World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Discrepancy on February 16, 2017, 07:54:12 PM

Title: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on February 16, 2017, 07:54:12 PM
(https://i.imgur.com/phtRnLh.jpg)

DS Jetty & Bridge v2.1

Current release: v2.1 20042018
Compiled with and requires the latest version of Banished (1.0.7 Build 170910)

Contains files that alter the vanilla Banished: Citizen, Storage Barn, Yard and Cart, Market, Trading Post and Town Hall, adding new resource limit flags.
Also alters the following Dialog (UI) files: CreateBar, ToolTip, ToolTipToolBar, ToolTipUpgrade.
these changes allow:
              - Vanilla buildings and citizens to utilize and accept the new storage/limit flags.
              - Alters toolbar & upgrade tooltips to display extra construction materials.
              - Alters all toolbar hover-over toolbar tips to show a full size icon instead of a 16x16px icon. this was done to display alternate toolbar icons correctly (i.e: 16x32px, 22x32) without having them distorted.


New in v2.1:
 - extended the walkway of Jetty Farmers Merchant to edge of building footprint.
 - added Deco Jetty Fence Rails - ghosted deco fence, toolbar location= DS - Fences, Walls & Decorative - Wooden Fences
 - added Deco Jetty pieces - 1x1, cnr, lower stairs and lower pieces + poles & benches. all ghosted, deco walkway pieces offer no travel to citizens, toolbar location= DS - Fences, Walls & Decorative - Jetty Decorations
 - added Fertilizer, a material resource (Custom4), thanks & credit to RedKetchup
 - added Jetty Glass House, grow veggies on the jetty. requires 2 of the vegetables you want to grow + 1 Fertilizer + 1 Water = 20-28 veggies.
 - the Jetty Mushroom Farm now requires 2 Mushrooms + 1 Fertilizer.
 - the Jetty Chicken Coop now generates Fertilizer along with the Eggs & Chicken.

(https://i.imgur.com/y8mfpFL.jpg) (https://i.imgur.com/FEKfPdU.jpg) (https://i.imgur.com/9E3JmpD.jpg)

Jetty Construction:
New in v2 is the introduction of advanced building materials: Lumber, Iron Fittings, Glass (& Sand), Wagon Parts and Fishing Gear.
4 land, or land/water based buildings supply a large proportion of these resources.
With these added resources comes an increase in construction costs for all jetty pieces.

Though difficult, it is possible to start a Hard game and only build jetty buildings (to a certain extent).
You will need to micro-manage the town for the first few months/years.
Start by clear felling an area to collect some Logs, Stone & Iron (if playing with a mod that adds Iron Ore, it is possible, though this makes a harder game again).
After making a stockpile, you must build the Jetty Construction: Lumber Yard, also at the same time start building the Jetty Construction: Forge.
Once the Lumber Yard is built change the production to firewood, it is slower than a firewood splitter, but for now it is all you have.
With the forge built you can start making Iron Fittings with Iron & Firewood (or the forge can turn Iron Ore into Iron, or Iron Ore straight into Iron Fittings),
you might want to build a vanilla Hunter or Gatherers Hut to collect some food.
With enough firewood produced to make a few Iron Fittings, change the Lumber Yard to produce Lumber.
With Logs + Lumber + Iron Fittings you can build a jetty house, don't build anymore than 1 at this stage, and build the first close to or on the shore so the front door is accessible.
Get building a Jetty Firewood Splitter to produce more firewood. Keep up the Logs as you'll be supplying it for firewood, lumber and construction use.
To start producing the Fishing Gear needed to fish from the jetties you'll need to build the Jetty Workshop, this will also produce Wagon Parts,
needed for constructing Markets, Merchants & Drawbridges. The workshop will also produce Iron Tools & Iron Fittings.
Though not necessary in early game, Glass is needed for some more comfortable housing, the Jetty Construction: Sand Mine is built on a shoreline and will extract sand.
The sand is used in the Jetty Construction: Glass-maker, a building also requiring a shoreline placement.
Once you can build, staff and supply these production buildings, you can start constructing other buildings and walkways to join them up.


What the mod contains:

2 Texture styles for all Jetty and Jetty Bridge pieces, which includes:
 - Jetty Walkway pieces: many variants including different levels (and stairs), lengths and angles and some with built in storage.
 - Jetty Bridges: Arches, modular Drawbridges and wooden truss bridges, angled truss bridge variants.
 - Village Bridge, normal Bridge construction variants for the Drawbridge and the Truss bridge.
 - Jetty Storage pieces: 1x1 & 2x2 crates/boxes/barrels, 2x2 log storage, 2x2 firewood storage, small storage sheds, large barns.
 - Jetty Housing: 2,3,4, 5 & 6 Occupant Homes.
 - Jetty Fishing spots, expanded, more variants and options.
 - Jetty Mollusc Farm, 1-2 Fisherman farm and harvest molluscs.
 - Jetty Fish Drying, 1-2 Workers will dry Fish - Dried Fish (RawMaterialNMStockFish) or Mollusc - Dried Mollusc (RawMaterialDriedMollusc)
 - Jetty Mushroom Farm, grow mushrooms on the jetty.
 - Jetty Glass House, grow vegetables (beans, cabbage, pepper, potato, pumpkin, squash) on the jetty.
 - Jetty Chicken Coop, produces chicken meat, eggs & fertilizer.
 - Jetty Water Store, collect water, edible, used in kitchen.
 - Jetty Kitchen Kiosk, cook a variety of edible meals.
 - Jetty Drift Wood Collector, 2 min Workers required, will generate logs and firewood for 5 years.
 - Jetty Drift Wood Searcher -- similar to the collector, 2 min Workers required, will either generate logs or firewood (you select).
 - Jetty Firewood Splitter.
 - Jetty Tailor, produces clothing.
 - Jetty Workshop, produces Iron Tools, Fishing Gear, Iron Fittings, Wagon Parts.
 - Jetty Well for fire-fighting.
 - Jetty School.
 - Jetty Chapel.
 - Jetty Hospital.
 - Jetty Food Market.
 - Jetty Market
 - Jetty Merchant's Office, a building to display town hall info in a narrow vertical format.
 - Jetty Merchants (Farmer's, General & Food merchants, now accept all new flags)

Jetty Construction Yard buildings:
 - Jetty Construction: Lumber Yard
 - Jetty Construction: Forge
 - Jetty Construction: Sand Mine
 - Jetty Construction: Glass-maker

'Ghost' decorations (delete via UI):
 - Jetty Deco Fence Rail
 - Jetty Deco Bench seat
 - Jetty Deco Pole
 - Jetty Deco 1x1, Deco Corner, Deco Stairs Down,  Low Jetty Deco 1x1, Low Jetty Deco corner.
 - Small Boat (added v1), variants in style (covered/not covered) and 3 rotation variants.
 - Small Rowboat (added v1), 3 rotation variants.
 - Small Boat (added v2), small boat with external oars, 3 rotation variants.
 - Small Canoe (added v2), 3 rotation variants.

click for more pictures of v2 (http://worldofbanished.com/index.php?topic=1482.msg47918#msg47918)

(https://i.imgur.com/YeMNviV.jpg)



Thanks to everyone who ever offered suggestions and ideas, tests and critiques.
and special thanks to kid1293, RedKetchup, kralyerg, Tom Sawyer, elemental, Bartender, Necora, embx61, Paeng who have offered invaluable information, code and banished 'know-how'.


Download DS Jetty and Bridge v2.1 here. (http://worldofbanished.com/index.php?action=downloads;sa=view;down=188)



StringTable Download:
(for translation modders)
DSJaB_StringTables_v2.1.zip (https://mega.nz/#!vJlVlCBD!myBAbyZ4f7m2GGX8HKC9pS9Nt5ko4jX6ZWzIJEvU9RU)

(https://i.imgur.com/ZcyHKAG.jpg)

Change Log here. (http://worldofbanished.com/index.php?topic=1482.msg48293#msg48293)
Title: Re: DS Jetty and Bridge v0.9 (Banished Beta 1.0.7)
Post by: QueryEverything on February 16, 2017, 08:00:31 PM
Thank you @Discrepancy, as you know I am an avid supporter of your mods and I'm thrilled that you have released this now :D

Quick request:  can the fishing spots (the bridges) please allow for up to 2 people at a spot.  I know many people that will fish with a friend, it's a community & social activity as well as a food excursion.  :)

Not now, but for a future update/request :)
Title: Re: DS Jetty and Bridge v0.9 (Banished Beta 1.0.7)
Post by: Necora on February 16, 2017, 08:38:40 PM
That looks fantastic, I've been wanting to play with these new jetties and bridges for a long time, can't wait to fire them up!
Title: Re: DS Jetty and Bridge v0.9 (Banished Beta 1.0.7)
Post by: Hawk on February 17, 2017, 02:46:21 AM
Still no jetty houses?
Title: Re: DS Jetty and Bridge v0.9 (Banished Beta 1.0.7)
Post by: RedKetchup on February 17, 2017, 07:33:55 AM
wow awesome !!! the first mod in our very new section 1.0.7 :)

a very nice one too :) woohoo !
Title: Re: DS Jetty and Bridge v0.9 (Banished Beta 1.0.7)
Post by: taniu on February 17, 2017, 11:52:05 PM
@ Discrepancy,  thank you, can only sympathize, change all the mods to the new belt is huge dedication, a lot of it will take time and effort.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on February 22, 2017, 12:43:00 AM
New update available from Downloads (http://worldofbanished.com/index.php?action=downloads;sa=view;down=188).

v0.91 -  22022017  --  Minor update & bug fix.      - .pkm = 66,138 KB (64.5 MB)   | .zip = 34,091 KB (33.2 MB)
              - changed RawMaterialCanvas to new flag 'Custom2/Fabrics'
              - changed all RawMaterialFishBass/Bream etc filenames to RawMaterialBass/Bream etc
              - changed all RawMaterialMolluscClam/Mussel etc filenames to RawMaterialClam/Mussel etc (for future use)
              - changed 2x2 & 2x3 storage locations to now store the new flags: 'Custom0/Crafted', 'Custom1/Forged', 'Custom2/Fabrics', 'Custom7/Misc'
              - changed various string texts
              - changed menu locations
              - fixed issue with menu sprites not showing up


As you can see I made changes to Resource file names, so I daresay it might not be save-game compatible (I didn't have a save to test with).
Because the update is small, and may not make much difference to the game, I leave it to player choice on whether or not to update at this time.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 13, 2017, 05:59:09 AM
I'm working on a major update for this mod which includes a full changing of all the code that has 'DSSV' to 'DSJaB', started tonight and just spent 3hrs on it.

All I achieved was the renaming of the files and code as well as making the AO images for just the ground level 1x1 f-key jetty variants and cnr pieces!
this is going to be slow going  >:(


as a break from the tedious work, I'm going to model something new. Besides, the next few weeks I'm likely to have more time to code than to model.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 13, 2017, 07:42:03 PM
the small, workers shack:
2x3 it includes the jetty piece in front of the building. I've got these set as 1-2 occupants, so new families won't have children. There will be bigger houses also.
(http://i.imgur.com/dmlMCUj.jpg)
(http://i.imgur.com/tK9nv3r.jpg)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: RedKetchup on April 13, 2017, 07:51:57 PM
perfect for a pair of 40-50ish without no more children to come ^^
kick from house, pause, open one of these... they take it ... unpause and repause... and give the good house to a future family ^^
i know i am cruel ^^

at least they can retreat to the edge of a lake and take it cool ^^
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: elemental on April 13, 2017, 08:32:14 PM
Looking good. Do they need to have the built-in jetty piece in front though? (Or, could you make a version that doesn't have the jetty piece?) In your pic, with the houses forming part of the jetty "road" if you delete house 2 or 3 you break the road. If the houses just sat next to a normal (separate) piece of jetty this wouldn't be a problem.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 13, 2017, 09:05:09 PM
not cruel @RedKetchup , when I get there, I'd be quite happy to retire into a small place like that in the banished landscape :)


Okay @elemental , I can do that easy enough.
Though in answer to your question regarding the stone bridge house, probably not for all of them, most definitely not for the one you have as I think it would be confusing to place otherwise. The stone bridge is more of a bridge that once it is built, it remains built ;)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Paeng on April 15, 2017, 04:26:25 AM
with the houses forming part of the jetty "road" if you delete house 2 or 3 you break the road.

Yeah, I agree it'd be better to not include the jetty walkway... also then you don't need to make two (texture) variants  ;)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: QueryEverything on April 17, 2017, 12:20:54 AM
perfect for a pair of 40-50ish without no more children to come ^^
kick from house, pause, open one of these... they take it ... unpause and repause... and give the good house to a future family ^^
i know i am cruel ^^

at least they can retreat to the edge of a lake and take it cool ^^

Sounds blissful @RedKetchup :)
Looking fab @Discrepancy I can't wait to see where these lead to :)

Maybe an F-Variant in a white, or white trimmed building to match @Necora new little water wheel & dock pieces?
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 25, 2017, 01:13:00 AM
(http://i.imgur.com/1yDwnnB.jpg)

I'm slowly getting there with next update (which will be v1.0)
I still have the Angle jetty parts to redo,
+ another larger house (I have made 2, 3 & 4 occupant homes already),
a larger storage barn,
& transform the fishmonger model into a Fish drying area.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Nilla on April 25, 2017, 02:13:01 AM
Iīm looking forward on this one! :)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 26, 2017, 05:07:21 AM
another teaser...
(http://i.imgur.com/YlV40OL.jpg)

the 'Raised' Drawbridges can be built modular, they take up a smaller footprint and will not let citizens travel.
the drawbridge at the bottom of shot can now also be built like a conventional wooden bridge (click-drag-construct method).
It will build as a small arch bridge on streams. but when crossing a lake? it just looks silly, with repeating drawbridges, so don't build it like that :)


also the Merchant's Office, which will display Town information in a revised narrow format, with the inventory being single column:
(http://i.imgur.com/UADFBoh.jpg)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: elemental on April 26, 2017, 03:42:49 PM
Imagine if we could have animated buildings. Drawbridge could go up and down with boat traffic.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: QueryEverything on April 26, 2017, 05:14:42 PM
another teaser...
....
the 'Raised' Drawbridges can be built modular, they take up a smaller footprint and will not let citizens travel.
the drawbridge at the bottom of shot can now also be built like a conventional wooden bridge (click-drag-construct method).
It will build as a small arch bridge on streams. but when crossing a lake? it just looks silly, with repeating drawbridges, so don't build it like that :)


also the Merchant's Office, which will display Town information in a revised narrow format, with the inventory being single column:

But, I wannnnna draw my bridges like that, all, ALL the bridges all over the lakes ;)  Challenge accepted!  Let's see what happens *cheeky

Otherwise, looks excellent.  Please don't slap me - but, can the Merchants Office please have a minimise option. I am aware that whilst minimized some have still reported lagging, but, I'm more concerned about screen real estate.  :)

I am wondering, and this isn't just at you @Discrepancy but other bridge & dock modders (not just looking @Necora ;) ), what about a fishing jetty - we have the fishing bridge (the only one I use for the streams, and thank you for increasing it to 2), but, what about an actual jetty - juts out from land (or dock), and has a number of fisherpeople, and can be modded out with lower level spots as well (for handline), and a larger T end that allows for a row of 'families' to fish.

Having a base structure (perhaps), with little mod bits (like your walkway storage), but for fishing spots, that you can attach.

Visuals speaking largely = so ....
One of my most memory inducing places in the world.   

http://www.branstrans.com.au/images/2013-Cowes-beach.jpg
https://www.cowes.info/fishing-on-the-island/
https://www.flickr.com/photos/phunnyfotos/5779280008/in/photostream/
http://www.travelling-australia.info/coll14phisland/pic2c.html
https://www.tripadvisor.com.au/LocationPhotoDirectLink-g552227-d1372976-i211311186-Phillip_Island_Helicopters-Newhaven_Phillip_Island_Victoria.html
http://waterfront.net.au/wp-content/uploads/2015/11/Cowes_Jetty-1.jpg
https://www.cowes.info/phillip-island-ferry-cowes/
https://www.flickr.com/photos/phunnyfotos/5781941374/in/album-72157625415441349/
http://www.deejay51.com/phillip_island_page_2.htm
https://www.tripadvisor.com.au/LocationPhotoDirectLink-g552227-d1372976-i211311186-Phillip_Island_Helicopters-Newhaven_Phillip_Island_Victoria.html

Given how much this jetty means to me, and the work it will take (modular, ghosted & otherwise), I would also be prepared to sponsor it's build, and any modder is welcome to adding it to a wishlist, I don't meant to dump all of this on you @Discrepancy  I just saw your bridges this morning and had a huge wave of nostalgia and had to show one of my favourite jetty's in the world.  :)  (I had at least 2 more, haha)

Ok ...  let's stop reading what the crazy bridge lady is writing ... 
(more on Pinterest)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 26, 2017, 06:45:32 PM
I will see what I can come up with. I was going to make a ground-level and water-level small jetty fishing spot anyway. With the fisherman just on a single 1x1 jetty piece, but it sits on 1x2, with the other tile an empty water only tile. These could be used to build a jetty like that.

But I will make a larger single workplace fishing jetty like you described.


Ah yes, minimize...
I don't know how to do this yet, so I have sent a message to kralyerg, awaiting response :)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: RedKetchup on April 26, 2017, 06:58:28 PM
Ah yes, minimize...
I don't know how to do this yet, so I have sent a message to kralyerg, awaiting response :)

at bottom of the template, in the UI section you add this :

Code: [Select]
{
ElementDescription _element = "Dialog/Minimize.rsc:MinimizeSize";
String _insertAt ="pageUser";
}
{
ObjectType _type = PageToggleUI;
ElementDescription _element = "Dialog/Minimize.rsc:MinimizeButton";
String _insertAt = "userTitle3";
}

and you add the package of the .zip in your dialog and UI folders :)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 26, 2017, 07:08:05 PM
Thankyou @RedKetchup :)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: QueryEverything on April 26, 2017, 07:30:41 PM
Thank you @Discrepancy :)  & excellent team work @RedKetchup :D
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: RedKetchup on April 26, 2017, 07:33:13 PM
Thankyou @RedKetchup :)

welcome :)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: QueryEverything on April 26, 2017, 07:43:37 PM
But I will make a larger single workplace fishing jetty like you described.


I think I forgot to mention that there is an icecream stand that also sells hot jam donuts there ...  and the shore end, lol ..
I have to find a pic of that, not that it matters so much for this, but you reminded me of it.  I knew there was something missing in my description, lol.
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 28, 2017, 04:51:31 PM
So I have finished changing the fishmonger building into a fish drying area,
@RedKetchup , what is your production numbers for your fish drying?
I see your RawMaterialNMStockfish.rsc is produced at 18-24 (ed-UnEd). What kind of numbers do you have for the production side? worktime? workrequired? and fish input quantity?

I currently have it set at 8.0 worktime, and 13 work required with 12 fish in. 2 workers a year are drying 500-700 fish in the test I did. @Nilla , and other players, what kind of input/output do you think would be correct?
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: RedKetchup on April 28, 2017, 05:41:15 PM
      {
         ConsumeRawMaterial _consumeMaterials
         [
            {
               ComponentDescription _material = "Template/RawMaterialFish.rsc";
               int _count = 12;
            }
         ]
         ComponentDescription _produceMaterial = "Template/RawMaterialNMStockfish.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "NMDryMeatRequire4";
      }
   ]
   StringTable _stringTable = "UI/NMTownStringTable.rsc";
   int _workRequired = 18;
   ToolType _toolType = Hoe;
   float _workTime = 4.0;
   
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 28, 2017, 09:19:11 PM
Awesome :) thanks.



so here are some new screenshots of what is coming and what some of the old jetty pieces look like with ambient occlusion maps:

(http://i.imgur.com/Pvoqk3F.jpg)

(http://i.imgur.com/8XIPRys.jpg)

(http://i.imgur.com/44snKlh.jpg)

(http://i.imgur.com/P9gVd9h.jpg)

(http://i.imgur.com/THL6an8.jpg)

(http://i.imgur.com/V6boHTy.jpg)

(http://i.imgur.com/H0L7Oxl.jpg)

(http://i.imgur.com/BFj6SeU.jpg)

(http://i.imgur.com/SfAdMXg.jpg)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: RedKetchup on April 28, 2017, 10:32:19 PM
wow another GIANT upgrade :)

<3
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: embx61 on April 29, 2017, 12:28:23 AM
Looks indeed great.

This weekend I play a bit to see if I am able to build a jetty.
Most probably I have to pester you again if I get stuck with it Red :)

Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: RedKetchup on April 29, 2017, 01:00:31 AM
Most probably I have to pester you again if I get stuck with it Red :)

anytime !

2 brains better than one sometimes :)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Turis on April 29, 2017, 01:16:07 AM
I'd love to play with your mod. ;D

Can the houses be built on flat ground?
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: Discrepancy on April 29, 2017, 02:54:59 AM
I'd love to play with your mod. ;D

Can the houses be built on flat ground?

Yes the houses can all be built on land.

Soon the update will be ready. Just minor things to do now. I'm not going to add anymore content, as there is already quite a few new things in this version (also not yet shown) that I'm sure will keep you all occupied for a few hours ;)

(http://i.imgur.com/Mdjotxe.jpg)
Title: Re: DS Jetty and Bridge v0.91 (Banished Beta 1.0.7)
Post by: QueryEverything on April 29, 2017, 07:01:20 AM
Oh wow, I have been looking forward to this!  *getting excited :)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 29, 2017, 07:30:24 AM
V1.0 released.
see first post.






Oh wow, I have been looking forward to this!  *getting excited :)

I didn't make your fishing jetty yet, I will do that as a separate mod ;) in the meantime you will just have to settle with making one from the modular parts.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: QueryEverything on April 29, 2017, 07:42:45 AM
Thank you :)
It's late here anyway so I've just had a chance to download, but won't get game time now til tomorrow now :(  And it's 'fridge day', ugh, bin night = fridge clean out day, hahaha ...
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Turis on April 29, 2017, 07:52:49 AM
Alright, time to download! :)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: embx61 on April 29, 2017, 08:30:53 AM
Wow, that looks impressive :)

Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Maldrick on April 29, 2017, 08:45:57 AM
Looks awesome. Thought the fishmonger was cool in the beta but the dryer is even better. Can't wait to play with this.

Did the stone bridge go away?  Absolutely love that bridge.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: kid1293 on April 29, 2017, 09:03:11 AM
You are - what do they say - stubborn.
You don't give up until you fill the lake.  ;D

Fantastic! I will give myself time to play!
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 29, 2017, 03:42:19 PM
Thanks everyone.

Did the stone bridge go away?  Absolutely love that bridge.

Yes the Stone Bridge was not included in this set anymore as it is getting its own set! with many more options :)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 12:49:27 AM
Anyone having trouble with traders not stopping at the jetty trading port? I built the General Jetty Merchant, it appears to be working correctly but I've watched two traders enter the map and leave it without even attempting to go to the Jetty Merchant.
I recently installed Red Ketchup's vanilla merchant patch but only installed the latest Jetty and Bridge mod this morning, the previous map I used had Red's patch but I was using trading posts from Red and from Kid without any problems.

I'm reluctant to say the Jetty Merchant is bugged because it could possibly be a problem with its location preventing the trader from accessing it and I noticed on my previous map that traders cannot pass under bridges from Discrepancy's mods. I'm probably going to demolish this Jetty Merchant and build it again in a different location to see if any traders stop to trade but I'm curious to know, i anyone else is having a problem with it?
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: RedKetchup on April 30, 2017, 12:56:49 AM
I recently installed Red Ketchup's vanilla merchant patch but only installed the latest Jetty and Bridge mod this morning, the previous map I used had Red's patch but I was using trading posts from Red and from Kid without any problems.

Hi Micheal

my patch is ONLY valid for the vanilla trading post , it doesnt affect at all any other trading posts made with mods. Each moddler need to fix their own trading post (if they need/desire to)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 01:00:39 AM
Hi @RedKetchup I didn't think that your patch would have caused any problems but it's the only thing I've added recently except for the update to Discrepancy's Jetty and bridges set. I thought I would mentioned it in case anyone wanted to know what I've changed in my mod load order.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 01:48:29 AM
So I've just finished some testing and I'm reporting this as some sort of bug with the Jetty General Merchants.
I built another Jetty General Merchant in a more accessible location and also built Kid's Lots Of Seeds trader next to it.
I would get traders for Lots Of Seeds and was able to trade for some good seeds (sorghum ,corn, wheat - I'm still in early game so these are really handy to have so soon)
However the general trader would not stop at the Jetty General Merchant. I'd also kept the first Jetty General Merchant instead of demolishing it so I had three traders arriving but the only one who would stop to trade was the Lots Of Seeds Merchant.

I demolished both of the Jetty Merchants and placed CC's dock trader in the location of the original Jetty Merchant and I had a general trader stop by (unfortunately they had nothing I wanted!). So yes, there is some kind of problem with the Jetty Merchants - they will call a trader onto the map but the trader will not stop at the Jetty Merchant  :(
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: elemental on April 30, 2017, 02:34:50 AM
Are there any bridges over your river, @TheOtherMicheal ? Also, what is your mod load order?
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 30, 2017, 03:17:04 AM
I just did a test and the boat visited 2 years after constructing the merchant:

(http://i.imgur.com/OCiW3Mm.jpg)

like @elemental asked, have you built any modular bridges or jetty parts across the main river?

also was this a new game you loaded the mod into?
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 03:36:53 AM
Location is on a lake, there are no bridges blocking access to the trade post.
This image shows the location of the CC dock trader, this was the location of the original DC Jetty General Merchant. As can be seen, the trader can access the trading post without any problem.

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

Close-up
(http://i.imgur.com/pfYp4jB.jpg)

@Discrepancy I couldn't imagine you would post the update if it was buggy and your test proves that, there has to be something screwy with my load order.
Edit: This was with a new game.
Edit part 2: What links are using from imgur to get your pics showing up on the page? I haven't been clever enough to figure it out yet  :(
Edit part 3: Doh! Just figured it out while messing about in imgur
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 03:53:34 AM
For general interest, this is the map. Even if the area was blocked to the north, a trader can use the small stream to the west to come around the back of the central island. When I was having the problems with the Jetty Trader, the trade boat would skirt the northern shoreline and down the river to travel right past the village without stopping.

(http://i.imgur.com/bhPV8QI.jpg)

For those interested in the map, it's from Colonial Charter
Map size: Very Large
Terrain type: Lake Waters
Map seed: 959
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: RedKetchup on April 30, 2017, 04:22:59 AM
Hi @RedKetchup I didn't think that your patch would have caused any problems

thats not what i meant, i wanted to say : it doesnt help the other kind of trading post (doesnt cause a problem, but doesnt help those neither)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: elemental on April 30, 2017, 04:27:45 AM
I don't know what the problem is but I have previously reported problems with DS modular bridges causing traders to come but not stop at ports. I was also playing on a CC lake waters map. CC was above the DS mods. Maybe it has something to do with CC or maybe it's just lake waters CC maps. It's a bit of a mystery.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 04:50:57 AM
I don't know what the problem is but I have previously reported problems with DS modular bridges causing traders to come but not stop at ports. I was also playing on a CC lake waters map. CC was above the DS mods. Maybe it has something to do with CC or maybe it's just lake waters CC maps. It's a bit of a mystery.
I've had problems with DS modular bridges in the past when I was using CC Lake Waters but I didn't think that it might be specific to the terrain type. At the moment I have the DS Jetty and Bridge set above any CC mods and I'm still having the problem of traders not stopping at the DS Jetty Merchant. Your post gives me another avenue to explore, I'll make another town on a map that is not Lake Waters and see if I have the same problem with both the modular bridges and the jetty merchant.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 30, 2017, 04:58:01 AM
If so,
;) I see this as reason to place my mods above CC.



This is a recurring theme that gets reported often but I have only had it occur a couple of times. The reason I don't really know, but I suspect it is map and pathing issues.
@Nilla recently tried experimenting with this also.

I would be interested to know @TheOtherMicheal if this would have occurred if you put the trader on the river, have you tried this?
Or even putting it a few more tiles out from where it was.
Also, @TheOtherMicheal a few more questions, was this a new start game you started with DS Jetty & Bridge? or loaded into a save?
If a save, did you at anytime have a previous version loaded of DSJettyAndBridge.pkm ? or DSSmallVillage.pkm ? , and now I think of it MegaMod?

Also from what I know, the way lake maps are generated, and even more so the Very Large map sizes of CC can also be very buggy with pathing issues.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: QueryEverything on April 30, 2017, 06:06:29 AM
@Paeng I think also has experienced and experimented with this (I could be wrong, if so, sorry Paeng), but the fault seems to be common - traders failing to stop when the buildings are in lakes - if the river had been previously cut off (or built over), it seems to muck up the pathing.

When I had this issue months ago traders coming, but not stopping at trading posts in lakes, I remember a few posts about pathing being compromised. 

I think the bug is up to Luke, not the modders at this point. :(
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Nilla on April 30, 2017, 06:56:27 AM

I think the bug is up to Luke, not the modders at this point. :(

I'm sure it is. I have had these problems in a vanilla game as well.

If I understand you right, @TheOtherMicheal, other ports than DS jetty port work on that location. How did you place the jetty port? It's important, that it's placed in the right direction and that the side, where the crane is placed, has nothing built on the closest tile. If you look at the pictures in my latest blog there is one port, that didn't work, until I demolished a close built storage. I'll show the picture here again. The port doesn't work, as long as the blue marked storage is on that spot. I think this is a small difference between the jetty port and other ports. It's more free to place as you please, since it has no road-parts but this also makes it easier to make a mistake. My advice if no merchant arrives; built it somehow different. As far as I have seen, the side withe the crane is the crucial part.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Paeng on April 30, 2017, 07:27:34 AM
I agree that it's most probably mucked up pathing (some of my thoughts here (http://worldofbanished.com/index.php?topic=1621.msg31600#msg31600))

In my current town with all these latest mods I have so far no problems with the trade boats.


Love all the new buildings, still have not built all, what a rich set...  :D

A few minor things --nothing that warrants an update yet, rather cosmetic stuff--

* Drawbridge (drawable, not modular, dark texture) - missing mouseover hints, descriptions (on finished build).

* Driftwood Collector - love it, though might be better to give a choice (log OR firewood), as now it stops production when one of the limits is reached.

* Merchant Office - great idea! It's just too tall (at least for my resolution)... I think it's okay if the lower part (professions) needs to scroll, in all the other tabs there is just a "black hole" at this size  ;)


Again, just for your notes for the next regular update  :)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 08:30:00 AM


I would be interested to know @TheOtherMicheal if this would have occurred if you put the trader on the river, have you tried this?
Or even putting it a few more tiles out from where it was.
Also, @TheOtherMicheal a few more questions, was this a new start game you started with DS Jetty & Bridge? or loaded into a save?
If a save, did you at anytime have a previous version loaded of DSJettyAndBridge.pkm ? or DSSmallVillage.pkm ? , and now I think of it MegaMod?

Also from what I know, the way lake maps are generated, and even more so the Very Large map sizes of CC can also be very buggy with pathing issues.
As mentioned in my first edit, this was a new game, not a saved game. I had added Red's vanilla trader patch and also updated Jetty and Bridge and started a new game to build a town over water with your new housing.
I have never had MegaMod.
The other two overwater traders I have (CC's dock theme trader and the Maritimes trader) both worked in the same general area or in the case of the CC dock, in exactly the same location. The other trade ports I tested were river bank traders (from CC and Kid), in the second image I posted, you can see Kid's Lots Of Seeds trader to the left of the CC dock trader (light brown/tan wooden building on the shoreline). They had no problems with the traders gaining access to them.

The Jetty and Bridge mod is above anything that is directly connected to CC.
I haven't tried the Jetty Merchant on the river but will test it tomorrow (it's 11:20 at night my time at the moment)
Something I did notice when watching the trader try to access the Jetty Merchant, it would make very small zigzag motions as though it was trying to cross the lake to the Jetty Merchant but couldn't and so reverted back to it's original path along the northern edge of the lake. It seemed to be making the effort but then got blocked so travelled on and then tried to access the Jetty Merchant again but with the same (negative) result. So yeah, it would seem to be a pathing problem.

Hmm, can't think of anything else that might be helpful. Will test the Jetty Merchant on the river (rather then the lake) tomorrow and see what happens.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: TheOtherMicheal on April 30, 2017, 08:50:24 AM
@Nilla that's some good information. There were no other buildings near the Jetty Merchant but there may have been one of the walkways next to it - I can't remember. However with the second Jetty Merchant I placed there was nothing around it, only the walkway behind it for the workers to access the trade post but it still did not get visited by the trader.  :(
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: brads3 on April 30, 2017, 10:41:09 AM
i did see something similar before. i did not have any DS bridges either. was a huge set of connecting lakes. main river went from se  and out thru the middle north part of 1 lake. the lake spread to the west and connected to another lake.trading post on the east side of the lake the merchant would stop at,since it was on his route. 1st trade post i built along the south side of the lake going to the west the merchant would not stop at.now was it the wrong kind of merchant for that TP?? with CC we do have several different types. you would think only needed merchants or those related to TP's you have would even show up on the game.  if you didn't build a particular TP,then that vendor should not show up.
   i actually thought i just saw it wrong. i built a lighthouse and kept expanding across the sw shoreline.i did add another TP. i think 1 was a building supplier and 1 was a farm supplier. with the lighthouse the merchant could see there was life over there and then added these TP's to his route. is this game program logic? probably not. but it made sence thinking realistically. if you dont know someone lives over there why stop?LOL
  i do think it was the same map code as LOWEVILLE.
  the bannies are strange. they do lots of things that doesn't make sence. like cross creeks and then walk all the way around to get back. they get lost in the forests all the time.they walk home to eat lunch and go by a firewood pile and then eat and go all the way back to get a log. they should grab the firewood on their way home.
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Paeng on April 30, 2017, 02:26:15 PM
@Discrepancy, I got a question regarding those 3rd tier jetty stairs... can you describe a situation or show a screen how you meant these to be used?

I just found out that they fit nicely to a particular 2-storey house... or to get around some hill near the shore... but maybe I'm overlooking some even more clever use? It's been nagging me ever since...   :-[   :)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 30, 2017, 03:09:35 PM
Thanks for feedback everyone :) keep it coming.


@Paeng ,

- I noticed the missing string texts also, thanks.
- Okay I will give the drift wood collector the ability to choose production.
- Yep, I thought that may have been the case with Merchants office, I'd forgotten to test this UI with small resolutions. I will make another edit to it, adding scroll options and making the window shrink automatically.
- The stairs that go up and upper jetty pieces were originally designed to get up to the Stone Bridge, but now that is removed there isn't really much use from them. They can be built next to the Jetty House like you said, though Bannies won't use the balcony. Another version I will add to this. I would like to make more buildings sitting on different levels. So Housing and storage will be a must :) But once the Stone Bridges are done, they will come in handy as this will include even more houses at this higher level.



Regarding the boats not visiting. @RedKetchup , @kid1293 etc, I have the boat arrive point as 'boat1' in the model points, is this the same you use?
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Paeng on April 30, 2017, 04:20:00 PM
originally designed to get up to the Stone Bridge

Ah, I see... thanks for the heads up  :)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: kid1293 on April 30, 2017, 04:29:05 PM
Regarding the boats not visiting. @RedKetchup , @kid1293 etc, I have the boat arrive point as 'boat1' in the model points, is this the same you use?

I always use boat_001
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: QueryEverything on April 30, 2017, 05:40:36 PM
@Discrepancy, I got a question regarding those 3rd tier jetty stairs... can you describe a situation or show a screen how you meant these to be used?

I just found out that they fit nicely to a particular 2-storey house... or to get around some hill near the shore... but maybe I'm overlooking some even more clever use? It's been nagging me ever since...   :-[   :)


That looks very cool :)  I like what you did with the house & stairs :)

Thanks for feedback everyone :) keep it coming.
.....

- I would like to make more buildings sitting on different levels. So Housing and storage will be a must :) But once the Stone Bridges are done, they will come in handy as this will include even more houses at this higher level.


More storage?  Well now ...  you see I have a remarkably medium sized list of storage I have in mind ... hahaha
Maybe only half joking @Discrepancy ;)
I am missing for my small nooks & crannys (between buildings etc) little 1 x 2 (2x1) storage, enough to drop in between a little alley etc, and especially handy near docklands as well.  ;) 
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 30, 2017, 08:12:34 PM
Regarding the boats not visiting. @RedKetchup , @kid1293 etc, I have the boat arrive point as 'boat1' in the model points, is this the same you use?

I always use boat_001

Okay :) all good. I was mistaken anyway. I had actually used boat_001 anyway, don't know why I wrote boat1 earlier  ::)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: RedKetchup on April 30, 2017, 08:25:39 PM
i also have boat_001


btw, do you need this topic being switched to 1.0.7 forum ?
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on April 30, 2017, 08:45:15 PM
btw, do you need this topic being switched to 1.0.7 forum ?

It is isn't it?

:)
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: RedKetchup on April 30, 2017, 08:48:30 PM
btw, do you need this topic being switched to 1.0.7 forum ?

It is isn't it?

:)

oh wait ! nevermind LOLz
Title: Re: DS Jetty and Bridge v1.0 (full release 29 April 2017)
Post by: Discrepancy on May 01, 2017, 02:40:59 AM
UPDATED:

v1.01

This is a minor bug-fix update, fixing non-critical issues, so may not be necessary for some players.




v1.01 -  01052017  --  minor bug fix.      - .pkm = 139,202 KB (135 MB)   | .rar = 31,304 KB (30.5 MB)
              - Adds the option to build a Jetty Driftwood Searcher.
              - fixed issue where Village Drawbridge was not displaying its toolbar text.
              - changed radius (now smaller) of all fishing locations - this was an edit missed out in last build.
              - lowered the total height of the Jetty Merchant's Office UI box.
              - fixed professions file location. worker will not be doubled in professions UI.
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: QueryEverything on May 01, 2017, 04:38:25 AM
Thank you for the update @Discrepancy :)
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: TheOtherMicheal on May 01, 2017, 05:12:47 AM
Update on my post: I am now confident it's some sort of pathing issue with lake versus river placement of the merchant, possibly also related to the Very Large terrain size I used to make the lake.
Placed a Jetty Merchant on the river and the trader stopped just as it should, see images below, this makes me very happy because the Jetty Merchant is one of the most appealing looking of the trade post buildings.
So, not a bug per se, more a "quirk"  ;D

Placed on the river:
(http://i.imgur.com/kz9WApJ.jpg)

Gratuitous close-up just because the Jetty Merchant looks so damned good it's a shame not to use it!
(http://i.imgur.com/UPvLafo.jpg)
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: QueryEverything on May 02, 2017, 10:01:00 PM
I have been really enjoying the updated Jetty & Bridge mod, there are a lot of components, but certainly worth it :) 


Some feedback:
--  Housing, love the new houses, it feels good in the mod, and it certainly looks good.  My 1 (maybe 2) request with this is:  In the large Houses (you can see the 2 at the end of the fish drying buildings), I would love to see 2 new models, a flat backed (straight), and a right angled building (mirror to the left), so you can design a nice courtyard with them.  Left, Middle, Right.  Or, Left, middle middle, Right


--  I would love to have a 1 x 2 walkway storage, I know, I know; you can create long lengths of walking storage using the 1x1, but a 1x2 wouldn't hurt :D  (cosmetic, and not a deal breaker :D )


--  Decorations aren't everyones cup of tea, but I would love to see some more, ghosted where possible, to add bits & pieces to the houses and the fishing spots, seafood pots, nets, stack of rods & reels etc.  (again, cosmetic & and not a deal breaker)


--  LOVE the little fishing spots, I've created a nice little fishing nook at the end of the housing, next to the merchant and I really love how it's come out, thank you very much, as you know this has been a 'wish list' item for me for a long time, and I think they're sweet.  :)


--  Large Jetty Shed & Large Jetty Storage - the notes say that they must have an accessible side, (in my case the front), but does that mean that they can't be accessed from the General Jetty Merchant?  If that's the case, would you consider allowing it to be that they can be accessed by the merchant, a walkway, or by any other piece of the dock system?
In my screenshot you can see I have Fish Drying on the left, then the Large Jetty Storage Shed, then the merchant, and I don't have a walk path between the Shed & the Merchant.
This is a cosmetic thing mainly, but with the walkway already built into the storage it looks like it 'should' be a walkway when attached to another piece of the dock set.


--  Numbers, I don't have any really, I've stopped & started the build and moved things around so I don't have a full 2 season comparison.  And I am happy so far with the fish supplies & the output :)  No starving Bannies so far :D :D :D


--  Other buildings in the shot are from @Necora and his sets.  The Maritimes Fisheries & Docks, as well as his housing, they all look very GOOD together :D
Very happy with how this area is looking!!
Housing:  Maritimes Pine Set Ver 103 103.01 (http://blackliquidsoftware.com/index.php?/files/file/166-maritimes-pine-set-v103/)
Inshore Fisheries:  Maritimes Collection - Prince Edward Island Shore Fisheries v104 (http://blackliquidsoftware.com/index.php?/files/file/161-maritimes-collection-prince-edward-island-shore-fisheries/)  (these do require dock pieces @Discrepancy pieces do work, or you can grab Necora's




For those (if any) are sitting on the fence with this mod, I can honestly say it's awesome, and I think you should download it :) 
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: Nipplonius on May 18, 2017, 06:23:20 AM
It would be so awesome if this got added to Megamod.
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: QueryEverything on May 30, 2017, 12:26:08 AM
Hiya @Discrepancy


:D
 

Just come back to here after spending more time in the Dock Lands, and I wanted to add a bit more to my post above (http://worldofbanished.com/index.php?topic=1482.msg32532#msg32532)...


Drift Wood Collector and Drift Wood Searcher
I like these both, I do use them, and I like the little addon to the river system and the lake docks :)  My 1 thing so far (no prizes for guessing), that they destroy down to somethingnothinghusks, which is by design, and I see why.  However, I wonder though about changing how this works.


Take for instance today, I was building the new area and I misplaced the 'Drift Wood Collector' I 'remove building' over it (brand new), and it became untouchable, derelict, yuck. 
Is there a way, like the mines & houses, that we can 'upgrade' the Wood Collector & Searcher, and through the upgrade we then get the ability to destroy it completely?
I quite like the derelict building, and would suit an area that needs some TLC, and would happily keep it - but, I would like to see an option where you can remove it entirely.
I'm not sure if you can set it to only be removable before 50% use etc.  I'd be happy with 80% use, 80-100% can remove, anything less, you're stuck. :)
- Also, just a little bit more give in the placement, nearly took me as long to place my 2 as it would a Fishing Dock.  Hahaha


Jetty Fish Drying building & similar buildings (including the one in the above post)
Do these act as walkways, or no?  If one is jutting out into the water, are buildings in the water accessible via these service & resource buildings?  It looks like it, but I wanted to double check :D  Some Bannies walk over them, others don't.  Odd little Bannies ;)


Other
Just want to bump the idea of the houses again :)  Having a couple of flatbacked houses, and mirrors to the 2 that are already there in the 'Jetty House' set :)
I really love the look to them, and would like to see more added.


I have been really enjoying the updated Jetty & Bridge mod, there are a lot of components, but certainly worth it :) 


Some feedback:
--  Housing, love the new houses, it feels good in the mod, and it certainly looks good.  My 1 (maybe 2) request with this is:  In the large Houses (you can see the 2 at the end of the fish drying buildings), I would love to see 2 new models, a flat backed (straight), and a right angled building (mirror to the left), so you can design a nice courtyard with them.  Left, Middle, Right.  Or, Left, middle middle, Right
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: Discrepancy on May 31, 2017, 09:27:06 PM
Thanks for your feedback @QueryEverything , you have made me realise that it is only I who can see the pathing of the jetty pieces. sorry about that. I hope to fix that with this post.



Jetty Pathing

Code: [Select]
allows travel = _
does not allow travel = #

citizens can walk on angles so any cell touching a corner of a diagonal will allow travel. for example:
(http://i.imgur.com/bVjwdu8.jpg)

All of the walkway pieces on the main menu line: 1x1, 1x2, 1x3, stairs, lower pieces and higher pieces allow travel over the whole walkway, they can enter/exit on any side/corner.
Code: [Select]
1x1
String _pathBitmap =
"_";
1x2
String _pathBitmap =
"_
_";
1x3
String _pathBitmap =
"_
_
_";
etc...

All of the Bridges are the same except for the raised drawbridge which will not allow travel. (I will discuss the angled bridge pieces later)

The Corner pieces are different, they don't allow travel, but contain a floor which stops the citizens falling to the ground when they walk across a diagonal cell:
Code: [Select]
String _pathBitmap =
"#";
Using the corners on the jetty above will still allow travel, while making the jetty look better and stop citizens dropping as they cross the corner:
(http://i.imgur.com/9pyUpRp.jpg)
the above pathing would look like this, with all the other surrounding cells being water, to a citizen they are 'no-go-zones' already:
Code: [Select]
String _pathBitmap =
"_____#
     #____";


The Angle walkway pieces:
The 1x1, like the straight piece, allows travel on all sides/corners.
Code: [Select]
String _pathBitmap =
"_";

the 2x2 pieces: Straight to Angle and the 2x2 walkway, both have pathing like this:
Code: [Select]
String _pathBitmap =
"_#
#_";
so they only allow diagonal travel in the direction of the model.



Now onto the buildings.

All of the Housing requires an accessible cell in front of the front door. The actual use point is in front of the front door.


Storage:
The 1x1 Jetty Storage & Low Jetty Storage both do not allow travel:
Code: [Select]
String _pathBitmap =
"#";

The 2x2 Large Jetty Storage also does not allow travel:
Code: [Select]
String _pathBitmap =
"##
##";

The 2x3 Jetty Storage Shed does allow travel along the front:
Code: [Select]
String _pathBitmap =
"##
##
__";

likewise,
the 6x5 Jetty Storage Barn also allows travel along the front, and also through the building and out the back doors:
Code: [Select]
String _pathBitmap =
"______
##__##
##__##
##__##
##__##";
(http://i.imgur.com/RkLPHAX.jpg)

The 1x1 Jetty Storage Walk & Low Jetty Storage Walk both allow travel by citizens like a normal 1x1 walkway:
Code: [Select]
String _pathBitmap =
"_";
(http://i.imgur.com/JKtwnUB.jpg)


The Driftwood Collector / Searcher allows travel over model like this:
The top line is the front of building ramp.
Code: [Select]
String _pathBitmap =
"___
#__
#__";
(http://i.imgur.com/JAHbdjB.jpg)

When depleted and becomes a destroyed building, it does not allow travel across the model at all.


The Jetty Firewood Splitter allows travel over model like this:
Code: [Select]
String _pathBitmap =
"##
__";
(http://i.imgur.com/cxy7329.jpg)


The 1x1 Jetty Fishing Spot & lower variant both have the jetty part of model allowing travel over model like this:
Code: [Select]
String _pathBitmap =
"_
#";
(http://i.imgur.com/US2y0OK.jpg)


The 3x3 Jetty Fishing Dock has the following pathing, allowing travel over model like this:
Code: [Select]
String _pathBitmap =
"___
___
_##";
(http://i.imgur.com/tKK7iKS.jpg)


The 6x4 Jetty Mollusc Farm has the following pathing, allowing travel over model like this:
Code: [Select]
String _pathBitmap =
"######
______
##_###
##_###";
(http://i.imgur.com/cM0Glp6.jpg)


The 6x4 Jetty Fish Drying has the following pathing, allowing travel over model like this:
Code: [Select]
String _pathBitmap =
"#__###
___#_#
##___#
_____#";
(http://i.imgur.com/2WQpN0G.jpg)


The 1x1 Jetty Well does not allow travel:
Code: [Select]
String _pathBitmap =
"#";


The 2x2 Jetty Food Market has the following pathing, allowing travel over model like this:
Code: [Select]
String _pathBitmap =
"__
##";
(http://i.imgur.com/Sdca2u7.jpg)


the 6x5 Jetty Market has the same pathing as the storage barn, allowing travel along front also through the building and out the back doors:
Code: [Select]
String _pathBitmap =
"______
##__##
##__##
##__##
##__##";
(http://i.imgur.com/9romCjp.jpg)


The 4x6 Jetty Food Merchant has the following pathing, allowing travel over model like this:
*the top 2 lines being water tiles where the boat arrives.
Code: [Select]
String _pathBitmap =
"####
####
____
###_
__#_
____";
(http://i.imgur.com/ceDfip5.jpg)


The 8x6 General Jetty Merchant has the following pathing, allowing travel over model like this:
*the top 2 lines being water tiles where the boat arrives.
Code: [Select]
String _pathBitmap =
"########
########
______##
#####_##
#_###_##
________";
(http://i.imgur.com/Iz6bpL7.jpg)




Hope this helps with some confusion... or maybe just adds to it ;)
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: QueryEverything on May 31, 2017, 09:46:22 PM
Wow, thank you.  :)  That is excellent, that makes sense, and certainly explains some of the actions I had been seeing with the Bannies, some navigating edges, others not.  Some entering storage, others not.  I had managed to figure most of it out (I do have to say that your descriptions in the menus are excellent, it was just the couple I was a little lost on), but this is excellent. 

I certainly appreciate this @Discrepancy and I feel a bit like an ass, you went to a great deal of effort, and I thank you very much for that.  I know that took a lot of time to do it!! 

But - that makes an excellent roadmap for future Docks lands. 

I will also say this - those little 1z1 walkway storage items - OMG - they are just amazeballs, all my docks have those everywhere, I rarely ever use other dock pieces because of their usefulness.  Small & fiddly, but definitely worth building them everywhere they are very unique!!

*bookmarks page ;)
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: adelegarland on July 14, 2017, 08:17:18 AM
@Discrepancy
Hi! I've got a request...   The fishing Bridge,love it for startup towns, use it on every little stream and river to get them across and for food.   But, can you make it into a two and three section version?  So we can place one, two or three of them without having to place each separately...  I seem to get them misaligned a lot.  Old age.
Thanks! ;D
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: GraveDigger388 on November 01, 2017, 11:31:26 PM
Hello, new member here.

To put it simply, I love Banished, along with it's mods. And of course, the aforementioned mods include this piece. I use this along with Necora's and CC dock sets. Lovely.

However, I'm sad to report that I've discovered a sort of 'bug', namely the Diagonal Truss Bridge. Bannies will surely jump under the water whenever they walk over it.
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: Glenn on November 02, 2017, 03:10:00 PM
This happens with all the dock sets.

What you need to do is place the two plank angle piece from CC into the corner where the dock pieces meet at right angles.

Having done so your people will no longer jump up and down into the water when they walk around a corner

DS has a much larger angle piece that does the same job
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: GraveDigger388 on November 02, 2017, 09:13:54 PM
No, I fortunately know about corners.

Diagonal jetties make bannies drop, but I figured my way around, by slapping the tiny corner pieces along the sides. Diagonal truss bridge, on the other hand, prevents me doing so. I tried to put corner pieces along it's side, but it's impossible. The bridge's footprint (which I believe is 3x3) makes it so.
Title: Re: DS Jetty and Bridge v1.01 (updated 01 May 2017)
Post by: Glenn on November 03, 2017, 03:26:41 PM
Sorry I couldn't help you
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on December 14, 2017, 02:17:53 PM
UPDATED:

v1.02




v1.02 -  15122017  --  new additions & bug fixes.
              - Added 2x2 storage option for Firewood (woodFuel).
              - made changes to the floors of the diagonal bridges - citizens will still drop down while traversing between 2 sides of the bridge, I believe because the bridges meet at the points, the extended floor does not work.
              - changes to DS menu.
              - other code changes, text fixes.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: adelegarland on December 15, 2017, 07:39:06 AM
Hi @Discrepancy - Just tried to download this new version and cannot get it unpacked, keeps stalling at about 50%.  I thought it was my computer so tried my other one and same thing.  Thanks!
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Hawk on December 15, 2017, 08:26:08 AM
I just downloaded the 1.02 version and it unpacked fine for me. I use 7-Zip.

Is the download failing at 50% or is it the unpacking failing at 50%? You said you tried to download, then you said you cannot get it unpacked, so I just wanted to clarify the issue.  :)

You might have got an incomplete download. The rar file should be 29 MB (30,420,861 bytes).
 
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: adelegarland on December 15, 2017, 11:21:27 AM
I just downloaded the 1.02 version and it unpacked fine for me. I use 7-Zip.

Is the download failing at 50% or is it the unpacking failing at 50%? You said you tried to download, then you said you cannot get it unpacked, so I just wanted to clarify the issue.  :)

You might have got an incomplete download. The rar file should be 29 MB (30,420,861 bytes).
 
yes it is 29.0 mb and the unpacking is failing at 50%.  using raropener   -  i'll look for 7-zip and try again!  thanks
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on December 15, 2017, 11:48:42 AM
yes it is 29.0 mb and the unpacking is failing at 50%.  using raropener   -  i'll look for 7-zip and try again!  thanks


rar files has been made by WinRar. i suggest you to use that, they have 100% fully operational trial use
https://www.rarlab.com/download.htm (https://www.rarlab.com/download.htm)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: adelegarland on December 15, 2017, 12:18:24 PM
@RedKetchup   you are right, WinRar worked like a charm..  I even splurged and bought a license.   :P
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on December 15, 2017, 01:02:40 PM
@RedKetchup   you are right, WinRar worked like a charm..  I even splurged and bought a license.   :P

bah thats a nice addition to your computer programs. you were not obligated to buy a license. they arent mean with trials. just a splash window to tell you to buy it after 30days which can be close. always full 100% operational even after years.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Hawk on December 15, 2017, 01:14:15 PM
After years of using WinRAR and WinZip, I much prefer 7-Zip (http://www.7-zip.org/), and it's free. I no longer need the other two as 7-Zip does what those two do and more.
You can even peek inside exe files with 7-Zip, along with other file compression formats.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on December 15, 2017, 04:01:56 PM
WinRar do also WinZip :)
and .iso extraction too (which often useful for me)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Hawk on December 16, 2017, 05:40:20 AM
Yea, as I mentioned, I used WinRAR and WinZip both for years but once I found 7-Zip I did away with both and now use only 7-Zip. It will also extract from iso files, along with some exe (as I mentioned), dll, scs (from the 18 WoS series), and numerous other formats.

Oh! And did I mention it's free, with no nag screens?  ;D
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Abandoned on December 16, 2017, 05:54:58 AM
I also use 7-zip and have never had a problem with it.  :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Glenn on December 16, 2017, 05:08:23 PM
DS -- When you have time please check that wonderful stone bridge of yours  -- my villagers love to walk over it but the trader will not pass under it

PS - I spoke too soon - I see you are already doing so  - I love this bridge
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: pappa on December 16, 2017, 06:07:27 PM
Yes it is a very nice addition
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Banished_Trucker on December 25, 2017, 10:16:35 AM
Hello all, seasoned player but new to these forums. Quick question regarding the new jetty & bridges: I am using MegaMod 0.07 with CC 1.75 and just built my first bridge but no one will walk on it and I think it's either that it doesn't connect with the dock pieces(from another mod in MM) or my connection to ground level isn't correct so could someone tell by these screenshots?

All advice is welcome and hope ya'll are having a Merry Christmas! 

https://imgur.com/a/H9Spo (https://imgur.com/a/H9Spo) 
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on December 25, 2017, 05:28:15 PM
Hello, they should be allowing travel by citizens. I'm not sure why they are not.
Where in the mod list are you using DS Jetty & Bridge in relation to MM? I suggest using it above MM.

On the left of the bridge I'd try by adding in another lower level jetty piece between the others and the shoreline, probably not, but worth a try.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Banished_Trucker on December 26, 2017, 04:56:44 AM
I thought I'd make it back here in time to say I figured it out and it's exactly what you said! lol Just one more lower level piece to connect the ground was all it took! Thanks for the reply tho and this wonderful mod :) 

I did have another thing pop up tho: needed some rood tiles for a new building upgrade but when I tried to get the medieval kiln to get back to work it says that it's at the production limit, but I can't figure out which category it falls under. I tried raising all the ones that were at their limit but when I did the other buildings in those categories started work again but not the kiln. I took the screenshot while looking at the pottery building since they are supposed to be related at least according to the icons. 

https://imgur.com/a/8ufRA
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on December 26, 2017, 02:52:59 PM
you have probably a conflit with old 1.0.6 mod.... where rooftiles (and bricks) were stones
raise your stone limit.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Banished_Trucker on December 26, 2017, 05:04:50 PM
Thanks Ketchup, that was it. Guess I hadn't in fact tried *every* limit. Thanks for all of your great mods and the help!
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on December 26, 2017, 06:13:06 PM
it is possible that you have NMT2.0 ?

and not have claypit 3.0
and/or 3.0 not placed ontop of 2.0 ?
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: taniu on December 27, 2017, 04:26:26 PM
@ Discrepancy  :D Thank you for a fantastic upgrade of mods . Happy New Year
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on December 31, 2017, 08:36:02 PM
@Hawk and anyone else who is having problems with 7-zip... if you are using an old version of 7-zip try updating to the latest version. The files wouldn't extract for me until I updated.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Hawk on January 01, 2018, 05:04:46 AM
@Hawk and anyone else who is having problems with 7-zip... if you are using an old version of 7-zip try updating to the latest version. The files wouldn't extract for me until I updated.

I've never had any problems with 7-Zip. I love it.  :)
I'm currently using V-16.04, which is the latest version.
 
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: twilightbreeze on January 29, 2018, 10:14:02 PM
Building my first water town. Set up storage, stock piles, etc. Added a general trader, and stocked that. But trading boats go right by it. It's connected correctly, and open space in front, and one side. See pic. Why won't the trading boats go to it?

I have used it in another game, on a river, worked just fine.

Any thoughts?


(https://i.imgur.com/whjH3gl.jpg)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on January 29, 2018, 10:20:37 PM
What type of map are you using, and do you have any bridges over your river?
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: twilightbreeze on January 29, 2018, 10:36:32 PM
I do have small bridges over the rivers to allow access for the bannies, but I am building on a huge lake. It's a small map, "Lakes". Plenty of room.



Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on January 29, 2018, 11:15:59 PM
Does the boat have to go under your bridges at any point in its journey? And which bridge have you used? A pic might be helpful.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on January 29, 2018, 11:25:02 PM
Building my first water town. Set up storage, stock piles, etc. Added a general trader, and stocked that. But trading boats go right by it. It's connected correctly, and open space in front, and one side. See pic. Why won't the trading boats go to it?
I have used it in another game, on a river, worked just fine.
Any thoughts?

What type of map are you using, and do you have any bridges over your river?

I do have small bridges over the rivers to allow access for the bannies, but I am building on a huge lake. It's a small map, "Lakes". Plenty of room.

Yes this could be still causing issues, I have tried as I may to get these modular jetty bridges to work correctly with boat travel issues, but it seems to still be haunting me.  :D
Stone Bridge is fine as I could use a 2 tile wide bridge to manipulate, hence the zig-zagging of the banished citizens on some of the parts:
Code: [Select]
String _pathBitmap =
"_#
#_";
Code: [Select]
String _pathBitmap =
"_#
__
#_";

citizens will travel diagonally to the next _ tile. with # being 'out-of-bounds' for them.

With the jetties I will need to make a variety of 'normal' drag point-to-point jetty bridges. If I can get it to work without needing to land on a shore, even better! :) but, my last attempts wouldn't work (i tried with DS Stone Bridge also...).


Tailor & Blacksmith are on the list :) I want too do an update again for the mod and tidy a few things up.
I suggest using DS Stone Bridge with the Jetties as it has a workshop.


@twilightbreeze , could you give me the map seed # & terrain / start options?
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: twilightbreeze on January 29, 2018, 11:47:46 PM
Ok, map seed is 807401430, I'm actually playing a medium size map, with your terrains set to "Lakes" and starting condition "Gold Seeker". Oh, yeah, I'm playing The North.


Don't forget a hospital and school house.  :D

I find the idea of a village on the water where the villagers might spend their whole lives never going on flat land, except the few that work as farmers, hunters, etc, fascinating, kinda like the old London Bridge in one of it's heydays. People lived and worked on it, and many never even crossed off it their entire lives, they didn't need to.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on January 30, 2018, 12:00:18 AM
@Discrepancy I can report that my boats will not go under your modular stone bridge. They will go around if they can, even if it is a longer trip. Your drag-able stone bridge doesn't cause any problems, though. It's a CC Lake Waters map.

I don't know what causes this problem. Maybe it's something to do with CC Lake Waters maps? Maybe it's lakes in general that confuse the pathfinding AI. It's a pity because your modular bridges are great. Wish I could use more of them on the river too, but if I do that boats won't stop at my ports.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on January 30, 2018, 12:27:08 AM
@Discrepancy I can report that my boats will not go under your modular stone bridge. They will go around if they can, even if it is a longer trip. Your drag-able stone bridge doesn't cause any problems, though. It's a CC Lake Waters map.

I don't know what causes this problem. Maybe it's something to do with CC Lake Waters maps? Maybe it's lakes in general that confuse the pathfinding AI. It's a pity because your modular bridges are great. Wish I could use more of them on the river too, but if I do that boats won't stop at my ports.

that is concerning...
I tested this with vanilla banished and ds stone bridge and did not have an issue.
It surely must be something with CC, or lake maps... I will have to check with my own.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on January 30, 2018, 03:52:03 AM
I did a bit more testing. CC Lake Waters map, with CC and vanilla trade posts, although I have also tried your trade ports in previous games, all with the same results.

It doesn't matter if the modular bridge is upstream or downstream from the ports, if the boat HAS to go under the bridge then the boats will not stop at the ports. They will go under the bridge but they will simply go directly to the map exit point, not stopping at ports.

If there is an alternative route and the boats don't have to go under the bridge, they will find it and use it. In this case the boats will stop at ports. Alternative routes can include Red's canals.

Oddly, Red's canal pieces with foot bridges DON'T prevent boats from stopping at ports.

So it's a bit of a mystery why Red's canal bridges work but your modular bridges don't work. People walking on Red's bridges do the little diagonal thing, too, just like they do on your modular bridges. Red's canals create water where there was land, but your bridges go over existing water. Perhaps the answer is in there somewhere?

I do use the something fishy mod, which alters fish growth rates. Not sure if this is important as I've tried a game without this mod and it didn't make any difference, although that was using the old modular wooden bridges, not the new stone ones.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on January 30, 2018, 06:22:46 AM
the citizens needs _ _ _ _  as caracters to be able and allowed to go on that tile. a boat cannot go on these tiles.
the boat needs ##### as caracters to be able and allowed to go on that tile, citizens cant go on those tiles.

we all know how the game loves to cut corners....

_#_#_#_#_#_#
#_#_#_#_#_#_

is the best way for both to pass, it s just a silly to see citizens zigzag ^^
but that is only good when we dont know how to make the game acting like a real vanilla bridge.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on January 30, 2018, 01:29:14 PM
There must be something more to it because as I mentioned, Red's canal bridges work fine but DS modular bridges stop boats from visiting ports. Yet they are both working on the same zig-zag principle. Unless it's map specific? But that still doesn't make sense because one works and one doesn't. It's a mystery.  :(

The bridges are still great though. Just have to be careful where I put them.  :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: twilightbreeze on February 13, 2018, 02:30:37 AM
I think the jettys make a cute and easy cheap bridge.

(https://i.imgur.com/nTR6nRK.jpg)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: twilightbreeze on February 18, 2018, 07:52:28 AM
Any idea when an update will be with the new town buildings and such? Really love this mod, and very eager to build a whole "Water World" town!!!!   :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Hawk on February 18, 2018, 11:54:35 AM
It works quite well in conjunction with his Stone Bridge mod. There's some buildings and pieces in the Stone Bridge mod that allow you to connect right up with jetty pieces.

But like you - @twilightbreeze - I too am looking forward to an update on this mod. Unfortunately @Discrepancy has stated in another topic that he's taking some time away from Banished to play another game.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on February 18, 2018, 10:58:55 PM
I hope within the next month but I can't really make any promise to that.

True, I am taking some time away to play KC:D, but I am still modding in between bouts of playing.
It isn't a complete stop in modding for me, just spreading my time out among many things in my life.

I have already made a few other buildings for the jetty set, but as I'm also making some other major changes to the mod it is not currently in a playable state that I could even push out a limited beta version :(
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Hawk on February 19, 2018, 01:53:50 AM
Thanks for the update.  :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on April 02, 2018, 02:55:42 AM
(https://i.imgur.com/YeMNviV.jpg)
(https://i.imgur.com/T1tQMib.jpg)
(https://i.imgur.com/dnxVuYg.jpg)

DS Jetty & Bridge - version 2 will be out within the week.
The .pkm file will be over 220mb in size.
Lots of changes, this will not be save-compatible, everything has been changed including construction costs of all the jetty pieces.
I am making the most of the multiple construction items so have included Lumber, Iron Fittings, Sand, Glass, Wagon Parts and many more.
All of these can be produced with buildings within the mod.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Nilla on April 02, 2018, 03:34:21 AM
Looks great!  :)

How compatible is this with Red's new big mod. That would be something I would like to try, but I'm no @brads3, so I want everything to work smooth together. If they don't workwell, it will have to be two different games. That's good too.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: kid1293 on April 02, 2018, 03:38:42 AM
This is a most welcome sight! Thanks! :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on April 02, 2018, 04:45:10 AM
I'm looking forward to this.  :)

Have you fixed the problem of the wooden bridges stopping boats from visiting trade ports?
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: RedKetchup on April 02, 2018, 05:33:14 AM
all the buildings are looking so GREAT !!
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Discrepancy on April 03, 2018, 05:56:32 AM
How compatible is this with Red's new big mod. That would be something I would like to try...

It should work fine together.
All storage flags for added resources should all match up.

A few differences might be in the create counts for individual resources, but I'm not 100% certain yet. I am still balancing a few things.
And also depending on load order, some other things.


Have you fixed the problem of the wooden bridges stopping boats from visiting trade ports?

In all of my testing with the mod I have boats stopping always on vanilla maps or my own lake map I've made. That said I am always cautious about how i place the trading posts - I first build one clearly on a river before observing where the boat travels through a lake before adding in too many jetty components. The new version has altered footprints for the traders making it easier to place correctly. I have also slightly adjusted the traders interact points so that might be helping also.

It is still a confusing issue/bug that is no doubt going to return for some players though. For example my jetties and CC lake water maps don't seem to like each other.


This is a most welcome sight! Thanks! :)
all the buildings are looking so GREAT !!
Thank you! :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on April 03, 2018, 01:44:47 PM
It is still a confusing issue/bug that is no doubt going to return for some players though. For example my jetties and CC lake water maps don't seem to like each other.

That doesn't sound promising seeing as I play CC lake waters maps, which are excellent maps for water structures. Your stone bridge set had the same problem and you successfully fixed that, so I was hoping it might be fixed here. From my experience it isn't a problem with port placement. The modular bridges block boats no matter where they are placed. Boats will find a way around them if they can, but if there is no possible way to avoid the bridge then I get the problem of no boats stopping. But as I said, you did something to fix this problem with the stone bridges and it was a very happy day when I saw the first boat go under your stone bridges.  :)
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: Gatherer on April 03, 2018, 02:42:33 PM
Stone bridges are 2 tiles wide are they not? So zig-zag walking solves the problem. Just as it does with Mr. Red's canal bridges. Modular bridge pieces are 1 tile wide.
Title: Re: DS Jetty and Bridge v1.02 (updated 15 Dec 2017)
Post by: elemental on April 03, 2018, 03:28:27 PM
There's a two tile wide wooden bridge as well as a single tile wooden bridge. I love the look of the wooden truss bridges. Wish I could use them anywhere and not just in lakes off the main river.

Even if just the extension pieces were fixed that would be enough to make a bridge the doesn't block boats.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Discrepancy on April 05, 2018, 04:14:30 AM
Updated to v2.0

v2.0 -  04042018  --  Major update - released 5 April 2018.      - .pkm = 218,226 KB (213 MB)   | .zip = 133,110 KB (129 MB)
              - Adds 2 new homes, tailor, workshop, mushroom farm, chicken coop, school, chapel, water store, kitchen, hospital, farmer's merchant.
              - Adds jetty construction buildings: lumber yard, forge, sand mine, glass-maker.
              - Added the ability to upgrade-to-demolish the driftwood gatherers.
              - Adds new resources Lumber, Glass, Sand, Iron Ore, Iron Fittings, Wagon Parts and many more.
              - Changes to the UI of buildings.
              - Toolbar alterations and image changes.
              - Menu arrangement altered.
              - Text changes.
              - Building footprint changes.
              - All construction costs altered.


Contains files that alter the vanilla Banished: Citizen, Storage Barn, Yard and Cart, Market, Trading Post and Town Hall, adding new resource limit flags.
Also alters the following Dialog (UI) files: CreateBar, ToolTip, ToolTipToolBar, ToolTipUpgrade.
these changes allow:
              - Vanilla buildings and citizens to utilize and accept the new storage/limit flags.
              - Alters toolbar & upgrade tooltips to display extra construction materials.
              - Alters all toolbar hover-over toolbar tips to show a full size icon instead of a 16x16px icon. this was done to display alternate toolbar icons correctly (i.e: 16x32px, 22x32) without having them distorted.


Jetty Construction:
New in v2 is the introduction of advanced building materials: Lumber, Iron Fittings, Glass (& Sand), Wagon Parts and Fishing Gear.
4 land, or land/water based buildings supply a large proportion of these resources.
With these added resources comes an increase in construction costs for all jetty pieces.

Though difficult, it is possible to start a Hard game and only build jetty buildings (to a certain extent).
You will need to micro-manage the town for the first few months/years.
Start by clear felling an area to collect some Logs, Stone & Iron (if playing with a mod that adds Iron Ore, it is possible, though this makes a harder game again).
After making a stockpile, you must build the Jetty Construction: Lumber Yard, also at the same time start building the Jetty Construction: Forge.
Once the Lumber Yard is built change the production to firewood, it is slower than a firewood splitter, but for now it is all you have.
With the forge built you can start making Iron Fittings with Iron & Firewood (or the forge can turn Iron Ore into Iron, or Iron Ore straight into Iron Fittings),
you might want to build a vanilla Hunter or Gatherers Hut to collect some food.
With enough firewood produced to make a few Iron Fittings, change the Lumber Yard to produce Lumber.
With Logs + Lumber + Iron Fittings you can build a jetty house, don't build anymore than 1 at this stage, and build the first close to or on the shore so the front door is accessible.
Get building a Jetty Firewood Splitter to produce more firewood. Keep up the Logs as you'll be supplying it for firewood, lumber and construction use.
To start producing the Fishing Gear needed to fish from the jetties you'll need to build the Jetty Workshop, this will also produce Wagon Parts,
needed for constructing Markets, Merchants & Drawbridges. The workshop will also produce Iron Tools & Iron Fittings.
Though not necessary in early game, Glass is needed for some more comfortable housing, the Jetty Construction: Sand Mine is built on a shoreline and will extract sand.
The sand is used in the Jetty Construction: Glass-maker, a building also requiring a shoreline placement.
Once you can build, staff and supply these production buildings, you can start constructing other buildings and walkways to join them up.

(https://i.imgur.com/phtRnLh.jpg)

(https://i.imgur.com/ZcyHKAG.jpg)
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Discrepancy on April 05, 2018, 04:14:42 AM
added in v2.0:
(https://i.imgur.com/ytNIyBq.jpg)  (https://i.imgur.com/mMH5Rfu.jpg)  (https://i.imgur.com/jtCkKUw.jpg)  (https://i.imgur.com/3LzBHlh.jpg)
(https://i.imgur.com/nFm6Jgo.jpg)  (https://i.imgur.com/3qVAqZP.jpg)
(https://i.imgur.com/fL3oSBU.jpg)  (https://i.imgur.com/wE2isxq.jpg)  (https://i.imgur.com/nYEu6DO.jpg)  (https://i.imgur.com/dJFOy9d.jpg)
(https://i.imgur.com/R1lqEB9.jpg)  (https://i.imgur.com/dKzKOn3.jpg)
(https://i.imgur.com/o7DgWzM.jpg)  (https://i.imgur.com/BVmrEqM.jpg)  (https://i.imgur.com/jdu5Px4.jpg)
(https://i.imgur.com/slNLslN.jpg)  (https://i.imgur.com/BZQhfkj.jpg)
(https://i.imgur.com/lqukWJ9.jpg)
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Nilla on April 05, 2018, 04:44:59 AM
WOW! :)

I know what i want to play in my next game!
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: RedKetchup on April 05, 2018, 05:54:06 AM
wow alot of great pieces and great ideas :)

 ;D
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: galensgranny on April 05, 2018, 06:19:55 AM
I like those new buildings!
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: brads3 on April 05, 2018, 07:06:16 AM
https://i.imgur.com/dKzKOn3.jpg  won't you catch the dock on fire??

     can these buildings be placed on dry ground like the CC docks or do they have to be over water?? like the hospital,school,or market?

      WOW,there is soo much in there. so many pieces i wish i could take out of it. the grass roof textured buildings would go good with yor hovel houses.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Nilla on April 05, 2018, 07:09:02 AM
Why would you like to take some out? Iīm looking forward to try everything!
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Discrepancy on April 05, 2018, 07:10:06 AM
 ;) high chance of fire possibly.

Yes all pieces and buildings can be built on ground, except for the fishing, mollusc farmer, merchants, merchant office, driftwood collectors and water store.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: brads3 on April 05, 2018, 07:23:33 AM
Why would you like to take some out? Iīm looking forward to try everything!

       it is nothing against Ds or the mod itself. the houses are more European than colonial or rustic.just difference in style and tastes. DS has a lot of pieces that i do like the style of too. and he has some neat ideas. like the split market that he made for the small village way back.or the shoreline water wheel well. each modder has their own style but each also bring neat different ideas. if they were all in a room for a week, imagine the crazy ideas they could come up with together.
    i do like to see what they come up with and design even if i don't use the mods. always neat to see Abandoned do her small villages and highlight different mods. good way to see what is in them better.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: adelegarland on April 05, 2018, 10:25:28 AM
WOW!!   Can't wait to work with it!  Amazing new goodies!  Thanks Discrepancy
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Abandoned on April 05, 2018, 11:02:27 AM
;) high chance of fire possibly.


 :D Funny you should mention that.  Just posted Springfield chapter 14  :D Love that jetty water pump.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: elemental on April 05, 2018, 02:34:18 PM
Thanks for the update. A great mod just got even better.  :)

Are the safety rails on the chapel deco pieces? It would be good to have them as deco pieces.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Discrepancy on April 05, 2018, 05:46:21 PM
Are the safety rails on the chapel deco pieces? It would be good to have them as deco pieces.
No they are not deco pieces. The Chapel does not allow citizen travel over the whole footprint, the fencing allows players to see where the walkways are in the gaps of the fences. I do not plan to change this unless I see it as beneficial, or another way to outline the walkway paths, though I might release ghosted deco fencing for the rest of the jetty at a later stage.

Why would you like to take some out? Iīm looking forward to try everything!
it is nothing against Ds or the mod itself. the houses are more European than colonial or rustic.just difference in style and tastes.
I am aware that you don't find my building styles to your taste of imperialistic colonialism ;) but you do realise you can still use the mod and just not build the buildings you don't want to use? there is no point in splitting apart the jetties as they now have requirement of the rest of the buildings.

This in itself might end up being a turn-off to some players as the jetty pieces are not cheap to build anymore, on the contrary they are expensive compared to everything else in the game, and rightly so, it isn't easy to build out onto water.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: brads3 on April 05, 2018, 06:22:24 PM
i didn't mean that as a request. was ment as a compliment.many mods have pieces i ,or we players, wish we had.sometimes we must pick and choose due to computer memory limits.being able to add different stuff was 1 reason for me overhauling my mods . changing from CC to RK and adding some CC modulars has gave room and gained speed.
     i did load your iron ore mine recently and still have the original small village with the docks.  i like the split town market. the industrial side is handy with production buildings.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: elemental on April 05, 2018, 07:17:48 PM
I might release ghosted deco fencing for the rest of the jetty at a later stage.

That would be a good addition to the set. Would be useful on land, too. The jetty poles would also make a good ghost decoration. I know you already have some poles but they aren't the same as the ones used on your jetty pieces.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: taniu on April 07, 2018, 04:03:53 AM
@ Discrepancy :)Thank you for updating the mod - it's fantastic - I do not know what 3 or 4 position means - wood, stone, iron, glass - and what else? when building a new building - I do not know what material you have added to the construction of the house :D Cheers !
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: elemental on April 07, 2018, 06:09:44 PM
For anyone who is interested, I managed to update to the new version in my current game by first deleting everything that I had build using the previous version of this mod. So it can be save game compatible if you are careful, but do it at your own risk. The new buildings look great in game.  :)
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Discrepancy on April 07, 2018, 11:35:58 PM
@ Discrepancy :)Thank you for updating the mod - it's fantastic - I do not know what 3 or 4 position means - wood, stone, iron, glass - and what else? when building a new building - I do not know what material you have added to the construction of the house :D Cheers !

Other construction materials used are:

Lumber - made at the  Jetty Construction: Lumber Yard (**needed for all jetty pieces)
Iron Fittings - made at the Jetty Construction: Forge or at the Jetty Workshop (**needed for all jetty pieces)
Leather - (**needed for the jetty tailor & hospital)
Fishing Gear - made at the Jetty Workshop (**needed for all jetty fishing pieces & mollusc farm)
Wagon Parts - made at the Jetty Workshop (**needed for jetty markets, merchants and office & drawbridges)
Eggs - (**needed for jetty chicken coop)
Mushrooms - (**needed for the jetty mushroom farm)
Firewood - (**needed for the 2x2 fuel storage)


i think that is all, apart from the Logs, Iron, Stone and Glass (needed for more comfortable housing options).
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Goblin Girl on April 08, 2018, 08:27:16 AM
Wow!  I can't wait to use all these beautiful new buildings!  Thanks for all your hard work.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: oldgraywolf on April 08, 2018, 12:59:28 PM
These are really nice DS. I've enjoyed your pieces before but I really like what you've done/added.
Thanks for a great set of mods and all your hard work. I look forward to your additions to the North as well.  :D
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: elemental on April 08, 2018, 04:03:26 PM

Lumber - made at the  Jetty Construction: Lumber Yard (**needed for all jetty pieces)
Iron Fittings - made at the Jetty Construction: Forge or at the Jetty Workshop (**needed for all jetty pieces)
Leather - (**needed for the jetty tailor & hospital)
Fishing Gear - made at the Jetty Workshop (**needed for all jetty fishing pieces & mollusc farm)
Wagon Parts - made at the Jetty Workshop (**needed for jetty markets, merchants and office & drawbridges)
Eggs - (**needed for jetty chicken coop)
Mushrooms - (**needed for the jetty mushroom farm)
Firewood - (**needed for the 2x2 fuel storage)


I noticed the wagon parts when I build a jetty market last night. I wasn't sure if it was a mistake. So I guess it's used to make some sort of stock lift or something?

I like that eggs and mushrooms are needed to make the chicken coop/mushroom farm. Good idea. Not sure why you need firewood to make a firewood storage place though. Linen/cloth would have been a good one for the hospital, except that they are made in your small village set and I'm guessing you didn't want this set to rely on other sets. I like how you have incorporated lumber, iron fittings etc into the jetty pieces and buildings. I totally agree that it should be a little harder to build over water than over land. Something you might like to think about is rope.

I also noticed that the glass maker needs to be on the shore. It can't be completely over water or land. Not sure why you've done it like that.

Overall it's an impressive update. Thanks.  :)
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Discrepancy on April 08, 2018, 06:46:30 PM
I noticed the wagon parts when I build a jetty market last night. I wasn't sure if it was a mistake. So I guess it's used to make some sort of stock lift or something?

I like that eggs and mushrooms are needed to make the chicken coop/mushroom farm. Good idea. Not sure why you need firewood to make a firewood storage place though. Linen/cloth would have been a good one for the hospital, except that they are made in your small village set and I'm guessing you didn't want this set to rely on other sets. I like how you have incorporated lumber, iron fittings etc into the jetty pieces and buildings. I totally agree that it should be a little harder to build over water than over land. Something you might like to think about is rope.

I also noticed that the glass maker needs to be on the shore. It can't be completely over water or land. Not sure why you've done it like that.

Overall it's an impressive update. Thanks.  :)

The Wagon Parts for the Markets and Merchants is very much inspired/copied from The North. Tom Sawyer has a construction cost of Barrows which I think is to add a cost for the wheelbarrows that the vendors use which allow them to carry more. I really like this addition, and instead of adding in another resource that I don't normally use in my mods(barrows), I decided to use the Wagon Parts as they are really making a wagon to cart the things around in anyway. They are also used for constructing drawbridges to add an advanced cost to create the pulleys needed.

I included the firewood for the 2x2 storage only because they needed a higher cost, I like to have it match up visibly, as the storage is built with a visible pile of firewood in top, I included the cost in construction. On the same token, the 2x2 Log pile also has a higher cost of Logs for the same reason.

I thought of rope, but I'm not sure how to include it or where to get the resources to produce it from. But I will add this to my suggestion document along with the linen.


The Glass-maker is made to be a shore building because I wanted to make the Jetty Construction Yard buildings the connection point of the jetty to the land. With the Lumber Yard and Forge completely land-based I thought it important to include a building that bordered both land and water.

I still have many more thoughts on the Jetty set so I will no doubt change a few things over time, the glass maker might be one. I did actually want to add a third texture variant for this version but decided not to at last minute.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: elemental on April 08, 2018, 07:35:56 PM
Thanks for the explanation. I never would've guessed about the barrows for the markets. Using wagon parts for drawbridge mechanisms make sense.

Rope could be from flax or hemp. Rope could be used for fishing nets and maybe as an alternative to iron fittings for jetty pieces. I'm thinking rickety jetty pieces tied up with rope. I don't know how realistic that might be though. If you ever want to make some ships then rope should be a necessary component.

I see your reasoning with the glass maker. I would prefer to be able to build it anywhere but I can work with it as it is. I like the design so I will definitely be using it. I really like the little forge too... I think that's my favourite out of all of the new buildings.
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: taniu on April 09, 2018, 01:05:28 AM
@Discrepancy  :D Thank you for explaining the material and for quick response - I did not know what the icon means - Iron Fittings - this is a new material that you added to the new objects - now I know. Thanks a lot . Greetings :D
Title: PATCH DSJaBv2 & NORTH6
Post by: Discrepancy on April 15, 2018, 02:34:48 AM
It has taken me longer than I wanted to do this. A simple patch mod to make the jetties work with The North v6 turned out to be more difficult than I had anticipated.

But I'm here:

PATCH DSJaBv2 & NORTH6

Updated the patch mod version 002 - fixed missing stringtexts & icons that ocurred after last DSJaB update. fixed wrong production numbers in the forge & workshop.
should be save compatible, might have to demolish and rebuild any jetty forges & workshops.

a patch mod to use DS Jetty & Bridge v2.1 & The North v6 together. Place this patch below The North and above DS Jetty & Bridge in the mod list.

Jetty Construction: Forge can process Iron Ore into Iron Bloom, then Iron Bloom into Iron, as well as make Iron Fittings.

Fishing Gear is flagged as Goods
Iron Fittings are flagged as Goods
Lumber is flagged as Wood
Wagon Parts are flagged as Goods


Important !!
Load Order:
**top of list**
- THE NORTH
- PATCH DSJaBv2 & NORTH6
- DS Jetty & Bridge

...other compatible mods

(https://i.imgur.com/sNoZPfD.jpg)

Do not attempt to use this patch mod unless you also have The North v6 and DS Jetty & Bridge v2 enabled, otherwise the game will crash!

DSJettyAndBridgePatchForTheNorth.pkm  v002    --  16.4mb (16,896kb)    |  download  .zip  6.3mb (6,454kb)

it has a larger size than i'd have liked, but the game kept crashing if i didn't include all the resource files...

Download attached below:
alternate download on NexusMods (https://www.nexusmods.com/banished/mods/63?tab=files) & on Steam
Title: Re: DS Jetty & Bridge v2.0 (updated 05 April 2018)
Post by: Tom Sawyer on April 15, 2018, 01:28:48 PM
Oh, that's great @Discrepancy! The jetty set is a favorite and fits very well in the nordic scenery. Sorry that you had more work than expected. Maybe we can simplify it for us modders and also for players dealing with compatibility patches. I will look at it and help to maintain it for the upcoming version. :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on April 20, 2018, 05:00:11 AM
DS Jetty & Bridge

Change Log:


 v2.1 -  20042018  --  minor update.      - .pkm = 226,445 KB (221 MB)   | .zip = 137,413 KB (134 MB)
   **demolish any Jetty Farmer's Merchant, Jetty Chicken Coop and Jetty Mushroom Farm before adding to save-game.
              - Farmer's Merchant: extended the ground based jetty walkways to the edge of the building tiles.
              - Added ghosted deco pieces of: Jetty Poles, 1x1 Jetty pieces (ground & lower level), Jetty Benches and Jetty Fence Rails.
              - Added Jetty Glass House, a building to grow some types of vegetables.
              - Added Fertilizer, produced at Jetty Chicken Coop, required for vegetable production at jetty glass house & mushroom farm.
              - Jetty Mushroom Farm: added cost of fertilizer to produce mushrooms.
              - Changes to some UI and toolbar texts.


 v2.0 -  04042018  --  Major update - released 5 April 2018.      - .pkm = 218,226 KB (213 MB)   | .zip = 133,110 KB (129 MB)
              - Adds 2 new homes, tailor, workshop, mushroom farm, chicken coop, school, chapel, water store, kitchen, hospital, farmer's merchant.
              - Adds jetty construction buildings: lumber yard, forge, sand mine, glass-maker.
              - Added the ability to upgrade-to-demolish the driftwood gatherers.
              - Adds new resources Lumber, Glass, Sand, Iron Ore, Iron Fittings, Wagon Parts and many more.
              - Changes to the UI of buildings.
              - Toolbar alterations and image changes.
              - Menu arrangement altered.
              - Text changes.
              - Building footprint changes.
              - All construction costs altered.

 v1.02 -  15122017  --  new additions & bug fixes.      - .pkm = 141,203 KB (137 MB)   | .rar = 29,708 KB (29 MB)
              - Added 2x2 storage option for Firewood (woodFuel).
              - made changes to the floors of the diagonal bridges - citizens will still drop down while traversing between 2 sides of the bridge, I believe because the bridges meet at the points, the extended floor does not work.
              - changes to DS menu.
              - other code changes, text fixes.

 v1.01 -  01052017  --  minor bug fix.      - .pkm = 139,202 KB (135 MB)   | .rar = 31,304 KB (30.5 MB)
              - Adds the option to build a Jetty Driftwood Searcher.
              - fixed issue where Village Drawbridge was not displaying its toolbar text.
              - changed radius (now smaller) of all fishing locations - this was an edit missed out in last build.
              - lowered the total height of the Jetty Merchant's Office UI box.
              - fixed professions file location.

 v1.0 -  29042017  --  Major update & re-write.      - .pkm = 139,187 KB (135 MB)   | .rar = 31,348 KB (30.6 MB)
              - Full version 1 first release.
              - full code re-write, not compatible with any other version or DSSmallVillage.pkm
              - adds new buildings and worker profession.
              - removes all resources from previous ver. and adds RawMaterialNMStockFish, RawMaterialDriedMollusc, RawMaterialMollusc
              - removes the Stone Bridge from the set (will be in own mod)
              - AO added to all pieces.
              - Model improvements.

 v0.91 -  22022017  --  Minor update & bug fix.      - .pkm = 66,138 KB (64.5 MB)   | .zip = 34,091 KB (33.2 MB)
              - changed RawMaterialCanvas to new flag 'Custom2/Fabrics'
              - changed all RawMaterialFishBass/Bream etc filenames to RawMaterialBass/Bream etc
              - changed all RawMaterialMolluscClam/Mussel etc filenames to RawMaterialClam/Mussel etc (for future use)
              - changed 2x2 & 2x3 storage locations to now store the new flags: 'Custom0/Crafted', 'Custom1/Forged', 'Custom2/Fabrics', 'Custom7/Misc'
              - changed various string texts
              - changed menu locations
              - fixed issue with menu sprites not showing up


 v0.9  -  17022017  --  Initial release.      - .pkm = 66,110 KB (64.5 MB)   | .zip = 34,071 KB (33.2 MB)

Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on April 20, 2018, 05:00:23 AM
updated to v2.1

 - extended the walkway of Jetty Farmers Merchant to edge of building footprint.
 - added Deco Jetty Fence Rails - ghosted deco fence, toolbar location= DS - Fences, Walls & Decorative - Wooden Fences
 - added Deco Jetty pieces - 1x1, cnr, lower stairs and lower pieces + poles & benches. all ghosted, deco walkway pieces offer no travel to citizens, toolbar location= DS - Fences, Walls & Decorative - Jetty Decorations
 - added Fertilizer, a material resource (Custom4), thanks & credit to RedKetchup
 - added Jetty Glass House, grow veggies on the jetty. requires 2 of the vegetables you want to grow + 1 Fertilizer + 1 Water = 20-28 veggies.
 - the Jetty Mushroom Farm now requires 2 Mushrooms + 1 Fertilizer.
 - the Jetty Chicken Coop now generates Fertilizer along with the Eggs & Chicken.

(https://i.imgur.com/y8mfpFL.jpg) (https://i.imgur.com/FEKfPdU.jpg) (https://i.imgur.com/9E3JmpD.jpg)

v2.1 -  20042018  --  minor update.      - .pkm = 226,445 KB (221 MB)   | .zip = 137,413 KB (134 MB)
   **demolish any Jetty Farmer's Merchant, Jetty Chicken Coop and Jetty Mushroom Farm before adding to save-game.
       - Farmer's Merchant: extended the ground based jetty walkways to the edge of the building tiles.
       - Added ghosted deco pieces of: Jetty Poles, 1x1 Jetty pieces (ground & lower level), Jetty Benches and Jetty Fence Rails.
       - Added Jetty Glass House, a building to grow some types of vegetables.
       - Added Fertilizer, produced at Jetty Chicken Coop, required for vegetable production at jetty glass house & mushroom farm.
       - Jetty Mushroom Farm: added cost of fertilizer to produce mushrooms.
       - Changes to some UI and toolbar texts.




PATCH DSJaBv2 & NORTH6 should still work fine, in the same order. Fertilizer will be using the Clay storage flag.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Abandoned on April 20, 2018, 05:30:15 AM
Wow, how cool is that  8) a wonderful addition

I would love those new chicken/mushroom/greenhouse pieces as a stand alone mod  :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on April 20, 2018, 10:04:35 AM
My next game will include this mod! :) Maybe with the North, maybe with RKEd, maybe stand alone, I donīt know yet.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: brads3 on April 20, 2018, 12:22:49 PM
Nilla,do you plan to do a full DS mod map? he has added several parts lately.be neat to see them all in game.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on April 20, 2018, 12:38:11 PM
My next game will include this mod! :) Maybe with the North, maybe with RKEd, maybe stand alone, I donīt know yet.

next beta build will be only in a couple of weeks and wont be "saves friendly" with past builds.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on April 20, 2018, 03:13:19 PM
@Discrepancy

Is the fertilizer produced at the chicken coop compatible with Mr. Red's fertilizer from his Garden Walls Utility Mod?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on April 20, 2018, 03:53:06 PM
yes it is :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on April 20, 2018, 05:10:00 PM
Good to know, thanks.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: taniu on April 21, 2018, 12:14:20 AM
@ Discrepancy :DThank you for the wonderful and detailed mod - I have in this mod many useful buildings that I can put on land or on water - I can now build a fantastic city - Thank you very much and best Regards :D
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on April 21, 2018, 03:05:31 PM
Thank you very much for the fence pieces and poles. I like the inclusion of fertiliser too.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on April 28, 2018, 03:31:09 AM
I was a bit impatent yesterday. I wanted to wait for the next version of the North before I started a new game but after I looked at the nice blogs from @brads3 and @Abandoned, I wanted to play myself and thought, I just make a start and take a look how things work; combining the North and the Jetty parts.

I downloaded the latest mods and started a game. I had no probloms; probably because I didnīt get far; but I discovered one thing that to my experience means trouble, sooner of later. My guess is that the "dot" at the menu has something to do with the fertilizer/greenhouse production and that the "patch" for the North, that you made before the latest version of the Jetty & Bridge doesnīt contain these changes.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on April 29, 2018, 12:00:16 AM
thanks for that @Nilla :)

I have fixed the issue and the new patch mod can be downloaded from the previous page here (http://worldofbanished.com/index.php?topic=1482.msg48224#msg48224).
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on April 29, 2018, 12:43:47 AM
Thank you! :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 04, 2018, 07:19:29 AM
I'm guessing you're probably getting tired of hearing about this  ;D , but thought I'd let you know what I found.

I was using Kid's Tiny Food Trader (blue text in the Trader.png below) and the trader was stopping at it. Then I decided to delete that and build your Jetty Farmers Merchant right next to where the food trader was (see screenshot Trader.png) and the traders no longer stopped.

The only difference was after I built your Farmers Merchant I built the Town Stone Bridge. The other bridges and jettys were already there when I built your Merchant.

I believe I'm using the 2.1 version of the Jetty mod, or at least the 2.0 version (see the screenshot - Clipboard02.jpg)

Here's the list of mods I have installed, and in the order they're installed.

Quote
banishedUImod
banishedUItownnames
banishedUImaps
banishedUIprofessions
banishedUImt
DSTerrainsAndClimates
NewLimitVanillaTP
RKMinimize
ImprovedFarming
ImprovedGatherer
ImprovedHerbalist
ImprovedWoodcutter
orchardism
stopcoalburn
MilkFromCows
DSOilMill
ImprovedMine
DSJettyAndBridge
NMT30ClayChain
DSLumberMill
DSStoneBridge
DSBlastFurnacePatch
DSBlastFurnace
DSBridgeCrossing
DSMarketHarboroughOldSchool
DSSmallVillageProduction
DSSmallVillageServices
DSSmallVillageStorage
DSSmallVillageHomes
DSTunnelMine
DSBrycesButcher
DSStoneHovels
DSTunnels
DSChapelofErnest
DSCrestBlacksmith
DSRoads
RKGardenWallsUtility
KidAmongTrees
KidForestOutpost
KidHouseBoat
KidLogDepot
KidMarketPuzzle
KidMoreHousesDark
KidPlimothHarmonized
KidRowHousing
KidStoneHouseAddon
KidTiny
KidToolEmporium
KidTwilightHerbs
KidWorkPlace
MaritimesHumbleConstruction
NMTForestCenter
RKOldBakeryHouse
RKOldBlacksmith
RKOldHunterHut
OldTailorHouse
RKstockpiles
TinySmallBarns
warehouse
MDWoodCottage
WoodButcher
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 04, 2018, 12:52:42 PM
Well, I see you've been to the forum a couple of times since I made the above post and no reply so I guess I was right. You are tired of talking about this issue.

I'll mention this one last time and I promise, I won't bring it up again.  ;D

I deleted the Merchant and built it at a new location, more on the river, and traders still won't stop.

I'll just use a different trader.  ;)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 04, 2018, 02:52:42 PM
I suggest building it directly on the river. For some reason DS jetty trade posts don't seem to like lake shores. Myself I've tried it again on my newest map and no cookie.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 04, 2018, 03:27:41 PM
I might try that. I do want a trader that only brings seed. I don't need the livestock but I can live with that just to get away from the food traders that bring all kinds of stuff I don't want. At least not now on this map. maybe later.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on May 04, 2018, 03:37:40 PM
Not sick of hearing it @Hawk :)

I will have to load up the same map and see what is going on. If you are saying kid1293's tiny food trader was working in the same location than there must be something wrong with the jetty trader. I will recheck all the points.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 04, 2018, 04:56:04 PM
Not sick of hearing it @Hawk :)

I know this issue has been discussed up one side and down the other in these forums. Glad to hear you're not tired of it yet.  ;)

I will have to load up the same map and see what is going on. If you are saying kid1293's tiny food trader was working in the same location than there must be something wrong with the jetty trader. I will recheck all the points.

The map I was playing is gone. Everybody started starving to death.  :(
But as I showed in the screenshot, Kid's trader was built right next to where yours was. Plus traders didn't stop when I moved it, as shown in the second post I made.
I never did get a chance to try it on the river, but it seemed to me that the second location was close enough to the river flow that it should have worked.
Maybe the river flow wasn't as close to the shore as it would seem.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 05, 2018, 10:57:58 AM

@Discrepancy

@Discrepancy

Is the fertilizer produced at the chicken coop compatible with Mr. Red's fertilizer from his Garden Walls Utility Mod?
yes it is :)


I seem to have a problem with fertilizer after all. Mr. Red's fertilizer uses Custom7 (Miscellaneous) limit while yours seems to follow Custom4 (Materials). Currently I produce sand and clay and have the limit for Materials set at 4000. Jetty Chicken Coop stops producing because I keep hitting Materials limit.


(http://shrani.si/f/21/wl/3STvPQ1Z/jetty-chicken-coop-probl.jpg)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 05, 2018, 11:51:18 AM
my fertilizer has been changed to Custom 4 (as sand, clay, etc) since a while....
since some people got hard to think it is stored next cabbage, strawberries, t-bones.... ^^ and prefered to see it stored in a stockpile instead of a barn :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 05, 2018, 02:59:31 PM
In which version? Garden Walls:Utility or RK Editor Choice?

So if DS Jetties are on top of GW:Utility then I get Custom4?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 05, 2018, 03:42:22 PM
In which version? Garden Walls:Utility or RK Editor Choice?

So if DS Jetties are on top of GW:Utility then I get Custom4?

oh RK Ed. didnt updated garden wall possibly :(
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 05, 2018, 03:48:07 PM
In my load order I have GW:Utility on top of DS Jetty Mod. But I haven't built the fodder farmer chain yet.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on May 06, 2018, 01:03:25 AM
@Hawk , I can confirm what you are reporting. I myself have loaded it up with the needed mods and built same bridges where you did, I kept the tiny food trader where it was and it kept stopping there, but I never had a boat stop at my jetty trader  :(

I have checked code and all seems fine.
... more investigation.
I'm going to try by adjusting the points again. Other wise something I have with map code might be doing this....




@Gatherer , I would suggest loading jetties above for this reason, but that is still not going to change the issue you have which is that it is sharing the storage flag with clay sand etc? what flag would you think would work best?... even having these extra 10, it turns out we really don't have enough.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 06, 2018, 03:27:52 AM
@Hawk , I can confirm what you are reporting. I myself have loaded it up with the needed mods and built same bridges where you did, I kept the tiny food trader where it was and it kept stopping there, but I never had a boat stop at my jetty trader  :(

I have checked code and all seems fine.
... more investigation.
I'm going to try by adjusting the points again. Other wise something I have with map code might be doing this....

I sure hope you figure this out. I like that Merchant; only bringing livestock and seeds.



@Gatherer , I would suggest loading jetties above for this reason, but that is still not going to change the issue you have which is that it is sharing the storage flag with clay sand etc? what flag would you think would work best?... even having these extra 10, it turns out we really don't have enough.

As great as it was that Luke gave us the extra flags, it still can be frustrating for us players that we have to share limits. I can imagine how it's frustrating for you modders too.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 06, 2018, 06:57:10 AM
I've started to build a few jetty pieces in my latest North game and have a few questions and opinions I want to share. http://worldofbanished.com/index.php?topic=2380.msg48688#msg48688
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 06, 2018, 08:28:13 AM
Custom8 and 9 are still reserved aren't they? Who says it has to be Black Liquid Team that decides how they are used?

Anyway...GW:Utility fertilizer (Custom7) works with jetty glasshouse so I've deleted the Jetty Chicken Coop.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: liberty152 on May 06, 2018, 10:49:52 AM
Love your work! Cant wait for the next update :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 06, 2018, 11:25:25 AM
do you need a patch that will tell fertilizer is custom4 and tell the greenhouse to let in store this new flag ?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 06, 2018, 11:38:43 AM
No thanks.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 06, 2018, 12:34:26 PM
Just want to tell, that I have trouble with the jetty merchant on a lake, too. I have no bridges whatever, that block the river and a merchnat pass the jetty port on his way to the North dock just behind; you can see the boat in at this picture. The boat that belongs to the jetty port, just goes along the river, and doesnīt even come close to the port. :(

I can remember I had some trouble with these ports in earlier games, too but if I remember it right, only when the river/path to the dock was blocked by some jetties or bridges, never in a simple case like this.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Tom Sawyer on May 06, 2018, 02:32:07 PM
I only can think of a boat point issue as DS already said. That it's not exposed enough and the game cannot create a valid path in some cases. The point of my dock sits in center of a tile which is required to be deep water. Maybe it can be solved this way.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on May 06, 2018, 03:18:10 PM
do you need a patch that will tell fertilizer is custom4 and tell the greenhouse to let in store this new flag ?

Is DS chicken coop fertilizer compatible with Garden Walls greenhouse? If it isn't, then an update to GW standalone mod or a patch would be helpful.
Title: Re: DS Jetty & Bridge v2.1.1 (updated via Patch mod 09 May 2018)
Post by: Discrepancy on May 09, 2018, 05:14:56 AM
Important Patch mod:

DSJaB Patch To v2.1.1

This is a patch mod for 'updating' DS Jetty & Bridge v2.1 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=188)
Place the patch above DS Jetty & Bridge in the mod list.

Changes: v2.1.1
    - fixed issue of boats not stopping at the trade merchants.
    - increased size of Jetty Hospital radius to 55.

*can be added to a save-game: prior to enabling patch, demolish all jetty merchants and jetty hospital.
*can be used with the latest NORTH beta, place patch above the North.

download attached:
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 09, 2018, 02:55:59 PM
Thanks @Discrepancy. I'll definitely check it out.  ;D
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 09, 2018, 03:14:39 PM
I will, too. Thanks! :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Hawk on May 09, 2018, 08:15:31 PM
Yippie!!!!!!

Me thinks you got it.  ;D

See the screenshot. I showed the location of where the Jetty Farmer's Merchant was before, in a previous post (http://worldofbanished.com/index.php?topic=1482.msg48632#msg48632), where it didn't work and the new location, which is even further out of the flow of the river.
I also showed the General Jetty Merchant at the location where it was before and now.

Ya' know what? The boats stopped at both.  ;D ;D ;D

Thumbs up at ya' @Discrepancy !  :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 10, 2018, 12:33:08 AM
Quote
Me thinks you got it.  ;D

Me too! :) The merchant stops in the Nordic game as well. Thanks!
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 11, 2018, 04:49:09 PM
I donīt know, if I should ask you @Discrepancy or @Tom Sawyer. Iīve built your food trading port. It looks very promising, to use for autotrade. Thereīs only one slightly disturbing thing; in the North the trade prices for food are higher than vanilla but some food cost only 1 in that port. (Yes I know, again some trade war from oversea ;) ) It feels a bit like cheating to buy potatoes for 1. I just got a lot as I tried to autotrade. Can you (ot Tom) please make a "patch" with the right trade prices.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on May 11, 2018, 07:48:48 PM
So there is not normally potatoes in the North? they are coming in because of the jetty glasshouse then. I can alter this, I am currently altering a few things for an updated North patch for the jetties. I am currently working on that along with further work on Industry Mining and a large update and expansion to the Thompson Trade Merchants.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Tom Sawyer on May 12, 2018, 12:37:27 AM
I have already fixed the price of cheap foodstuff from the New World. Technically they are always in game but unknown as import good until adding the NewCrops mod or trading with a specialized food merchant. I also added them as imports to my "modern" trading post. You don't need to change something with potatoes or other crops @Discrepancy.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Freedom on May 12, 2018, 10:55:56 AM
@RedKetchup yes please! I could really use such a patch.

Quote
do you need a patch that will tell fertilizer is custom4 and tell the greenhouse to let in store this new flag ?

Bannie botanists (from Garden Walls: Utility for 1.0.7) are forever carrying fertilizer from a stockpile to the greenhouse only to carry it back to the stockpile. Yes, I have DS Jetty & Bridge v2.1 loaded higher in my mod list, and disabling that or dropping it below your mod "fixes" the problem. But I am 30 years into this Peak's Valley map and using lots of bits from both (and many more) mods and I'd rather not start a new town yet. So the patch would really help (even if it leaves fertilizer in stockpiles rather than barns).

@Discrepancy as great as the Jetty & Bridge mod is (and your others too), having fertilizer stored in open stockpiles, rather than in covered barns seems an odd choice. I can put deco covers over those stockpiles, but given what it is, and given I'm playing a CC:Marine climate where it rains a lot... Not a big deal, but wanted to mention it.

And thanks to you both. 
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 12, 2018, 11:09:33 AM
I'm the one, guilty of the fertilizer on stockpiles. Earlier it was stored in barns next to food and other things. I don't like that and I complained so much and often, that @RedKetchup finally had enough and changed it to be stored on stockpiles, together with clay and sand (also not very good to store in the rain) ;) . I would have preferred, to store fertilizer on an old fashioned "manure stack" but for that, it needs its own "flag". And Red is a very social guy, who don't want to occupy a "flag" only for his fertilizer. That's the reason things are this way. In any case, I like it much better on stockpiles than in every barn.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: brads3 on May 12, 2018, 12:23:25 PM
why did DS code fertilizer to custom 4,materials?  what does DS have under custom 7,misc? as to storage what dictates where it is stored? to my understanding barns and markets can leave out the custom 7 tag,and then they won't store the fertilizer. KIDD has adjusted some markets this way so fertilizer isn't stored with food. if you all prefer piles for storage,can't a pile be coded to custom 7? this would actually stop the fertilizer from being stored everywhere and it would have to be stored in 1 place.

this goes back to the limit flags and the speed at which mods were upgraded. the 1.07 limit flags came out at the same time as NECORA unlocked the community icon tool.the modders were quick in reacting and were busy for some time with changing so much.we appreciate the hard work. however,in the process storage got over coded.there is 2 extremes. some stores everything and therefore store the odd tag and fertilizer.some storage goes the other way and doesnt store enough of the different tags.
     
         i take part of the blame for this by how i have explained issues at times. modders have adjusted some storage to help. i will try to explain better.  most markets should leave out the custom 7,misc limit flag. this solves the fertilizer being stored with food issue. i say most because i think we need a cart or shed that would move and store fertilizer near greenhouses. RED has made "general" markets that store food,tools,clothing,firewood and herbs. those store the items the bannies use themselves. these work well to keep odd items out. odd items being those that need processed like clay,sand,flax,etc.then there are construction,textile, or material markets that pull items to a production area to be processed. those markets,as handy as they are,don't fit every village due to style. we still need storage for the bannies to drop off into as they harvest or collect items. some do store in piles easily like iron ore,thatch,or sand.not all do.

     i almost think we need a double storage system. a set of barns specific to flag to store where things are colleccted or made. and a set of markets similarly designed.  please don't take me wrong thou. there has been great improvements. KIDD's forestor with storage stores thatch and logs.RED's forest barn storage piece stores multiple items including in-edible maple sap,thatch,and pelts. EB made a small market set that moves odd items as well as a wharehouse market.

     i do hope i didn't confuse anyone more.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 12, 2018, 01:08:22 PM
@RedKetchup yes please! I could really use such a patch.


ok


And Red is a very social guy, who don't want to occupy a "flag" only for his fertilizer. That's the reason things are this way. In any case, I like it much better on stockpiles than in every barn.


haha yeah :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Freedom on May 12, 2018, 02:00:00 PM
I like Red's Garden Walls: Utility for 1.0.7 mod as it does code fertilizer as miscellaneous. The mod also includes a barn for only miscellaneous items (e.g., fodder and fertilizer).
I prefer this setup to having fertilizer as a stockpiled material. Again, just an opinion. I'll thank the modders and my bannies will be happy either way.

Kralyerg at CC did create several Specialized Storage Barns (as part of CC 1.75) one each for only crafted, forged, fabric, precious, or miscellaneous items, using the same model as the CC Distribution Barn. At the time it was said that was done to expedite getting the specialized barns released and that varied 3D models would follow, but that hasn't happen yet, so they all look the same but store different and limited things. So if other modders wanted to come up with their own specialized storage buildings I wouldn't mind the variety  ;D  ::)

If Miscellaneous items are excluded from markets and general purpose barns, wouldn't that also affect candlemakers and a few others who use Misc items? No easy answer (as usual with flags and limits), but I for one agree that excluding Misc from "general" storage and using "specialized" storage where needed is a good compromise position --except legacy stuff is still there.  :o

Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 12, 2018, 03:24:50 PM
but you said you wanted to have a patch to make custom4 ... but now you say you prefer it stays as misc (custom7) ....
i am lost. what you need ?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 12, 2018, 03:33:06 PM
but you said you wanted to have a patch to make custom4 ... but now you say you prefer it stays as misc (custom7) ....
i am lost. what you need ?


in case all you only wanted in fact ... is a patch that doesnt change your fertilizer setup but only allow the greenhouse to store and custon7 and custom4 ....
use this patch ontop. note maybe you will have to destroy the greenhouses and rebuild
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on May 12, 2018, 03:44:40 PM
I hope someone will make a patch, either @RedKetchup or @Discrepancy. I haven't test-played yet but the way it is now it sounds like we can't use both Red's greenhouse and DS's greenhouse (and the mushroom farm too?), only one or the other depending on which mod is on top. Fertiliser is a fairly basic commodity so it would be best if all mods used the same fertiliser to keep everything working together.  :)

Personally I don't care where it is stored, so long as there aren't conflicts with other mods. I guess if Red and DS both made a patch then everyone would be happy, no matter where they want their bags of you-know-what stored.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on May 12, 2018, 04:09:18 PM
i dont know about why cant use red greenhouses in same time as ds greenhouses.

but the patch i just offered doesnt alter any gameplay any mechanics of the mods. the only thing it does it allow Custom4 in both my greenhouses:

before:
StorageDescription storage
{
   RawMaterialFlags _storageFlags = Edible | Custom7;
   bool _areaBasedLimit = false;
   bool _available = false;
   int _volumeLimit = 1000;
}


after:
StorageDescription storage
{
   RawMaterialFlags _storageFlags = Edible | Custom4 | Custom7;
   bool _areaBasedLimit = false;
   bool _available = false;
   int _volumeLimit = 1000;
}

thats the only thing it does. it doesnt change anything else.
so whatever your fertilizer would be a material or a miscelleous... they will accept it. it doesnt change your fertilizer mechanic.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on May 12, 2018, 04:14:30 PM
I use both greenhouses. They work just fine at the same time. What I'm having problems is that the jetty chicken coop won't work if materials limit (DS fertilizer - Custom4, clay, sand, hardwood,...) is reached. So I've deleted the chicken coop and built another DS greenhouse instead using GW:Utility fertilizer.

But I don't mind anymore.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on May 12, 2018, 09:07:10 PM
i dont know about why cant use red greenhouses in same time as ds greenhouses.

Because your greenhouse can't accept DS fertiliser without the patch. And if your mod is on top then DS greenhouse and mushroom farm can't accept fertiliser. Well, I haven't actually tested that, so I can't say for sure. But I did do a quick test with your greenhouse and DS chicken coop poop (DS on top) and can confirm that your greenhouse just can't take fertiliser without the patch. I am using the old standalone Garden Walls mod, not your mega Editor's Choice mod.

Thanks for the patch. I'll give it a go later, but first I want to do those houses for you.  :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 13, 2018, 03:41:26 PM
I think I've found a bug (or at least a strange thing).

I've built a driftwood collector. After some years it stopped produce and I used the demolishing button to demolish the building, like I've done before with a driftwood searcher. By the searcher I could delete the foot print after a while and the space was free to build on again. As I looked at the collector building, it was only half demolished and showed the unoccupied sign (?). I thought that I had to assign a worker to demolish it. It was a wood cutter and he didn't demolish the rest of the building, he started to work and collect logs and firewood at the half demolished building. I can only assign one worker but he works alright. Is it meant to be this way?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on May 13, 2018, 04:47:30 PM
It sure is :) that is the way you actually delete it:

You've built your first driftwood collector, it either expires or you don't want it there.
Click on the Upgrade button of the UI and it upgrades to an in-between demolishing building;
'When the Drift Wood Collector has expired, press this button for a worker to start dismantling the workplace and collect the last remaining driftwood logs and firewood.'
basically the worker will come back and start collecting the last of the logs until it runs out. Once depleted again, the driftwood collector can now be demolished using the normal remove buildings tool.

first build collector if using selection method will produce a total of 250 before upgrade/demolish, which gives another 50 production.
random production is total of 300 before upgrade/demolish, which gives another 50 production.

Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on May 13, 2018, 04:57:24 PM
Can I ask what the difference is between the searcher and the collector?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on May 13, 2018, 04:59:26 PM
searcher will produce both logs and firewood randomly, the collector you select the output.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on May 13, 2018, 05:27:19 PM
Thanks for that. Obviously I haven't build them yet, but I plan to in my next game.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Nilla on May 14, 2018, 02:10:17 AM

first build collector if using selection method will produce a total of 250 before upgrade/demolish, which gives another 50 production.
random production is total of 300 before upgrade/demolish, which gives another 50 production.

These numbers surprise me. I primary collect only logs with the searcher. 2 worker collect at least 120 logs each year. And I had it running much longer, than 2 years before upgrading. Also after upgrading it ran several years making 50+20 logs/firewood.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on May 14, 2018, 02:20:40 AM
I think the maximum production of buildings is each round of rawmaterial, not the individual resource number. so in the north you get 6 wood for each work cycle. times that by the 250 maximum the collector has and you will have a total building production of 1500, with the demolish/upgrade producing another 100.

In vanilla jetties, it creates less before expires, with only the 2-3 logs created, so a total of 500-750 in the buildings.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Freedom on May 14, 2018, 08:17:19 AM
@RedKetchup Thank you. This is the patch I asked for.
Quote
in case all you only wanted in fact ... is a patch that doesnt change your fertilizer setup but only allow the greenhouse to store and custon7 and custom4 ....
use this patch ontop. note maybe you will have to destroy the greenhouses and rebuild

As expected, I did have to destroy and rebuild the greenhouses before things started working.

Sorry for any confusion; My personal preference would be to have fertilizer stay as misc (custom7). Others seem to prefer it as a material (custom4). Either way, since it's being coded differently by different modders, your patch is needed for compatibility. It is much appreciated.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: huyle on May 25, 2018, 02:19:39 AM
after trading and forged, i have some iron fitting but no place to store it, i try to build a jetty storage for iron fitting but it requires iron fitting itself. so my iron fitting stuck in trading post and i cant use it
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Voeille on May 25, 2018, 09:55:03 AM
That’s really strange, my iron fittings go to various storage buildings just fine.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: huyle on May 25, 2018, 10:18:01 AM
i tried multiple storages from many mods, and finally, the EB storage can store iron fitting  8)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Willows on June 09, 2018, 07:00:14 PM
Just a little bit confused about the fertilizer issue. Where is it being stored again?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: RedKetchup on June 09, 2018, 07:08:22 PM
Just a little bit confused about the fertilizer issue. Where is it being stored again?

depends from which mod and which of these mods come first in your top list....

fertilizer from RK Ed is stored on stockpiles. previously in barns(last year)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Willows on June 09, 2018, 07:30:54 PM
I have CC Journey, but not your mod. DS Jetty and Docks is just below CC Journey which is on top.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Discrepancy on June 10, 2018, 12:00:43 AM
fertilizer is a Raw Material like clay & sand, it is stored on the stockpiles. Not sure what or if CC has fertilizer?
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on June 10, 2018, 04:54:42 AM
CC doesn't have fertiliser.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: embx61 on June 10, 2018, 05:27:12 AM

Quote
I would have preferred, to store fertilizer on an old fashioned "manure stack" but for that, it needs its own "flag". And Red is a very social guy, who don't want to occupy a "flag" only for his fertilizer. That's the reason things are this way. In any case, I like it much better on stockpiles than in every barn.

Since Luke gave us the extra 10 flags 2 of them are collecting dust. (Reserved 1 and 2)
Red should just use one of them for his fodder. There are more flags with just 1 item attached to them in Vanilla, like stone for example.

Tom uses the 2 reserved flags in The North and rightfully so.

There will always be a bit of some mods not  being 100% compatible.

I know of only 1 guy who is "crazy" enough to play with about all the big mods together on a map  (Just kidding brads )

I think the 2 reserved flags should be utilized as now they are doing nothing at all (Besides in The North)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Willows on June 10, 2018, 05:57:13 AM
Ok, I didn't have the right stockpile up. It stores in Raw Materials now. Thanks!! :)
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: brads3 on June 10, 2018, 10:48:29 AM
CC doesn't have fertilizer but does have a misc. tag. reeds and bonemeal would be under that. CC does jave some small barns set to different tags and some small market pieces. last time we discussed flags or tags,DS got a headache and left for 2 weeks.LOL
     off the top of my head i can't tell you what stores where. there is a re-learning curve to the storage systems. there is improvements. EB made small markets,KIDD has a forester set with storage.RED made a forest storage barn.NECORA has the pine material shed. combined with some covered piles,there is less issues. i am sure DS added some specia storage as wel but have not had a chance to test any yet.
   
        so far i don't see major issues of conficting limit flags. LUKE has the game set to work and make mods compatabe with each other.that credit applies to the modders as well. as confusing as storage is,it seems to be more about us players figuring out what goes where than anything not working.

         we know that when an item is made it is flagged. fertilizer is made and tagged misc,etc. now how is the storage assigned? is the piles assigned the flags via the game itself or does it depend on the mods? same with the general barns.  maybe we need a set of barns with various tags to better store items. REd does have a set of market carts to help move items for workplaces. or a general chart of what stores where.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: elemental on June 10, 2018, 04:49:28 PM
CC made an in-game menu that I find to be very helpful at times. It lists all items, which building makes them, what profession makes them, and what category they are in. Each modder could make their own version of that as an optional standalone mod. That would certainly help players understand what each item is.

Alternatively a spreadsheet/list from each modder would also work. Or even better, a single spreadsheet with DS, Red, EMBX, and Kid's items (and anyone else's) all listed together along with which mod the items come from and perhaps even production stats. I would be happy to help make this if anyone is interested.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: Gatherer on June 11, 2018, 12:35:54 AM
That is a great idea!
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: zsbuum on September 20, 2018, 07:45:52 AM
Hi!

I also cannot store iron fittings so I cannot build anything of this awesome mod.
I use only 3 mods, the Megamod with CC and DS town houses. What should I do? the mods are "colliding" with each other, because they are red, but I can still play with them, the Jetty mod is at the top of the modlist.
What should I do / where can I download or find the EB storage that worked for someone before?

Thanks in advance!
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: galensgranny on September 20, 2018, 01:01:09 PM
Hi!

I also cannot store iron fittings so I cannot build anything of this awesome mod.
I use only 3 mods, the Megamod with CC and DS town houses. What should I do? the mods are "colliding" with each other, because they are red, but I can still play with them, the Jetty mod is at the top of the modlist.
What should I do / where can I download or find the EB storage that worked for someone before?

Thanks in advance!
@zsbuum The EB storage is meaning the Materials Store that the modder Embx61 made.  In the game, his mods are under a tab with only "EB", so that is why the person called it EB storage.   The Embx61 materials store is within his EB Unified mod at http://worldofbanished.com/index.php?action=downloads;sa=view;down=271 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=271)
Or, you can get it as a separate mod with only the Materials Store at http://worldofbanished.com/index.php?action=downloads;sa=view;down=323 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=323)
I, personally, would download the EB Unified mod as there are many good things.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: zsbuum on September 23, 2018, 10:10:10 AM
Thanks so much! I solved the problem by disabling DS town houses mod, now it works like a charm with the Megamod. The only bad thing is the merchants don't work. I built a stock merchant, that worked like a charm but the jetty ones don't. I noticed this so far, but I can play without them so it is not that a big problem.
Title: Re: DS Jetty & Bridge v2.1 (updated 20 April 2018)
Post by: BlueFireChelle on January 15, 2019, 01:48:32 PM
Just wanted to say thanks for all the previous comments about the problems with the Merchant boats not stopping. I'm playing with this mod for the first time and am having trouble with my Jetty Food Merchant. I wasn't sure if I had placed it backwards or something. But it seems like I need to try re-locating it further out on the water. Will give that a go! :)
Here's my fledgling water town so far....
Thanks for a great mod.