World of Banished

MODS Garage => Mod Talk => Topic started by: RedKetchup on September 01, 2016, 11:31:54 AM

Title: Medieval Town 2.04.1.0.6
Post by: RedKetchup on September 01, 2016, 11:31:54 AM
Medieval Town 2.04.1.0.6

http://worldofbanished.com/index.php?action=downloads;sa=view;down=139 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=139)

Requirement : Banished 1.0.6
This version isnt ' Saves Compatible ' with NMT 1.1b and you need to start a new city.

Alot of people found that was hard to find this file so i put it back here just in case. it seems i didnt posted in download cause the file is too big.

----------------------

Whats new in 2.0 :

A lot of things ( i reserve this space to expand everything i added in this version )
( I am also reserving the next 2 reply for explanations and pictures )


Redesigned : Medieval 3-Story Houses + Tons of Upgrades
ADDED: Medieval Corner Houses + Upgrades
Redesigned : Medieval Hostels + Upgrades
Redesigned : Medieval Blacksmith + Upgrades
Redesigned : Medieval Tavern + Upgrades + New Beer recipes
Redesigned : Medieval Bakery + Upgrades
Redesigned : Medieval Windmill + 'F' Alternate Models
Redesigned : Medieval Watermill
ADDED: Medieval Lighthouse
Redesigned : Medieval Tailor  + Upgrades + New Cotton recipes
Redesigned : Medieval Library  + Upgrades
Redesigned : Medieval Apothecary  + Upgrades
Redesigned : Medieval Butchery  + Upgrades
Non-Edited : Medieval Watertower
Redesigned : Medieval Clinic  + Upgrades
Redesigned : Medieval Barber Shop  + Upgrades
Redesigned : Medieval Dentist  + Upgrades
Redesigned : Medieval Bath House  + Upgrades
Redesigned : Medieval School   + Upgrades
Redesigned : Medieval Pond + 'F' Alternate Models
Redesigned : Medieval Apiary  + New Beeswax recipes  (Special THANKS To BlackLiquid )
Non-Edited : Medieval Cathedral

Redesigned : Medieval Hardware Vendor + Upgrades
Redesigned : Medieval Fruit Vendor  + Upgrades
Redesigned : Medieval Grain Vendor + Upgrades
Redesigned : Medieval Cloth Vendor + Upgrades
Redesigned : Medieval Meat Vendor + Upgrades
Redesigned : Medieval General Store + Upgrades
ADDED: Medieval Food Vendor
ADDED: Medieval Food Stall
ADDED: Medieval Ale Stall

Redesigned : Medieval Archeology Center   + Upgrades
Non-Edited : Medieval Ruins
Non-Edited : Medieval Stonehedge
Non-Edited : Medieval Abandonned Church

Redesigned : Medieval Normal Barn
Redesigned : Medieval Medium Barn
Redesigned : Medieval Small Barn
Redesigned : Medieval Tiny Barn
ADDED: Medieval Granary
Non-Edited : Medieval Grain Silo
Non-Edited : Medieval Coal Silo
Non-Edited : Medieval Root Cellar

ADDED: Medieval Salt Mine
ADDED: Medieval Old Smokery
ADDED: Medieval Dry Shack
ADDED: Medieval Old Saltery
ADDED: Medieval Clay Pit
ADDED: Medieval Potery Shop  + Upgrades
ADDED: Medieval Kiln
ADDED: Medieval Washing Place  + Upgrades
Redesigned : Medieval Creamery  + Upgrades

Ressources ADDED :
ADDED : Livestock Cow with its own graphics (Special THANKS To BlackLiquid )
Non-Edited : Grain Barley (Special THANKS To BlackLiquid )
Non-Edited : Grain Sorghum (Special THANKS To BlackLiquid )
ADDED: Textile : Cotton (Special THANKS To BlackLiquid )
ADDED :    Alcohol : Beer
ADDED :    Grain : Hops
ADDED :    Protein : Salted Meat
ADDED :    Protein : Dry Meat
ADDED :    Protein : Smoked Meat
ADDED :    Textile : Salt
ADDED :    Stone : Clay
ADDED :    Stone : Brick
ADDED :    Stone : Roof Tiles


----------------------

Banished (1.0.6) Medieval Town 2.01 bugfix has arrived !!!!!

WARNING: You absolutely need to delete ALL your Medieval Food Store (only that one) because 1 of the texture is permanently gone out of the pack. so, if you still have 1 of this building still up : game will instantly crash if your screen show that place.
DELETE your Medieval Food Store first. once all destroyed : Do a save. and then close the game. replace the .pkm. restart or load your save.[/b]

I want to say : BiG Thanks to Kralyerg who voluntary offer to double check all my code for errors :)
Thanks Bro !


***************************************

Medieval Town 2.02 bugfix has arrived !!!!!

New build has arrived !! This new build is coming close to official release (Release candidat 2.02)
THANKS YOU to all who found bugs and problems

***************************************
Bugfixes 2.02:
fixed problems with Salt mine, Hostel windows, Flour



***************************************


Medieval Town version 2.04.1.0.6
Bugfix : Fixed issue about Nomads and the LightHouse.



***************************************



Links :

NewMedievalTown2.04.zip ( 121MB )



MegaStorage:
https://mega.nz/#!EY1nFaBQ!xprJpnGGwIRV8LMrnKybGbCuPQRmX_aa3El7LV1h7_A (https://mega.nz/#!EY1nFaBQ!xprJpnGGwIRV8LMrnKybGbCuPQRmX_aa3El7LV1h7_A)


OneDrive:
https://onedrive.live.com/redir?resid=898CC22576E17BAF!213&authkey=!ABGxqt5oYbC87QA&ithint=file%2czip (https://onedrive.live.com/redir?resid=898CC22576E17BAF!213&authkey=!ABGxqt5oYbC87QA&ithint=file%2czip)



GoogleDrive:
https://drive.google.com/file/d/0B3ArTKXvgXjrTGJjV0JEZFZjYjA/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrTGJjV0JEZFZjYjA/view?usp=sharing)



MediaFire:
http://www.mediafire.com/download/hsg18fddhgmhmuk/NewMedievalTown2.04.zip (http://www.mediafire.com/download/hsg18fddhgmhmuk/NewMedievalTown2.04.zip)


Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on September 01, 2016, 11:33:06 AM
Alot of people found that was hard to find this file so i put it back here just in case. it seems i didnt posted in download cause the file is too big.

as Tom has suggested in PM ... i used the "download link trick" to create this post cause impossible to upload the file here in this forum.


this is the version everyone has and the same version uploaded on Steam.
Title: Re: Medieval Town 2.04.1.0.6
Post by: joey3155 on September 05, 2016, 12:28:11 AM
I'm having a issue getting the mod to run. I start Banished and enable the mod as soon as I accept Banished's request to reload the mod menu the game crashes with "Fatal access violation has occured in atidxx64.dll and the game cannot continue!" it then creates a crash.dmp file but I can't read the file since it seems to be encrypted.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on September 05, 2016, 01:10:46 AM
make sure you have the 1.0.6 version
Title: Re: Medieval Town 2.04.1.0.6
Post by: joey3155 on September 08, 2016, 08:10:51 PM
I do. I'm using the 64 bit version of it.
Title: Re: Medieval Town 2.04.1.0.6
Post by: joey3155 on September 14, 2016, 07:18:56 PM
So I reinstalled Banished deleted all settings and saves and I was able to enable the mod and load a map I also checked if I could exit to main menu and load another one and all went well. I'm gonna put up a post here on how I fixed my runtime errors. I will continue to play my current city to see if any problems arise. So far so good.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on September 14, 2016, 09:22:57 PM
glad to hear Joey
Title: Re: Medieval Town 2.04.1.0.6
Post by: brads3 on October 16, 2016, 10:17:24 AM
RED can we get your greenhouse with the CC's tropical greenhouse production??? they have pineapple and tangerines,kiwi,etc but your greenhouse looks more real. the CC GH has white sides instead of clear glass. it hasnt been updated. i wish we had 1 smaller that yours thou. it seems to b the size of a 2 story house. can u half or 3/4 scale it down?? with bananas,oranges,pineapples,mangos. CC designed it to use bonemeal which needed a use or we overfill barns with it. but i think their production was way too low. 1 worker got like 150-200 food.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on October 26, 2016, 07:13:39 AM
RED can we get your greenhouse with the CC's tropical greenhouse production??? they have pineapple and tangerines,kiwi,etc but your greenhouse looks more real. the CC GH has white sides instead of clear glass. it hasnt been updated. i wish we had 1 smaller that yours thou. it seems to b the size of a 2 story house. can u half or 3/4 scale it down?? with bananas,oranges,pineapples,mangos. CC designed it to use bonemeal which needed a use or we overfill barns with it. but i think their production was way too low. 1 worker got like 150-200 food.

the problem with that, is i would need to 3D design all the tropical fruit and make a sheet(and written files) of each of them : pinapple, orange, mangos, bananas....
sometimes i ve got a gift from CC Crew.... but i never want to ask them their dozen of hard work.  :-X
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on October 26, 2016, 07:15:27 AM
BTW, someone on steam just told me : if he use ChooChoo and NMT 2.04 : the water workers dont work anymore :S

can someone verify please ??


http://steamcommunity.com/sharedfiles/filedetails/?id=691102139 (http://steamcommunity.com/sharedfiles/filedetails/?id=691102139)
Title: Re: Medieval Town 2.04.1.0.6
Post by: brads3 on October 26, 2016, 09:15:21 AM
i think CC is busy with the mega mod,RED. doubt they would mind.i should have posted this idea over there thou. i did ask for a upgrade for their greenhouse but that has been before the mega even.
Title: Re: Medieval Town 2.04.1.0.6
Post by: Gatherer on December 17, 2016, 07:52:15 AM
Hey Mr. @RedKetchup

Any chance of adding a requirement of 1-2 logs (depending on education) for every batch of salt and clay from the salt mine and clay pit? For support beams in the tunnels?
Title: Re: Medieval Town 2.04.1.0.6
Post by: QueryEverything on December 31, 2016, 10:22:59 PM
Hiya @RedKetchup just wanted to drop by & say thank you for your awesome mod.  Your storage barns are a staple for me when it comes to village building.

I do have a request though, is there a way to get the 'tiny & small' barns to also have a version of "edible only" and one where it's "edibles, no venison/hunted protein, no protein"; "protein only".
like the granary and the mod with the 'Meat Locker'.  I use the 'tiny & small' in all of my small outposts but they get filled with stuff and they Bannites run out of room for their gathered items.

If it was possible, definitely a small version of your Granary, so fruit & veg only; and then a protein only one would be most excellent.
I have to keep emptying out the barns, lol. 

Many thanks & have a fab New Year! :)
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on January 01, 2017, 01:04:06 AM
seems complicated. can you explain better what you need. be explicite.
Title: Re: Medieval Town 2.04.1.0.6
Post by: QueryEverything on January 01, 2017, 01:59:37 AM
seems complicated. can you explain better what you need. be explicite.
A 'tiny' & 'small' version of your storage, but like your granary have them as just "fruit & veg" and "protein".  Different versions.
I love your granary and use it on all my maps, but it's too big for my small outposts. 

I hope that makes sense :D
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on January 01, 2017, 02:25:48 AM
seems complicated. can you explain better what you need. be explicite.
A 'tiny' & 'small' version of your storage, but like your granary have them as just "fruit & veg" and "protein".  Different versions.
I love your granary and use it on all my maps, but it's too big for my small outposts. 

I hope that makes sense :D

so :

1 Tiny with
   RawMaterialFlags _storageFlags = Fruit | Vegetable;

1 Tiny with
   RawMaterialFlags _storageFlags = Protein;

1 Small with
   RawMaterialFlags _storageFlags = Fruit | Vegetable;

1 Small with
   RawMaterialFlags _storageFlags = Protein;

that will reuse the NMT graphics ? (keep in mind there will be "red" conflict but should be good)
Title: Re: Medieval Town 2.04.1.0.6
Post by: QueryEverything on January 01, 2017, 02:35:07 AM
That's perfect :)  I have red flags all over the place, haha!!  :D
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on January 01, 2017, 02:48:08 AM
That's perfect :)  I have red flags all over the place, haha!!  :D

keep in mind "protein" flag is also used by nuts. all the nuts and eggs have also protein flag (some version of honey too depending who made it)
Title: Re: Medieval Town 2.04.1.0.6
Post by: QueryEverything on January 01, 2017, 02:59:18 AM
That's perfect :)  I have red flags all over the place, haha!!  :D

keep in mind "protein" flag is also used by nuts. all the nuts and eggs have also protein flag (some version of honey too depending who made it)
Thank you :) At the moment it really is because my hunters and the gatherers are in each others storage areas and maxing other ones, but leaving others empty and I'm constantly having to move things around, especially at my fishing villages where my storage gets gathered items dumped there because the hunters dumped everything where the gatherers are.  hahaha.  crazy people :D
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on January 01, 2017, 03:17:30 AM
here you go.

you can place this mod AFTER the NMT mod on your list.
(if it is a new fresh city, doesnt matter where in the list, but an old existent save, probably preferable placed after NMT)

you will find the icons in the original storage toolbar (i cannot call another mod toolbar like NMT RK toolbar)
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on January 01, 2017, 03:29:17 AM
screenshot

let me know if all good :)
Title: Re: Medieval Town 2.04.1.0.6
Post by: QueryEverything on January 01, 2017, 04:36:05 AM
I'm a very happy gamer tonight, thank you, they are perfect!!
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 20, 2018, 04:34:46 AM
@RedKetchup , would you clarify the following buildings:

Medieval Clinic - Acts as hospital?
Medieval Barber Shop- Does NOT heal sick people but only gives health happiness?
Medieval Dentist - Does not heal sick people, only gives health happiness?
Medieval Bath House-  Does not heal sick people, only gives health happiness?
Library- same function as a church?  Basically, a church replacement?
Is the Washing Place just giving health happiness but not a replacement for a hospital to heal sick people?
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on June 21, 2018, 01:54:06 PM
@RedKetchup , would you clarify the following buildings:

Medieval Clinic - Acts as hospital?
Medieval Barber Shop- Does NOT heal sick people but only gives health happiness?
Medieval Dentist - Does not heal sick people, only gives health happiness?
Medieval Bath House-  Does not heal sick people, only gives health happiness?
Library- same function as a church?  Basically, a church replacement?
Is the Washing Place just giving health happiness but not a replacement for a hospital to heal sick people?

in 2.04:

the Medieval Clinic act as an hospital with attendance of 10 instead of 30 for hospital, doesnt attract idlers for Happiness:Health as the hospital do.
Medieval Barber Shop does not act like an hospital but attract idlers for Happiness=Health. has an attendance for 50
the Medieval Dentist does not act like an hospital (arent sure at all lol) but attract idlers for Happiness=Health. has an attendance for 50
the Medieval Bath House  does not act like an hospital but attract idlers for Happiness=Health. has an attendance for 2000.
the Medieval Library act like a church, attract idlers for Happiness:Spirit, has an attendance of 60.
the Medieval Washing Place only attract idlers for Happiness:Goods (same as market), doesnt have attendance. doesnt heal at all.

Overall: they are kinda some kind of obscur since back in time... i was not as much experimented as today ^^


now in RK Ed:
the Medieval Clinic act as an hospital with attendance of 20 instead of 30 for hospital, doesnt attract idlers for Happiness:Health as the hospital do.
the Medieval Barber Shop act as an hospital with attence of 10  instead of 30 for hospital,  doesnt attract idlers for Happiness:Health as the hospital do.
the Medieval Dentist act as an hospital with attence of 10  instead of 30 for hospital,  doesnt attract idlers for Happiness:Health as the hospital do.
the Medieval Bath House doesnt act like an hospital, has an attendance of 200. attract idlers for Happiness:Health
no library and no washing place yet

sorry for the delay for answering.

Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 01:32:41 AM
Thanks for the further explanations, Red!  Very helpful.  I am trying to get all my Bannies happy.  I took notes to keep while I play to remember that the RK EC Barber Shop and Dentist are healing hospitals, while in NMT they don't heal the sick.
I am so glad I asked especially about the washing place.  I thought it provided health happiness.  I love that you made it to give goods happiness, as in some spots I don't need or want another market, but want those more isolated bannies to still be able to get the full happiness.

I used the NMT bathhouse for the first time and really like it, especially as it can have a choice of roof colors.  I have an orange and brown town section, so the NMT works well as it can be upgraded to an orange roof.  I pretend it is like spa, with hot tubs, special mineral baths, and massages.

I am so glad you made these different kinds of buildings to give more variety and that can also fit in later eras of game play.  My Bannies are in the early 1800's or so.
Title: Re: Medieval Town 2.04.1.0.6
Post by: Nilla on June 22, 2018, 03:01:10 AM
@galensgranny; you're talking about happiness; do you use the modded happiness system together with RKEd? Which mods do you use? I would like to hear more about, how it works.
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 08:30:43 AM
@Nilla, I am using RK EC version 11, Red's NMT 2.04 with Colonial Charter Journey (I had been using CC's older version until recently), and added Tom's Norseman mod to make happiness count.  I also have practically all of Kid's, Discrepancy's, Necora's and EB's mods plus many others that have just a few items or some stand alones.  I have most all of Tom's separate mods (Red Cottages, Fly Fishing, small spot Hunter, etc.) and Black Liquid's happiness radius mod to show it, (which sadly does not work on all buildings from various modders).  I use Black Liquid's No Smoke mod to help not have a slowdown during game play, which really does make a difference with the speed function.

I like green grass and no snow.  Right now, I do not want to spend time clearing all the fodder and flowers from RK EC, and even if that was not so bad, the ground underneath is brown, not nice green grass (sorry, Red).  To get the terrain as I like with using RK EC, I have to have RK EC above CC, to get the CC Mediterranean Climate-no snow terrain.  It is very weird that having CC above RK EC only allows RK EC terrain options.  That defies the usual idea of mod load order, being upside down from the usual way of load orders, but that is how is.  If one was fine with snow and wanted Red's fodder and flowers all over at the start, then CC would have to above RK EC.

Of what matters for how I want things to be in the game, my load order is:
Norseman
Medieval Town 2.04
RK EC
CC

I am not sure if it matters where the Norseman mod gets put, but I didn't want to spend time experimenting so I just put it above the others.  I also had to have CC below Medieval Town 2.04 to get one of CC's buildings to accept pottery from Red's Medieval Town 2.04.

I haven't gotten terribly far along, but so far, Tom's happiness system is working with mods from others.  The Norseman mod does not care whose hospital, tavern, church, etc. it is in order to work towards the happiness.  At least is has not mattered from all those I have used from a few different modders.  I believe it would work with any happiness building made by anyone, as long as they did not do something to remove the necessary features for special buildings.

I did find that well stocked taverns seems to matter most of all to the Bannies!  They don't care where their liquor comes from, as long as they can drink it!  :D

If you want to know all the mods I use, here there are, but not in load order:
A8SouthAfricanHousing
AdvancedBlacksmith
banishedUImod
BetterStockPileStorage
BokaapMosque
BostonHouse
BostonHouse2
BusyLaborersVersion2ByDarkbibou
Campfire
CCNoSmoke
CCStacked
ChristmasMod
CityRoads
college
ColonialCharterJ
ColorfulLittleFence
Compatibility107
CountryLittleHouse
creamery
CropMushroom
D20MedievalHouses
DecoPlants
DecorativeItems
DSBlastFurnace
DSBridgeCrossing
DSChapelofErnest
DSCrestBlacksmith
DSFences
DSGlobeTheatre
DSJettyAndBridge
DSJettyAndBridgePatchToV211
DSNeubertSmithShop
DSPickandHenBrewery
DSRoads
DSRoastedNuts
DSSmallVillageHomes
DSSmallVillageProduction
DSSmallVillageServices
DSSmallVillageStorage
DSStoneBridge
DSStoneHovels
DSStorage
DSTownHouses
DSTunnels
DSWagonVendor
EBDecoFences
EBDecoration
EBUnifiedMod
EBVilFishOverride
elfSmallerVendors
extleather
FastFoodStand
flatten
FlyFishing
ForestCombo
Forgetaboutorchard
GrowHerbs
HappinessRadius
HorseWagen
Hunting
ImprovedGatherer
ImprovedHerbalist
ImprovedHuntingCabin
ImprovedMine
ImprovedWoodcutter
InedibleFlour    -    -    -    -    -    -    MOD DISABLED
IntensifiedFishingDock
Izba
KidAbbey
KidAlotofseeds
KidAmongTrees
KidAnimalShedCheese
KidAnimalShedSA
KidBakeryGarden
KidBedBreakfast
KidBWCattle
KidChopChop
KidColonialHousing
KidColonialResource
KidDecoSunflower
KidFishFarm
KidForestOutpost
KidForestPond
KidFriendlyNeighborhood
KidGhostFlowers
KidGothicDeco
KidGothicFantasy
KidGothicFarm
KidGrannyPark
KidHouseBoat
KidHousesForSale
KidInTransit
KidMarketPuzzle
KidMedievalGrace
KidMoreHouses
KidMoreHousesDark
KidMountainMansion
KidNewWell
KidPlimothHarmonized
KidPlimothPlantation
KidRowBusiness
KidRowHousing
KidSBVMission
KidStoneHouseAddon
KidStorageCarts
KidSwampHouses
KidTangerineCenter
KidTinySeparate
KidToolEmporium
KidTwilightHerbs
KidWildWest
KidWindSawmill
KidWorkPlace
KidYardCover
LessFog
littlechapel
littlehouse
MaritimesCoverings
MaritimesDecorations
MaritimesLogCabins
MaritimesNSInshore
MaritimesPineSet
MaritimesPortRoyal
MaritimesSherbrooke
MarketBBQ
Mathieuso_Decorations
MegaModDecoPack
MiniBuildings
MoreStone
MoreWood
MultipleStarts
MWPlants
NECEmptySquare
NewDebug
NewLimitVanillaTP
newmedievaltown 2.04
NMT30DecoCrop
NMT30MultiStoryHousing
nordichouses
NordicLogCabin
NordicSchool
NordicWarehouse
Norseman
OldBakeryHouse
OldBlacksmith
OldHunterHut
OldTailorHouse
orchardism
quarryfix
quieterlivestock
Raspberry
RedCottage
RedCreameryCows
RedCreameryMain
RKBeachParty
RKBostonHouse
RKCemetery
RKEditorChoiceEdition 11
RKGardenWalls
RKTrainingCamp
RKWhiteFenceSet
ShortToolbar
SJGL_Small_Markets
SJGL_Stacked_Houses
SmokingShed
SpecializedStockpiles
StorageShed
Strawberry
Terraform
TjurkoMill
UnhappinessRadius
VDecorativePlantsEvergreen
WaterAndOtherDecorations
WhiteHouse
wintinEmporium

Title: Re: Medieval Town 2.04.1.0.6
Post by: LadyMarmalade on June 22, 2018, 08:42:59 AM
@galensgranny Wow and I thought I had alot of mods!

What is the NewDebug mod in your list? I also havent seen a Fly Fishing mod before..I need to grab that one!
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 09:17:44 AM
@galensgranny Wow and I thought I had alot of mods!

What is the NewDebug mod in your list? I also havent seen a Fly Fishing mod before..I need to grab that one!
That's probably why it can take up to 20 minutes for my game to load, sometimes a bit less.

The Fly Fishing Mod is by Tom Sawyer as is available at https://www.banishedventures.com/flyfishing/
If you don't have Tom's deer hunting spot, I suggest you get it. I can't find it on his website, but it is at https://banishedinfo.com/mods/view/853-Hunting
The NewDebug is I guess a sort of "secret" mod Red made for his personal use. He posted it somewhere in a thread but I can't find where. It is basically the same as the regular Debug menu mod.
Title: Re: Medieval Town 2.04.1.0.6
Post by: LadyMarmalade on June 22, 2018, 09:25:00 AM
@galensgranny Thanks for the reply. I'm actually wondering if the fly fishing and deer hunting spot are taken from The North as they look very similar.   I hope so - I particularly like the deer hunting spot one  and would like to use it outside of my North Game.

I think I know what you mean about Red's  'secret' debug mod. I found the thread where it was discussed and I can guess exactly where it differs from the standard debug mod. Unfortunately it's been removed I think!
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 09:37:34 AM
The fly fishing and deer hunting spot likely are also included in The North.  When not playing The North, they are essential items in my opinion, especially early on in the game to get quick food while waiting for things to be built.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on June 22, 2018, 09:56:10 AM
yeah if someone want it will need to expressly asked in PM :)
Tom doesnt like i offering it ^^  :D


but why people still using 2.04 ? what they want inside that compel people to still use it?
Title: Re: Medieval Town 2.04.1.0.6
Post by: brads3 on June 22, 2018, 10:15:19 AM
and you all say i play crazy. ::)
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 10:45:42 AM

but why people still using 2.04 ? what they want inside that compel people to still use it?
Why!?!  Because it is totally fabulous!!  :D   One can get different roof color options on buildings, which you don't have on your newer version of 3 story houses, and different styles as well.   The third floor housing style choice are so pleasing and different. 

The style of the two story school is wonderful, even more so as one can upgrade to different roof colors.  The vendor buildings can be upgraded to different walls and roofs.  In RK EC, the vendor buildings are only available in that cement looking gray.  I use them too, but when one wants some matching color and style, Medieval Town 2.04 fits that need.  There is a turquoise roof color option. for goodness' sake!   ;D
It's hard to find posts with the pictures so people can see the wonderfulness, (turquoise roof!!!   :D ), as you kept making new versions and didn't repost the pictures in all the threads for the versions. 

I recommend everyone try adding Medieval Town 2.04. 

Edit:  Oops, it is not NMT that has the turquoise roofs.  It is the newest 3 story houses that do.  The great color that NMT has is a particular cherry color roof.
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 10:54:29 AM
and you all say i play crazy. ::)
Well, I haven't added The North to the mix, like someone I know.  ;D   I actually should try adding that to my mix.  I really like the look of Tom's buildings.  But, I want it to have no snow. 

I have been playing opposite from Adam and Eve start. I am using Multiple Starts by Tikaszar and starting with 45 families!  It is hard to keep them from starving to death at the beginning.  They have to eat a lot of fish.  Thank goodness for Tom's deer hunting spot or most of them likely would die.
Title: Re: Medieval Town 2.04.1.0.6
Post by: rkelly17 on June 22, 2018, 11:07:18 AM
I am using Multiple Starts by Tikaszar and starting with 45 families!

 :o  ???
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on June 22, 2018, 11:25:26 AM
I am using Multiple Starts by Tikaszar and starting with 45 families!

 :o  ???


ROFLMAO



if there would be something inside NMT 2.04 that can be out... what would be ? all the canal thing ?
Title: Re: Medieval Town 2.04.1.0.6
Post by: LadyMarmalade on June 22, 2018, 11:26:10 AM
ooh...that looks like an interesting mod too! (Multiple Starts), is that available anywhere else except on Steam?  I didnt buy Banished through Steam.

EDIT: Found it!   
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 02:18:22 PM
Red, about what could be left out of NMT 2.04, yes, the canals can be left out.   Also, I think the fishing pond and coal silo could be left out, if one was trying to pare it down.


What needs adding is more wall choices to the tavern, and other corner businesses so they can have the same number of wall/roof type upgrade choices as the upper housing levels that are made to go over them. The corner pottery shop urgently needs to have the darker red brick wall choice that the corner hostel has, even if nothing else was changed.  That is almost an emergency!  :D
Title: Re: Medieval Town 2.04.1.0.6
Post by: Gatherer on June 22, 2018, 02:34:01 PM
As someone who has NMT 2.0.4. enabled on every map since it came out I can say that I only use the houses with orange roofs and sand brick texture walls, fish pond, water tower, all the different markets, cathedral, barns, granary, washing place, lighthouse and school.
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 02:54:37 PM
Red, I made a mistake- it is not NMT that has the turquoise roofs.  It is the newest 3 story houses that do. The great color that NMT has is that particular cherry color roof.  I just love it so much.  :)
(http://worldofbanished.com/index.php?action=dlattach;topic=1439.0;attach=27179;image)

Title: Re: Medieval Town 2.04.1.0.6
Post by: Hawk on June 22, 2018, 03:46:04 PM
ooh...that looks like an interesting mod too! (Multiple Starts), is that available anywhere else except on Steam?  I didnt buy Banished through Steam.

EDIT: Found it!   

Where did you find it?
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 22, 2018, 04:13:21 PM
@Hawk . the Multiple Starts mod is at https://banishedinfo.com/mods/view/296-Multiple-Starts
You can do a start with 60 Bannies, but 45 to start is hard enough.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on June 22, 2018, 08:12:54 PM
i was just asking, because some people still like to use it even if RK Ed has similar items, so i thought i can maybe do a light version to help PCs to run  it with othe mods. i am not planing to put work to make things... but just wondering about a lighter version with all the things wont use anymore deleted to save PC power.
Title: Re: Medieval Town 2.04.1.0.6
Post by: Hawk on June 23, 2018, 02:26:14 AM
@Hawk . the Multiple Starts mod is at https://banishedinfo.com/mods/view/296-Multiple-Starts (https://banishedinfo.com/mods/view/296-Multiple-Starts)
You can do a start with 60 Bannies, but 45 to start is hard enough.

Thank you @galensgranny . I had already downloaded that mod a long time ago but forgot until I read the description.  ;D
Title: Re: Medieval Town 2.04.1.0.6
Post by: Goblin Girl on June 23, 2018, 05:23:14 AM
ooh...that looks like an interesting mod too! (Multiple Starts), is that available anywhere else except on Steam?  I didnt buy Banished through Steam.

EDIT: Found it!   
Link please?  I typically use a hard start and then use debug to add in another 8 or so people.  I've been playing for so long that I really want to get past the early part of the game quickly, so I can get to the interesting stuff.  45 families would do it!
Title: Re: Medieval Town 2.04.1.0.6
Post by: Hawk on June 23, 2018, 05:34:42 AM
Link please?

Post #42 (http://worldofbanished.com/index.php?topic=1271.msg50933#msg50933).  ;)
Title: Re: Medieval Town 2.04.1.0.6
Post by: Goblin Girl on June 23, 2018, 10:04:36 AM
@Hawk . the Multiple Starts mod is at https://banishedinfo.com/mods/view/296-Multiple-Starts (https://banishedinfo.com/mods/view/296-Multiple-Starts)
You can do a start with 60 Bannies, but 45 to start is hard enough.
I've spent a few hours on a game with the 45 family start.  Yeah, this is going to be the gift that keeps on giving.  It took me three years to get everyone (who didn't starve) a house, and three years after that I'm anticipating a nightmare population explosion.    This makes the game interesting like the Chinese curse.
Title: Re: Medieval Town 2.04.1.0.6
Post by: LadyMarmalade on June 23, 2018, 01:08:36 PM
@Goblin Girl  Yes, I've been playing it too and I think it has really rekindled my enthusiasm. I also find the initial stages of the game a little tedious sometimes so it's great to be able to jump right in there!
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 23, 2018, 01:39:08 PM
I found Red's three story hostel helpful for the 45 family start.  The good thing about the three story hostel is that later on, after you don't need that much hostel space, you can destroy two of the levels and replace them with regular housing.
i was just asking, because some people still like to use it even if RK Ed has similar items, so i thought i can maybe do a light version to help PCs to run  it with othe mods. i am not planing to put work to make things... but just wondering about a lighter version with all the things wont use anymore deleted to save PC power.
@Red, that is so good of you to think of making light versions to help with PC's not full of tons of memory  and more powerful processors and video cards.  :)   I am one of those people. 

Since you do have a separate canal mod, I think that would be good to leave out.  Then people who really want canals still have an option to get them, but those who don't really want canals, won't have that extra thing using up power and memory.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on June 23, 2018, 04:55:03 PM
this version of the canals doesnt even have moving water :(
Title: Re: Medieval Town 2.04.1.0.6
Post by: galensgranny on June 23, 2018, 09:02:37 PM
this version of the canals doesnt even have moving water :(
Do you mean you made your other canals look like the water is moving like the rivers in the game?!?  Hmm, that is impressive.  I should build a canal one day to see what they look like.

I never thought of even real life canals as having moving water, but I suppose the water does  move on it's own to some degree.  I never saw a real canal in person.  It's not like there would be expected to see little waves or anything in a Banished game.  Anyway, IF a person needs lighter versions of mods and tends to use a few as possible, if they decided they just had to a canal, they could add your stand alone canal. 

But, for people like me already adding so many mods but it taking 20 minutes for my game to load, since I already have canals from your RK EC and also Embx's unified mod, not having the canals also in a NMT 2.04 light version would be good.
If is isn't much work, if you could add the darker red brick walls choice to the corner pottery shop that the corner hostel and other 3 story buildings have, that would be ever so much appreciated.  It seems like it probably got left off by accident.  If not, it's OK.  Just a sadness I will have bear all my life.  :(      ;) ;D

Title: Re: Medieval Town 2.04.1.0.6
Post by: JustU2014 on August 10, 2018, 07:30:33 AM
Hello everyone!

Sorry for my English. I'm not native and write by my self instead of the Google or another translate.

I thank the author of this mod. It helps me to relax in spare time. My brains turns.

Now I reopen "old" games for my self. The games which keep the pressure of time. My favorite is Heroes 3. Now I am playing them and the Banished.

In the last one, I want to build the town of dream with the perfect management. And a question of a product line appears opposite me. How many things does each building produce and consume? Of course, I can solve it by a simple score in an experimental game. But I think to ask here much simpler. Maybe does anyone have the date or table for manufacturing in the Medieval mod?

Thanks!
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on August 10, 2018, 08:26:11 AM
Hi @JustU2014  and welcome on WoB Forums !!

unfortunatly, no table has been made. but if you want the templates... you can calculate by yourself :)
Title: Re: Medieval Town 2.04.1.0.6
Post by: Spyderwebsc on October 15, 2018, 11:50:57 AM
Just a FYI:
When I tried to download the zip file at http://www.mediafire.com/file/hsg18fddhgmhmuk/NewMedievalTown2.04.zip I got a pop-up screen that said my computer has been blocked and to call 1-866-303-0657 or my computer would be disabled.  That number is a scam outfit who wanted me to allow them remote access to my computer because my windows key has expired.
They said they work for Flex PC Support (http://flexpcsupport.com/).

If needed I have a screenshot of the pop-up.

I filed a support ticket to Mediafire apprising them of this fact.
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on October 15, 2018, 01:00:35 PM
oh ! i am gonna upload a new zip file on Google Drive and replace the link. thanks for telling me
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on October 15, 2018, 01:07:43 PM
oh ! i am gonna upload a new zip file on Google Drive and replace the link. thanks for telling me

i replaced the media fire link at bottom of the page by an alternate google drive link.
Title: Re: Medieval Town 2.04.1.0.6
Post by: donwolfkonecny on February 21, 2019, 01:58:39 PM
Hello. I just built my first saltery. I put it to venison and now there is 100 venison in it. However the Baker keeps trying to add salt but fails. He picks up some salt then goes to the saltery but can't drop off the salt, there is none in the saltery. Then he goes back to storage to pick up one or two more salt that have appeared, then tries to deliver salt again and fails (he has 50) and goes back to pick up more salt. Any ideas how to fix the problem?
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on February 21, 2019, 02:22:22 PM
thats a problem with salt storage flag. have another mod on top that has salt ?
Title: Re: Medieval Town 2.04.1.0.6
Post by: brads3 on February 21, 2019, 03:08:51 PM
old salt would be 1.06 flag. you could try a CC compatability mod that might help bridge the 1.06and 1.07 limit flags.if you are usinig an updated version of the Old salty,do you have the bakery plus mod? that mod can cause issues also.
Title: Re: Medieval Town 2.04.1.0.6
Post by: donwolfkonecny on February 21, 2019, 06:24:36 PM
Here are the mods I am running in order
choo choo 106
specialized stockpiles 104B
hunting
Ducks as Livestock
RK Editors Choice Full
Storage crates 106
orcharders are not farmers
chopping block
Better Rain Sound 104
Colorful Little Houses 104
D20 Medieval Houses
Exotic Plants 106
I See Fire 106
Market BBQ 106
Market Puzzle 105B
Natural Diversity Light
New Flora 105
Smaller Vendor Buildings 104
Stephs Grain Silo 104
Beatutiful Work for CC2 104
Gatherer's Warehouse & Barn

and that is all
how can I tell what version the Old Salt is? I don't appear to be running it independantly so it must be in one of those. Where is the mod that would fix the flag? Or does one of these other mods change the flag, and can I change the order of mods to fix this? Now that I look, I am not running a mod NMT although I have many of the buildings from it, maybe it's part of RKEC
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on February 21, 2019, 06:42:56 PM
yup this is ChooChoo your problem. it flags salt as textile.
try to put choochoo down your modlist in your save.... if doesnt work i can maybe do a fix to flag back salt as minerals.
Title: Re: Medieval Town 2.04.1.0.6
Post by: donwolfkonecny on February 21, 2019, 06:47:00 PM
Thanks!
I moved RKEC to the top and joy they have loaded salt into the salter!
Will this make a problem for choo choo?
Title: Re: Medieval Town 2.04.1.0.6
Post by: Abandoned on February 21, 2019, 07:13:13 PM
MR @RedKetchup can't you update both this Medieval Town and Choo Choo to new flags of 1.07 so they can be used without problems by those of us who want to use them?
Title: Re: Medieval Town 2.04.1.0.6
Post by: donwolfkonecny on February 21, 2019, 08:08:47 PM
wow fascinating, there is some "old" salt that the salter just will not use, it must have the old flag and think it's fabric. Crazy! The business stops production until "new" salt is available. I'll have to dispose of this old salt some night dump it in the river or something. I guess salt =/= salt.
The old salt is not worth it's weight in (new) salt!
Title: Re: Medieval Town 2.04.1.0.6
Post by: RedKetchup on February 22, 2019, 06:54:32 AM
MR @RedKetchup can't you update both this Medieval Town and Choo Choo to new flags of 1.07 so they can be used without problems by those of us who want to use them?

maybe one day after rkec 1.3.