if you wanted new flora items with maritimes trees in start up/vanilla and pine set goods only from the three pine foresters, then you would have to go Maritimes Trees > New Flora > Pine Set.
Title: Re: Maritimes Trees
Post by: Gatherer on May 17, 2017, 05:53:31 AM
I'm running New Flora above Maritime Pine Set so I don't get any chanterelles, fiddle heads and beaver lodges.
Title: Re: Maritimes Trees
Post by: QueryEverything on May 18, 2017, 12:20:32 AM
Hi @Necora thanks for the answer, which is what I thought - I don't need both.

Given that I do run NF & NatDiv, I have been using both as I want the background trees, but I want the natural resources of the other 2 mods, to have the best of both worlds. 
The work around is - if I want Maritimes items I have to plant Maritimes Foresters (which I'm ok with), and just harvest the other resources outside the Foresters radius.

I normally load in the screenshot "a" order, and I Native resources from NatDv & NF, your resources on planting.


@Gatherer you can have the best of both worlds.  You can run NF, NatDiv and Maritimes Pine Set and get all the items, it's just that you will only get the Maritimes items when you plant a forester & gatherer, no items at startup.
If you load the mods in my screenshot "a" you will get it all.  :)




**  What I have since confirmed, you can run Maritimes Pines without Maritimes Trees and still get the Maritimes Trees at startup - just no goodies.
So, the screenshot below will also work, without enabling Maritimes Trees :)  Screenshot dated 20170518
Title: Re: Maritimes Trees
Post by: Gatherer on May 18, 2017, 06:03:18 AM
This is my load order:
NF
Pine Set
Maritimes Trees
NatDiv

I have built Pine Set maple and vanilla foresters. Also Pine gatherer and still don't get that stuff.

I also have Season FX above all of those; though I'm not sure if that has any effect.
Title: Re: Maritimes Trees
Post by: QueryEverything on May 18, 2017, 07:43:15 AM
Hi @Gatherer using the load order below (screenshots), I have been able to harvest from both Pine & Maple Foresters & Gatherers.
I am also able to harvest other resources from NF & NatDiv in other parts of the map (in fact, I cleared the land entirely before planting the Maple Foresters etc), and there weren't any problems.


Have you got the most recent updates to all mods?



Are you able to post a screenshot of your mod order?


Are you running Banished 1.07?
Title: Re: Maritimes Trees
Post by: Gatherer on May 18, 2017, 08:19:22 AM
I think there is some misunderstanding here. I do get maple sap and cranberries and such, just no fiddleheads, chanterelles and beaver lodges.

(http://shrani.si/t/1e/c3/86gMNpF/gmlo01.jpg) (http://shrani.si/?1e/c3/86gMNpF/gmlo01.jpg)Re: Maritimes Trees

And yes, I am running 1.0.7.
Title: Re: Maritimes Trees
Post by: brads3 on May 18, 2017, 08:50:07 AM
the seasonFX should only change the looks of crop fields with the other mods. i don't use the flora mod so i can't help much. did you try to move it below the pine? i have tried several different mods and orders with the NAT DIV and pine mods. those 2 work together but don't allow other mods to work with them. seems you give up something to add a different mod. plus it limits the start settings too. for now it is a give and take situation. maybe in time they will find a way to add the new flora to the other 2 mods. hopefully also,CC gives us more options to use for starts like the forts and the shipwreck.
Title: Re: Maritimes Trees
Post by: Gatherer on May 18, 2017, 09:08:56 AM
I've disabled SeasonFX for a quick test. It didn't work.

But I've found other problems. 5 mods show as versions 0 in mod list: Maritimes Sherbrooke Village, Maritimes Decorations, Maritimes Dock Set, An Empty Square and DSSV: Production - Beta 3

These are all the latest updates. File sizes all check out, downloads were complete. They do work fine ingame though.
Title: Re: Maritimes Trees
Post by: brads3 on May 18, 2017, 09:48:53 AM
if they are showing version 0 and working that would be very odd. normally version 0 means they short-loaded. another words,when you downloaded them they stopped short of 100% so you only have partial files.i have heard anywhere from 30% and up. mine nomally did it near 90%.  definetly would redownload those files. if you are using the pine and the Maritime tree mod than you will still have the trees. if you have old versions still enabled then those you might be seeing also.
Title: Re: Maritimes Trees
Post by: Necora on May 18, 2017, 12:22:02 PM
@Gatherer and @brads3

The version number in the mod list is not an issue, it is a mistake on my part. In the package file, the line where you type the version number, I have typed 'V102' etc. for these mods. It would seem that the mod kit does not recognize any non numeric values in this line and displays them as '0' instead. But annoyingly it didn't give an error, and I never noticed it when I test them. Long short, there isn't a problem with the downloads.

I don't know what SeasonFX is, so I can't comment on that :(

So to answer the original issue, @Gatherer , you won't get them all. The following resources are spawned by the 'NaturalResourceTree.rsc' file...


The 'NaturalResourceTree.rsc' file is the same one that is used in the New Flora mod to give the oats, flax, roses, and bees. So if you have New Flora above the Pine Set, the trees on the map to start, and those grown by the vanilla forester will only produce the New Flora resources which are harvested by the vanilla gatherer. These will also be grown by the pine version of the vanilla forester and the pine gatherer. If you use the Pine Set above New Flora, then you will get the above mentioned Pine Set resources but not the New Flora ones.

Now, the pine set resources mentioned above, the raw materials that are produced when these are harvested are all available elsewhere, apart from the Fiddleheads. So the trapper chains with their traps should produce plenty of fur, pelts, game, and eggs from the Pine Forester and Maple Forester forests, although they spawn specific trap models rather than the more natural models of beaver lodges and fox holes. The only thing above that cannot be produced elsewhere is the Fiddleheads.

So in short, the two mods can be used together, just beware of what natural resources will be produced. Obviously, if you want the New Flora stuff, use it above the Pine Set, otherwise it is pointless having it loaded because nothing will appear.


One other important factor though, is that when it comes to the Flax chain, the New Flora mod is not compatible with the maritimes (or with CC). See the attached flow diagram for compatibility of flax between the two mods. In short, they don't work.

Title: Re: Maritimes Trees
Post by: brads3 on May 18, 2017, 12:42:30 PM
seasonFX only shows coflict with the NAT DIV and it is a environment resource crs. i put mine below the NAT DIv and the only thing i use it for is to give a better look to the crop fields.
  NECORa any idea when you will be updating the pine mod? i did find the links to the cliffs and sherbrook and the riffle. i was going to update all of them at once if it isn't going to be too long. how you liking this heat wave the last 2 days? it is too early to be in the 90's.
Title: Re: Maritimes Trees
Post by: Necora on May 18, 2017, 12:50:10 PM
@brads3 I'm working on it. The Pine Set is a bit of a behemoth... I am going through it alphabetically and so far am at 'Pine Cabin' .... so I've done 2 parts of it. A lot to go... I am doing some updates to the models to make them a but taller so they fit better with other mods. But this really just the cabins, church, school, and town hall so it shouldn't take too long.

And yeah, it is crazy hot. 32 Degrees Celsius here today, that is what, 90 F?

Title: Re: Maritimes Trees
Post by: brads3 on May 18, 2017, 01:04:58 PM
lol 32??? that is freezing. 32 is freeze point for water. seriously it is probably 80-85 though. in about 3 hours it will start to cool down. it kicked me in the head enough yesterday being out in that sun. no there is no hurry to it,i was just curious. glad to hear you are working on the building sizes too. did you have any luck with the oldgrowth trees file?
Title: Re: Maritimes Trees
Post by: Necora on May 18, 2017, 01:55:00 PM
Celsius my friend, we work in different currency to you ;) so it is about 90 F in American speak. Hot either way!

I am increasing the height, the Sherbrooke set has had all houses made a bit taller so they can blend better with things like Kid's colonial houses. I'm going to do the same with all of the pine set stuff too, it also makes them look nicer/you can see more detail as otherwise the awnings etc. completely cover the fronts.

As for the old growth, I don't have time for that right now. It will have to wait for the fall, unless bartender and despo decide to go ahead with it in the mean time.
Title: Re: Maritimes Trees
Post by: QueryEverything on May 18, 2017, 06:09:19 PM
@Necora I was wondering, whilst you are updating the Pine Set houses (or perhaps roadmapping for further housing), is there a way to add a couple of 2x2 house variants?  For the smaller families, in the little out posts, to fit in with the rest of the 2x2 buildings that you have.

Like an 'attachment' to the Forester building, or a camp shack, even an extension for the larger ones?
Or, if you don't want to go that small (please? ;) ) how about a long 4x2 (3x2 would work with the food storage 1x2 next to it) that runs along the road, so it has a front awning on the 4 side? 

Like a loggers retreat, or harvesters home, hunters den, even something to go near the lovely PEI fisheries buildings. 
Small family, small footprint, I figure a family of 4.  Mum & Dad, twins in bunks, wash room & family, eating room :D
Medium heating, as it's small and the small wood burner would heat that area well.  :D
Title: Re: Maritimes Trees
Post by: Nilla on May 19, 2017, 12:42:53 AM
Quote from: QueryEverything on May 18, 2017, 06:09:19 PM
@Necora I was wondering, whilst you are updating the Pine Set houses (or perhaps roadmapping for further housing), is there a way to add a couple of 2x2 house variants?  For the smaller families, in the little out posts, to fit in with the rest of the 2x2 buildings that you have.


I find that would be too small. How large is one tile in real? 1,5 meter at the most. Not much space for any "rooms" there. ;)
Title: Re: Maritimes Trees
Post by: QueryEverything on May 20, 2017, 04:40:19 PM
Quote from: Nilla on May 19, 2017, 12:42:53 AM
Quote from: QueryEverything on May 18, 2017, 06:09:19 PM
@Necora I was wondering, whilst you are updating the Pine Set houses (or perhaps roadmapping for further housing), is there a way to add a couple of 2x2 house variants?  For the smaller families, in the little out posts, to fit in with the rest of the 2x2 buildings that you have.


I find that would be too small. How large is one tile in real? 1,5 meter at the most. Not much space for any "rooms" there. ;)

Sure @Nilla if it was a full house, possibly be too small, but it's an add-on, not a full family grand home, it is what it is - a small logging retreat, where you would only have 1 or 2 kids, rugged up against the elements.  Think of it as "off the grid living in a tiny home".  It's perfectly doable.  :)  People live in tents in the middle of winter with 4 people.  :) 
Think of it this way - it's simply an extension of existing buildings where the workers can throw their swags.  :D  :D 
Title: Re: Maritimes Trees
Post by: Abandoned on June 05, 2017, 10:34:06 AM
@Necora I was wondering, when you have time, if you might give some thought to branching out a little from Maritime and making a tree override mod that would look good with the separate cc terrain mod for the deserts?  The vanilla trees, especially evergreens look a little out of place but the only tree I can come up with for dry terrain is the California Joshua Tree, cactus wouldn't provide firewood. Perhaps one a bit more tropical too.  The maritimes trees are really great and make a nice change.  :)
Title: Re: Maritimes Trees
Post by: Necora on June 05, 2017, 02:35:58 PM
Hi @Abandoned right now, no, I don't have time! I'm going away tomorrow for a couple of months for work. But, I will be in a tropical place so maybe I will get some inspiration for a tropical set when I return!

Oh and I like the 'branching out' for trees, intentional or not :)
Title: Re: Maritimes Trees
Post by: Abandoned on June 05, 2017, 02:40:48 PM
@I knew you were busy and going soon, have a safe time away, look at those trees and think Banished  :)
Title: Re: Maritimes Trees
Post by: brads3 on June 05, 2017, 03:09:46 PM
if i pack quick wuill u pick me up on the way?
Title: Re: Maritimes Trees
Post by: Bartender on June 05, 2017, 03:34:39 PM
Best of luck on your trip @Necora ! It must be tough, going to a tropical island and all that, but it's a small sacrifice to make for the sake of science ;).
Title: Re: Maritimes Trees
Post by: QueryEverything on June 05, 2017, 03:44:22 PM
Quote from: Bartender on June 05, 2017, 03:34:39 PM
Best of luck on your trip @Necora ! It must be tough, going to a tropical island and all that, but it's a small sacrifice to make for the sake of science ;).

Damn that science making people do ghastly things in the name of it ... why, I never! 
;)

In all seriousness @Necora travel safe, work hard, enjoy the sun (goddess only knows a native UKer must make up for sun every moment possible, or so my M-I-L keeps telling me about her envy of the Aussie landscape); and do good science :D
If you come across any other awesome little critters, that aren't patented, or work doesn't prevent you from sharing, I would love to see some tropical itty bitties :) Pics please :D