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Necora's Work in Progress

Started by Abandoned, February 27, 2017, 07:02:23 PM

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Necora

@Abandoned  and @ancientmuse thanks!

@brads3 I never stop! Until 2 weeks time. Then I stop for a while. And yeah, the cannons are fixed, so no more overwrites of other textures.

@QueryEverything it won't be a beta it will be full, I don't have time for a beta. I'll upload it as is later this week, which gives me a few days to fiddle with more things. We'll see what else gets done to be added.



I've been bug fixing the Pine Set and here is what I've done... have I missed anything? (specifically to anyone Beta testing it atm).

New Content - Corner Row Houses - A set of tall and small corner row houses have been added, using the guest house and tavern model. Each set has 6 F-variants, one for each colour of the other row houses.

New Content - Small Chapel - A new dinky chapel with a capacity of 30 as been addded for those small rural communities.

Balancing - Natural Resources (Food) - Food producing natural resources can now be harvested by any profession, so they are not lost when clearing an area etc.

Balancing - Natural Resources (Trapper Chain) - Natural resources that produce game and eggs are harvestable by any profession when clearing land etc. Natural resources that produce pelt and fur can only be harvested by a Trapper. A trapper will still also collect game and egg resources.

Balancing - Natural Resources (Pine Forest) - Natural resources that produce specialized items (resin) are harvestable only be a gatherer. All others (including boughs) can be harvested by any profession when clearing land etc.

Balancing - Natural Resources (Maple Forest) - Natural resources that produce specialized items (maple sap) are harvestable only be a gatherer. All others can be harvested by any profession when clearing land etc.

Balancing - Natural Resource Spawning (Pine Forest) - Spawn times of the natural resources associated with the Pine Forest have been adjusted.
- Trees - Max Growth = 5 years, Maturity = 36 months (3 years).
- Herbs - Spawn Age (of trees) = 1.1 years.
- Chanterelle - Spawn Age (of trees) = 0.2 years.
- Nest (eggs) - Spawn Age (of trees) = 0.2 years.
- Trap (pelt) - Spawn Age (of trees) = 1.5 years (half way to tree maturity).
- Trap (fur) - Spawn Age (of trees) = 3 years (fully mature trees only).
- Trap (game) - Spawn Age (of trees) = 0.2 years.
- Bough - Spawn Age (of trees) = 0.2 years.
- Pine Resin - Spawn Age (of trees) = 1.5 years (half way to tree maturity).
- Flax - Spawn Age (of trees) = 0.2 years.

Balancing - Natural Resource Spawning (Maple Forest) - Spawn times of the natural resources associated with the Maple Forest have been adjusted.
- Trees - Max Growth = 5 years, Maturity = 36 months (3 years).
- Herbs - Spawn Age (of trees) = 1.1 years.
- Apple - Spawn Age (of trees) = 1.0 years (1/3 to tree maturity).
- Maple Sap - Spawn Age (of trees) = 1.0 years (1/3 to tree maturity).
- Blueberry - Spawn Age (of trees) = 0.2 years.
- Cranberry - Spawn Age (of trees) = 0.2 years.
- Trap (pelt) - Spawn Age (of trees) = 1.5 years (half way to tree maturity).
- Trap (fur) - Spawn Age (of trees) = 3 years (fully mature trees only).
- Trap (game) - Spawn Age (of trees) = 0.2 years.

Balancing - Natural Resource Spawning (Vanilla Forest) - Spawn times of the natural resources associated with the Vanilla Forest have been adjusted.
- Trees - Max Growth = 5 years, Maturity = 36 months (3 years).
- Beaver Lodge (pelt) - Spawn Age (of trees) = 1.5 years (half way to tree maturity).
- Blueberry - Spawn Age (of trees) = 0.2 years.
- Cranberry - Spawn Age (of trees) = 0.2 years.
- Chanterelle - Spawn Age (of trees) = 0.2 years.
- Fiddlehead - Spawn Age (of trees) = 0.2 years.
- Fox Hole (fur) - Spawn Age (of trees) = 3 years (fully mature trees only).
- Herbs - Spawn Age (of trees) = 1.1 years.
- Mushroom - Spawn Age (of trees) = 0.2 years.
- Nest (eggs) - Spawn Age (of trees) = 0.2 years.
- Onion - Spawn Age (of trees) = 0.2 years.
- Rabbit Hole (game) - Spawn Age (of trees) = 0.2 years.
- Root - Spawn Age (of trees) = 0.2 years.

Balancing - Game - The high:low create of game has been increased to 14:10. This should double how much the trapper creates of this resource.

Bug Fix - Egg(s) - The name of egg(s) has been changed.

Bug Fix - Cabin Upgrades - I got some file names confused so the normal colour cabins were upgrading into diagonal cabins. This has been corrected.

brads3

that sounds very good. i like the way the apples and sap work.this option of all bannies being able to collect most items makes sence. i think it will help the thatch,fodder,and trappers in meadows.it will be interesting to test it.

QueryEverything

Quote from: Necora on May 28, 2017, 09:04:46 AM
{{Snip}}

@QueryEverything it won't be a beta it will be full, I don't have time for a beta. I'll upload it as is later this week, which gives me a few days to fiddle with more things. We'll see what else gets done to be added.


I've been bug fixing the Pine Set and here is what I've done... have I missed anything? (specifically to anyone Beta testing it atm).

New Content

Balancing - Natural Resources (Food) - Food producing natural resources can now be harvested by any profession, so they are not lost when clearing an area etc.

Balancing - Natural Resources (Trapper Chain) - Natural resources that produce game and eggs are harvestable by any profession when clearing land etc. Natural resources that produce pelt and fur can only be harvested by a Trapper. A trapper will still also collect game and egg resources.

Balancing - Natural Resources (Pine Forest) - Natural resources that produce specialized items (resin) are harvestable only be a gatherer. All others (including boughs) can be harvested by any profession when clearing land etc.

Balancing - Natural Resources (Maple Forest) - Natural resources that produce specialized items (maple sap) are harvestable only be a gatherer. All others can be harvested by any profession when clearing land etc.

[/size]{{Snip}}

Balancing - Game - The high:low create of game has been increased to 14:10. This should double how much the trapper creates of this resource.

Bug Fix - Egg(s) - The name of egg(s) has been changed.

Bug Fix - Cabin Upgrades - I got some file names confused so the normal colour cabins were upgrading into diagonal cabins. This has been corrected.



Wow, @Necora you have been busy, so much awesomeness :D


A couple of things:

       
  • Thank you for the bug fixes:  houses, egg(s) etc; that is eggcellent news :D
  • New residences: sound excellent, was wondering upon your return, could it be possible to look at creating an 'over house' for the little 2x2 work buildings?
    Either a 3x2 or a 2x3 footprint, just a small 'ma & pa' cramped quarters style house in the Fort set. 
    OR - even a 5wX2d (4wX3d) over house that spans 2 small 2x2 work buildings.  The entrance would either be at the side making it the 5w  or, at the rear making it 3d.
    -- This is just an idea request - no rush, no pressure and of course, will accept a 'no' :D 
  • Trapper chain:  Where natural resources can only be collected by a Trapper (pelt & fur) & Maple/Pine gatherers, will the laborers who clear the terrain be made to 'ignore' the items, so when the land is clear all you will see are the remaining natural resources that the Trapper / specialised gatherer need to collect, rather than Laborers destroy them whilst clearing.
    -- This way on a new map startup, we can setup / packup trappers & gatherers around the map as we find resource rich environments, and let them get about their work whilst other areas are being cleared.  Once they gather all those resources, destroy the building and move the workers to the next land clearing area.
  • UI request:  You may have seen the request in the BL thread, and may have decided not to, but if you can, would it be possible to have the minimise option on the Town Hall & Traders please, I think it was in the Pine Set (Pine Town Hall) & the Maritimes set (PEI Trade Dock).
  • Woooohooooo: the Fort is coming ...  Port Royal, here we come ....  :D
Thank you :D
[color=purple]~ QE, I query because I like learning new things.  [/color]

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Abandoned

@Necora gathering system sounds fine to me, I can't wait to try these beautiful sets, such nice variety.  :)

Nilla

I haven´t found the upgrade. ???

brads3

which upgrade? i would check the page for the mod. say the pine mod on the pine mod page at the top.otherwise check the download section under 1.07.

Nilla

Quote from: brads3 on June 12, 2017, 06:58:20 AM
which upgrade? i would check the page for the mod. say the pine mod on the pine mod page at the top.otherwise check the download section under 1.07.

That upgrade from which he tells on the top of this page, the long entry. That one, that ends with
QuoteBug Fix - Cabin Upgrades - I got some file names confused so the normal colour cabins were upgrading into diagonal cabins. This has been corrected.

My upgraded cabins are diagonal for sure, the output of the forest also seems very much the same as it was, and I have the latest beta. When I try to download the mod from the download page, the "Dropbox says" that the file has been deactivated. At least I can't download anything from there. I guess, he hadn't time for the upgrade. No matter. We can wait.

brads3

i think the may 22nd beta is the last set he did. there is an alternate download link for google.http://worldofbanished.com/index.php?topic=1560.msg29343#msg29343

QueryEverything

@Nilla , @Necora was listing the bug fixes he has made, and what still needs to be done for the next release, he hasn't released anything else since end of May.  He is away currently, but when possible will no doubt be back and updating us on any progress made :)  (Depending on workloads & connection availability will determine when we have access to him).

But for now, enjoy the bonus diagonals, oops ;) 
[color=purple]~ QE, I query because I like learning new things.  [/color]

Banished pinterest & Banished mod ideas
[color=teal](Gently) Please: if you download mods please rate them, this helps & encourages the modders. :) [/color]

Kimbolton

Hi, Just started playing again after a long hiatus. Thanks so much for all you have added to the game. Wonderful textures and the buildings add so much variety. Really appreciate all your hard work on this! :)

Necora

Peek-a-boo

What have I missed?

brads3

lots.WB boss.is it a short visit or are you home for a while? i did a test.check the village blogs for when i traveled north when you get the chance.

Necora

@brads3 expand on lots ;) I'll have a look through in a bit. I am back for a while, no plans to shoot off again. However my computer didn't enjoy the heat and humidity of the jungle as much as I did, so I won't be doing much modding for a while until I get it sorted and the nights start to get longer.

brads3

due to your work on the water,EB made several irrigation ditches and RED did a huge canal overhaul.there has been lots of mods updated due to the changes to the 1.07. did your ears ring while you was away? there has been a few who paged you off and on. i do hope you enjoyed the trip and your time away. :)

embx61

Necora did the riffles.

It was Bartender who did the moving water trick :)

Welcome back Necora :)

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]