World of Banished

MODS Garage => Mod Talk => Topic started by: Discrepancy on September 16, 2016, 06:17:28 AM

Title: DS Small Village v1.1
Post by: Discrepancy on September 16, 2016, 06:17:28 AM
Currently the complete mod: DSSmallVillage.pkm v1.1 is not supported.

To download the latest version, you must download and enable the following 4 mods:
DS Small Village: Production (http://worldofbanished.com/index.php?action=downloads;sa=view;down=258)    -  v1.0.1   -   (11 Jan 2018)
DS Small Village: Homes (http://worldofbanished.com/index.php?action=downloads;sa=view;down=214)    -  v1.3.2   -   (15 Dec 2017)
DS Small Village: Services (http://worldofbanished.com/index.php?action=downloads;sa=view;down=236)    -  v1.1.2   -   (14 Jan 2018)
DS Small Village: Storage (http://worldofbanished.com/index.php?action=downloads;sa=view;down=215)    -  v1.2.2   -   (15 Dec 2017)


The Jetties and Bridges have been made into another separate mod:
DS Jetty & Bridge (http://worldofbanished.com/index.php?action=downloads;sa=view;down=188)    -  v2.0   -   (5 Apr 2018)


The Stone Bridge has also been made into a separate mod:
DS Stone Bridge (http://worldofbanished.com/index.php?action=downloads;sa=view;down=385)    -  v1.2   -   (5 Feb 2018)





DS Small Village  v1.1

UPDATED:  v1.1  -  25-Sep-2016

Download Here (http://worldofbanished.com/index.php?action=downloads;sa=view;down=144)

(http://i.imgur.com/ydaacn3.jpg)

A small village: markets and homes, storage barns and cellars, bridges and jetty docks, beekeeping and mead brewing, a blacksmith and firewood yard, a chapel and cemetery, and village wells.


what is included?


Adds resources:

(http://i.imgur.com/A7lZvwk.jpg)

This will conflict with Apiary mods, CC and NMT (and any other mod that adds the honey resource), though all can be used together.
Put DSSmallVillage on top for new honey resource model. Uses same template file as Shining Rock Apiary Example.

Installation:
Download 'DS Small Village v1.0' from above
This will be a .zip file (11.1mb), Right-Click, Extract all.
Place the 'DSSmallVllage.pkm' file inside your Banished WinData folder.
Enable the mod in the main menu or inside the game.


Change Log:
Code: [Select]
v1.1 - 25092016 ---- MEGA download link: https://mega.nz/#!yAUXiKDQ!N9rl19V4naC49xsyL2jFbXmsOq7osQ1fWWC5SEf6lJA
added:
Alternative Bee Shelter that allows choice of production.
fixed/changed:
Added Herb/Health limit UI to Bee Shelters.
Removed the Edible & Protein flag from 'Royal Jelly' (now only herb/health).
Changed the pathType of the bridges from 'Immovable' to 'Bridge'.



v1.0 - 16092016 ---- MEGA download link: https://mega.nz/#!zAtXyIyY!QRu2Qb8i0UC47mu-C5scdN80oFOqKVe5YPYygoCfndo
initial release.



DS Small Village, a mod by Discrepancy

    -- string-table download for translations: v1_stringtable (https://mega.nz/#!3Q1HSTIY!tj23X1C6MVJXUjulF4ChPdLPCLeov6Sv1w1-6mLUwt4)
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 16, 2016, 06:19:46 AM
(http://i.imgur.com/ieIjJfv.jpg)
Small Village Homes,
The two homes on the left can be built from the menu, once built they can be upgraded via their respective UI boxes to the home on the right, extending occupancy from 4 to 5.
3x3 footprint (3x2+road), volumeLimit = 600 (upgrade=900), storageFlags = Edible | WoodFuel, temperatureForFuel = 45.0, fuelPerResource = 70.0;



(http://i.imgur.com/LSZJ0uO.jpg)
Village Homes,
All homes can be built from the menu, occupancy of 5.
3x4 footprint (3x3+road), volumeLimit = 900, storageFlags = Edible | WoodFuel, temperatureForFuel = 45.0, fuelPerResource = 70.0;



(http://i.imgur.com/tM95vaP.jpg)
Village Townhouses,
All homes can be built from the menu, occupancy of 6.
2x4 footprint (2x3+road), volumeLimit = 900, storageFlags = Edible | WoodFuel, temperatureForFuel = 45.0, fuelPerResource = 70.0;



(http://i.imgur.com/8caDQ5q.jpg)
Village Storage,
All storage are normal functioning storage barns, some with different storage restrictions (see picture above).
Footprint sizes: Cellars = 1x2 (1x1+road), Small Barn = 3x3 (3x2+road), Village Barn = 4x6 (4x5+road), Edible/Goods Narrow Warehouses = 1x4 (1x3+road), General Warehouse = 3x4 (3x3+road)



(http://i.imgur.com/tuqvuWn.jpg)
Markets,
both have a 8x8 footprint (road placements are both different), each employs 1-10 Vendors, both give happiness from supply of goods, radius 30


(http://i.imgur.com/y8ivUNe.jpg)
Firewood Yard
3x3 footprint (3x2+road), produces Firewood from 1 log, workTime = 4.0, employs 1-2 Woodcutters
Blacksmith
4x4 footprint (4x4**road is positioned internally), produces Iron Tools from 1 log + 1 iron or Steel Tools from 1 log + 1 iron + 1 coal, workRequired = 5, workTime = 4.0, employs 1-2 Blacksmiths


(http://i.imgur.com/Ojr3nqA.jpg)
Bee Shelters
4x2 footprint (4x1+road), produces randomly Honey, Comb Honey and Royal Jelly, workRequired = 21, workTime = 4.0, employs 1 Beekeeper
Honey: CreateCount(uneducated/educated) = 25/32, weight = 1, createChance = 1, flags = Edible | Fruit, value = 1
Comb Honey: CreateCount = 1/3, weight = 2, createChance = 0.5, flags = Edible | Fruit | Protein, value = 3
Royal Jelly: CreateCount = 0/1, weight = 1, createChance = 0.2, flags = Health | Protein | Edible, value = 8

Mead Brewer (150 capacity) brews and serves Mead and Mulled Mead
3x3 footprint (3x2+road), produces Mead from 30 Honey or Mulled Mead from 1 Mead + 1 Herb, workRequired = 13, workTime = 4.0, employs 1 Brewer
Mead: CreateCount(uneducated/educated) = 7/10, weight = 1, createChance = 1, flags = Alcohol, value = 8
Mulled Mead: CreateCount = 1/1, weight = 1, createChance = 1, flags = Alcohol, value = 15


(http://i.imgur.com/RGsjfzQ.jpg)
Village Chapel
4x7 footprint, gives spiritual happiness to 80 citizens, radius of 20, employs 1 Cleric, citizens will idle around building.
Village Cemetery
min7x7 - max20x20 footprint, gives spiritual happiness to citizens, radius of 30, citizens will idle in cemetery.
**tombstone behavior and models are vanilla banished, this may change in possible future releases.
Village Wells
1x1 footprint, gives safety happiness to citizens, radius of 20, citizens will idle around well. citizens will use wells in case of nearby fire.

(http://i.imgur.com/yjhuljV.jpg)
Title: Re: DS Small Village v1.0
Post by: Gatherer on September 16, 2016, 09:16:42 AM
So. Many. Options.

Love it!
 
Title: Re: DS Small Village v1.0
Post by: RedKetchup on September 16, 2016, 09:59:55 AM
wow !!! thats a fantastic job !!!!
Title: Re: DS Small Village v1.0
Post by: Nilla on September 16, 2016, 10:54:51 AM
Very, very nice

Are all houses buildable from the start or must they be upgraded (there are some things about upgrade on the pictures, I don´t understand)
Title: Re: DS Small Village v1.0
Post by: brads3 on September 16, 2016, 11:36:32 AM
can we get the wharehouse in a single story? how bout a picnic area for some salads? am glad to see u did put all these mods together.i usually wait before loading some of the new mods,cause when tested ppl find problems that need fixed. what u have done is a good way,build and design,wait to see results,add changews,and then launch a package mod with bunches of goodies.:)
Title: Re: DS Small Village v1.0
Post by: Paeng on September 16, 2016, 11:45:48 AM
Great pack - thanks a lot!  :)
Title: Re: DS Small Village v1.0
Post by: Pangaea on September 16, 2016, 12:17:50 PM
This looks wonderful, you have done a marvellous job :)
Title: Re: DS Small Village v1.0
Post by: Gatherer on September 16, 2016, 01:20:32 PM
I hope you don't mind Mr. @RedKetchup  that I'm putting this mod above NMT because of the new apiary buildings?
Title: Re: DS Small Village v1.0
Post by: Tom Sawyer on September 16, 2016, 02:06:21 PM
Really a great edition. Your details are inspiring.
Title: Re: DS Small Village v1.0
Post by: brads3 on September 16, 2016, 02:23:12 PM
can i suggest that the back triangle part or pointed part of the cellar b squared off so that it would butt up tight against your houeses? way it sits now it pushes out from the house bout half a tile. i do like those markets. the goods market will b very useful.i also take back my comment on the single story wharehouse since it has no vendor. some mods do have 1 to regulate the amount of goods in and also to distribute to workers.
Title: Re: DS Small Village v1.0
Post by: kid1293 on September 16, 2016, 03:18:38 PM
It can't be better than this!
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 16, 2016, 04:46:04 PM
Thanks for all the comments  :)


Are all houses buildable from the start or must they be upgraded (there are some things about upgrade on the pictures, I don´t understand)

Only the Small Village Homes will upgrade - there are 2 versions you can build straight away (on left in picture), they will upgrade to the house on the right, which allows 5 occupants.
(http://i.imgur.com/ieIjJfv.jpg)

Also upgrade-able is the 4x1 Arch Bridge - build the bridge and then click on it to bring up the UI box, click the fishing icon to upgrade to a fishing spot, as shown in kid1293's excellent screenshot.

can we get the wharehouse in a single story? how bout a picnic area for some salads?
can i suggest that the back triangle part or pointed part of the cellar b squared off so that it would butt up tight against your houeses? way it sits now it pushes out from the house bout half a tile. i do like those markets. the goods market will b very useful.i also take back my comment on the single story wharehouse since it has no vendor. some mods do have 1 to regulate the amount of goods in and also to distribute to workers.

First up, all of the cellars, barns & warehouses are all normal storage buildings.
The cellars should be fine to use, they mostly will only work on rear of buildings, or those that sit close to the edge of the tile. I made the pointed rear on one f-key variant to slightly fill the gap between if sitting too far from a building. Is it not working?
Picnic area... I thought of some more decorations like tables and a few other things.. they might come in v2 if there is a v2 ;)


I hope you don't mind Mr. RedKetchup  that I'm putting this mod above NMT because of the new apiary buildings?

This mod will not replace any apiary buildings, only the actual honey resource (3d model, menu image, etc), I used the same outputs and production stats in the honey template file part of the modkit, so if Redkethup (or CC) used the same file there should be no change in production from any of the apiaries you may have.



Thanks to kid1293 for all the testing, suggestions and help :)
Title: Re: DS Small Village v1.0
Post by: jmababa on September 16, 2016, 04:48:23 PM
Is this Mega Mod compatible also your DS Wagon Vendor is not compatible with mega mod will release bugs in Mega mod plzz fix Wagon vendor love using it but can't in Mega mod
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 16, 2016, 09:01:55 PM
Is this Mega Mod compatible also your DS Wagon Vendor is not compatible with mega mod will release bugs in Mega mod plzz fix Wagon vendor love using it but can't in Mega mod

As far as I am aware, the DS Wagon Vendor should already be a part of the mega mod, so you don't need my mod enabled.

Sorry, I'm not sure if it is compatible with mega mod, but I would guess it would be as this mod has its own main toolbar icon (int _sortPriority = 297), between tools & housing.

I have sent the files to kralyerg, and this mod may also be included in future mega mod updates.
Title: Re: DS Small Village v1.0
Post by: kid1293 on September 17, 2016, 10:26:20 PM
Is it much work to let us choose what the apiary produce?
I want honey only (for mead production). For the moment
I use several apiaries to get enough honey.
Sorry to bother with something trivial.  :(
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 18, 2016, 06:08:05 AM
Yes I can do that. I will offer both methods.
Title: Re: DS Small Village v1.0
Post by: kid1293 on September 18, 2016, 07:10:29 AM
I am very humble. (must be the mead)  ;D

Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 18, 2016, 07:21:14 AM
wonderful  :)
Title: Re: DS Small Village v1.0
Post by: Paeng on September 18, 2016, 12:38:47 PM
 ;D
Title: Re: DS Small Village v1.0
Post by: elemental on September 19, 2016, 03:47:03 PM
I like these little cottages, and the other buildings too. I've noticed that the smallest houses hold 5 people even if they aren't upgraded. The description says they hold 4. A bug?
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 19, 2016, 06:21:05 PM
I just checked, max occupants is set at 4. no issue there. So perhaps it was already a family of 5 that moved in?
Title: Re: DS Small Village v1.0
Post by: elemental on September 19, 2016, 06:34:21 PM
It was right at the start of the game. I had 20 people. I built 3 small houses and 3 families of 5 people moved in. Do they have true families (kids related/attached to specific parents) or do they just fit in where they can?

I do have CC and NMT and other mods too. That shouldn't affect your houses though, should it?
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 19, 2016, 06:40:01 PM
I'm pretty sure that normal game behavior from the start is that no matter the size of the family they will move in to any house, even if the occupancy isn't set as high.
So this shouldn't be a bug, the families shouldn't grow anymore, and new families that move in should only grow to 4.
Title: Re: DS Small Village v1.0
Post by: elemental on September 19, 2016, 06:45:35 PM
OK thanks for that. I didn't know they did that at the start of a game. Must be crowded in there though.  :)
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 19, 2016, 09:03:02 PM
yes it would be!
In hindsight I was thinking I should have made them (the small village homes) only have an occupancy of 3. Other houses could also be adjusted lower. perhaps in v2?
Title: Re: DS Small Village v1.0
Post by: Manabloom on September 19, 2016, 10:41:18 PM
How do I fix the issue where Bee Keepers won't gather anymore honey if I have 5k food?
Title: Re: DS Small Village v1.0
Post by: Gatherer on September 20, 2016, 12:15:06 AM
@Manabloom
Set the food limit higher.
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 20, 2016, 12:56:05 AM
How do I fix the issue where Bee Keepers won't gather anymore honey if I have 5k food?

sorry, that might be because of the Royal Jelly as it also uses the Health limit... I forgot to add the limit to the UI box. This will be added for next release. As well as another bee shelter option to pick which resource to produce.

so just up the Health/Herb limit, and it should allow production again.




Another issue I have come across is that my Blacksmith isn't working with @Tom Sawyer 's The North mod.... ? I am not sure why.
Title: Re: DS Small Village v1.0
Post by: Tom Sawyer on September 20, 2016, 02:12:36 AM
It is why your blacksmith can not store coalfuel. Should be easy to fix. In the next version I would like to adapt your mod. To store the right things in barns and markets, to forge steel and so on
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 20, 2016, 04:05:30 AM
It is why your blacksmith can not store coalfuel. Should be easy to fix. In the next version I would like to adapt your mod. To store the right things in barns and markets, to forge steel and so on

Excellent :)
And yes I made some changes and added coalFuel to blacksmith and it works fine. In game I use the Small Town Row House Blacksmith to smelt the steel, then make the steel tools in Village Blacksmith.
I like the look of my houses in the nordic environment :)
Title: Re: DS Small Village v1.0
Post by: wreckcelsior on September 22, 2016, 01:00:58 AM
So,... I'm just surfin' around lookin' at people's creations and I see this really cool arched bridge.

"Gotta have it, gotta have it,.." was all I was thinking.. Finally, I  found a post that mentioned DS Small Village.

It came as absolutely no surprise to me that this wonderful creation was one of yours.

Love your mods D.

cheers.
Title: Re: DS Small Village v1.0
Post by: Herrbear on September 22, 2016, 11:04:09 AM
Fantastic job.  It looks really wonderful.  Can't wait to use it in the game.
Title: Re: DS Small Village v1.0
Post by: elemental on September 22, 2016, 03:39:41 PM
I really like the clean bridge/dock pieces. The CC docks look very rickety but these ones look sturdy. The only problem is the colours don't match with the CC dock set, so I'd love to see some more colours in this set. A darker brown and a raw grey timber would be great.  :)
Title: Re: DS Small Village v1.0
Post by: jmababa on September 23, 2016, 08:22:45 AM
yea its great but its considered in mega mod another type of bridge
Title: Re: DS Small Village v1.0
Post by: Gatherer on September 24, 2016, 01:04:52 PM
@Discrepancy
I would like to report a possible bug. When I built a drawbridge on the main river the merchants stopped visiting my trading posts. I just couldn't get a merchant to stop for 15+ years. I deleted that bridge and built a vanilla one instead and the problem was gone. Funny thing though, that bridge was at the end of the town downstream from the last trading post.
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 24, 2016, 11:17:38 PM
@Discrepancy
I would like to report a possible bug. When I built a drawbridge on the main river the merchants stopped visiting my trading posts. I just couldn't get a merchant to stop for 15+ years. I deleted that bridge and built a vanilla one instead and the problem was gone. Funny thing though, that bridge was at the end of the town downstream from the last trading post.

That is strange. I just tested in modkit and built all the bridges, blocked all streams and rivers. Played 10yrs and had all merchants arrive at the vanilla trade post. I will do some tests in normal banished environment, but I'm pretty sure I've had merchants arrive at my town.

There are a few variables in the template file I will change and test.
For me to try and replicate the bug, could you tell me the map seed # & info? + what mods + what trade post was it? and where was it built, and bridge built?

:)
Title: Re: DS Small Village v1.0
Post by: Gatherer on September 25, 2016, 12:58:48 AM
Hello

Map seed is: 989746532 - Plains (Plains V.1 by Jose Rios) - Large - Mild - Off - Easy

The only conflict this mod shows is with NMT's honey.

Open the pictures in new tab to enlarge.

(http://shrani.si/t/1V/uw/1wpJ5I6G/c-r-ix-01.jpg) (http://shrani.si/?1V/uw/1wpJ5I6G/c-r-ix-01.jpg)

(http://shrani.si/t/39/10l/RQvE30z/c-r-ix-02.jpg) (http://shrani.si/?39/10l/RQvE30z/c-r-ix-02.jpg)

(http://shrani.si/t/1B/9w/1I5D7khp/c-r-ix-03.jpg) (http://shrani.si/?1B/9w/1I5D7khp/c-r-ix-03.jpg)

(http://shrani.si/t/2l/Y2/7jxiGZJ/c-r-ix-04.jpg) (http://shrani.si/?2l/Y2/7jxiGZJ/c-r-ix-04.jpg)
I've circled 2 drawbridges on the small river. They give me no problems.

(http://shrani.si/t/3Q/NV/2rhed1vk/c-r-ix-05.jpg) (http://shrani.si/?3Q/NV/2rhed1vk/c-r-ix-05.jpg)
I've circled where a drawbridge used to be. It was constructed using 2 drawbridges mirroring eachother with smaller jetty pieces connecting them to land.
Title: Re: DS Small Village v1.0
Post by: Discrepancy on September 25, 2016, 05:12:09 AM
@Gatherer
I'm not able to find that Plains mod. Do you have a download link? or know where it is posted?

I haven't been able to replicate the bug though on any other map with other mods active. But I ended up changing the pathType of the bridges (see below), though I'm not sure if this changes anything as I have not experienced any.

Has anyone else had the same issue?




DS Small Village v1.1

UPDATED:   25-Sep-2016
   added:
      Alternative Bee Shelter that allows choice of production.
   fixed/changed:
      Added Herb/Health limit UI to Bee Shelters.
      Removed the Edible & Protein flag from 'Royal Jelly' (now only herb/health).
      Changed the pathType of the bridges from 'Immovable' to 'Bridge'.


Download from mods (http://worldofbanished.com/index.php?action=downloads;sa=view;down=144) section.
Title: Re: DS Small Village v1.1
Post by: Gatherer on September 25, 2016, 06:17:35 AM
 Here's the mod download link.

https://mega.nz/#!1Ad01KBa!2wxNFYyRCa_vrmlzSzrlP4h5N6mnXJVelsmMjszVKwc
Title: Re: DS Small Village v1.1
Post by: Gatherer on September 25, 2016, 07:08:52 AM
I've done some testing with the updated version.

(http://shrani.si/f/1o/108/3Ab8HdN8/c-r-ix-06.jpg)

Winter '63 - Drawbridges in the red circle built. Traders come and stop at all trading posts. Up arrow points to a trading post further up. That one is located in a lake connected to the main river.
Winter '64 - Another drawbridge built where the left arrow points.
Year '65 - Traders come and stop at all trading posts.
Year '66 - Traders come but don't stop. This happens at all trading posts.
Early Spring '67 - Drawbridge pointed at by the left arrow is demolished. Traders come but don't stop for the rest of the year.
Year '68 and beyond -  All good again.

???
Title: Re: DS Small Village v1.1
Post by: Necora on September 25, 2016, 07:47:54 AM
Hey DS,

I had a similar issue with traders when I installed this mod. I saw a CJ that had traders on a lake attached to a tributary, and tried it myself. Before installing this mod, I had traders on small tributaries and lakes connected to them, no problem with attracting traders. I started a new map with this mod installed, now the traders do not visit the posts up the tributary, only the posts on the major river and lake through which it runs. The only difference with the new map so that I have your bridges on the tributaries at some point, it seems it doesn't matter if the post is before or after the bridge, the trader doesn't show, he/she just paddles up and down the river but will still visit the posts just around the bend on the main river. Not sure if it is an issue with the new map for some reason or if it is with the mod or a combination of the two but it sounds similar to the previous post so I thought I'd share.

I don't have screen shots atm, nor can I download the update to test yet because my rural internet here in Nova Scotia is so terribly poor I will be surprised if I can post this message!

Update - I'm on another map now, same issue.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on September 25, 2016, 09:53:16 PM
Thanks for the info Gatherer and Necora.

It has baffled me a bit, as I haven't had the same occur in any tests I've done. But after re-reading through and thinking about it, I have come up with some ideas of what might be causing this, if I get a chance I will test a few things tonight. Unfortunately I'm going to be busy the next few days so won't have time for much modding.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on September 27, 2016, 02:55:46 AM
I have been playing a test game on the same map as you @Gatherer , I have put my drawbridges (and arch bridges) all over the main river:

(http://i.imgur.com/p22F8ZX.jpg)
(http://i.imgur.com/ZUyNEHa.jpg)
15 years all up, it has been about 6-7 years that all the bridges have been built,
And I still get all the traders at these trading posts...  ???
I'm not sure what is going on then with your game.
How old is the savegame? was DS Small Village loaded from beginning? or was it added after?

I don't think there is anything in the mod that could be causing this.
But I will still do some more tests.
Title: Re: DS Small Village v1.1
Post by: Paeng on September 27, 2016, 03:46:08 AM
I don't think there is anything in the mod that could be causing this.

Yeah, I'veen using these bridges a lot, actually they are my "standard" right now, and I have not experienced any problems with them...

@Gatherer -
It might be worth to check your lakeside ports - pathing can be a bit iffy there and ports may need replacement / relocation once in a while...  :)

Title: Re: DS Small Village v1.1
Post by: Gatherer on September 27, 2016, 08:29:36 AM
How old is the savegame? was DS Small Village loaded from beginning? or was it added after?

After my test I've gone back to an old save and am now at year 68. DSSV was added at ~40 years.


@Gatherer -
It might be worth to check your lakeside ports - pathing can be a bit iffy there and ports may need replacement / relocation once in a while...  :)

I have 9 trading posts: 7 NMC, 1 Tiny Trader by Kid1293 and 1 vanilla on a lake. Vanilla trading post is the only one that never had a DSSV bridge built upstream of it but it still bugged.

If you look at my last screenshot you will notice that the canal creates an alternative route for the traders to travel between their entry and exit point on the main river. That way they can skip the 2 drawbridges built in winter 63. But when the 3rd drawbridge was built upstream of the canal they would refuse to stop after a while. Somehow that 3rd drawbridge creates an obstacle of some sort.
Title: Re: DS Small Village v1.1
Post by: Tom Sawyer on September 27, 2016, 11:54:34 AM
Could it be that you build the bridge in different ways? With, without or with different jetty items between the both bridge ends...
Title: Re: DS Small Village v1.1
Post by: brads3 on September 27, 2016, 12:04:20 PM
will the game recognize the canals and use them? or does the game still read them as land? the other thing would b to check mod order.
Title: Re: DS Small Village v1.1
Post by: Gatherer on September 27, 2016, 12:09:19 PM
I have built it this way:

(http://shrani.si/f/2o/XK/499sQ4uY/c-r-ix-07.jpg)
Title: Re: DS Small Village v1.1
Post by: Paeng on September 28, 2016, 03:57:35 AM
Yeah, looks precisely like mine... I'm stumped... :-\

Title: Re: DS Small Village v1.1
Post by: Pangaea on September 28, 2016, 05:55:50 AM
(https://s14-eu5.ixquick.com/cgi-bin/serveimage?url=http:%2F%2Fwww.arborworks.biz%2Fsites%2Fdefault%2Ffiles%2Fstump.jpg&sp=1ad024247710e4d471c4537ebc42dbf2)

*grabs coat*  ;D
Title: Re: DS Small Village v1.1
Post by: thelly on October 03, 2016, 08:21:03 PM
These are so nice. Thanks very much
Title: Re: DS Small Village v1.1
Post by: Necora on October 04, 2016, 06:03:14 AM
Hey DS,

To further the conversation on traders and bridges...

I was playing a new map the other day, I tend to get bored pretty quick and start again, when I noticed that the trader at the small dock I had built was facing the wrong way, i.e. was facing up stream when he/she should have come down stream. He/she then left the dock, turned around, and went the correct way. So I waited for him/her, and watched the route taken. Here are a couple of screen shots.

Shot 1 - The Town View. I have a small trading dock, from the mini buildings mod. I also have one bridge over this river, the larger of the arc bridges from this set. (btw, I don't know how to embed the images attached)

Shot 2 - The Route View. Here I have taken a shot from the max view I get, and outlined the route of the trader in red arrows. The trader comes down the main river, then circumnavigates the large island between the lake, main river, and creek, going along the shore of the lake before travelling down the small creek that joins the main river once more, paddles up stream to the dock, trades, then turns around and leaves along the main river.

Shot 3 - A map view of the same above, showing the whole route.

I have not had a chance to play around with different bridge combinations yet, but it seems that traders certainly do not pass through the smaller bridges to visit a dock down stream of them, but will find another way round if possible. When I get a chance I will try with draw bridges and putting a bridge on the small creek.
Title: Re: DS Small Village v1.1
Post by: Abandoned on October 04, 2016, 07:20:16 AM
Is the jetty pieces to the right of the arched bridge preventing the ship going under?  I don't know, have not used the jetty pieces yet but I have used the mini trading post.  On the first map I tried it, the boat approached from upstream but turned itself around facing the direction it had just come from just before docking, when dismissed it turned back around again and headed downstream.  There was no bridge on the river just a full size dock upstream.  On that map the mini dock was on the right bank of the river like yours.  On my currant map I am also using the mini dock but I placed it on the left bank of the river, so far there has been no turning around before or after docking.
Title: Re: DS Small Village v1.1
Post by: Paeng on October 04, 2016, 12:26:35 PM
Hmmm... I'm having things like that happen ever since - see a detailed description here:
http://banishedpeople.freeforums.org/tuckeyes-t234.html

Or I had a trader coming downriver, through a lake and into a port... on dismissing, instead of continuing downriver, he made a u-turn and rowed upriver(!) almost to the end of the map, than made a u-turn again, going back all the way, this time (properly) bypassing my port and disappearing off the map...

That a trader completely "ignores" a port is rather seldom, but not unknown either....  :)

With more observation and trials (like moving the ports) it always boiled down to weird terrain features, quirky pathing or spooky maps - specially those xtra large ones are partial to generate all kinds of weird happenings.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 08, 2016, 10:46:49 PM
So for a future release I have spent a bit of time and added a second texture variant to all the jetty/bridge pieces - the textures still need some work, but code is all done.
Also, a variant of the larger Drawbridge, that requires stone in the construction and is overall more sturdy, and thus can have a completed walkway.
I added an alternate direction corner piece.
A few more 2x1 alternate longer plank variants.
Also a new 3x3 jetty fishing spot:
(http://i.imgur.com/RM0jnCN.jpg)
I am worried though about all the F-key variants, I want to add another texture again, so there will be three, but that will mean the 1x1 & the 2x1 pieces will each have at least 18 f-key variants - I think that might be too many, it is annoying I think as it is with 12 as I have just made it - particularly when you want one piece, and have to 'scroll' through so many.


and some more bridge models I'm working on...
time to make the build models, code and also angled variants :)
(http://i.imgur.com/3OnHTBd.jpg)
Title: Re: DS Small Village v1.1
Post by: Whoyou13 on October 08, 2016, 11:38:19 PM
This should be done by other modders too, different texture should be in different button.
Title: Re: DS Small Village v1.1
Post by: brads3 on October 09, 2016, 12:21:02 AM
i  agree. plus separate the jetty variants out. so we have a space for single,double n triple lengths.but under each texture.if it ,eans another toolbar so b it.but it would solve your issue of scrolling thru each 1.
Title: Re: DS Small Village v1.1
Post by: DesoPL on October 09, 2016, 12:29:54 AM
Dock buildings confirmed?  ???
Title: Re: DS Small Village v1.1
Post by: Paeng on October 09, 2016, 06:15:33 AM
Yeah, I agree that different textures should be separated...
Having uprights separate is not terribly important to me - I can live with all the effing as long as it stays in the same texture group.  :)

Good about adding another direction corner... I'd also suggest a corner piece - right angle (90°), but with a (diagonal) miter-cut... ;)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 09, 2016, 03:11:57 PM
Thanks for voting in the poll.

Dock buildings confirmed?  ???
What kind of buildings would you like?
A house?, Storage?

Good about adding another direction corner... I'd also suggest a corner piece - right angle (90°), but with a (diagonal) miter-cut... ;)
Very nice idea, I did also think of this.


Also about the jetty pieces - is everyone happy with the cost? or should it be lowered to be more inline with CC?
for example, this is the difference there is now:
DSSV 1x1 = 3 Log + 8 Work
CC 1x1 = 2 Log + 0 Work
DSSV 2x1 = 5 Log + 13 Work
CC 2x1 = 4 Log + 0 Work

*some may have noticed I do like using the Fibonacci sequence in the cost of my buildings...
Title: Re: DS Small Village v1.1
Post by: brads3 on October 09, 2016, 03:51:58 PM
i never noticed the cost difference and i play with both DS and Cc.i would recommend mayb dropping the cost closer to CC thou.how bout split the difference?? on the building idea: will it be possable to build them on land also?? just lose the stilts. CC is that way.i can build a wharehouse or dock house on shore. i would like a dock patio with umbrella chairs. say a 3x3 with 2 sides having railings so they could b built end to end. that way players could expand it. also a gathering type building that acts as a city hall. so u can pull up game stats with it. but not a city hall building style. something different. also is it possable to have more than 1 city hall ?? i have the rowhouse mod and use the city hall as an office in mine or production towns. but only can have 1 of each CH so far.
   if u are keeping with the dock theme u will want a reed collector/gathering space. how bout a piece witha pool to catch frogs/turtles and a place for clams,crayfish,etc? TOM is working on a crayfish tavern in his NORTH mod. mayb a catfish bar or restaraunt. how bout an old fashioned rickety looking moonshine still? mayb a foutain pool with a duck or swan.
    ohh to give u ideas,case you never played with CC, there are survival coats from reeds and feathers.
Title: Re: DS Small Village v1.1
Post by: elemental on October 09, 2016, 06:38:51 PM
*some may have noticed I do like using the Fibonacci sequence in the cost of my buildings...

Hadn't noticed, but I did notice the P&H had I think it was 89 work to build. It struck me as odd/unusual. Personally I'm not fussed with how much work or resources something takes to build. If anything, some buildings (not yours specifically) could easily have higher build requirements.
Title: Re: DS Small Village v1.1
Post by: Nilla on October 10, 2016, 01:44:30 AM

*some may have noticed I do like using the Fibonacci sequence in the cost of my buildings...

 :D  ;D   :o Geeks! ;)

I didn't notice, but I love the idea!

Keep it the way it is. It's your personal thing. Even if CC is a big and popular mod, it would be a shame, if it would be the standard, to which every other modder adapt. Make it the way you feel right.
Title: Re: DS Small Village v1.1
Post by: DesoPL on October 10, 2016, 05:41:37 AM
Thanks for voting in the poll.

Dock buildings confirmed?  ???
What kind of buildings would you like?
A house?, Storage?

Good about adding another direction corner... I'd also suggest a corner piece - right angle (90°), but with a (diagonal) miter-cut... ;)
Very nice idea, I did also think of this.


Also about the jetty pieces - is everyone happy with the cost? or should it be lowered to be more inline with CC?
for example, this is the difference there is now:
DSSV 1x1 = 3 Log + 8 Work
CC 1x1 = 2 Log + 0 Work
DSSV 2x1 = 5 Log + 13 Work
CC 2x1 = 4 Log + 0 Work

*some may have noticed I do like using the Fibonacci sequence in the cost of my buildings...

I would like housing, storage and eventually some production buildings ya know making tools, alcohol etc.
Title: Re: DS Small Village v1.1
Post by: Paeng on October 10, 2016, 06:31:32 AM
is everyone happy with the cost?

To be honest, cost never bothers me - it costs what is costs, if I want the item, I'll build it no matter what...

The only thing that annoys me (not with your items, but generally speaking) is when work-time gets jacked up artificially, so it takes ages to build a fence section or such... as long as work-time stays reasonable, I'm happy  ;)

* Naturally, "World Wonders" are a different case...
Title: Re: DS Small Village v1.1
Post by: gerns on October 10, 2016, 08:11:58 AM
amen to that
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 13, 2016, 04:13:59 AM
Despite all the comments above, I am going to lower the work time slightly on each piece. Because as it is now, it takes a lot longer to build my jetties across a river than a normal bridge.



Re:
Fibonacci sequence = geeky.... I'm not so sure  ;)  it is like phi, the golden ratio, it is a universal constant. Today it is seen as geeky, but it shows up regularly in nature and is part of an older human knowledge of sacred geometry.  ???
Title: Re: DS Small Village v1.1
Post by: Nilla on October 13, 2016, 05:00:52 AM
I hope you were not offended by me calling you a geek. I didn't mean anything bad. To me a geek is a person, who has a special interest in something, that not everyone cares about. It's a good thing. I'm pretty geeky myself! ;)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 13, 2016, 05:22:25 AM
I hope you were not offended by me calling you a geek. I didn't mean anything bad. To me a geek is a person, who has a special interest in something, that not everyone cares about. It's a good thing. I'm pretty geeky myself! ;)

No not at all :)
I do have my geeky tendencies. We all do.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 20, 2016, 12:39:02 AM
Finally got some more of the bridge and jetty pieces added into the game for the next release.
Below is a new modular bridge, what you see is made up of two 6x2 'ramp' pieces, and three 1x2 extension pieces linking the top. The bannies travel it safely, and using both sides :)
(http://i.imgur.com/UsU2MGt.jpg)
Further downstream you can see a small capacity 4x4 food/edibles trader, he will take most goods in exchange for foods. It can be built fully on water/lakes or on  the edge of the bank.
(http://i.imgur.com/UztpGFd.jpg)


... ohh and there will be diagonals of these... just some minor adjustments as a few of the pieces aren't lining up :)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 28, 2016, 10:45:48 PM
Diagonal bridges are still causing issues, this time I can definitely confirm that these are stopping the travel of merchants.
(http://i.imgur.com/Cch2ElD.jpg)

@RedKetchup, how does the travel path of your canal system work? I vaguely remember reading something how you staggered the path of citizens over your bridges? was this to allow boats travel to your trading posts?
like this:?
__
_#
#_
_#
#_
__

I want to lower the output of the DSSV Firewood Yards. Do others feel they are too powerful?
float_ workTime = 4.0;  -- most production buildings have this, is this the time spent actually at work during a year? has anyone tried lowering/raising this?
int _workRequired, is not in the Woodchoppers template file, so really I should be able to add this, with a value of 2 and it should be lower production?

@Tom Sawyer, have you lowered the vanilla wood choppers production values in The North? or is it the firewood production quantities that are different?

Title: Re: DS Small Village v1.1
Post by: Tom Sawyer on October 29, 2016, 02:21:10 AM
The quantity of firewood is increased to create = 5 from 4. The cutter yard is unchanged but my single wood chopper got a penalty of 50% to keep the cutter yard in game with a higher productivity. I made this via worktime = 6 instead of 4. If workrequired is not defined the game use 1. The yard with workrequired = 2 would work like: chop chop chop chop - go to next use point - chop chop chop chop: firewood.

I would not change your firewood yard. It's a building with costs and not just a simple workplace like this action tool and should work like the vanilla yard. And I think that chopping wood should not be strongly limited via work time.

Your diagonal bridge looks great. This is a really useful thing for lakes and some river constellations where a straight bridge is often annoying or impossible to build. I hope you find a way to make it work for the merchants. Why not all tiles on "_"? For what do you need the "#"? And do merchants use these path bits? I don't know much about bridges.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on October 29, 2016, 02:50:40 AM
Made some changes, and it now seems I get merchants with the 6x1 diagonal bridges.
The 6x1 diagonal is actually sitting on 6x6:
Code: [Select]
String _pathBitmap =
"_#####
#_####
##_###
###_##
####_#
#####_";

So when both touch at the tip it is not meeting at all sides.

But the 6x1 Drawbridge definitely seems to be stopping boat travel, as well as the diagonal 6x2 piece.
I'm really not sure @Tom Sawyer why the boats can't travel through it.
Title: Re: DS Small Village v1.1
Post by: elemental on October 29, 2016, 03:18:09 AM
I hope you can get these bridges to work but even if you can't, that doesn't mean they can't be useful. They can still be used in places where they won't block boat traffic, for example in the middle of a lake, connecting little dock/island communities. So please don't cut them out entirely, just put a warning on them.
Title: Re: DS Small Village v1.1
Post by: Tom Sawyer on October 29, 2016, 03:44:43 AM
Now I understand your placement. Hm. If the boats are using the path bits, then your diagonal bridges block the boats if these endpoints are not connected with water or blocked by another object. A direct solution would be only something like this:

Code: [Select]
String _pathBitmap =
"_#####
 #_####
 ______
 ______
 ####_#
 #####_";

I suspect citizens would not use these open tiles because there is not a useful path to their finish point. But they could do bungee jumping while idling on the bridge.^^ Another way can be to split the diagonal bridge in parts of 1x1 or 2x2 tiles. With 2x2 it would look like this:

Code: [Select]
_#   
#_   
  _#   
  #_
    _#
    #_

But it would mean a complicated toolbar. :-\
Title: Re: DS Small Village v1.1
Post by: Gatherer on October 30, 2016, 08:44:57 AM
@Discrepancy

Any chance you can set the speed of the citizens on your bridge and jetty pieces to match that on the vanilla bridge?
Title: Re: DS Small Village v1.1
Post by: Discrepancy on November 14, 2016, 01:37:06 AM
(http://i.imgur.com/oehQI1Z.jpg)
Title: Re: DS Small Village v1.1
Post by: Turis on November 15, 2016, 04:59:27 AM
Will you make your bridges as a standalone mod?
Title: Re: DS Small Village v1.1
Post by: Discrepancy on November 15, 2016, 01:48:25 PM
Yes more than likely. They are getting too big for a small village...
Title: Re: DS Small Village v1.1
Post by: Discrepancy on November 16, 2016, 06:05:34 PM
coming soon...

DS Small Village   v2

release: tba

**A few things to take note of:

(http://i.imgur.com/lWXs8nu.jpg)


Just some of the NEW things that will be in v2:

DSSV specific Start Conditions: Easy / Easy-Farmers / Easy-Crops / Easy-Orchards / Easy-Herdsman / Medium /Harder / Stranded / Jack & Jill
+ Terrains: Plains / Mountain Lakes
+ Climates: Cool Temperate / Extreme

New Buildings:
Village School (employs 1 teacher, educates up to 20 students)
Village Tailor (employs 1-2 tailors)
Small Village Cemetery, has an alternate fence, min size = 5x5, max 15x15.
New Tombstone styles for both the Village Cemeteries (cemeteries will use a mix of vanilla tombstones also).

Buildings Altered:
Narrow & General Warehouse storage variants - there are now options to individually store all the separate storage flags in these barns.
Added Angle variant of the 'medieval' Village Well.
Added 2 reverse Bee Shelter location variants.
Village Chapel - increased building size, larger footprint 5x8.

New Village Stone Bridge:
New modular Village Stone Bridge:
2x6 entry/exit Ramp + F-key variants.
2x3 piece with upright + F-key variants.
2x2 extension + F-key variants.
2x2 ext fishing spot.

New Jetty & Bridges:
New 2nd 'Grey' texture variant for all jetty components.
Added some new Higher Level jetty pieces. These are approx. 1.2m above ground (similar height to Village Stone Bridge).
Drawbridge, 4x1 'finished' - using stone/with completed crossing planks.
Drawbridge, 6x1 - larger variant.
Village Wooden Bridges: 6x1, 6x2 + 1x1 & 1x2 extension pieces + diagonal variants (BETA).
Added other selected diagonal Jetty & bridge components (BETA).
Jetty Fruit & Veg Market Wagon, 2x2, (1000weight), 1-2 vendors.
Jetty Fishing, 3x3 fishing spot for 1-2 fisherman.
Added Jetty well for fire fighting
Jetty Cnr, added alternative plank direction F-key variant.
Jetty 1x1 alternate 'mitre-joint' piece.
Jetty Merchants added: Food Trader / General Trader.
Jetty Storage options added: 1x1 (200weight), 1x1 walkable (100weight), 2x2 (800weight), 2x3 (1200weight).

the Mountain Lakes terrain is very challenging. Little available area for farming, the mountain regions are dominant, and deep lakes between. With Extreme weather, the winters are long and cold.
(http://i.imgur.com/ysq4BkE.jpg)


plus more to come on some other new additions...
Title: Re: DS Small Village v1.1
Post by: elemental on November 16, 2016, 07:08:53 PM
Your teaser pics look great. I've been playing with your earlier beta and I really like the new darker jetty/dock/bridge set. Can't wait to see what else you've added.
Title: Re: DS Small Village v1.1
Post by: DesoPL on November 16, 2016, 11:13:32 PM
No seriously... We need even more now megamod updated!
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on November 16, 2016, 11:13:50 PM
I'm really looking forward to V2, love the different bridges & jetties!  8)
Title: Re: DS Small Village v1.1
Post by: Nilla on November 17, 2016, 03:42:47 AM
I'm looking forward to test this one. Your things have bin really good so far, no doubt this upgrade is, too. I'm also pleased to see that you try to make some more challenging options. Only one problem...........
All you good modders develop new things in a speed, that even a sick old lady, with much free time can't follow.  :-\ ;)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 03, 2016, 12:39:03 AM
I was hoping to have a completed DSSV v2 for release this year, but I know that that isn't going to happen.

So, I have put together a pre v2 beta release.

DS Small Village pre-v2beta9:
Additions & Changes:
Code: [Select]
added:
DSSV Start Conditions: Easy/Easy-Farmers/Easy-Crops/Easy-Orchards/Easy-Herdsman/Medium/Harder/Stranded/JackAndJill
DSSV Terrains: Plains/Mountain Lakes
DSSV Climates: Cool Temperate/Extreme
Village School - 1 teacher, 20 students.
Village Tailor - 1-2 tailors.
Small Village Cemetery, alternate fence, min 5x5 - max 15x15.
Added 8 new Tombstone styles for the Village Cemeteries.
Crops: Imperator Carrots, Brussels Sprouts (same resource as Carrots v2 & Brussels Sprouts v2)
Narrow & General Warehouse storage variants - options to individually store all the separate storage flags.
Angle variant of the 'medieval' Village Well.
Added 2 Bee Shelter location variants.
New modular Village Stone Bridge - 2x6 entry/exit Ramp, 2x3 piece with upright, 2x2 extension, 2x2 ext fishing spot.
Second texture variant for all jetty components.
Added selected new Higher Level jetty pieces. These are approx. 1.2m above ground.
Jetty Fishmonger - takes 'Fish' resource and sorts and cleans to produce: Bass, Bream, Carp, Cod, Eel, Mullet, Perch, Pike, Salmon, Tench, Trout.
Jetty Firewood Splitter - 2x2, employs 1 woodcutter.
Drawbridge, 4x1 upgrade - stone/completed planks variant.
Drawbridge, 6x1.
Village Bridges: 6x1, 6x2 + 1x1 & 1x2 extension pieces + diagonal variants (BETA).
Added other selected diagonal Jetty & bridge components (BETA).
Jetty Fruit & Veg Market Wagon, 2x2, (1000weight), 1-2 vendors.
Jetty Fishing, 3x3 fishing spot for 1-2 fisherman.
Added Jetty well for fire fighting
Jetty Cnr, added alternative plank direction F-key variant.
Jetty 1x1 alternate 'mitre-joint' piece.
Jetty Merchants added: General Trader / Food Trader.
Jetty Storage options added: 1x1 (200weight), 1x1 walkable (100weight), 2x2 (800weight), 2x3 (1200weight).

fixed/changed:
Changed Jetty menu layout: from Jetty menu, select a texture style.
     - Wooden Jetty Bridges are now in their own menu within the chosen texture menu.
- Village Stone Bridge is available from same menu line as jetty textures.
Changed build costs of all Jetty pieces (lower price compared to v1.1).
Changed build cost of Blacksmith (lowered iron cost).
Changed production of Mead to require 60 honey (up from 30) to align with DSPickAndHen/CC/NMT.
Changed production qauntity of Mulled Mead to 2/3 (up from 1) to align with DSPickAndHen.
Increased building size of Village Chapel, now 5x8.
Increased building size of Village Blacksmith, now 5x5.
Increased Village Cemetery max size to 30x30 (up from 20x20).
Increased work required to produce at bee shelters.
Fixed issue with Bee Shelter not displaying 3rd build model.
Fixes and Changes to string texts.
Fixes and Changes to sprite menu images.

you can download it from the nexus mods website if you'd like to try it.
nexusmods.com-DS Small Village pre-v2beta9 (http://www.nexusmods.com/banished/mods/51/?) you will need to be logged in to download, sorry.

Place at TOP of mod list. why? because it has new start conditions, new map types, and also new climates. Also the reported traders not visiting hasn't occurred to me when I tested this placed above the latest MegaMod release in mod list.
Requires New game, it is not compatible at all to previous versions.
Title: Re: DS Small Village v1.1
Post by: Paeng on December 03, 2016, 07:44:41 AM
Now this is a unique boat-landing...  :P

(https://dl.dropboxusercontent.com/u/5012419/Banished/_ds/landing1.jpg)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 03, 2016, 02:48:17 PM
 :o it is on the 'to fix list', thanks Paeng.

if anyone else would like to download the beta test and aren't a nexus mods member, you can now also download through a link on my website:
http://ds-mods.net/downloads/ (http://ds-mods.net/downloads/), there is a link for BETA TEST further down screen.
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on December 04, 2016, 06:28:43 PM
Hi Discrepancy, by way of some feedback...

I've given the Ver.2 Beta a very quick run late last night. It really wasn't long enough to test much of anything let alone everything but the most obvious thing that came out is that if you load the SmallVillage Ver.2 (SV2) mod and also Colonial Charter (CC) with SV2 above CC and both mods set as active then try to start a game, the load screen will stall and hang indefinitely.

I figured that the SV2 starting conditions would not mix with the CC starting conditions but I wanted to test it anyway. I was actually expecting a CTD but instead it just stalled, I think I gave it about 15 minutes before using Windows Task Manager to shut down Banished. It may have eventually generated a map but I was impatient and didn't want to wait around all night!

When SV2 is loaded below CC with both mods active, you can start a game without problems and enjoy the features of both mods. Obviously you cannot have the SV2 starting conditions and maps with this arrangement.

I must say that I really love the new bridge and dock pieces. I didn't see any citizens using the diagonal pieces but I also wasn't watching all the time and I didn't set any diagonal pieces up as the only way to cross a river (I was using them more as deco for the riverfront). Also having two different colours for the bridge pieces is great as is the three different heights (I built a sort of walkway up to your Styth Tower using these pieces! They don't match exactly but they could be interesting to use with the Castle mod by Red Ketchup)
Title: Re: DS Small Village v1.1
Post by: elemental on December 04, 2016, 07:42:15 PM
I've been testing DSSV v2 with CC (CC loaded first). One thing to be aware of is that boats won't pass under Discrepancy's bridges if CC is above DSSV. The other thing is - and this is more important - if you build a Discrepancy bridge at a point on the map that the boats NEED to pass through (for example close to where they enter or leave the map) then the boats will come and they will pass under his bridges, but they won't stop at trade ports. But you can use these bridges with CC loaded first, you just need to be careful where you put them. Hopefully that will get fixed at some point.
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on December 05, 2016, 12:42:47 AM
I've been testing DSSV v2 with CC (CC loaded first). One thing to be aware of is that boats won't pass under Discrepancy's bridges if CC is above DSSV. The other thing is - and this is more important - if you build a Discrepancy bridge at a point on the map that the boats NEED to pass through (for example close to where they enter or leave the map) then the boats will come and they will pass under his bridges, but they won't stop at trade ports. But you can use these bridges with CC loaded first, you just need to be careful where you put them. Hopefully that will get fixed at some point.
Ahh, very interesting and important too. I remember with DSSV version 1, the traders could pass under some of Discrepancy's bridges (or all of them? I don't remember).
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 05, 2016, 12:57:45 AM
Thanks for the feedback :) always appreciated.

I've given the Ver.2 Beta a very quick run late last night. It really wasn't long enough to test much of anything let alone everything but the most obvious thing that came out is that if you load the SmallVillage Ver.2 (SV2) mod and also Colonial Charter (CC) with SV2 above CC and both mods set as active then try to start a game, the load screen will stall and hang indefinitely.

I figured that the SV2 starting conditions would not mix with the CC starting conditions but I wanted to test it anyway. I was actually expecting a CTD but instead it just stalled, I think I gave it about 15 minutes before using Windows Task Manager to shut down Banished. It may have eventually generated a map but I was impatient and didn't want to wait around all night!
Did you happen to choose a Very Large terrain size?
if so, I should have mentioned that none of my maps have that larger terrain, it is only the vanilla sizes: small, medium, large
I confess that I haven't tested this with CC alone, I did test with Mega Mod and it worked fine though...

Glad you like the jetty and bridge pieces, still a work in progress with this mod... final v2 is coming slowly, so expect more beta releases to come.

I've been testing DSSV v2 with CC (CC loaded first). One thing to be aware of is that boats won't pass under Discrepancy's bridges if CC is above DSSV. The other thing is - and this is more important - if you build a Discrepancy bridge at a point on the map that the boats NEED to pass through (for example close to where they enter or leave the map) then the boats will come and they will pass under his bridges, but they won't stop at trade ports. But you can use these bridges with CC loaded first, you just need to be careful where you put them. Hopefully that will get fixed at some point.

This seems to be important points, my bridges should be used with caution.
This is now my main priority to sort out.

I am focusing on fixing all issues with the current beta before I add anymore content.


reported bugs/issues with DSSV v2beta9:
- Trader Boats not stopping at port when using jetty bridges with some other mods loaded (being investigated)
- Trading Boat not landing correctly at Jetty General Merchant (fixed)
- Jetty traders limited to being built on water (fixed - can be built further inland)
- Carrots dying before harvest starts (fixed)
- Jetty General Merchant's trading list (being investigated)
- Stone Bridge - Pieces not lining up correctly, making a black line visible in snow (fixed)
- Stone Bridge - Citizens jumping off the edge, not using ramps correctly (fixed - ramp now sits on a 4x6 footprint with the extra outer tiles added being impassable)
- Various UI boxes need adjusting for building names (fixed)
- Citizens falling through jetty while traveling to/from the upper level stairs (fixed)
- Jetty Fishmonger building model edit (on hold)
- Jetty Fishmonger production output/input (being investigated)
- Jetty Fishmonger UI not showing inventory (fixed)
- New Fish type values and production numbers (being investigated)
- Investigate/alter building capacities (part fixed - )
(Goods Market is now 12000cap, Food Market is 9000cap, Small Barn is 1500cap, School can now have 26 students (unlucky teacher))
- Name change again to carrots (fixed - shorter name, earlier variety: Horn Carrots)
- Jetty Fruit & Veg market is incorrectly storing protein (fixed)
- Citizens are using the Village Tailors rear door for travel (fixed - rear door of tailor is now decorative only)
- Remove decal footprints visible with Jetties and Bridges (fixed - all jetty and bridge footprints are transparent)
- Edits to terrains: Lake, Plain with Lake, Plane no Lake (being investigated)
- Edits to climates: Cool Temperate, Extreme (being investigated)
- Some of the fishing spots radius' are too small (being investigated)
- Diagonal/Angled pieces... lots of issues (being ignored investigated)
 :)        ...there is likely to be many more
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on December 05, 2016, 05:40:56 AM
To confirm, yes I did use it with [CC] Very Large terrain size.
When I get the chance I'll experiment with smaller map sizes - I tend to be greedy and want the largest maps I can get.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 07, 2016, 03:05:01 AM
To confirm, yes I did use it with [CC] Very Large terrain size.
When I get the chance I'll experiment with smaller map sizes - I tend to be greedy and want the largest maps I can get.

Yes, as I haven't added a larger map size, the Very Large map choice is not compatible, that is the reason why it would have not loaded and stayed on black screen.


I know i said no more content until bugs are solved, but I've made this:
(http://i.imgur.com/kExiS0i.jpg)
it is slow going... and I still have all the build models for the stone bridge to make, lots of things planned for this set now :) a mod in itself.
Title: Re: DS Small Village v1.1
Post by: kid1293 on December 07, 2016, 03:43:29 AM
WHy not separate Small Village from something like Jetties & Bridges?
Title: Re: DS Small Village v1.1
Post by: elemental on December 07, 2016, 01:48:46 PM
Bridge dead-ends look good. Now everyone will be wondering why you have built dead-end bridges.

I'd say this is moving along at a surprisingly fast pace. Definitely not slow.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 08, 2016, 01:54:46 AM
WHy not separate Small Village from something like Jetties & Bridges?
I might just do that :) it is perhaps getting too big. There is nothing that really ties them together... we will see.

Bridge dead-ends look good. Now everyone will be wondering why you have built dead-end bridges.
;)

Quote
I'd say this is moving along at a surprisingly fast pace. Definitely not slow.
Yes, with a little spare time, inspiration and motivation.
here is what will be the DSSV Town Hall:
(http://i.imgur.com/l7EfGi8.jpg)
Title: Re: DS Small Village v1.1
Post by: elemental on December 08, 2016, 03:38:44 AM
No more new content, he said...  ;D

But I know that creativity and inspiration will come when they come, and not necessarily when you want them to.

I would love to see a villagey town hall. I dislike the vanilla one (that pointy tower roof!) and the CC versions are way too fancy for a small town.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 08, 2016, 05:07:58 AM
(http://i.imgur.com/PL19gSk.jpg)

I put chimneys on the model, but if it's to be a Town Hall the smoke points won't work...

I'm not sure the chimneys actually match the building the more I look at the model...

...



these chimneys look better:
(http://i.imgur.com/QCu7xxb.jpg)
Title: Re: DS Small Village v1.1
Post by: kid1293 on December 08, 2016, 08:46:15 AM
That last building fits a hostel!
Title: Re: DS Small Village v1.1
Post by: elemental on December 08, 2016, 02:08:57 PM
Maybe the lower level should be made of stone. I'm not saying it looks bad the way it is (not at all), just that some stone might make it look more important and official. It might help balance the chimneys, too. And yeah, it does look like it could be a hostel. So maybe just leave it as is and start again?
Title: Re: DS Small Village v1.1
Post by: Nilla on December 13, 2016, 03:58:07 AM
I downloaded you beta version yesterday and tried some of your harder options. I must say: IT IS REALLY TOUGH! If you don't use any other mods, I would say, some of the possible combinations of starting conditions and climates are impossible. (Just to be clear; I don't mind at all) :)

First I found a "bug". The description says that the start "Stranded" has a small amount of supply but in the game, they have nothing. I would rather like them to have a little supply, because this way, it's a bit too much like the "Jack and Jill" (I haven't dared to try that ultimate challenge yet and this version of "stranded" in fact is a "Jack and Jll-lite" ;D ). If the amount of supply written on the menu is what you planned, I would suggest one small change; If there's only one tool, one of the initial adults will be "tool less" from the start. I find it hard enough, if they would have one tool each.

Like the first time I tried the "impossible" Nordic start, I killed several brave stranded people, before I finally made a start. Maybe I should make a separate blog of my efforts. I haven't get far yet, but I guess your more "tormenting" options will keep me busy for a while! ;)
Title: Re: DS Small Village v1.1
Post by: elemental on December 13, 2016, 01:15:26 PM
I'd like to request mirror image versions of these two houses. I like to build them next to your taller houses. They are a nice way to finish off a row but with the way their roofs are positioned they only work on one end of the row. So if you could mirror-image them that would be great.  :)

How about a new set of textures for them too. A darker thatch and wooden frame, maybe? Not right now, but sometime in the future? They're nice as they are but more colour options is always a good thing.  :)
Title: Re: DS Small Village v1.1
Post by: brads3 on December 13, 2016, 01:52:37 PM
i agree with you elemental. when i 1st saw tried these in game ,i thought that is how they were suppose to be. where you could make a row of them.how bout a horizontal barnwood style to the walls?
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 15, 2016, 01:57:51 AM
okay, okay :) I love more ideas! sure, I'll make mirrored variants  :-X

much of below was posted on Nilla's  'Altenbeltsville' village blog post:

I must apologize as I will be a little absent from the forums for the next week. I might be able to read, but not answer. But don't take that as if I'm not interested in the feedback, because I am. :)
I'm not sure when my internet will be changed over, this could be a bonus as I'll be able to focus on modding a little when I'm on the computer.

First off, this is going to be a long post...

What's next?

I might lower the variety of fish, or offer alternate download versions with all fish, or only half of them.

Quote
The question is in this case, what DSSV2 is. A building-mod or a new theme-mod?
answering @Tom Sawyer & @brads3 , yes, you are right  :o I don't really know what DS Small Village has become, or where it is going. All the changes I have planned I don't think should be apart of it....
???
basically I am just going along with the ride, taking in suggestions & ideas, and coming up with my own. This is going to be huge.... it already is for me, to navigate all the files and keep up with changes I make.
So you are right when you say: "i dont think DS knows what he is either.", and I'm guessing that to be 'I don't know what DSSV as a mod is to be?'
Well you are right. But it isn't going to be DS Small Village v2...   all of the upcoming betas of v2 will end up becoming a much broader, varied mod that will be a single mod with all my other mods together. And so in a way, regarding start conditions, etc, it won't be compatible to The North or CC, but it should still be able to be used, with them if placed below in the mod list.

So... when will v2 proper of DS Small Village be released? Once I finish building my own version of every vanilla building, plus have at least 1 variant or texture variant of each building...  ;D ... maybe.


@kid1293 warned me about this, a long time ago...  ;)




anyway,

- I have fixed the mistake in the start condition Stranded, that was my fault, the fix will be a part of the next beta release, which I hope will happen just after Christmas.
    - also fixes to most of the other bugs/issues (I have a list on the mod discussion page)

Also I hope to have finalized:
    - all starting conditions will be changed slightly, Stranded is going to be split into 3 versions: Stranded (one family + small inventory) , Stranded Hard (2 families + very small inventory, only enough supplies for one family) & Stranded Harder (2 families with nothing)
    - all starts will have slightly revised inventories and start buildings (apart from Jack & Jill and Stranded Harder both will still start with nothing).
    - I am also going to include a way to gather, hunt and fish quicker. But they won't be by the click of a button, for example you will need Fishing Gear to fish from the river bank, 8 Fishing Gear costs 3 log + 1 iron, these are easily built by the Village/Jetty Workshop or Blacksmith for some things. Also needed is Hunting Gear (same price as fishing gear), and Gathering Bowls (1 log  = 5 bowls), the Workshop will easily and quickly produce these simple items, the village workshop will come ready built on some starts, or is easily built for 8 logs and 1 stone.
    - Most easier starts will include all the resources to gather, fish & hunt in the storage barn. (they will be classed as textiles - why? because it is already stored in a barn, and if you had fishing gear, hunting gear etc, you wouldn't want it out in the weather. plus no changes to resource flags).
    - all of the new fish will have higher trade value prices.
also...
- a small tent (with F variants) that sits on 2x2, the tent will cost 2 leather + 1 log + 8 work
- a small primitive wooden shelter, also sits on 2x2, this will cost 5 log + 8 work
- the Village Inn, for temporary accommodation with f-key variants. cost 55 log + 13 stone + 89 work
- small 2x1 fishing spots, that catch all the different kinds of fish. They are all slightly slower than a normal fisherman, who catches more 'Fish' as he just keeps whatever fish he catches, whereas these fisherman will take time to catch the right fish and let the others go, and will have a higher trade value.
- a jetty seafood grill, that will turn some of the fish into varied meals of value and also a diverse diet.
- jetty decorative seating areas & other deco jetty pieces (yes, @Paeng & @elemental , I have at least 1 boat for now)
- larger village barns and jetty storage sheds.
- a different apiary building - more out of village-farm style.
- village tavern for alcohol & luxuries service, and accompanying brewery and kitchen.

what else?
-- well for a few months I have been holding onto a few different crops, they still require a few model & texture alterations, but I'm getting there... they are: Lentils, Zucchini/Courgette & Buckwheat.
-- Also I have an Almond tree based upon the example fig tree, but I'm still trying to get it to work correctly (it will have blossom for all of growing season, I wish it was different).
-- A Birch Forester, or a Birch Plantation/Orchard: they will grow and harvest Birch Wood, this can be turned into firewood, or, when processed it can be turned into Birch Bark & Birch Sap.
          --- the Bark will be used to make Birch Tar - this can then be used to create Juchten Leather, a tough leather that can be used to create a higher value clothing, and lower weight (vanilla clothing is weighted at 10, a Juchten Coat will only weigh 5).
          --- Birch Sap is classed as an edible fruit for your citizens, it can also be used in other productions... more to come.


the fishmonger is a WIP, it is taking some time to get right, perhaps this is a reason to utilize only half of the fish... we will see. Also you are correct regarding Cod, I am going to change a few requirements to be able to acquire a few of the fish varieties, much like CC, there will be a requirement for a boat.

I have made the jetty parts build-able on walkable areas because I thought it would be good for difficult terrain areas, I do realize it doesn't always work correctly and if you don't use a flatten terrain tool first the ground might be above the building and look like an old landslide.

And, is Extreme, extreme enough?
Title: Re: DS Small Village v1.1
Post by: DesoPL on December 15, 2016, 02:36:53 AM
So Small Viliage 2.0 will not added to megamod?
Title: Re: DS Small Village v1.1
Post by: elemental on December 15, 2016, 02:51:07 AM
As a guess I would say that DSSV buildings will probably end up in MM but the start conditions probably won't. But that's just a guess from someone who doesn't use megamod. :)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 15, 2016, 05:25:35 AM
It depends on how much code work Kralyerg wants to do to get them into MegaMod, I can't see why they couldn't work alongside the CC starts.
I will speak with him and see what I can do to make the starts most compatible with CC.

The biggest issue is Iron and Iron Ore... my buildings and resources call for Iron.
Title: Re: DS Small Village v1.1
Post by: brads3 on December 15, 2016, 09:23:51 AM


answering @Tom Sawyer & @brads3 , yes, you are right  :o I don't really know what DS Small Village has become, or where it is going. All the changes I have planned I don't think should be apart of it....
???
basically I am just going along with the ride, taking in suggestions & ideas, and coming up with my own. This is going to be huge....

this sounds like how we play even.the game takes off on its own.

So you are right when you say: "i dont think DS knows what he is either.", and I'm guessing that to be 'I don't know what DSSV as a mod is to be?'
what does "lol" mean in translation to other languages?? here it means "lots of laughs" or "laugh outloud". it means what was before it was ment as a joke. so that line was aimed at you not the mod but as a joke. dont get mad....... yet.

Well you are right. But it isn't going to be DS Small Village v2...   all of the upcoming betas of v2 will end up becoming a much broader, varied mod that will be a single mod with all my other mods together. And so in a way, regarding start conditions, etc, it won't be compatible to The North or CC, but it should still be able to be used, with them if placed below in the mod list.
this is the way most mods are done. that gives the player options on how they want to play.even if it means 2 versions of the same mod. i do understand it may not be easy to develop the mods to do that but it is nice to have them work together. i wish CC was fixed this way also, so a player could use the buildings and the production chains but under other map or mod options.

So... when will v2 proper of DS Small Village be released? 
never as discrepancy is constantly changing it,redesigning buildings,adding to it,etc. it has become a monster and will eat him alive. ;D we have  a cure for this.

anyway,

    - I am also going to include a way to gather, hunt and fish quicker. But they won't be by the click of a button, for example you will need Fishing Gear to fish from the river bank, 8 Fishing Gear costs 3 log + 1 iron, these are easily built by the Village/Jetty Workshop or Blacksmith for some things. Also needed is Hunting Gear (same price as fishing gear), and Gathering Bowls (1 log  = 5 bowls), the Workshop will easily and quickly produce these simple items, the village workshop will come ready built on some starts, or is easily built for 8 logs and 1 stone.

  i do hope you read my post<see sn "stiles"> over at CC on the fishing discussion this week.this way we dont confuse the game.

   
i am still on my 1st cup of coffee so please excuse me if i screw this up. you have many good ideas. modding takes time and patience.  you need a genie in a bottle to do testing for you,sometimes the way mods are developed anf the way they work in the game doesnt work. a tester would see it different than you and help fix bugs.  they developed the north that way.... or are still. it was neat to see how the buildings and ideas were coming together. also then us players can give ideas too.might make for less bugs later noo i didnt mean to volunteer.
  i try not to load mods until others have time to run them and check for bugs. i never loaded the CC megamod for the same reason.it had bugs with throwing all those different mods together. whereas i have many mods but it took lots of time to set the mod order. and i still have to slap my hands to stop myself from changing that order and causing problems. usually i dont notice the problem until much later in the game.then i bang my head on the wall and wonder why i changed the order and what mod needs swapped.
     now for your "cure". you may not like it and that is fine.what if you split the mod into parts?? the docks and fishers as 1 set and the village as another?? then after you have it all developed put all those mods into a package with the starts that you wanted? it would give people time to find bugs. and it would unclutter your files so you have lless to go through to find bugs. i know it is easier to deal with 1 thing than to try to deal with many at the same time. if you work on the fish mods by themself and your mind isn't on the village,houses,etc, you might find it less caotic. you modders work hard enough,would splitting the ideas up be easier on you?? and your idea of taking time away doesnt hurt either.fresh minds work better for sure.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on December 18, 2016, 06:55:39 PM
Hiya DS :)

I finally decided to tryout MegaMod and after the initial shock of it all I got into Town Planning and I really do find there is a lot in there.

I noticed that you have donated a lot of your work to the project, however I went to look for your bridges and I couldn't find them from this village pack.

Quote
Modular Bridges: Drawbridge (2 variants), 3x1 & 4x1 Arch Bridges
Modular Jetty/Dock pieces, lots of variants

Did they not make it in to MM, or they are there and I just can't find them?

I am after specifically the large bridge section that can be upgraded to a fishing spot.

Am I missing something, is it hidden in a new menu, or was it not included?

Thank you for a fab mod, I do love your work!!!

Cheers
Title: Re: DS Small Village v1.1
Post by: Discrepancy on December 18, 2016, 07:20:45 PM
Hiya DS :)

I finally decided to tryout MegaMod and after the initial shock of it all I got into Town Planning and I really do find there is a lot in there.

I noticed that you have donated a lot of your work to the project, however I went to look for your bridges and I couldn't find them from this village pack.

Quote
Modular Bridges: Drawbridge (2 variants), 3x1 & 4x1 Arch Bridges
Modular Jetty/Dock pieces, lots of variants

Did they not make it in to MM, or they are there and I just can't find them?

I am after specifically the large bridge section that can be upgraded to a fishing spot.

Am I missing something, is it hidden in a new menu, or was it not included?

Thank you for a fab mod, I do love your work!!!

Cheers

The current version of DS Small Village in MegaMod is version 1.1
The added bridge and jetty pieces are part of a pre v2 beta release.

You can download the beta from Nexusmods or my own website: ds-mods.net

It is not save game compatible, so you will need a new game.
But it is compatible to play with MegaMod if you load it above. Not sure what happens if it is loaded below.


---
v2 update:

I am currently not able to get to my PC as I have just moved and my organisation of boxes didn't work too well.  By the time I sort through everything in front of it, it might be Easter by the time I can start modding again ;)

haha maybe not that long... but a couple of weeks is looking likely. But it gives me a good chance to recharge and sort out other things in life.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on December 18, 2016, 11:13:46 PM
Hiya DS :)

I finally decided to tryout MegaMod and after the initial shock of it all I got into Town Planning and I really do find there is a lot in there.

I noticed that you have donated a lot of your work to the project, however I went to look for your bridges and I couldn't find them from this village pack.

Quote
Modular Bridges: Drawbridge (2 variants), 3x1 & 4x1 Arch Bridges
Modular Jetty/Dock pieces, lots of variants

Did they not make it in to MM, or they are there and I just can't find them?

I am after specifically the large bridge section that can be upgraded to a fishing spot.

Am I missing something, is it hidden in a new menu, or was it not included?

Thank you for a fab mod, I do love your work!!!

Cheers

The current version of DS Small Village in MegaMod is version 1.1
The added bridge and jetty pieces are part of a pre v2 beta release.

You can download the beta from Nexusmods or my own website: ds-mods.net

It is not save game compatible, so you will need a new game.
But it is compatible to play with MegaMod if you load it above. Not sure what happens if it is loaded below.


---
v2 update:

I am currently not able to get to my PC as I have just moved and my organisation of boxes didn't work too well.  By the time I sort through everything in front of it, it might be Easter by the time I can start modding again ;)

haha maybe not that long... but a couple of weeks is looking likely. But it gives me a good chance to recharge and sort out other things in life.

Sweet beets!!  Great news, I will give it a go tonight, if there is a problem I will certainly let you know :)

Take care & safe move!!  Merry Christmas

Cheers
Title: Re: DS Small Village v1.1
Post by: QueryEverything on December 31, 2016, 10:17:30 PM
Hi @Discrepancy  :)  Hope you're enjoying the break, and managing to get your move sorted out.

When you get back to modding, is it at all possible to have in future release your storage barns & units to have a "edibles" only; & "edibles, no protein"; version please?
I'm finding my little Bannites to be dumping everything in and then not having any room for my Fisherwomen to put their fish locally.  I saw one running well over the hill to the "Meat Locker", when I checked her local dock storage unit it was filled with Venison & "stuff".  Haha.  What madness. 
When I do build the "Meat Locker" closer to the fishing village it still gets full of venison, and I would love to have storage that doesn't allow it.

Not sure if the exclusion is even possible (I don't know what protein flags are available), but there is no harm in asking.  :D

Hope you're safe & enjoying your New Year :D
Title: Re: DS Small Village v1.1
Post by: QueryEverything on December 31, 2016, 11:22:26 PM
Ok, I promise, last one for the day :)

I use a couple of different fishing mods, and 1 is a 'tiny' mod and it's a 1x3 spot (as well as the fishing drop from The North), but they all rely on land. 

Is there a way to make a small version of your fishing dock to be tucked into small little areas around docks, where there is a 1x1 bit of land or water that can have a "fisherperson". 

like below?

Have a fab break,

Cheers
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 01, 2017, 01:05:37 AM
woah you seems to have a lot and alot of moiré in you game
Title: Re: DS Small Village v1.1
Post by: QueryEverything on January 01, 2017, 01:56:37 AM
woah you seems to have a lot and alot of moiré in you game
I'm trying a balance of different mods, I'm using MegaMod, Necora's Maritimes (over at BlackLiquid), and Discrepency's, mainly use the "Tiny" mods at the moment, as well as your Medieval. 
I'm slowly creating my own version of the game I think, hahahaha.  :)
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 01, 2017, 03:24:49 AM
when i am talking about "moiré" it is the bad graphical "glitches" that make appear some strange lines moving depending the view direction you are facing and depending of which textures/textures angles....

thats what we call : moiré
@Paeng  knows alot about this ^^
Title: Re: DS Small Village v1.1
Post by: QueryEverything on January 01, 2017, 04:35:29 AM
oooohhhhh, that's new!  I didn't even notice it.  I've changed the setting slightly and will see what happens now.
Now I can't "unsee" it, haha, oh no!!
If I look away from the dock it's ok, but looking at the dock & trading sites it is very bad.  so weird!
Title: Re: DS Small Village v1.1
Post by: Paeng on January 01, 2017, 06:17:24 AM
If I look away from the dock it's ok, but looking at the dock & trading sites it is very bad.  so weird!

Not really weird...  ;)
But between this and e.g. the "Stairway To Heaven" you showed in another thread, this issue seems to be rather pronounced on your system?

Title: Re: DS Small Village v1.1
Post by: Abandoned on January 01, 2017, 07:06:05 AM
@QueryEverything very nice looking dock area despite graphic glitch. 

@Discrepancy, I for one hope DS Small Village stays separate from CC & Mega and iron stays iron not iron ore with production chain.  Small Village is a great mod, looking forward to using it again and again.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on January 01, 2017, 06:09:07 PM
If I look away from the dock it's ok, but looking at the dock & trading sites it is very bad.  so weird!

Not really weird...  ;)
But between this and e.g. the "Stairway To Heaven" you showed in another thread, this issue seems to be rather pronounced on your system?


Even with a fresh map I noticed it did it again, yet I tweak some of my system settings as per the guide on the BL site. 
I also notice, and this is to be expected, where the water/land meets, if I terraform that land then any part of the building that overlaps it becomes transparent, or at least the water tries to show through the part of the tile that was terraformed. 
I'll see if I can find a screenshot of it doing it, if so I will start a new thread, :)

@QueryEverything very nice looking dock area despite graphic glitch. 

@Discrepancy, I for one hope DS Small Village stays separate from CC & Mega and iron stays iron not iron ore with production chain.  Small Village is a great mod, looking forward to using it again and again.
Thank you very much :D :D
Title: Re: DS Small Village v1.1
Post by: tanypredator on January 04, 2017, 08:42:33 AM
Hello, Discrepancy!

I think it would be nice if my new honey could be used by your Mead Brewer, as Wild oats already are used. What would be better - I can make a version with Wild honey renamed just Honey (would it work?), or you can add Wild Honey as a separate resource, as with oats.
Title: Re: DS Small Village v1.1
Post by: tanypredator on January 04, 2017, 08:45:30 AM
I also want to say, that this mod is great! So many new beautiful buildings that match each other. Especially with your decorations. Thank you!

And also great idea and realisation of jetties. Only is it possible to make them to get covered with snow at winter?
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 12, 2017, 01:14:37 AM
Hello everyone :)
I'm finally back. I wish I had a relaxing break, but between moving, work and building a shade-house I haven't had time.

That goes to say modding has been very slow.

New buildings have been limited to a few like the 3 occupant tents, the Village Hall and these:

they don't belong in the vanilla banished climate, but I picked the first plant I could think of when deciding what should be planted in front of the village hall.
I then decided a few variations for player 'mass-plantings' would be in order :)
Agapanthus, Lily of the Nile:
(http://i.imgur.com/Zeid3Cv.jpg)
 I haven't done the code for them yet, nor for a few other models.

Here is the Village Hall. I plan on adding decorative flags that can be placed on the flag pole... another task added to the long list ;)
(http://i.imgur.com/vDnMEPH.jpg)
also in shot are 2 of the Village Inn (accommodation/boarding house) variants. I'm still adjusting textures... on all buildings.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 12, 2017, 03:43:25 AM
And also great idea and realisation of jetties. Only is it possible to make them to get covered with snow at winter?

The upcoming v2 has snow covered jetties and bridges. You can download the beta version from my website.
Also in v2beta you will fine jetty storage crates and boxes, they can be built on land as well as water. One day I'll make land only variants.

I think it would be nice if my new honey could be used by your Mead Brewer, as Wild oats already are used. What would be better - I can make a version with Wild honey renamed just Honey (would it work?), or you can add Wild Honey as a separate resource, as with oats.

Wild Honey is nicer :) a great idea.

When you get back to modding....

:)
more storage options? already planned.
smaller fishing spots, also planned.



here are some more pictures of new buildings:

the tents have changed a little than what I first planned, they will sit on 2x4, these are 3 occupant tents, they use a lot of firewood to stay warm, and will use the fire all year round, so not very economical. But quick and low cost to construct.
(http://i.imgur.com/uVZYYod.jpg)
those tents can be upgraded to the tent below. 4 occupants, and better warmth than the other tents.
(http://i.imgur.com/IqluHWc.jpg)
there will be a small house to also upgrade into, which can then upgrade to the townhouses.

and here is @elemental 's Gruel Kitchen, serving all manner of nutritious... gruel (by strange twist of fate this building looks similar to a building that shockpuppet has recently made for CC).
(http://i.imgur.com/9Pp5tIb.jpg)
I haven't done the interior yet.
Title: Re: DS Small Village v1.1
Post by: Paeng on January 12, 2017, 04:06:16 AM
Cool new stuff, like the town hall...  :)

I'm still adjusting textures... on all buildings.

Good... right now looking at the beams, they are slowly turning black...  ;D


For the little tents - I'm wondering whether it wouldn't be cool to make small groups of them, like 1, 2 and 3 tents (probably for 3, 4, 5 peeps?), each clustered around one fireplace... else I foresee looong rows of little tents, with looong rows of fireplaces, and lots of smoke... plus you could then add more props to the clusters - a crate here, a tiny cart there, and so on... right now they look extreme basic, with that single mat, even for temporary lean-to's... peeps would still have some possessions around them...  just thinking out loud, as usual  :-X

 :)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 12, 2017, 04:14:26 AM
For the little tents - I'm wondering whether it wouldn't be cool to make small groups of them, like 1, 2 and 3 tents (probably for 3, 4, 5 peeps?), each clustered around one fireplace...

Quote
plus you could then add more props to the clusters - a crate here, a tiny cart there, and so on... right now they look extreme basic, with that single mat, even for temporary lean-to's... peeps would still have some possessions around them...  just thinking out loud, as usual  :-X
keep doing so :) by all means. They are good, valid ideas, and I will adopt them. These are made so I may as well offer both variants.
Title: Re: DS Small Village v1.1
Post by: Nilla on January 12, 2017, 08:04:11 AM
Nice to see you back. Your new buildings look promising.
Title: Re: DS Small Village v1.1
Post by: Denis de la Rive on January 12, 2017, 08:58:35 AM
Looking good, its a great idea to have smaller buildings that serve a temporary purpose.  :)
Title: Re: DS Small Village v1.1
Post by: elemental on January 12, 2017, 12:32:35 PM


and here is @elemental 's Gruel Kitchen, serving all manner of nutritious... gruel (by strange twist of fate this building looks similar to a building that shockpuppet has recently made for CC).
(http://i.imgur.com/9Pp5tIb.jpg)
I haven't done the interior yet.

Looks great.  :)  And don't feel bad about the resemblance to that new market from CC1.7, because it's obvious that you have made yours from scratch.

https://www.renderosity.com/mod/bcs/medieval-market---extended-license/105084
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 12, 2017, 03:03:11 PM
we mostly all need to have some kind of ... pictures so we can draw our 3D meshes. personally i am doing it 100% of the time. i spot something a 3d ... and instead to buy it (cause most of time they ask a stupid big price....) and i try to make mine as much as exact i can to compare what i see.
Title: Re: DS Small Village v1.1
Post by: elemental on January 12, 2017, 03:35:52 PM
There's nothing wrong with that at all. :)  Everyone needs to find inspiration somewhere.

There's nothing wrong with buying them either. But for you and discrepancy and kid and everyone else, obviously the more models you make (as opposed to buy), the better you become at it. Look at how quickly you have all progressed.  :)  I'm certainly not criticising CC for buying models (it's a fast way to add content) and I really like that market they will be adding to 1.7 but I do think that some of their best buildings are the ones they made themselves.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 12, 2017, 03:46:47 PM
There's nothing wrong with that at all. :) 
There's nothing wrong with buying them either.

no, nothing wrong to buy ! at all !

but i am often just pissed to see some prices sometimes :( like a nice thing you would want but ask 599$ for it.
59.99 would be ok sometimes but they always want x10 more.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 12, 2017, 03:58:16 PM
I suppose it depends on how much work has gone into it, but yes some prices for 3d models are huge. I should start selling some...

If you looked at it at $30 an hour, I'm sure most of mine would cost $50-200 depending on level of complexity and textures. It's a good thing I'm doing this out of love and not for money though.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 12, 2017, 03:59:51 PM
I suppose it depends on how much work has gone into it, but yes some prices for 3d models are huge. I should start selling some...

If you looked at it at $30 an hour, I'm sure most of mine would cost $50-200 depending on level of complexity and textures. It's a good thing I'm doing this out of love and not for money though.

if you sell one !
what happends if you sell 600 of it ?
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 12, 2017, 04:06:50 PM
 ;) mine probably wouldn't sell anyway at a price over $50, they aren't really good enough. If I sold 600 of them I'd retire from my day job!

But, buying models - it depends on how much you like them, and whether they seem worth the cost. To me the texturing is the thing worth the money. I find I can easily enough make a copy of the actual 3d model, but making nice looking textures is the time-consuming part.
I've bought 2 x 3d models, one is a tree, and the other is an animated rabbit. they both cost me under $10 for both... big spender I am. One day I hope to get the rabbit working in Banished.
Title: Re: DS Small Village v1.1
Post by: elemental on January 12, 2017, 04:39:23 PM
I've browsed some of those 3D market sites, just out of curiosity. Some of them are quite cheap and could well be worth the purchase just in what you can learn from them. Some are... not so cheap.

I did find these recently. I think a ferny undergrowth in a forest would be nice. Free, but not free. You buy a daypass for the site and download all you want.

http://www.blendswap.com/blends/view/83516

http://www.blendswap.com/blends/view/84331
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 12, 2017, 05:04:17 PM
They look nice, but despite them saying low-poly, I don't think they would be 'low-poly' enough. I will try to make some ferns from scratch, should be easy enough.
Title: Re: DS Small Village v1.1
Post by: tanypredator on January 12, 2017, 09:09:38 PM
Hello! I'm glad to hear about Village Hall and Village Inn! They are really needed :)

"The upcoming v2 has snow covered jetties and bridges." - great! I'll wait for the version with a hall and inn.

I'm glad to see you back - you are a great mod-maker :) I'm using this mod now and like it very much.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 13, 2017, 03:27:55 AM
a side-step from working on DSSV v2....  :-\ another project


Agapanthus (blue, white, purple) & Clivia (orange, yellow)   -   decorative only
(http://i.imgur.com/y5rILld.jpg)

free to build, just 2 work to plant :)
click on the flower to delete/remove. they are road, water, mountain, etc build-able. will not flatten the ground.

Eventually it will include half a dozen trees I have and other flowers and shrubs. But for now it is just these 2 flowers, they do look alike, but are slightly different. Like I said before, they aren't native to the banished landscape, but I think they look nice.

DS Flora test beta1 - members download only
Title: Re: DS Small Village v1.1
Post by: Tom Sawyer on January 13, 2017, 06:00:53 AM
Welcome back and nice to see progress of your project @Discrepancy. As always, very detailed and with great variety!

And I agree with the opinions on purchased models. It is absolutely fine. And it's good for new content in Banished. But we should always be honest with it and name the source or just write that it is a purchased model. To pretend it would be our own work without any credits to the creator would not be right in my eyes.
Title: Re: DS Small Village v1.1
Post by: Abandoned on January 13, 2017, 11:51:50 AM
Wow, pretty flowers, love the colors.  Thank you.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 14, 2017, 12:31:36 AM
I wonder what this villager put on his fire to get it started!
(http://i.imgur.com/zBfusBq.jpg)

trying to adjust the tent campfire smoke points...
Title: Re: DS Small Village v1.1
Post by: elemental on January 14, 2017, 02:15:01 AM
I wonder what this villager put on his fire to get it started!

Something nasty, but no matter... I see mirror image houses! Yay! Thanks so much for that.  :)
Title: Re: DS Small Village v1.1
Post by: Paeng on January 14, 2017, 03:23:17 AM
I wonder what this villager put on his fire to get it started!

If only that fire could be contained in a large firepit and burn forever... Open fire is one of the most missing items in Banished.  :'( 

Though maybe we can have large braziers and stuff that at least appear to create heat, like this one -



I know Banished smoke is just particles, not animated... just wondering if torches could be "faked" (see attachment), with smoke kinda camouflaging the missing animation...  ???



EDIT


That was last night... today all this has changed - look below...   ;D
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 14, 2017, 12:56:09 PM
I wonder what this villager put on his fire to get it started!
(http://i.imgur.com/zBfusBq.jpg)

trying to adjust the tent campfire smoke points...

are you doing this ? because....

i think i just stole this idea :P


https://drive.google.com/file/d/0B3ArTKXvgXjrNVBTOXEwWkl4Y0E/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrNVBTOXEwWkl4Y0E/view?usp=sharing)
(click to download for best video performances - instead to use their video tool)
Title: Re: DS Small Village v1.1
Post by: Paeng on January 14, 2017, 01:25:37 PM
Absolutely amazing... for me, this is a major breakthrough!

<bowing_deep>

Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 14, 2017, 01:31:47 PM
Absolutely amazing... for me, this is a major breakthrough!

<bowing_deep>

it is ! but as a decorative objets like a torch ?? not sure we can make it consume cause need to be "worked with a citizen"
who knows maybe i ll find the answer ^^
Title: Re: DS Small Village v1.1
Post by: Paeng on January 14, 2017, 01:51:14 PM
it is ! but as a decorative objets like a torch ?? not sure we can make it consume cause need to be "worked with a citizen"
who knows maybe i ll find the answer

Oh, I'm sure you will... can't think about the possibilities yet - I'm kinda ecstatic right now, just celebrating! LOL


Title: Re: DS Small Village v1.1
Post by: Tom Sawyer on January 14, 2017, 01:51:51 PM
Wow. This is extremely well done! The clothing too. It will be in your Pharao mod, or?
Title: Re: DS Small Village v1.1
Post by: brads3 on January 14, 2017, 01:54:39 PM
looks a lot bigger than the 1 we have. need a good bonfire.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 14, 2017, 02:25:40 PM
Wow. This is extremely well done! The clothing too. It will be in your Pharao mod, or?

of course


looks a lot bigger than the 1 we have. need a good bonfire.

wait ? what ? where ?
Title: Re: DS Small Village v1.1
Post by: brads3 on January 14, 2017, 03:51:32 PM
what do you mean RED? we have a firepit<CC> and there is a mod with a small firepit and tent. they don't burn like yours. and they are quite small.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 14, 2017, 04:02:44 PM
what do you mean RED? we have a firepit<CC> and there is a mod with a small firepit and tent. they don't burn like yours. and they are quite small.

oh i never saw it .... since i never played this game since 2 years lol

can you tell me the path in the toolbars to get to it ? (there is 10,000 icons lol)
Title: Re: DS Small Village v1.1
Post by: Paeng on January 14, 2017, 04:55:31 PM
they don't burn like yours. and they are quite small.

Yeah... I have not yet seen really dancing flames, on a huge bonfire or on tiny torches (like in a burning house desaster)... until now  :)
Title: Re: DS Small Village v1.1
Post by: brads3 on January 14, 2017, 06:17:35 PM
CC has a camp fire,under decorations and the log-barrel icon for "town decorations" .
tandy made 1 also:
http://worldofbanished.com/index.php?action=dlattach;topic=1179.0;attach=11019;image
 again,these are fires but small and not animated.
Title: Re: DS Small Village v1.1
Post by: tanypredator on January 14, 2017, 08:58:12 PM
This mod: http://worldofbanished.com/index.php?action=downloads;sa=view;down=101

The fire is moving (just like a particle system), but not ideally. It's hard to make it good, because it want either to come too high, or to flicker (to disappear and start again) too fast. The color can be changed, the size, the speed, but all needs much time to test.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 15, 2017, 07:16:07 AM
This mod: http://worldofbanished.com/index.php?action=downloads;sa=view;down=101

The fire is moving (just like a particle system), but not ideally. It's hard to make it good, because it want either to come too high, or to flicker (to disappear and start again) too fast. The color can be changed, the size, the speed, but all needs much time to test.

yeah it has like 300-500 compiles and playing with the number before trying to find the good numbers.
Title: Re: DS Small Village v1.1
Post by: catty-cb on January 16, 2017, 09:40:38 AM
Absolutely amazing... for me, this is a major breakthrough!

<bowing_deep>

ditto ... its taking things to a whole new level    :D
Title: Re: DS Small Village v1.1
Post by: RedKetchup on January 16, 2017, 09:44:04 AM
Absolutely amazing... for me, this is a major breakthrough!

<bowing_deep>

ditto ... its taking things to a whole new level    :D

it is coming soon ... i just need to make 1 more design.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 21, 2017, 06:30:33 AM
Thanks to @RedKetchup I now have a safer and nicer glowing campfire for the tents:
(http://i.imgur.com/vr8pG7Q.jpg)
Not the easiest to see in the snow, I still need to make the AO map to remove snow from fire.
But the flames look quite nice now. I have three versions of the fire particle system, so the different types of tent have an individual flame, otherwise I found they were all 'dancing' the same.
Behind is a new forest food Gatherer building.

A fence and shelter-less, semi-transparent Pasture:
(http://i.imgur.com/mWZ3x5F.jpg)
(no resource cost to build, but it will still require the 1 work per tile to clear the land of old stumps, weeds and make the area prime for grazing)
and also in shot, the Village Barn now has a rear door, a road can be built through the barn to allow faster travel. @Paeng

and...

BETA news.

For days I have been struggling to find a reason for my CTD when clicking on a few of the new buildings I've added, or when work started.
I think I've got most of them sorted now, just a few more issues though with the "take a basket and gather' and the 'hunting with hunting gear'. I hope to have it playable in a few days. Once I'm happy no one will get a CTD or major bug, I will release a new Beta version.
Things have dramatically changed since the last beta. most buildings have had slight model alterations. textures have changed. menu has been changed/expanded. lots of new buildings, new crops and resources.
This time most additions have been land-based - I was spending too much time on the jetty late last year ;)
That means the stone bridge has had to wait.
Production, numbers, everything has been changed.... this will mean a new game. best to anyway :) and try out one of the many new start conditions and terrains.

So how far away is v2 proper?
It will still be a while. The list of what I want in it, suggestions, then ironing out/polishing will take a while. As it is, the time I can put into this has dramatically dwindled in the last few months due to RL events.
Title: Re: DS Small Village v1.1
Post by: Necora on January 21, 2017, 07:25:35 PM
@Discrepancy this mod is looking amazing. I don't come over here too often, busy doing my stuff, but decided to see what people are up to today. I gotta say, I loved your first DSSV, but the buildings in this thread for the second are fantastic. Another level.

I was going through the thread and came across your plans for the Birch tar?? Haha! We had the same idea! Only I'm planning on using Pine not birch. The forester will plant pine, which will drop pine boughs (wood) to be made into pine pitch and charcoal, and a gatherer will harvest pine resin to be made into turpentine. These are to be used in shipbuilding industries.

Anyway, I can't wait to see this mod as it develops.

Can I ask, what do you mean by 'hunting with hunting gear' and 'take a basket and gather'... have you found a way to make work dependent on a specific tool?
Title: Re: DS Small Village v1.1
Post by: tanypredator on January 21, 2017, 09:53:10 PM
Hello, @Discrepancy!
I've read about your plans, and the description of BETA on your web-site, and I have two suggestions/wishes.

First, can you, please, make new starting conditions as a separate mod? Many people use their own starting conditions or those from other mods, but they would like to use your buildings.

Second, can you, please, make a version without Jetty Fishmonger? As far as I understood, it brings 11 new resource types (expanding item menu) without any functional change.

Everything else is absolutely great!
Title: Re: DS Small Village v1.1
Post by: elemental on January 22, 2017, 01:09:22 AM

First, can you, please, make new starting conditions as a separate mod? Many people use their own starting conditions or those from other mods, but they would like to use your buildings.


I'd also like to see this. I'd like to put DSSV before CC so that your bridges don't block traders but I would also like to use CC start conditions.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on January 22, 2017, 02:46:14 AM
@Discrepancy wow, away for a few days and I come back to this awesomeness :D  I've been using your mod as a starter since you first released the beta and I'm loving it!  I have to have your bridges & fishing spots, and the awesome little storage walkways, so I can't wait to see your next release.

I am currently using Kid's Fenceless Pastures, with a minimum of 4x4, will your transparent pasture be able to be as small as Kid's, so a bare minimum size, a backyard animal petting zoo perhaps? 

I do agree with @tanypredator I would love to explore some other starting conditions from other mods (as I play diversely normally), but can't give up your awesome water workforce, is it possible to have the starting conditions as a separate mod please? 

re the Fishmonger, is it normal that the FM is so slow?  I build the building because I like it's look but it doesn't produce enough for me to warrant wasting a Banniminion on producing resources. 

Great work :) 
Title: Re: DS Small Village v1.1
Post by: kid1293 on January 22, 2017, 07:00:23 AM
Not the easiest to see in the snow, I still need to make the AO map to remove snow from fire.


You mean the firepit, not the flames?
Add a separate texture for the glowing part and write -
Material _material = "Material\Opaque\OpaqueMaterial.rsc";
instead of -
Material _material = "Material\OpaqueSnow\OpaqueSnowMaterial.rsc";
in you .rsc file


I know you don't use multiple materials but it is a safe way to change your
material-settings (nosnow, billboard.... )
Title: Re: DS Small Village v1.1
Post by: Hawk on January 25, 2017, 07:17:26 AM
I posted about this over at NexusMods but I don't know if you saw it, so I thought I'd post here about it too.

I'm using the DSSV V2 beta 9.51 dated Dec. 3, 2016.

When I try the Stranded start option, it states that you start with a family with 2 educated adults, 150 food, 3 clothes, 1 tool and 5 firewood, but when the map loads all I get is the family. No supplies what-so-ever, as you can see in this screenshot below.

Just letting you know.  :)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on January 31, 2017, 04:56:51 AM
I posted about this over at NexusMods but I don't know if you saw it, so I thought I'd post here about it too.

I'm using the DSSV V2 beta 9.51 dated Dec. 3, 2016.

When I try the Stranded start option, it states that you start with a family with 2 educated adults, 150 food, 3 clothes, 1 tool and 5 firewood, but when the map loads all I get is the family. No supplies what-so-ever, as you can see in this screenshot below.

Just letting you know.  :)

Thanks for that... I seem to keep forgetting about it.
I still need to finish the storage cart to be used. First on my list now.



Well I think I have got together a working beta if anyone wants to see the changes. Testing has been sporadic, many UI elements are missing and other parts of production chains aren't there.
For example you can grow Hemp Plant, produce hemp, which can be weaved into Canvas to make clothes, tents of flags (not useful right now, as you cannot place any flags.. yet). The use of hunting gear has not been implemented. Also the Gathering Basket and Fishing Gear is still not set up correctly.

In other words, this beta is a 'between' work in progress. Things could go wrong, or might not be playable.
But some may like to see the changes so far, (sorry, too many to list tonight)

Download Latest Beta Test - DS Small Village pre-v2 beta-11 (http://ds-mods.net/downloads/)

(http://i.imgur.com/NfAXUqC.jpg)


New crops: Hemp, Lentils

New buildings:
Houses: small 2×4 tents (leather/wood/canvas), warmer leather tent, small townhouse
Village Inn (boarding house)
Village Hall (town hall)
Workshops
Weaver’s Guild
Flag Maker
Forest Food Gathering hut
Pasture, fenceless, new footprint, min4x4 max55-55
Crop Field, new texture
… plus many more
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 05:47:24 AM
Got the new beta. I'll check it out.  :)
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 07:07:10 AM
Do you have any plans on adding any type of jetty residence; small fishing hut or something?
That would make it better to build a more complex jetty system on maps with large or many lakes.  ;)
Title: Re: DS Small Village v1.1
Post by: Nilla on January 31, 2017, 07:40:56 AM
I wouldn´t mind the "stranded" option without any supply as long as there is a possibility to survive the start.
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 08:05:46 AM
That's the way it is now. Same as the Jack & Jill option.
The only difference, right  now, between Jack & Jill and Stranded is that Jack & Jill are uneducated.
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 10:44:45 AM
I see you've added another start option. You now have Stranded Hard and Stranded Harder. Stranded Harder being the same as Jack & Jill but the Stranded Harder couple are educated, whereas Jack & Jill are uneducated.
I tried Jack & Jill about a dozen times and never could get anywhere.  ::)

Also, I'm a bit confused as to why there is a jetty woodcutter. A woodcutter on the jetty just doesn't make much sense to me, unless I'm missing something.


Will the fishmonger be adjusted to give more fish?
Title: Re: DS Small Village v1.1
Post by: brads3 on January 31, 2017, 10:50:29 AM
jack n jill will play very slow and you need to micro-manage a lot for quite a while.works well with the mini mod.once you get started,build the mini townhall. by yr 4 you should have a small group of nomads.
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 10:54:20 AM
I generally don't allow nomads in (I like all my citizens educated  ;D ), but with Jack & Jill I can see where it is pretty much a necessity.
My problem is; I build a fishing dock and they starve to death before the fish can make it to the storage barn. I do use the mini mod but you still need 20 logs to even get started.
Title: Re: DS Small Village v1.1
Post by: Nilla on January 31, 2017, 11:28:53 AM
As i played,"stranded" and as you say it´s a not much different from "jack and Jill" except the educational part, I killed the poor stranded people a few times, too before i got the idea to build a gatherer from the forest outpost, together with the smallest storage out in the woods. This way it worked. I guess it could work also with uneducated.
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 11:39:26 AM
I'll have to try it with a gatherer instead of a fishing dock. I just figured a fisherman would produce more food quicker.  :-[
Title: Re: DS Small Village v1.1
Post by: brads3 on January 31, 2017, 11:55:00 AM
you might like RED hunting cabin mod. he took the original hunter shack and split it,so you have a hunter plus a residence in 1.i agree the mini mods are needed if playing as adam and eve starts.and you must micro manage for a long time. i think the hunting tool will save you from starvation faster than anything else.
Title: Re: DS Small Village v1.1
Post by: Hawk on January 31, 2017, 01:36:12 PM
I don't have the hunting tool installed right now, but that's not a bad idea.
Thanks!  :)
Title: Re: DS Small Village v1.1
Post by: Hawk on February 01, 2017, 06:14:26 AM
I finally got a chance to play with the latest DSSV beta and I like the additional tents. I don't know if this is intentional or not, but the small log tent says it's for 3 occupants. However, as you can see in this screenshot

(http://hawks-web.com/ForumShots/Banished/Log_Tent.jpg)

when I built the first one, 5 people made it home. The next two I built ended up with 4 people in each.

Just pointing it out.  :)
Title: Re: DS Small Village v1.1
Post by: brads3 on February 01, 2017, 07:12:10 AM
if this is at the very start of the game,then yes this is normal. more banis can move into the house but the couple who stays will only have 1 child at a time. hmm unless you have another mod to override that "bigger families".
Title: Re: DS Small Village v1.1
Post by: Hawk on February 01, 2017, 12:26:20 PM
Ah! I never really noticed that before.   ;D
Thanks!
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on February 01, 2017, 05:08:01 PM
And it's not something from just this mod. I've seen the same thing when accepting nomads into a town before I started using this latest beta - for example, the tiny small town row house are rated for just three people but when the nomads move in they may have three children (for a total of five people in a three person house). Only once the children move out will the parents start having more children and when they do it will only be one child at a time.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 01, 2017, 05:08:54 PM
@Discrepancy you know I've been waiting happily, and now I have finally downloaded it :)

So, a couple of things:
1)  I remove the fenceless pastures mod you made for me (the 4 x 4)??
2)  Is this needed for a new map?  I already run my maps with your Beta v 1.x so the start is the same, but I'm guessing a new map is still in order?

Cheers :D
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 01, 2017, 09:47:12 PM
Do you have any plans on adding any type of jetty residence; small fishing hut or something?

Yes some jetty houses have been started, they will be finished for v2.
And yes smaller fishing options will be included also.

... a couple of things:
1)  I remove the fenceless pastures mod you made for me (the 4 x 4)??
2)  Is this needed for a new map?  I already run my maps with your Beta v 1.x so the start is the same, but I'm guessing a new map is still in order?

1 - I'm not sure I added a fenceless pasyure mod? maybe kid1293? .  The fenceless pasture in DSSV though also has a min 4x4 build - all the way up to 55x55 max.

2 - I think so - I am not 100% certain as I haven't tested it with a earlier version save, but with all the things I've changed, including production numbers, I think it would need a new game. Also I think I may have altered the map files, so seed numbers will be different with the new version.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 01, 2017, 10:00:07 PM
@Discrepancy perfect, thank you.  I will back up this map and it's current mods, then install yours.
Disable first mod, then exit, then delete :)  (after backing up).


Ah yes, it was Kid's fenceless pasture :)  Got it.


Thanks so much :D
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on February 01, 2017, 11:09:45 PM
You can install this version of the beta into a saved game, that's exactly what I did but there are some caveats  ::)
I had no buildings etc. etc. from the earlier beta/mod versions in the town yet and my town population was only about 40 people  in total. So yeah, if you've just started a new map I reckon you could get away with it.

While it's common enough to delete anything built from the earlier version and then install the new one, I'm inclined to go with Discrepancy's recommendation and start a new game if only because I think it will be better for starting up all the new fishing & gathering tasks available in the new beta.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 02, 2017, 12:12:45 AM
(http://i.imgur.com/OPY6KlP.jpg)

@Paeng, I will offer some angle variants of my houses in DSSV, it is easy enough to make the variants with these houses, not so sure with the townhouses though.



so some issues with the beta version(11)...
- not everything is functional also not all models are in finished state.
- the crop field is not displaying snow in winter.
- narrow warehouses aren't storing goods properly.
- there should not be a build (work) cost for the 'Gather with Basket' and 'Waterside Fishing'. Also missing the 'depletion/ongoing cost'.
- Workshop's are too fast at production.
- Smoke points wrong on 'mirrored' versions of village homes.




other News:

The HerbalistDescription herbalist production function to collect wild spawning things (naturalResources) doesn't seem to allow a production cost.

Well it seems I cannot get the function to work with the gather with basket.
Nor could I utilize the ConsumeRawMaterial _consumeMaterials code for a constant cost of gathering baskets. So all I have is the build cost :(

back to square 1.

the modkit does not allow much.

we all knew this, didn't we?
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 02, 2017, 03:15:45 AM
@Discrepancy I am getting a CTD, admittedly I've also downloaded a couple of other mods today and tested them. However the crashes only started after installing DSSV v2 beta.
I do have the .DMP file, but I can't read it :(

I have no idea what triggered it, if it was a conflict in the mods, if it was an action on a Banniminion, or what :(
i've tried to piece it together for the last 30 mins, I had thought it may have been a corrupted Autosave, but I have deleted the old Autosave and have resaved my map.

Just about to start a new map and try again.  Any tips on what I should be trialling to trigger manually??
Cheers
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 02, 2017, 03:45:44 AM
@Discrepancy I am getting a CTD, admittedly I've also downloaded a couple of other mods today and tested them. However the crashes only started after installing DSSV v2 beta.
I do have the .DMP file, but I can't read it :(

I have no idea what triggered it, if it was a conflict in the mods, if it was an action on a Banniminion, or what :(
i've tried to piece it together for the last 30 mins, I had thought it may have been a corrupted Autosave, but I have deleted the old Autosave and have resaved my map.

Just about to start a new map and try again.  Any tips on what I should be trialling to trigger manually??
Cheers

I'm unable to read .dmp files also.

Did you get a small dialog box appear at CTD? can you remember what it said?
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 02, 2017, 04:05:20 AM
I did, but I didn't take a screenshot of it.  I'll reload the map and see what happens :D
Title: Re: DS Small Village v1.1
Post by: Paeng on February 02, 2017, 05:03:59 AM
I will offer some angle variants of my houses in DSSV, it is easy enough to make the variants with these houses

Wow, that's really great... already love 'em  ;D
Maybe you can also twist one of your barns?


Quote
not so sure with the townhouses though

That's fine, like I mentioned it should not become a chore... stick to models that don't give you too much of a hard time, we'll be happy  ;)

Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 02, 2017, 05:08:14 AM
.... everything diagonal... yes, yes  ;)
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 02, 2017, 06:10:20 AM

@Discrepancy got the screenshot.
If it makes any difference, it's a clean crash, meaning that I don't have to go into Task Manager to kill it.
It could be a faulty save.


I need to try using your baskets on the next map, see if that triggers it, but the new map I have now hasn't crashed, but I'm not using the new baskets or fishing equipment.  Now that it's stable and I've run it for 2 hours I will add the baskets etc and see if it crashes then.
For now though, I leave you with this image and bid you a good night :D :D

Title: Re: DS Small Village v1.1
Post by: Hawk on February 02, 2017, 09:20:57 AM
DS did mention back in Post #167

Quote
Also the Gathering Basket and Fishing Gear is still not set up correctly.

I wonder if that could be the cause of your crash?

I haven't tried the baskets yet because of what he said.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 02, 2017, 04:14:53 PM
DS did mention back in Post #167

Quote
Also the Gathering Basket and Fishing Gear is still not set up correctly.

I wonder if that could be the cause of your crash?

I haven't tried the baskets yet because of what he said.


You're right :)  I wasn't sure if it was the only reason for any CTD'S :)  Best to report in case it isn't.  I'm pretty sure it is that as the newest map I'm on I haven't used the fishing & hunting gear. I've made it, but not set up the gatherers.  I am going to do so now and see what happens and report back.  If the CTD happens with this new map, now, then I can rule out any other bugs or conflicts :D
Title: Re: DS Small Village v1.1
Post by: Hawk on February 03, 2017, 06:03:45 AM
I think I found a minor issue. See the screenshot.  :)
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 05, 2017, 07:20:25 PM
also upcoming in the next beta will be the Village Kitchen:

(http://i.imgur.com/UchokGX.jpg)
Title: Re: DS Small Village v1.1
Post by: RedKetchup on February 05, 2017, 07:27:14 PM
wow thats look so awesome !!!!

you too ! you are getting better and better and better !!
Title: Re: DS Small Village v1.1
Post by: elemental on February 05, 2017, 08:09:36 PM
also upcoming in the next beta will be the Village Kitchen:

(http://i.imgur.com/UchokGX.jpg)

We need a like button.

This isn't a criticism in any way - just an observation. That food hall is huge! Or if not big, then certainly quite tall. I like it. I'm really looking forward to the v2 release.  :)
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 05, 2017, 09:34:36 PM
@Discrepancy holy crapballs batgirl~!!  That is an image that rocks my little world!!  :)

And I agree with @elemental we do need a like button please @RedKetchup these posts from the very talented modders lately have all deserved likes!!  (Hence my signature) ...  is there a way to add a plugin to the forum for 'likes', or reputation boosts?

Oh, @Discrepancy I haven't used any baskets or fishing gear in the last few days, so I'm guessing my CTD was in fact an error from that known bug.  :)  Everything else has run extremely smoothly!!!
Title: Re: DS Small Village v1.1
Post by: Hawk on February 06, 2017, 05:42:39 PM
Discrepency - I know you mentioned back in post 167 that the hunting gear isn't implemented yet;

Quote
The use of hunting gear has not been implemented.

but I just wanted to confirm what I saw.

I can buy and sell hunting gear at the TP's but the hunters don't seem to know it's in the markets or barns.
Title: Re: DS Small Village v1.1
Post by: Necora on February 06, 2017, 07:11:24 PM
That blue and white banner hanging off the market warehouse building, I only just noticed it, and it reminded me, Banished needs more bunting! And flags and banners and general heraldic paraphernalia.
Title: Re: DS Small Village v1.1
Post by: Paeng on February 07, 2017, 04:05:48 AM
Banished needs more bunting! And flags and banners and general heraldic paraphernalia.

Yes! I been asking for that ever since modding started, but somehow it always fell off the to-do-lists... :o
Title: Re: DS Small Village v1.1
Post by: RedKetchup on February 07, 2017, 04:13:18 AM
Banished needs more bunting! And flags and banners and general heraldic paraphernalia.

Yes! I been asking for that ever since modding started, but somehow it always fell off the to-do-lists... :o

hey ! i added ONE in my Training Camp mod :)
a little bit dirty... need to be washed... but still ^^
Title: Re: DS Small Village v1.1
Post by: Necora on February 07, 2017, 04:24:40 AM
@RedKetchup do you think it would be possible to hijack the tree code to make flags wave in the wind like the trees do? Not the deciduous trees where the leaves grow each year, but the ever greens that don't grow new leaves but still wave in the wind?
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 10, 2017, 07:10:40 PM
@Discrepancy I've just started 2 new maps, using your starter Easy-Farmer, I have (and did have) 2 livestock.
a)  chicken & sheep
b)  chicken & cattle

In both cases, the first livestock would enter their pasture and procreate like the bunnies ...  however, the 2nd animal would only produce it's off-season item (wool for sheep), and outgrow the pasture, never be culled.

I tried it in the standard pasture, your fenceless, Kid's fenceless, and only once were they culled past the pasture limit, that was in an oversize pasture.  However, all subsequent attempts to have the sheep pen were a failure.

On another play through (same map, but changed the mod order) I put the sheep in the first pen, then the chicken in the next.
Still the chickens procreated and were harvested, however the sheep still just produced wool.

Upon me desiring wool coats I checked the wool count.  Whilst the pastures were producing wool, and had done so over a few seasons, none were in storage.  Checking the town hall, Wool was showing as an item, but there were none in storage.
I ran the pastures for another 2 months/seasons and still none showed in the actual Town Hall.

I am going to start a brand new map, disable the "Busy Pastures" mod, and see what happens with the #2 livestock.

I will report back later, but for now, @Discrepancy has this happened on any of your maps??
Title: Re: DS Small Village v1.1
Post by: brads3 on February 10, 2017, 07:40:44 PM
tailors stole the wool and you forgot to collect your eggs so they all hatched
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 11, 2017, 05:00:42 AM
Hiya, am back.


I have checked a 2nd map, busy pastures turned off, DSSV-Farmers as the start settings, my villages starved :(


I had chickens & beef cows as my starting herds, only the chickens produced meat, the cows did not.


I deactivated busy pastures and the 2nd beasts (cows this time) started producing.


Once I had a full pasture I went back into mods, turned "Busy Pastures" back on, and I now have 6 pastures filled with cattle, and a further 6 with chickens.


I don't know what the issue is, with the starting beasts not working with the mod, but, it works fine now.  :)
Title: Re: DS Small Village v1.1
Post by: TheOtherMicheal on February 11, 2017, 07:53:04 AM
Doesn't Busy Pastures alter the starting conditions... if that is actually correct, maybe that's causing the hiccup with DSSV because it too alters starting conditions?
Title: Re: DS Small Village v1.1
Post by: Hawk on February 11, 2017, 08:26:51 AM
I was wondering if it were possible, without too much trouble, to add a new start terrain somewhere between Plains with Lake and Mountain Lakes? Something a little less mountainous, or maybe a Plains with Lake and a few mountains.  :)
Title: Re: DS Small Village v1.1
Post by: brads3 on February 11, 2017, 09:12:36 AM
i would check mod order and the possablity that a different mod is conflicting with the 2 also. i had a problem with pastures recently that did end up being a 3rd mod that didn't like a new 1 so it conflicted with 2. although my mod list had been stable before and none fought that hard with each other.the mod i found to be the problem had nothing to do with pastures,or so i thought. it was just a few code lines  for placing milk or milk icons.

   HAWK,i would like to see a super huge map that had multiple terrains. so far i don't think it is possable. there were attempts at making larger maps but they always had problems. CC has the largest map that does still finction. it would be nice if we had a SC4 style map. where we can build in different grids and the villages would interact some.
    starting game codes are somewhat bizarre. some mods that i place in the top of my mod order don't completely overpower all mods below it. and when i tried CC+NMT+THE NORTH and shuffled the order a few times, the game would do what it wanted. what you would think would load from the various mods based on the order would not be what the game did. the rule that the top mod loads 1st and then the next adds to it is a general guide more than a rule.
Title: Re: DS Small Village v1.1
Post by: Hawk on February 11, 2017, 09:38:50 AM
HAWK,i would like to see a super huge map that had multiple terrains.

On my antiquated rig I doubt a super huge map would run well.  :( I'd just like a large map with a plains and some mountains. The Mountain Lakes DS has now has so many mountains a large map is necessary just for a small community. Even then it's a bit tough, although not impossible. At least the ones I've loaded.  ::)
Title: Re: DS Small Village v1.1
Post by: Hawk on February 11, 2017, 09:50:46 AM
It just dawned on me that I can still use the default Mountain terrain start for what I want. No need for DS to add another terrain start option. DUH!  ;D
Title: Re: DS Small Village v1.1
Post by: Nilla on February 11, 2017, 10:00:31 AM
You can build larger settlements also on a medium DS MountainLake map if you use the area well. In my attempt, I stopped at 1000 inhabitants. Maybe you have to reject the one or other map, but I found a decent one after a couple of tries. I blogged it http://worldofbanished.com/index.php?topic=1373.0. Here you can also see the map seed. If you have an old computer, that makes the game slow with lags,  it´s a big difference between the map sizes. At my old computer I avoided the large maps because of that.
Title: Re: DS Small Village v1.1
Post by: Hawk on February 11, 2017, 10:21:02 AM
Thanks! I'll try that seed.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 11, 2017, 03:25:13 PM
@TheOtherMicheal & @brads3 , it just seems odd that it's affecting the 2nd animal listed on the menu.  And that the 2 function perfectly after I enable the BP mod, after the map is generated. 
I'm going to do another test, with 2 new maps, and see what happens, see if I can replicate it.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 11, 2017, 04:33:38 PM
Interesting development @Discrepancy , @TheOtherMicheal & @brads3

I loaded a new map, but changed the settings:  this time using the DSSV-Herds map generator, and works perfectly with BusyPastures active from the start.

I wonder if the code for DSSV-Farmers is a diceroll for a 2nd beast if that makes a change in how BP sees the livestock at load??
Title: Re: DS Small Village v1.1
Post by: Gatherer on February 11, 2017, 04:42:08 PM
@Hawk
Try this plains mod - >
https://mega.nz/#!1Ad01KBa!2wxNFYyRCa_vrmlzSzrlP4h5N6mnXJVelsmMjszVKwc (https://mega.nz/#!1Ad01KBa!2wxNFYyRCa_vrmlzSzrlP4h5N6mnXJVelsmMjszVKwc)
Title: Re: DS Small Village v1.1
Post by: Hawk on February 11, 2017, 05:23:15 PM
Thanks Gatherer. I'll have a look at it.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 11, 2017, 06:26:58 PM
Update, new map.
This time - BP on, DSSV-Herds, 3 livestock generated:  cattle, chicken, sheep (in that order).
The cattle & chicken worked perfectly in all types of pasture (I have 3, vanilla, DSSV & Kid's fenceless.
The sheep, the 3rd livestock did not produce.  Even the 'wool' didn't appear in any storage.

It's just odd, almost like the last item in the livestock list is ghosted ... weird, weird, weird.
Title: Re: DS Small Village v1.1
Post by: brads3 on February 11, 2017, 07:23:46 PM
i take it you tried mod order already? did you try without the bp mod and just the DS bby itself?any other mods? even the workplace mod?
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 11, 2017, 08:55:44 PM
@kralyerg & @Discrepancy
I've tried another new map, this time with:  DSSV-Herds; NO Busy Pastures, 2 livestock spawned:  Chicken & Cattle

Both work without a problem.

It seems with BP turned on, the 2nd livestock doesn't seem to be registered correctly within the game, it's ghosting the produce (what is harvested), and not producing the meat & bonemeal etc...

One more map: 2 livestock spawned, I deactivated Kid's workshop mod and Busy Pastures.
My Bannies all starved by year 1, the 2nd livestock just didn't produce, it was Chickens & sheep.
The sheep got up to 15/12 in the pasture when I quit the map.

I am at a loss!!  It's just odd.  I remember the other week something like this happened, couldn't figure out what was happening with the livestock so switched back to just DSSV-Easy.  Didn't think of it again, but the last 2 days, I've been on bug hunts :D
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 11, 2017, 10:03:42 PM
Well I've done plenty of tests with DSSV by itself, and the pastures all produce fine. I'm not sure what is going on. I haven't a great deal of time right now to do much modding or playing so my tests sometimes aren't long enough though. I will download Busy Pastures and try to play a few games with CC and NMT enabled also.
I would suggest that Busy Pastures should be placed above DSSV.

- - -

Further production on v2 has been slow. I have reverted the Village Chapel to the original smaller v1.1 size, this is because I have added the Village Church, a much larger grey stone church. Also another Blacksmith the Village Kitchen and work has started on smaller markets and a hospital and health buildings - herbalist, herb gathering, etc.
Title: Re: DS Small Village v1.1
Post by: elemental on February 12, 2017, 12:53:25 AM
You don't have to do everything in v2. You can leave some of it out and then finish it off for v3, if that makes it easier.
Title: Re: DS Small Village v1.1
Post by: Abandoned on February 12, 2017, 04:17:27 AM
@Discrepancy , will we be getting the start conditions as a separate mod?  That would be very nice.  :)  Is CC the only mod with different terrains like dessert or swamp?
Title: Re: DS Small Village v1.1
Post by: taniu on February 12, 2017, 04:50:28 AM
I made a few screenshots - hospitals and 1 medieval apothecary that heal people. They do not fit  to my wooden village. I love houses DS Small willage. I have a request if you can add the texture such as the small cottages to a small hospital and apothecary? Is @ Discrepancy positively support my conclusion would be very happy ?
Title: Re: DS Small Village v1.1
Post by: taniu on February 12, 2017, 04:52:23 AM
continuation of the theme
Title: Re: DS Small Village v1.1
Post by: taniu on February 12, 2017, 04:54:56 AM
continuation of the theme
Title: Re: DS Small Village v1.1
Post by: taniu on February 12, 2017, 04:57:20 AM
Such a texture - Please wooden hospital and apothecary
Title: Re: DS Small Village v1.1
Post by: kralyerg on February 12, 2017, 09:31:07 AM
@QueryEverything

Busy Pastures only affects the Livestock. It doesn't affect the Starting Conditions or the Pastures themselves.

DSSV only affects the Starting Conditions, and has it's own Pastures. It doesn't affect the Livestock.

They shouldn't even conflict. I'm not sure why it's doing strange things like that.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 12, 2017, 12:17:08 PM
Well I've done plenty of tests with DSSV by itself, and the pastures all produce fine. I'm not sure what is going on. I haven't a great deal of time right now to do much modding or playing so my tests sometimes aren't long enough though. I will download Busy Pastures and try to play a few games with CC and NMT enabled also.
I would suggest that Busy Pastures should be placed above DSSV.

- - -

Further production on v2 has been slow. I have reverted the Village Chapel to the original smaller v1.1 size, this is because I have added the Village Church, a much larger grey stone church. Also another Blacksmith the Village Kitchen and work has started on smaller markets and a hospital and health buildings - herbalist, herb gathering, etc.
Thank you for the update re V2, I understand, I'm cruising on with what we have so far :)  I do like that starter buildings which is why I use yours.  And more specifically, until the bridges & port are accessible in other starters, I am using yours so I can use your bridges - I just can't give up my fishing bridge :)  ;)

@QueryEverything

Busy Pastures only affects the Livestock. It doesn't affect the Starting Conditions or the Pastures themselves.

DSSV only affects the Starting Conditions, and has it's own Pastures. It doesn't affect the Livestock.

They shouldn't even conflict. I'm not sure why it's doing strange things like that.

Thank you both @kralyerg & @Discrepancy, it really is odd. 
In the multiple tests I ran it was always the last livestock on the list which never produced, never harvested, and outgrew their pastures, even in a 20x10, they would just keep growing.  Even in the vanilla pastures.

Where the map spawn 2, it was #2
Where the map spawn 3, it was #3.  #1 & #2 worked as to be expected, the produced, they were harvested, then their produce would turn up in the storage.

I do have BP higher than DSSV, DSSV higher than CCJ & MM, BP is right near the top with other boosters (road & TREE) etc.

For now, back to DSSV-Easy and trade for additional livestock.
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 12, 2017, 06:41:14 PM
@Discrepancy & @kralyerg
The new MM with the new DS Small Village to "pre_v2_beta11" will that mean I don't have to have DSSV as my start village, the new bridge system etc ... 

I love the DSSV start, but, I also like to try other things and I'm not ready to give up my bridges.

(note) I did ask over on the MM thread as well.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 12, 2017, 11:58:20 PM
I will remove all start conditions and make a separate mod of them.

Also following the discovery that @Necora found regarding toolbars... (http://worldofbanished.com/index.php?topic=1466.0)

Jetties, bridges & all water buildings will be removed from DSSV.

I will then see what else should be 'culled' and transferred to a different mod.
Title: Re: DS Small Village v1.1
Post by: Paeng on February 13, 2017, 05:01:44 AM
I will then see what else should be 'culled' and transferred to a different mod.

Well, it's really none of my business how you organize your Mod(s), so just take this as some quiet musing...  :)

Basically I would love to see mod packs separated into something like

Housing | Storage/Production | Decor

My reasoning -

* Decor is universal, fits any setting;
* Storage and Production buildings are 'unique' (not build en masse), are needed everywhere and fit most settings;
* Housing usually determines style and looks of a settlement (build en masse), and does not fit every setting...


Again, not trying to push for this... just adding some typical "builder's" thoughts...  :)
Title: Re: DS Small Village v1.1
Post by: estherhb on February 14, 2017, 06:22:54 PM
I didn't realize you had done new starts until I started my first game using MegaMod .07.  I've grown so tired of the standard ones and I'm not a real fan of Hard Starts (the only new ones in CC 1.7).  The DSSV ones are wonderful!!!
Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 14, 2017, 11:57:17 PM
I didn't realize you had done new starts until I started my first game using MegaMod .07.  I've grown so tired of the standard ones and I'm not a real fan of Hard Starts (the only new ones in CC 1.7).  The DSSV ones are wonderful!!!
Yup which is why I have that as my "standard" @estherhb , that and the bridges were only available when DSSV was used to start, and I couldn't ever let go @Discrepancy fishing bridge and dock storage. :D
Title: Re: DS Small Village v1.1
Post by: Discrepancy on February 21, 2017, 12:44:24 AM
 :) I'm glad you like the start conditions.



A few things: I have decided that the Jetty and Bridges will forever be removed from DSSV.
The creation of the modular toolbar has allowed a greater freedom with mods the more I think and look into it.
Originally my docks/jetties were going to be a part of my fences & deco mod, but somehow from a couple of arch bridges for the village they morphed into what became the jetty set.

 - So, I have split-apart all the workings of the Jetty & Bridges from DSSV and turned it into a new mod: DSJettyAndBridge.pkm,
    compiled with the new 1.0.7 modkit it is available here (http://worldofbanished.com/index.php?action=downloads;sa=view;down=188).
(http://i.imgur.com/zZDwgPk.jpg)
*for now the DS Jetty & Bridge mod is v0.9, as it shares many critical resources with DSSV, I will eventually change this to allow better future upgrades.

I have also split apart the housing options from DSSV v2, also compiled for Banished 1.0.7
(http://i.imgur.com/vOheCFz.jpg)
you can find it here (http://worldofbanished.com/index.php?action=downloads;sa=view;down=214).

 

*  ???

So all this talk of modular toolbars... I will split DSSV v2 up into different parts, but also eventually once all working in cohesion I will release a DSSV v2 complete version, using DSSmallVillage.pkm.

Title: Re: DS Small Village v1.1
Post by: QueryEverything on February 21, 2017, 01:23:16 AM
Well done :)  Downloading now, thank you @Discrepancy these are fabulous!! :D
Title: Re: DS Small Village v1.1
Post by: Discrepancy on March 01, 2017, 03:10:02 AM
I've been working a bit more on the town services. I've got it mostly working now as a separate mod. I've added a few more tombstones, simple crosses and a freshly dug hole to the cemeteries.
(http://i.imgur.com/ZW195ej.jpg)

Work is still slow on the Hospital, overall it is based upon the same building style as the townhall and inns, larger though, it has a ready made gardens of sort, I did this as the hospital sits on a slight angle and takes up more squares. pictures of this later.
Title: Re: DS Small Village v1.1
Post by: Discrepancy on March 30, 2017, 07:02:38 PM
So work has been difficult with the major final part to the DSSV 107 releases: DS Small Village - Production.

I am still struggling with resolving an issue of crashing when using the new decorative flags I've added. I have re-written the code and re-compiled the the models so many times. I take breaks from it for a few days and come back thinking I've worked it out, but to no avail, so many hours...days wasted.


Anyway the production part will be the largest of the DSSV mods.
I have recently worked on the Village Water Pump, it requires construction on the waters edge:
(http://i.imgur.com/7pRbVNx.jpg)

I made a smaller Village Gruel Kitchen:
(http://i.imgur.com/RHspOeM.jpg)

I've also improved many of the models, added AO and spent a lot of time working on production costs & times and new resource values.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on March 30, 2017, 07:36:03 PM
great looking here on the water pomp :)
Title: Re: DS Small Village v1.1
Post by: embx61 on March 30, 2017, 08:45:14 PM
Very nice work @Discrepancy

Leonardo Da Vinci would approve the water pump :)

Title: Re: DS Small Village v1.1
Post by: Discrepancy on March 30, 2017, 09:52:55 PM
Thanks. I really enjoyed making it actually.

I still want to add some braces to the water wheel, then I think the model will be done.
Title: Re: DS Small Village v1.1
Post by: RedKetchup on March 31, 2017, 08:27:09 AM
let me know if you need this thread to be moved on 1.0.7
Title: Re: DS Small Village v1.1
Post by: elemental on March 31, 2017, 02:13:17 PM
If something isn't working then you could just leave it out for now and try again another time. Decorative flags? It sounds like they are optional and won't impact overall functionality. So when everything else is ready perhaps just release it without the problem items.  :)
Title: Re: DS Small Village v1.1
Post by: Paeng on March 31, 2017, 02:49:47 PM
Love the village water pump!


Leonardo Da Vinci would approve the water pump :)

 :D
Title: Re: DS Small Village v1.1
Post by: Discrepancy on March 31, 2017, 05:52:14 PM
let me know if you need this thread to be moved on 1.0.7
Not yet. I think it can stay here as I haven't released it yet for 107 and just using as a WIP page.
but thanks :)

If something isn't working then you could just leave it out for now and try again another time. Decorative flags? It sounds like they are optional and won't impact overall functionality. So when everything else is ready perhaps just release it without the problem items.  :)
I might just do this. I am going to spend a bit more time on it this weekend, and either finished or not, I will release a version next week.

Love the village water pump!
Thanks :)
Title: Re: DS Small Village v1.1
Post by: Nilla on April 01, 2017, 03:39:29 AM
This pump is exciting. It makes you want to enter that little house to see how it works! :)
Title: Re: DS Small Village v1.1
Post by: taniu on April 02, 2017, 01:14:30 PM
thanks you.Great work :)
Title: Re: DS Small Village v1.1
Post by: Nilla on April 05, 2017, 04:31:14 PM
I just downloaded a bunch of your new/reworked mods; hard testing to come!  :-\

Just one question; you had some new maps and starting conditions, I didn't find any of them in your reworked mods. Did I miss anything? Do you have any new plans here?
Title: Re: DS Small Village v1.1
Post by: Discrepancy on April 06, 2017, 12:31:46 AM
Hello Nilla, yes I did have different maps and start conditions. They have not been updated yet.

I will incorporate into the full DSSV mod I will put together soon, but I'm open for ideas about this. and what kind of start conditions players would like.

Should I release them as a standalone?
Title: Re: DS Small Village v1.1
Post by: elemental on April 06, 2017, 03:26:54 AM
Standalone starting conditions is a good idea. Not sure if that includes map types, but if not then standalone map types would also be a good idea.
Title: Re: DS Small Village v1.1
Post by: Nilla on April 06, 2017, 03:34:14 AM
The way you have made your mods right now, in many small units, I think the maps and starting conditions ought to be one as well, if it's not too much extra work.
Title: Re: DS Small Village v1.1
Post by: taniu on April 06, 2017, 03:35:25 AM
@Discrepancy.a standalone -Yes . DS Small Village: Production - Mod fantastic :)thank you
Title: Re: DS Small Village v1.1
Post by: DesoPL on November 27, 2017, 12:56:41 AM
What is latest version of this mod? Can't find anywhere here.
Title: Re: DS Small Village v1.1
Post by: Maldrick on November 27, 2017, 01:12:20 AM
@DesoPL  If you go to the 107 download section and sort by modder, Discrepancy's mods come up on the first page:

http://worldofbanished.com/index.php?action=downloads;cat=4;start=0;sortby=membername;orderby=asc


The newer version was broken into separate mods, but the titles indicate what's what for that set.  It's been a while since I loaded it all up but you might want to check the individual pages for load orders.  Wouldn't be a bad idea to give it all a quick look under debug if you are using other mods with them because there are a lot of unique resources in the set.
Title: Re: DS Small Village v1.1
Post by: twilightbreeze on January 26, 2018, 01:27:36 AM
 am playing your DS Small Village (all 4 mods), and I love it, it's great except.....

I could wish there were a smaller option for the town hall and hospital, as well as a non-diagonal option for the hospital.

I play small and tiny maps, and they are just so big. Just a suggestion. Otherwise, I love the mods.