World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: embx61 on March 29, 2017, 05:00:14 PM

Title: Water Well
Post by: embx61 on March 29, 2017, 05:00:14 PM
Water Well

http://worldofbanished.com/index.php?action=downloads;sa=view;down=253 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=253)
Title: Re: Water Well
Post by: RedKetchup on March 29, 2017, 06:15:23 PM
looks awesome :)


question: is the water compatible with the other water sources ?
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 07:19:22 PM
Thanks Red, I named it RawMaterialWater with a profession WaterWorker.

Not sure if that is compatible with NMT and/or CC. I have to download CC to look or  can you please tell me what names you/CC using so I can change it if it is not compatible?
Ah, Looked at CC mod in the mods screen and no Red warning so something must have been wrong as I know BL uses water in their mod. Looked further down and did see RawMaterialNMWater. I thought that RawMaterial files never had to use NM/CC/EB etc in front of it, besides graphics and stuff, to make it compatible with other mods.
Not a big deal but that is why I had it wrong (Well technically CC got it wrong LOL). Will change mine to RawMaterialNMWater and upload a compatible version soon.
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 08:05:22 PM
Went to the CC list and some proffessions get some weird names IMHO.

wetworker? instead of waterworker.
saltworks? instead of saltworker.

Well got to change those as well to make it compatible with CC. I use the stringdialog (I guess and hope they did the same) to change it in waterworker and saltworker.
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 08:32:53 PM
Made the changes and double checked with CC and indeed the wetworker is a waterworker and saltworks is a saltworker. LOL

Uploaded all the newer versions and the stringtables.

Please demolish any tannery, saltworks, and water well buildings being build in a save before enabling the newer versions as two profession names and the rawmaterialWater files are changed.
Not doing so will crash Banished if some of those building are build in the game and you enable the newer versions.

Enjoy!
Title: Re: Water Well
Post by: kralyerg on March 29, 2017, 08:38:05 PM
I didn't get it wrong, I just copied it from RedKetchup for compatibility. :D

RawMaterial files can literally say anything you want it to.  It doesn't even technically have to say RawMaterial in front of it. You could name it ThatBlueStuffThatFallsFromTheSky.rsc and the game wouldn't care.


A whole lot of the things in CC have very strange names behind the scenes, I agree.

What do you mean by "I use the stringdialog (I guess and hope they did the same)"?  We have all our professions strings in the UI/ColonialStringTable.rsc, not the vanilla Dialog/StringTable.rsc.
Title: Re: Water Well
Post by: kralyerg on March 29, 2017, 08:41:57 PM
Did you change the string for the profession called wetworker so that it says Water Worker? We use the wetworker with the string Dock Worker for several of the CC Dock buildings.
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 08:44:15 PM
Hi Kralyerg.

Hmmm. I did not know that. But if you call it something else in the game will the bannies still pick that stuff up?
I mean my was called rawmaterialWater and my take is that the bannies in CC/NMT are looking for RawMaterialNMWater?

What I mean with the dialog was that I would not use a profession name wetworker to see in the game.
So wetworker would become a waterworker through my stringtable. Dialog was a short of bad word I used there :)
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 08:47:15 PM
Quote
Did you change the string for the profession called wetworker so that it says Water Worker? We use the wetworker with the string Dock Worker for several of the CC Dock buildings.

Yes I did. So what is the best way to go around this as dockworker is a bit strange for someone who gathers water from a well? What are your workers called who get the water?
Title: Re: Water Well
Post by: kralyerg on March 29, 2017, 08:47:49 PM
A specific production building looks for a specific filename for the input/output resources. So it's good to have them all named the same. But the game doesn't care *what* the filename is, just that they're identical.
Title: Re: Water Well
Post by: kralyerg on March 29, 2017, 08:51:24 PM
Quote from: embx61 on March 29, 2017, 08:47:15 PM
What are your workers called who get the water?

In CC, we didn't want to add another to the already too long list of professions, so we made the water towers use the Vendor profession (which it shares with the markets) because it was kind of a "they just shuttle the water back and forth, there's no actual trained profession involved" sort of thing.

I just checked, and in NMT, RK has them using a generic "worker" profession.
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 08:59:50 PM
QuoteA specific production building looks for a specific filename for the input/output resources. So it's good to have them all named the same. But the game doesn't care *what* the filename is, just that they're identical.

Yes, that is what I thought too. I think CC tannery using water too so at least now I made the change with the water it is both ways compatible. At least that mystery is solved.

So if I have it right I can just leave the profession as I have it now?
So the profession name is wetworker and in my string table it says Waterworker?

On the other hand a regular worker will work too. I guess that is what I will do and if I design later some more buildings with simple tasks I can assign the regular worker too.

Thanks for the help Kralyerg.

Title: Re: Water Well
Post by: kralyerg on March 29, 2017, 09:05:39 PM
Sure, you can leave it how you have it.  It's not a bad choice actually.  Even if someone puts this above CC and it changes all the CC Dock Worker professions to Water Worker, it still makes sense. :)
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 09:12:16 PM
Okay I will leave it as it is.

BTW, I will Rar all the sources tomorrow so if you want the buildings to add to the megamod I will sent them to you.

Thanks again Kralyerg
Title: Re: Water Well
Post by: RedKetchup on March 29, 2017, 09:53:39 PM
sorry... i wasnt there to answer...

why NMwater and not water ?

cause the fountain mod. at some place he did created some water with a totally different numbers/design....

so to make sure not being screwed... i ve put NM in front.


and yeah i did created a generic "worker" profession that is used for many different non specific function. kinda like a day-laborer.
Title: Re: Water Well
Post by: embx61 on March 29, 2017, 10:36:25 PM
No problem bro, I am not always behind my PC either or are working in Max.  :)

I forgot about the fountain mod so indeed it made sense
Yeah, A regular worker is a good idea if I ever get some more professions which are not truly skilled ones or hard to figure out a name for that is a good way to just assign a worker just as a laborer does all kind of things.

Title: Re: Water Well
Post by: Discrepancy on March 30, 2017, 06:35:26 PM
 :)
excellent buildings @embx61, a very nice looking well.

I am also making a water producing building, so was also interested in learning that RawMaterialWater.rsc would not be compatible with NMT & CC.
Title: Re: Water Well
Post by: embx61 on March 30, 2017, 06:52:58 PM
@Discrepancy

Thanks for the kind words :)

The well I bought when I was browsing Turbosquid and I loved the design of it. I could have taken the design as an example and build it myself but it was pretty cheap and after a long time not being active I wanted to release my mods and the tannery needed water. There is nothing nicer then making your own mods from scratch but with a paid one which is properly designed I can learn some tricks. Sometimes the textures alone are worth the money.

Yeah, I now understand why Red did it that way with the water and BL just copied his files without altering them. Quite a few people used the Fountain Mod in those days, and maybe still do, and some of the numbers were way off.

Just call it RawMaterialNMWater and it will be compatible with CC/NMT
Title: Re: Water Well
Post by: Discrepancy on March 30, 2017, 07:04:34 PM
awesome, thanks.

What is your production numbers for the well? the _workTime and _workRequired?
Title: Re: Water Well
Post by: embx61 on March 30, 2017, 07:22:12 PM
@Discrepancy

I took the same numbers as CC
Producing 12/16
Work Time = 4.0
Work Required = 20
Weight 1, Value 1
Title: Re: Water Well
Post by: RedKetchup on March 30, 2017, 07:32:35 PM
@embx61  PM sent :)
Title: Re: Water Well
Post by: Manabloom on April 02, 2017, 06:06:29 PM
Thank you for not adding the plowing/scything animation on the workers since it looks kinda weird when a worker is plowing/scything the base of a water tower in NMT :D
Title: Re: Water Well
Post by: elemental on May 18, 2017, 12:00:09 AM
Very attractive well. @embx61 do you have any plans to update it with the new moving water texture?
Title: Re: Water Well
Post by: embx61 on May 19, 2017, 11:20:36 AM
@elemental

In the production set 1 it is updated with the moving water.
I forgot to add the moving water to the build stage 2 though.

I will over the weekend updater the build stage with moving water as well as updating the stand alone water well.
Title: Re: Water Well
Post by: elemental on May 19, 2017, 03:50:50 PM
@embx61 Good to hear.  :) I have been using your unified mod. Should I use that one or should I use some other combination of your mods?
Title: Re: Water Well
Post by: embx61 on May 19, 2017, 10:28:40 PM
@elemental

Updated Production Set 1 as well as Unified Mod with moving water in water Well. so you can choose which one to play with.

The unified contains everything so far except the Irrigation channels.
Title: Re: Water Well
Post by: elemental on May 20, 2017, 03:51:02 PM
Thank you very much, @embx61 .

I'll stick with unified. The above-ground irrigation channels aren't really my thing. I wouldn't mind seeing some ground-level (well... slightly below ground level) ditches/irrigation channels though. They could even be storm water run-off channels instead of irrigation ditches. Purely for decoration. Very few things happen below ground level so some simple ditches would make quite a nice addition to the game.
Title: Re: Water Well
Post by: QueryEverything on May 20, 2017, 04:16:21 PM
Thanks for updating the Unified Mod @embx61 :)
Got it :) 


I've played around with @Necora Riffle Mod @elemental and I've had a few hits & misses in creating something that's ornamental.  Functional, nope, lol.  :)
Title: Re: Water Well
Post by: Abandoned on June 10, 2017, 06:59:46 AM
@embx61 I found one small problem with the individual water well mod.  The well and the storage inventory shows the icon of the bucket of water but neither one shows the word "water", it is just a blank space.  The well looks really great.  :)
Title: Re: Water Well
Post by: embx61 on June 10, 2017, 08:22:37 AM
@Abandoned

Try this :) Should be save compatible, was a little typo in the string table
Download (https://drive.google.com/file/d/0B1Pi5G-4I06jeUlBdEJBRHhQU2M/view?usp=sharing)
Title: Re: Water Well
Post by: Abandoned on June 10, 2017, 09:40:35 AM
Thank you @embx61  :)
Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 05:52:39 AM
@embx61 I tried water well on a new test map and still no Water word.  Maybe someone else will try and see what happens.  I also noticed there is no icon for the above ground irrigation, when you click EB Town Services you lonely get the box with the dot in it.
Title: Re: Water Well
Post by: embx61 on June 12, 2017, 05:58:07 AM
Hmm that is odd with that water. I will investigate further but I am pretty sure I went over all my files what uses water yesterday and all looked okay.  ???

Make sure the channels are the highest in the modlist then any of my other mods as some don't have the new community toolbar irrigation stuff yet.

Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 06:08:15 AM
the irrigation canal is under the EB community icon town resources but then only has a square with a dot inside.
Title: Re: Water Well
Post by: embx61 on June 12, 2017, 06:40:57 AM
I am upload a newer version of the irrigation channels later today which adds at least a pump to work with NMT Canals and hopefully fix the toolbar stuff.

I loaded the waterwell in my game and it shows the text water. This really baffles me.
Can you put the water well on top of your mod list and look again if that fixes it?

Also can you tell me which mods of mine you have enabled in your mod list?
Then I can hopefully track it down.
Title: Re: Water Well
Post by: Paeng on June 12, 2017, 07:11:36 AM
Quote from: embx61 on June 12, 2017, 06:40:57 AMI loaded the waterwell in my game and it shows the text water.

Yeah... I have the well with the Production Set 1, shows fine...

Title: Re: Water Well
Post by: embx61 on June 12, 2017, 07:26:07 AM
Yeah, that is why I went with the sets.

I have to many separate buildings what uses water so a lot to keep track of.

Unified, Prodset1, prodset2, Water well, Tannery, and irrigation systems all using NMWater. I checked all of the string tables and Water template files and all are fine.
The only thing what I can think of that I changed something and it works on my system but forgot to upload the newer version.

I not really supporting the stand alone production building versions anymore to avoid those naming issues if I change something in one I have to do it about 6 or 7 times over different mods and then errors can creep in.
Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 08:12:12 AM
okay, I can't use unified mod and don't want to use unified mod.  Now this is strange. Separate water well, did you have a mod that had all your mods in it separate not in one pkm just each separate?  If so that maybe where I got this water well from, and too bad it is gone.

On currant map water well has no Water Word.  To test I only switched the water from this thread and crashed.  I tested it on a new map with nothing else switched except the water well file, nothing else changed not the load order or any other mods.  Still no water well word and also no icon for irrigation canal.  I then switch the well file back the way it was for currant map and loaded to make sure it was alright and well still no water word but irrigation canal does have the canal icon in town services.


As I said, the well works and produces water so please do not spend anymore time on this.  It may simply be my game not 107 but I have had no problems as long as new flags are not used.  Thank you anyways.  :)
Title: Re: Water Well
Post by: brads3 on June 12, 2017, 08:31:47 AM
when you do decide to upgrade,ABANDONED, i would upgrade the game to 1.07 and try the CC compatibility 1.07 mod to help solve issues of flags between 1.06 and 1.07.then you should be able to play as you do now and use older mods without issue.it would be worth an experiment to save you having to upgrade every individual mod. i use RED's NMT 2.04 that is 1.06. all my bricks and tiles seem to work between both the CC and the NMT.i see no dead blank tags on townhalls or trade posts. i saw none when i ran a few tests with the debug and made all resources and items visible.
Title: Re: Water Well
Post by: embx61 on June 12, 2017, 08:52:32 AM
So you still using maybe the one from the compilation mod?
Yes, I deleted that one because updating so many the same mods was becoming a hassle and it was rather old and not up to date.

I uploaded a newer version of the water well two days ago after I fixed a little string table typo after you told me about it.
Did you downloaded that one?
It is in the 1.07 download section and it says EBWaterWell_V17002_June10_2017
It is compiled with 1.07 but will work with 1.06 because there are no new flags/limits.

Title: Re: Water Well
Post by: RedKetchup on June 12, 2017, 10:03:11 AM
Quote from: embx61 on June 12, 2017, 08:52:32 AM

Yes, I deleted that one because updating so many the same mods was becoming a hassle and it was rather old and not up to date.


this is why i update only once per .... 1-2 years LOL
Title: Re: Water Well
Post by: embx61 on June 12, 2017, 10:08:37 AM
I downloaded my own version from two days ago, loaded a game, disabled my both production sets, as they have the water raw material file as well, and activated the water well.

It shows the string just fine. I think @Abandoned forgot about the newer version I uploaded June 10 and still uses the one from the compilation mod.
Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 10:21:46 AM
@embx61 the well in the currant map is either the stand alone one or one from the compilation.  The one I switched and tested with same result is the download 107 June 10th version.  Must be a glitch with my 106 and is no problem producing water as is but thank you.   :)   Production set will be just fine when I update.

@brads3 I will keep that in mind when I update, like I said I have had very few problems with my pick and choose mod selection system.  Hope you will not have any more cow problems.  :D
Title: Re: Water Well
Post by: embx61 on June 12, 2017, 10:28:09 AM
Ah I see.

Maybe some other player want to download the water well mod from June 10th and do quick test if the string works?

Title: Re: Water Well
Post by: Nilla on June 12, 2017, 11:21:41 AM
I just downloaded the mod, will add it to my present game and tell you how it works.
Title: Re: Water Well
Post by: Nilla on June 12, 2017, 12:57:09 PM
Just ran the well one year. It works well! ;) It's an area with a lot of uneducated and it produced 216 water. The well from Red in the same area 320. It's quite similar to the last time I tested. (Then it was educated worker) Your well gives a bit less, but it's OK.
Title: Re: Water Well
Post by: RedKetchup on June 12, 2017, 01:01:48 PM
Quote from: Nilla on June 12, 2017, 12:57:09 PM
Just ran the well one year. It works well! ;) It's an area with a lot of uneducated and it produced 216 water. The well from Red in the same area 320. It's quite similar to the last time I tested. (Then it was educated worker) Your well gives a bit less, but it's OK.

note thats 1 person working only... thats a 1x1 tile building ... that has a cost ^^.
build more wells :)
Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 01:24:28 PM
thank you for testing @Nilla , we know the well works fine producing water.  The problem is that in the inventory of the well and the storage barn and the houses it shows the bucket of water but it does not say the word Water, the item name is blank, it says nothing.  :)  My bannies will think it is tequila  :D
Title: Re: Water Well
Post by: RedKetchup on June 12, 2017, 01:35:23 PM
Quote from: Abandoned on June 12, 2017, 01:24:28 PM
thank you for testing @Nilla , we know the well works fine producing water.  The problem is that in the inventory of the well and the storage barn and the houses it shows the bucket of water but it does not say the word Water, the item name is blank, it says nothing.  :)  My bannies will think it is tequila  :D

if the picture is there.... then SpriteSheet is fine.
if the names arent there... then it is the StringTable.

      { String _name = "NMWater";               String _text = "Water"; }
Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 01:51:03 PM
the picture of the bucket of water I have is not the same picture that paeng shows in his production set picture. My bucket has blue water and no handle.
Title: Re: Water Well
Post by: Nilla on June 12, 2017, 02:51:39 PM
The bucket is there. Looks perfectly normal to me. :)
Title: Re: Water Well
Post by: Abandoned on June 12, 2017, 03:20:16 PM
yes, the bucket is there, I like my bucket better than Paeng's bucket, both buckets are there.  What is not there in my game is the word WATER.
Title: Re: Water Well
Post by: RedKetchup on June 12, 2017, 05:36:58 PM
i just checked NMT2.04 and GardenWall:Utility .... and both are there. the missing isnt coming from those 2 mods.
Title: Re: Water Well
Post by: embx61 on June 12, 2017, 09:54:25 PM
Quote from: RedKetchup on June 12, 2017, 01:35:23 PM

if the picture is there.... then SpriteSheet is fine.
if the names arent there... then it is the StringTable.

      { String _name = "NMWater";               String _text = "Water"; }


{ String _name = "Water";    String _text = "Water"; } I have in all my Water StringTables of the different Mods what using water and in the template files also says water.

Title: Re: Water Well
Post by: embx61 on June 16, 2017, 08:13:20 AM
I think I found the issue.

A " was missing in the NMWater Template.rsc file so it read Water"; instead of "Water";

Uploaded a newer version
Title: Re: Water Well
Post by: Abandoned on June 16, 2017, 09:56:59 AM
thank you for update @embx61  :)  Will definitely try it before the map is done.
Title: Re: Water Well
Post by: embx61 on June 16, 2017, 10:24:47 AM
Thank you @Abandoned

I really hope the bug is fixed as I pulled my hair out on that one.

Such a tiny " missing is so hard to spot and what I don't get is that it was working in my games with that bug. I copy and paste a lot of files around so I went over all my rawmaterial template files to see if the little bugger was in some other files aswell and found a couple more and those are all fixed as well.

FYI, I just uploaded version 17003 of the irrigation channels.

Added two ghosted pieces what fit Reds NMT Canals. 1 what pumps the water out of the Canals into the irrigation system and one what dumps water into it. The two end pieces now works as the Vanilla well so bannies can get water from those to put out fires.
And I added a bridge with a railing. Water output from the reservoir is increased from 8/10 to 12/16 as water is more in demand now with Red Garden Utility mod.

Enjoy :)
Title: Re: Water Well
Post by: RedKetchup on June 16, 2017, 01:45:25 PM
Quote from: embx61 on June 16, 2017, 10:24:47 AM

And I added a bridge with a railing. Water output from the reservoir is increased from 8/10 to 12/16 as water is more in demand now with Red Garden Utility mod.

Enjoy :)

did you changed the output numbers ? or changed the time to get that output numbers ?
Title: Re: Water Well
Post by: embx61 on June 16, 2017, 02:01:45 PM
I already changed the worktime to 4.0/16.0 earlier and now changed the output from 8/10 to 12/16 as well so I think it is the same as your water numbers now.

Before you released the Garden Utility water was not so much in use so some players ask to tone it down as they were swimming in water. LOL

But now with the Garden Utilities and some more building (Like my Bakery and Apothecary) are using water too I think 12/16 will be better.
Title: Re: Water Well
Post by: Abandoned on July 01, 2017, 07:10:34 AM
@embx61 With my game updated to 107 the separate water well now has the word Water like it should.  All is well with the water well  :D thank you.
Title: Re: Water Well
Post by: embx61 on July 01, 2017, 07:32:41 AM
Thanks for the report Abandoned.

I am glad it finally worked out :)
Title: Re: Water Well
Post by: Abandoned on July 01, 2017, 07:41:42 AM
 :)