World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on February 19, 2017, 05:38:18 AM

Title: Kid - Forest Outpost V2 fixed
Post by: kid1293 on February 19, 2017, 05:38:18 AM
Forest Outpost V2 fixed

"Buildings for a small forest settlement. Banished 1.0.7"

A fix for workshop uploaded.

There is an interference on the walls of the log buildings.
It is visible in sunlight. It has to do with AO-mapping,
it is nothing I know how to fix.


http://worldofbanished.com/index.php?action=downloads;sa=view;down=202 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=202)

(http://worldofbanished.com/gallery/2582_05_05_17_1_24_44.png)

Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 22, 2017, 12:05:19 AM
Hiya @kid1293 :)
Just doing a run through today and realised that the Workshop only has iron tools & leather clothing, I know this is by design. :)

Is it possible though to add Wooden tools please?

I know the workshop is meant as a 'starter' for the outpost, but in maps where there is limited iron, Wooden Tools would be the 'starter' tools.  Please, may we have both? 

@kralyerg has a mod (http://blackliquidsoftware.com/index.php?/files/file/22-blacksmith-tools/) that allows some workshops to make a diverse range of tools, however the mod doesn't affect yours, and my starter outposts are running out of tools.   I have Blacksmith Tools (http://blackliquidsoftware.com/index.php?/files/file/22-blacksmith-tools/) listed higher than Forest Outpost, but due to it's coding, it won't affect Forest Outpost (as designed). 
As an interesting note - your Workplace 1.4 is affected by the override (please don't change it now I've told you ;) )  I'm not sure what the difference in coding is that WP1.4 is affected, but FO isn't. ... 

Thank you in advance for your consideration. :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 22, 2017, 01:54:04 AM

I can add Wooden and Stone tools if you want.


...calculating costs... three smileys and a thank you.
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 22, 2017, 02:57:58 AM
kid1293, if you are going to update Forest Outpost, could you please add Bartender's annual vegs to gatherer and herbs to herbalist? As for me, the gatherer yield is more than enough already and I usually gather herbs with manual tools (and that is rarely), but just for accuracy, and if you like Bartender's mod :D

And yes, always thank you very much for this mod, especially small gatherer and forester are a must have and beautiful :)
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 22, 2017, 04:40:24 AM
Thank you very much @kid1293 (1:  :)  2:  :)  3:  :) ) + bonus :D :D :D

Thank you :D
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 22, 2017, 05:01:49 AM
@tanypredator - Yes, I update all I have with new name (added Kid...)
check all flags and limits and if I am able to, add AO maps.

I check the forum and add things, so yes I can contact @Bartender .
I guess I want to go with the light version to be as compatible as possible.
I don't want to add anything that needs the 'NaturalResourceTree.rsc'.
But do his annual vegetables need special gathering?

...and @QueryEverything - You're welcome! Wood and Stone.
But you have to wait. I'm not releasing now.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 22, 2017, 05:12:21 AM
Thank you, no rush on it.  It was a 'stumble across' situation.  It's not a bug, so I'm happy to wait :D
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 22, 2017, 05:29:07 AM
I don't want to add anything that needs the 'NaturalResourceTree.rsc'.
But do his annual vegetables need special gathering?

NaturalResourceTree.rsc would not be necessary, as far, as I can see. I made my New Flora manual gathering tool to gather these new plants by use of template and model files only (I'm working on this and some other updates to my mod). But special gathering is needed, because there are new template files, so they must be mentioned in gatherer template (actually, I still hadn't test it for sure, I'm testing just now).
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 22, 2017, 08:00:34 AM
@tanypredator
I have added Wild Oats, Wild Roses and Wild Bees to my Forest Outpost gatherer.
Works nicely! Waiting for Bartender to respond.

My workshop now can make Linen Clothes if I have (wild) Flax.
I also added Wooden and Stone tools (same as NMT) to the workshop.

Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 22, 2017, 08:06:40 AM
Glad to hear that!
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 22, 2017, 08:42:36 AM

I feel there can be something more in this mod.
Please tell me if anyone got an idea.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 22, 2017, 09:06:03 AM
wow, @kid1293 nice improvements.  :)  How about a small matching fishing pier?  Can't think of anything else at the moment.

Edit, how about a small emergency clinic hospital for a few patients ? that would come in handy for small starting forest settlement.
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 22, 2017, 09:33:45 AM
i would think the gatherer would work and gather BARTENDERS plants. i thought his mod just changed the look of vanilla plants and added the thatch. NECORA,however did add many new items. i am not a modder but if you add the new flags to the barn will it store all the new stuff or does it have to be individuallly added? like the pine boughs or lumber? can you just add "construction" flag or do you have to be more specific and tell the barn to store lumber? i was using this barn for most of the forest areas. after a while i would add a hunting lodge market i found.lately i have used the pine set storage a shed and the material storage so i know it has the new flags.
Title: Re: Forest Outpost V1.1
Post by: Paeng on April 22, 2017, 09:39:44 AM
Please tell me if anyone got an idea.

I've always wished for another house in this set... same size, but some different material(s)... just for variety  :)
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 22, 2017, 09:41:59 AM
I feel there can be something more in this mod.
Please tell me if anyone got an idea.

Bath house? :)
Title: Re: Forest Outpost V1.1
Post by: grammycat on April 22, 2017, 09:48:58 AM
Maybe a small town hall and chapel to match textures of houses?  :) :) :) and thank you?
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 22, 2017, 10:18:25 AM
Ooops! I opened the door...

Fishing pier sounds nice. I can be lazy and modify my Tiny one.  ???

A doctor? They are needed and I made a small school, so why not?

Bartender send me files, so his annual plants will be harvested. :)

A new house. Something in mind @Paeng ? (not too straight placement, I suppose...)  :D

Bath House. Sorry, but no, unless I make it together with the doctor like RedKetchup did.

Maybe copy my Tiny Wood Chopper (convenient to have near)

Time for dinner. Keep posting.

edit - Just saw your post @grammycat . I'm a lttle tired of town halls but something like a chapel could fit.

I'll have to chew on this. :)
Title: Re: Forest Outpost V1.1
Post by: Paeng on April 22, 2017, 10:44:58 AM
A new house. Something in mind @Paeng ? (not too straight placement, I suppose...)  :D

Nothing fancy, small and compact like the current one, just some different roofing, and not too bright... I'm into "shacks" these days   ;)

A little angle... well, that would be a cool bonus  :D
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 22, 2017, 11:20:10 AM
Bath House. Sorry, but no, unless I make it together with the doctor like RedKetchup did.

That is what I meant. A hospital mechanics, but more rustic. But it is not actually needed. I think that some health tweaks have to be made, it is too easy to provide health. I've got such mod from Nexus, but hadn't tested yet, not sure about conflicts.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 22, 2017, 11:40:29 AM
disagree there, small hospital is needed to match this set, when taking in nomads.  Nice to add bartenders plants but would not want to see this mod linked to too many other mods, especially bigger mods with their own special buildings and materials etc..  Rustic forest chapel sounds nice. Tiny town hall matches really well.  Don't know if tiny chopper copy needed, I think the tiny set is real popular.  I know I use it all the time and am keeping pieces in original toolbar locations.

Other note regarding fax, workplace tailor uses tany's wild flax but not cultured flax and Colonial Clothes Store uses neither but that's okay. glad forest workshop will use the wild flax.    :)
Title: Re: Forest Outpost V1.1
Post by: Turis on April 22, 2017, 12:07:19 PM
Does the town have to be a town hall? It could just be a building which functions like a town hall like in the Tiny mod.
Title: Re: Forest Outpost V1.1
Post by: Paeng on April 22, 2017, 04:16:31 PM
It could just be a building which functions like a town hall like in the Tiny mod.

That's true - for all intent and purpose, someone should make a standalone "TH Mod", which could be an old boat or a lamp post or a menhir or whatever... All we need is the UI. One for all.

Then all the townhalls in circulation can be turned into nice Residences ("Major's House") where his family can live...
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 22, 2017, 04:56:17 PM
excuse me, my little people have town meetings at their town halls.  Are you saying my main character should met with the townspeople under a lamp post?  While the mayor and his family live in a nice residence my main character will be out standing under a lamp post.  One for all !  For Shame !
Title: Re: Forest Outpost V1.1
Post by: Paeng on April 22, 2017, 05:06:03 PM
Your townhalls could still all be the same, conference hall and all.

Only that with the new administration they would have nice little apartments for your family as well.

The Lamp post only has the bell for visitors to ring.

 ;)
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 22, 2017, 05:11:34 PM
Was only kidding, possibilities with this game seem to be endless.  Lots of variety but will all keep coming up with more ideas  :)
Title: Re: Forest Outpost V1.1
Post by: The Pilgrim on April 22, 2017, 06:27:55 PM
How about some medieval thatched roof cottages?
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 22, 2017, 06:29:27 PM
lmao. what was the topic anyhow??? i count like 5 or so by re-reading the posts. you all drinking or too many cups of coffee?
 i actually like my mini set with its TH to get nomads early in games.most of the TH's are for bigger towns and don't get nomads by themself. as to the tools yes i do wish the blacksmith mod overrode all other BS's. i have got used to it though. i can set the mini to stone and then the next to iron ore and go from there. saves running out of ore and then tools also. my own safety nets.i do that with clothing also.leave 1 to hides and work to pelts,furs,and survivals. then excess can be traded.
   PAENG,i do like the housing options of that wildwest mod. but i wonder where the mail from the post office is going??lmao
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 22, 2017, 09:17:27 PM
@brads3 regarding town hall, the mini set from kralyerg is the tent with tree stumps.  Kids tiny town hall is the round stone and wood one, the well is what gets nomads.  All in all, it wouldn't be a bad idea to have a town hall and similar nomad well to match the forest outpost, but not really necessary.

So we have fisherman, chapel, hospital, and house if I didn't miss something summarizing.

poor kid, we are probably giving him indigestion after dinner, sorry kid.
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 22, 2017, 11:01:12 PM
i thought you all had problems with the nomad well?i like the mini Th for nomads because it is quick and does not depend on having another building.build in year 1 and nomads usually by year 4. no i aint against adding to this set though.i use the emporium mod with it cause it is like having a hunting lodge, a good size market to move items both in and out of the forests.build a village around the emporium and set 3 or so forests around that.we do need a woodland medical of sorts.the main forest 1 is NECORA's . before that the main 1 was  from RED'S NMT set or the mini tent hospital.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 23, 2017, 12:20:05 AM

I think the problem with the Nomad Well is fixed by Luke.
It was obviously a simple problem to solve.
Nomads were on the way and you delete the spawn building. Crash.



So we have fisherman, chapel, hospital, and house if I didn't miss something summarizing.

poor kid, we are probably giving him indigestion after dinner, sorry kid.



No, I do not have any problem with you people. I had my dinner and took
the evening off. So now I am reading up on all your ideas.


You summarize it it all @Abandoned . In the right order too. :)


I have ideas for fisherman and chapel but haven't found any 'alternate'
build version for hospital or house. It will eventually clear itself up.
Was thinking of wooden roofs. Little like vanilla roofs.


Ahh. Coffee...
Title: Re: Forest Outpost V1.1
Post by: Turis on April 23, 2017, 12:55:00 AM
Instead of a big hospital, it could be a house for the sick tended by one or two healers.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 23, 2017, 01:24:23 AM
@kid1293 will have a think.... 

I would ask, if you were to include a small church of some kind, one without a cross.  A gathering place more than anything else. 
Still acts like a church (Bannies have religion, don't get me started as to why they would need that for happiness (star points) ...  hahaha ..  anyway ... ) but, without the 'church feel' to it.

I was thinking for another mod, a May pole (or similar), with a Priestess (one of the outdoorsy ones maybe, like your Forest Deep maybe ... )  but, for a more 'outpost' feel setup, I don't think so.  And not sure a new profession would want to be added (If so, even just something like 'clergy' or 'cleric', or 'minister' etc). 

So far I've thought of the following ideas.  More on my Pinterest board (link in my signature)
* Shrine, chapel, meeting place, 'Service', ...  No cross, but ... flowers, wreathes, hanging lamps.
* In a building: this here (http://www.huffingtonpost.com.au/entry/arkansas-thorncrown-chapel_n_5515375) (or here (http://archinect.com/blog/article/75063250/a-chapel-unites-a-couple)) is different!! Without the Cross here (http://by-grace-of-god.tumblr.com/image/49406360775) ; stunning architecture & yew trees (http://www.wanderingmoments.com/wp-content/uploads/2010/12/Cotswold26.jpg) ; Caen France (http://images-cdn.9gag.com/photo/a3YLMQN_700b_v1.jpg) (it's actually a photoshopped image (https://au.pinterest.com/pin/347199452500858225/) of Saint-Etienne de Bourges) ; Sweet water level chapel (http://jpgmag.com/photos/315244) ; more (https://au.pinterest.com/pin/71494712809163213/) ; Stone Chapel (http://www.traditionalhome.com/gardens/outdoor-living/garden-color-and-flair?page=27) ; Small Stone (https://au.pinterest.com/pin/262897696967788300/) ; Small Mixed (https://www.flickr.com/photos/50788895@N00/3930834379/) ; Grass Valley Church (https://www.flickr.com/photos/22563225@N04/6300902536/in/pool-331928@N20/) ; Old CHurch (https://fineartamerica.com/featured/an-old-church-under-a-dark-sky-john-short.html) ;
* Basic outdoors area:  seating, flowers, lamps, small bonfire maybe?  (Outdoors view, in a forest maybe?) Perhaps like this? (https://au.pinterest.com/pin/528398968750102048/)  Or, something like this (http://aquieterstorm.tumblr.com/post/19443278411/enchantedengland-originally-built-around)? ;


With all of the above - plain buildings, spaces etc would be excellent as well, possibly a ghosted space, or LOTS of road tiles, that way we can decorate our sacred spaces ourselves :D (please :D :D :D )


As for other buildings:
--  Bathhouse or Medical area, healers house, which ever you would think on, it would be based on Health, hospice??
--  fishing spot, with the ability to decorate (using Necora's new mod), so road tiles / ghosting placement :D
--  Town Hall (Community Centre), I know you're not keen, so more like Town Watering Hole ;)  Or, meeting place, (an extension of the new Service Shrine (thingy), you could design both so that they can either be placed separately, or placed together, little modular building, with the ability to decorate them (forestry type), even a "Community Centre"
--  New houses, (angled, odd shaped, cool :) ) PLUS a 2nd storey one for the existing ones perhaps?  Or, a modular one that would fit to the new buildings you are making, or standalone.
--- houses: this could be placed at the edge of the stream (http://static.boredpanda.com/blog/wp-content/uuuploads/amazing-treehouses/amazing-treehouses-5.jpg) ; multi-level (http://static.boredpanda.com/blog/wp-content/uuuploads/amazing-treehouses/amazing-treehouses-7.jpg) ; fibonacci treehouse (http://i2.cdn.cnn.com/cnnnext/dam/assets/161125160207-fibonacci-tree-house---blue-forest-5-exlarge-169.jpg) ; Angled (http://www.marvelous-homes.com/wp-content/uploads/2013/10/house_forest_13.jpg) ; Simple  (http://www.marvelous-homes.com/wp-content/uploads/2013/04/forest_house_6.jpg) (could place on an angle); Really Angled (http://foresthouses.eu/img/slider/slider1.jpg) ; Awesome! (http://mat2.materialicious.com/images/forest-house-design-by-nancy-copley-architect-o.jpg) ;
--  Small 2 x 2 starter market
--  I would suggest storage items, little 'cellar' style ones, outhouses maybe, but it depends on your new storage mod idea you are designing.  Certainly storage that can fit up against the existing buildings & houses.
--  Small dairy (for those that don't have the workplace) & butcher


Something like this, waters edge, dock placeable, water placeable, (https://www.e-architect.co.uk/images/jpgs/england/new-forest-house-p190813-n1.jpg) multi-function :0)  Or, like this, where it can sit over the water (https://permies.com/forums/imageCache/image/6b29547ab96081191a9eda35d7315c28/Small-Beautiful-House-With-Cliff-Forest.jpg) (until someone works out how to build on hills ;) )


One of the things I'm really loving the idea of, is a house that can be built on the waters edge, so plenty of free hanging 'ghosted tiles', small (2x2) for the fisherman, and large, for 'holiday Bannis'.  Can build a dock right up against it, can build a fishing spot (as above, ghosted tiles to do so), a few lobster pots for the yabbies, water lillies and so on ...  a gorgeous little lake house retreat.  :D  (houseboats included, haha)


Ok ...  I think that's enough from me (for now, dinner is nearly ready).  If I think of more, I will come back.  There is nearly enough here for it's own new mod -
the River View Retreat mod.  With agnostic worship ;)  hahaha.


Sorry ... lots of ideas!!  :)  I'll add more to Pinterest if I think of them, rather than spam here. 
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 23, 2017, 01:55:17 AM
Instead of a big hospital, it could be a house for the sick tended by one or two healers.

Noted, and I like that.

Well @QueryEverything ...
First - most houses are too modern.
Second - Some of the old chapels got me ticking. :)
And a variant of them for house, doctor and (maybe) town hall.
I think I have got an idea now. You really helped me.

Last - I understand the need for decoration and combinations. But it is
hard to make 'intelligent' placement. It will have to be later.
For now I focus on small footprints with ample space around.

One more - Thanks for all these pictures. Very nice modern houses, not in this mod.

And yes - a simple Fishing Spot
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 23, 2017, 04:52:45 AM
@kid1293 just an added short note, nice simple fishing spot will fit in with the theme nicely.  :)  Nothing says small old chapel like a wooden cross.  Would it be possible to add a fenceless cemetery to go with it, maybe with simple wood crosses. There is a mod of simple white ones already.  Of coarse chapel and cemetery crosses are optional to use or not use. Roofs matching forest outpost or vanilla sounds good.  The small hospital will come in very handy. I think decorative items work better as separate deco mods.

Regarding tiny nomad well, I meant the nomad well attracts nomads without having to build the tiny town hall or any town hall at all.  Thanks in advance for additions to a favorite mod.  :)
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 23, 2017, 05:44:41 AM
Instead of a big hospital, it could be a house for the sick tended by one or two healers.

Noted, and I like that.

Well @QueryEverything ...
First - most houses are too modern.
Second - Some of the old chapels got me ticking. :)
And a variant of them for house, doctor and (maybe) town hall.
I think I have got an idea now. You really helped me.

Last - I understand the need for decoration and combinations. But it is
hard to make 'intelligent' placement. It will have to be later.
For now I focus on small footprints with ample space around.

One more - Thanks for all these pictures. Very nice modern houses, not in this mod.

And yes - a simple Fishing Spot

I like that fishing spot, the 1 x 3( ??? ) Same size as Tom's but with the dock section, which means it holds it's height and has form, so we can decorate around it, and use Necora's Riffle mod to adorn the surrounding water area, and make the lovely inland pond (only possible with a terrain tool), but lovely for the existing waterways!  :)

Yeah, some of those houses are, they were more to 'spur on' the sort of form houses could take, size and design, more than the texture of them.  The water side ones, and the tree ones.  I tried to find 'forestry' type ones, but the main ones I found were really hovel like, and too run down for what I had thought of.  As I find more I'll Pin them.  :)

Sounds great about the placement, with the deco mods that are coming now, we can really get into designing the atmosphere of a place, say for instance, the Worship / Shrine area could be surrounded by large trees, alongside a pond, with reeds & water flowers around it, creating a lovely earthy, ethereal feel to it. :)  with a lot of blank space, we can then finish what you start, design wise :) 

Hahahaha, last minute note - lol - create a "bar', forest mead hall, but instead of a Barman, set the profession to 'priest', a good barman knows how to take a confession and keep it to himself.  LOL  ...  Especially the older barman in more 'frequented' bars.  A fun little "easter egg' in a mod ... maybe, one day :D :D  *cheeky ;)

What about - hollowing out one of the houses, and using it as a 'storage' section, empty (like the middle sections of your storage in your Mission building), and we can place the new storage units in there (so, it would need to be all road tiles or ghosted), so, works just like your new storage shelters, but, smaller and fits in with the existing houses.  Just no walls :)

Could create a nice little row of houses, and with a couple on an angle, could make like the Row Houses (Angled), but with the Forest houses.  (I don't know how that would work, but, if you could add in 1 or 2 angled versions, it would in theory).

Ok ...  now I'm done, haha.  And any ideas not picked up, let's put a 'pin' in it for another mod, one day. 
(ever the optimist), lol. 

Now I'm done ...  night @kid1293 thanks for the inspiration :D :D :D
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 23, 2017, 09:09:51 AM
i'll add to QUERY's gathering happiness center without a church idea. how bout a hunting lodge styled building that acts as either storage or a market? impacts happiness and the bannies can idle around it. 1 and a half to double the size of 1 of the original houses.
  as to wanting different textures or styles, you could try searching for yurts,grass houses or sod houses.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 23, 2017, 05:51:43 PM
i'll add to QUERY's gathering happiness center without a church idea. how bout a hunting lodge styled building that acts as either storage or a market? impacts happiness and the bannies can idle around it. 1 and a half to double the size of 1 of the original houses.
  as to wanting different textures or styles, you could try searching for yurts,grass houses or sod houses.

I think you misunderstood @brads3 I do want a celebration building, something to gather around etc, but, old, ancient grass roots type of celebration, without the crosses, and piousness that is reflected in a lot of church architecture. 

A hunting lodge sounds good for a forest environment, can have it in a modular form where you can have part of it as a market, and the other part as storage :)  and an add-on for all the luxury items (whiskey for you??  haha)
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 23, 2017, 05:59:22 PM
shhh don't tell my secrets. you will ruin the plan.shhhhh
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 01:41:21 AM
I have read your suggestions, but there was one picture that
caught my attention. I think it was called 'Stone Chapel'.

I memorized it and made my version of it. No cross, no belltower.
With a lot of green around I think it can be rather nice.  :)
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 24, 2017, 01:43:26 AM
i would rather do a funeral crypt ^^
maybe a church for terminal phases :P
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 01:45:51 AM
They are expected to live in the forest.  :D
Title: Re: Forest Outpost V1.1
Post by: Nilla on April 24, 2017, 02:11:59 AM
Varför inte en liten Skånsk medeltidskyrka? Den tror jag alla skulle gilla.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 24, 2017, 02:34:22 AM
@kid1293 yes, that is the really sweet one, which I saw and thought "you could have a simple, elegant, earthy wedding there".  It is really lovely, thank you very much!!  :D  Think of all the scattered rose petals, and vines, and lush forest around it :)

LOL @ @RedKetchup & you, re the "live" in the forest ...  that did make me chuckle.  :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 03:04:46 AM
Varför inte en liten Skånsk medeltidskyrka? Den tror jag alla skulle gilla.

Fråga Tom om han kan tänka sig en skånsk variant.
Passar bättre i norden.
Title: Re: Forest Outpost V1.1
Post by: Turis on April 24, 2017, 03:41:02 AM
Both of you can speak Swedish all you want, but, it can be easily translated by Google.  :P
Title: Re: Forest Outpost V1.1
Post by: Nilla on April 24, 2017, 03:51:07 AM
But to experience, anything may come out of a Google translation. Don´t rely too much on it! ;) But of cause; it can give a good laugh!

Kid! Skånsk kyrka i norr? Det var längesen det fanns renar i Skåne!  ;D
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 04:35:05 AM

@Nilla - you have a clear image what sort of church you want.
Can you share a picture of it?
Title: Re: Forest Outpost V1.1
Post by: Bartender on April 24, 2017, 04:47:18 AM
I studied Swedish a bit last summer when I toured Scandinavia, but for some reason all I remember of it is 'Jordgubbe'.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 08:25:10 AM
 ;D

That means you cope in the summer here in Sweden.
Title: Re: Forest Outpost V1.1
Post by: Nilla on April 24, 2017, 09:23:24 AM
Good word to remember @Bartender! :)

To be honest, I don't really need a church. I seldom build any. But I like the medieval churches in your region and I think many people would like them, too. A long time ago, I lived outside Staffanstorp and worked in Malmö and passed a couple of these nice churches every day, like Dalby or Nevishög. There are others Hardeberga, Revinge, Södra Sandby, Bjällerup, you name it: all very nice and typical for your North Danish area.  ;)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 09:58:52 AM
@Nilla - you know I want small buildings!
Those churches are perfect for a more developed village.
I haven't come out of the starting blocks. :)
Title: Re: Forest Outpost V1.1
Post by: Turis on April 24, 2017, 10:57:00 AM
What about this Icelandic church?
(http://ahdwallpaper.com/wp-content/uploads/2015/04/Iceland-Church.jpg)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 24, 2017, 12:32:39 PM

Wow!


A little like Tolkien in the scenery and the surroundings.
It almost looks surreal. Very nice!
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 24, 2017, 01:51:12 PM
oh my goodness, look at that, picture it with hobbit houses on a small mountain map.  It would match nice with DS Viking vault storage too.  Thanks for finding that @Turis   Let us pray someone makes that for us   :) :) :)
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 24, 2017, 02:04:24 PM
there is not big bug infestation in those houses ? more than usual with usual real houses ?
Title: Re: Forest Outpost V1.1
Post by: Paeng on April 24, 2017, 02:09:04 PM
Those churches are perfect

For me your Menhir is THE perfect choice...  :D

Title: Re: Forest Outpost V1.1
Post by: Turis on April 24, 2017, 03:07:32 PM
Well, it's not the only one.
(https://guidetoiceland.is/image/271230/x/0/grafarkirkja-the-oldest-turf-church-in-iceland-3.jpg)

https://guidetoiceland.is/connect-with-locals/regina/grafarkirkja-turf-church-the-oldest-turf-church-in-iceland (https://guidetoiceland.is/connect-with-locals/regina/grafarkirkja-turf-church-the-oldest-turf-church-in-iceland)

(https://photos.tripomatic.com/photo/567x380nc/612664395a40232133447d33247d3832353336373334.jpg)

This the backside of the first church.
(https://guidetoiceland.imgix.net/190468/x/0/pictures-of-churches-in-iceland-4.jpg)

All I had to do was google search "icelandic church" and looked at images.
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 24, 2017, 03:27:10 PM
(https://guidetoiceland.imgix.net/190468/x/0/pictures-of-churches-in-iceland-4.jpg)


what are these on the ground ? tombs ? surrounded by tombs ?
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 24, 2017, 04:16:58 PM
oh more, wow, I like the oldest wood one.  @RedKetchup , bug infestations in houses?  There's a mod for that, LOL, it's called debug !
You aren't getting out of finishing your hobbit houses that easy  :)
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 24, 2017, 10:22:47 PM
They are all sweet chapels!  Would be right at home in a Scottish setting, or Viking one. 
Little Heathen meeting places ;) 
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 24, 2017, 10:31:14 PM
Good word to remember @Bartender! :)

To be honest, I don't really need a church. I seldom build any. But I like the medieval churches in your region and I think many people would like them, too. A long time ago, I lived outside Staffanstorp and worked in Malmö and passed a couple of these nice churches every day, like Dalby or Nevishög. There are others Hardeberga, Revinge, Södra Sandby, Bjällerup, you name it: all very nice and typical for your North Danish area.  ;)
**For the TL;DR - scroll to end.  :)

I spent 6 weeks in the UK and we did a drive through of many 'off the track' villages (Hubby is Welsh, so we didn't to too much scenic stuff), and the architecture of some of the old, old buildings in Wales & Scotland was breathtaking, then when you got closer to London ...  I was less impressed by the grandeur of them, but more in awe of the engineering feats that they all represented.

In Scotland & Wales, you can see in some areas the non-denominational, even Pagan, buildings, with a Church of X right over the road, I was thrilled, to see how centuries later there was still a balance at cohabitation.  There was a small stone chapel, could barely see it for the trees and the shrubbery, and I just adored it.  It was built by an ancient Celt.  Of all the ones I was drawn to!!  :)

There was another one, less grown over, and right on the main street, a few coloured stained windows, stone, and it was I think a Celtic chapel, it was on 1 corner, on the same side, but the other corner, was a large modern(ish) Church of England church.  I don't have my photos from the trip, but it was truly inspiring. 

There were often little 'in the wall' type of places, that had decayed over the years, but the locals still kept parts of the building, where they could, and keep the ancient feel to the town. 

Gorgeous little bridges, stone & wood, leading to a garden where there was the last stones of an ancient temple of some form, whether it was Pagan, Celt or Roman, it didn't matter, it was still there, and still looked after, the vines and flowers were kept respectfully in order. 

You would see little 'peaks' of history in the smaller towns, following Hadrian's Wall, then up into Scotland...  And the Cotswolds ...  ahhhh ....  I always said Melbourne (where I am) is where I live, but Scotland, and the west of the Uk is my home.  I've had an incredible pull there for all of my life.  The Pagan in me called out to it, hahaha ;)

But, the Aussie landscape is more than enough for me, and offers beauty & inspiration on a day to day basis.

Ok, enough rambling - but yes, these little Forest style buildings are some of my faves and now you may have an idea of where I get my inspiration from.  :D  (sorry for it being long).
-----

TL;DR - houses look sweet, the chapel idea is wonderful, and reminds of little places in the UK where I've been.  :)
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 24, 2017, 11:36:40 PM
QUERY,i wish you had the pics. would be glad to see the little village remnants you describe.i know ,from various video games ,the construction style is very different from here.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 25, 2017, 12:29:11 AM

Those pictures can really upset a modders mind.
Hmmm ... if I do like that ... maybe if I change ... :)


I guess many of us would like to have a set like that.


Well, thanks @Turis !


Here is a taste of next in this mod. A stone house.
You recognize the style from the chapel.
I will continue for a while and see how it all fits together.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 25, 2017, 03:28:32 AM
That's coming along nicely :) 
Will it be able to fit up alongside the chapel, as a chapel house?  It looks like it may well do so :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 25, 2017, 04:04:46 AM

@QueryEverything -
Almost close to the chapel. There is a small patch of grass (for overhanging roof)
You have to experiment.


Had my lunch. Full of energy. Now it's time to make @Paeng happy.
I will try to turn all forest houses 45 degrees to make them 'not-so-straight'. :)


Doctor and Town hall will have to wait.


By the way, I am also waiting with Bartender's Natural Diversity.
I will release a second version of Forest Outpost later with thatch requirement
and all plants. (bushes too). For now it is possible to gather from Tany's
Wild Flora and make Linen clothes if you have that mod installed.
Working hard to release it to you!
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 25, 2017, 05:31:45 AM
@kid1293 stone house looks very nice.  Tany's new flora does include a linen weaver, it's an outside workplace, could use a covering.  :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 25, 2017, 05:35:36 AM
Tilting the world.  ;)

I adjusted the height of wooden forest houses to match the new stone ones.
They may look thin, but I think you can get used to them.

@Abandoned - There are so many things needing covers that I can't
cover them all. Sorry, but later when I release - try my Yard Cover 3 wide.

edit - Now I will tihnk about the 'doctor-bathhouse-confessionaltavern-whatever' :) :)
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 25, 2017, 05:40:45 AM
@kid, sorry I didn't mean you needed to add one, I wish I would have had the covering mod in my game when I started Newport story especially for workplace too.   :)  These houses look really nice.  Will look forward to completed set.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 25, 2017, 05:43:54 AM
@Abandoned - I can PM you the current version of cover mod. It's complete, but waiting for Luke.
It should be safe to add. (Make a copy of your save game)
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 25, 2017, 05:54:47 AM
@kid1293 if I'm not mistaken I have covers downloaded with some of the other new mods but have not added them to my game yet.  I wish I would have put in the Colonial mod already too so it would be under the new community tool.  So, thank you but I think I will wait.  There are a lot of updates to do.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 25, 2017, 09:09:02 PM
Tilting the world.  ;)

I adjusted the height of wooden forest houses to match the new stone ones.
They may look thin, but I think you can get used to them.

@Abandoned - There are so many things needing covers that I can't
cover them all. Sorry, but later when I release - try my Yard Cover 3 wide.

edit - Now I will tihnk about the 'doctor-bathhouse-confessionaltavern-whatever' :) :)

Looking excellent @kid1293 very excited :)  thank you very much!!
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 25, 2017, 10:39:00 PM
@tanypredator - I know you looked for a forest bath house/hospital.
This looked like a spa so I named it Small Spa.
I maybe add more or just leave it for people to decorate.

I lost 6-7 hours yesterday when trying to decorate it.
It didn't turn out nice, so this is what's left.

edit - I reach out to @Necora  to teach me 'Smoke on the Water' :) :) :)
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 26, 2017, 12:00:09 AM
thats what exactly i thought when i saw it .... a spa :)


"Elisabeth is in the bathroom washing her tooth in the bathtub"
Title: Re: Forest Outpost V1.1
Post by: taniu on April 26, 2017, 01:03:26 AM
@kd1293We have the same thoughts I was thinking about the sauna but it could be a spa. I wanted to send you some pictures yesterday about bathing, maybe it is too late to use this? I really like this building :)
Sauna-a small room used as a hot-air or steam bath for cleaning and refreshing the body.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 26, 2017, 01:17:14 AM
Really nice ideas, @taniu
I wish I had them a day ago.  :(

Maybe in another project?


Behold the new town hall!
(it's only in planning stage, but...)  :D
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 26, 2017, 02:00:03 AM
Looks nice :) Speaking of decorations, maybe just some clothes hanging on that beams? As in "washing" mod.
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 26, 2017, 02:40:01 AM
Behold the new town hall!
(it's only in planning stage, but...)  :D

link the points with a line ... and you will get a nice building :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 26, 2017, 07:50:07 AM
After linking all points with lines I got this.
A Village Center.

edit - and yes, you can build two. (100% wow)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 26, 2017, 07:56:04 AM
@tanypredator - not clothes, more like towels or something.
I thought of it. But they will be there forever...
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 26, 2017, 08:02:14 AM
After linking all points with lines I got this.
A Village Center.

edit - and yes, you can build two. (100% wow)

Nice little palace :D

They will both open the same town menu?
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 26, 2017, 08:07:13 AM
You got me! I didn't test to use two of them.
I just put max=2 in the code. It was for brads3

wait....

Two sets of menus (displaying the same thing)
I don't know why brads needs two, but...
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 26, 2017, 09:51:28 AM
i didn't say i wanted 2 of these TH's.this is the 1st i saw them even.i do use the rowhose TH's that way though.they make a good looking supervisor office in production areas. we did have this discussion the other day. the debate about how  the minimized TH still slows comps down. when you are in a mining town or large production town,it is a good reference to see what stock you have to process. in CC we have so many options and materials.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 26, 2017, 01:41:14 PM
Is something being added to set to attract nomads?
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 26, 2017, 03:04:36 PM
@Abandoned - no nomads yet, maybe later.
Something special in mind?
Title: Re: Forest Outpost V1.1
Post by: Turis on April 26, 2017, 03:35:08 PM
I would say docks, stables or wagons.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 26, 2017, 06:51:31 PM
@tanypredator - not clothes, more like towels or something.
I thought of it. But they will be there forever...

Sounds like my clothes line :0) hahahaha  :)

Looking good though.  Easily use 2 in my maps, 1 in the current "Forest Deep theme" and then 1 over in the other area with the Mother Tree, unless that too is getting a revamp??
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 27, 2017, 04:20:17 AM
@kid1293 regarding nomads, nothing in mind really, thought maybe you had something planned.  I saw no nomad tab in the town hall that's why I asked.   I almost always use the tiny well which matches nicely with this set, but maybe a wooden wagon attracter or arrow signpost.  Town hall looks very nice and more than one might come in handy.

First thing  thought of when seeing the hospital spa is that it would fit better with the forest deep set, forest outpost I think of as being a bit more rugged for lumberjacks and woodcutter. But I would most certainly use this outpost set with the forest deep set.  I love the little bits of greenery growing on the fence, nice touch.  I would probably put a house or 2 out behind it with the washing mod.

Regarding coverings mod, if you want me to test the currant version with the storage units I would be happy to do that.  I can try to add it to the currant map.  I think it might be a long wait for Luke to update again, he maybe considering the list of requests too. We can hope  :)



Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 27, 2017, 05:59:15 AM

@kid1293

First thing  thought of when seeing the hospital spa is that it would fit better with the forest deep set, forest outpost I think of as being a bit more rugged for lumberjacks and woodcutter. But I would most certainly use this outpost set with the forest deep set.  I love the little bits of greenery growing on the fence, nice touch.  I would probably put a house or 2 out behind it with the washing mod.



I have been troubled by this all day long, I don't think the new style fits the forest outpost.  :(
Does anyone else think I should move them to Forest Deep?
I can do so, it's an idea...


Or release them separate as - 'Stone Houses addon' (to whatever mod you want)  ;)
I personally think this could be the best. Suggestions?

Then I would have to do a more 'forest like' doctor and chapel.
For town hall you have the tiny one with nomad well.


It will still have the fishing spot and soon be New Flora / Natural Diversity compatible.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 27, 2017, 06:38:32 AM
In other news, has anyone else noticed the face??  :)

@kid1293 in all seriousness, when looking at the pic (yours, not my happily edited version), I can see where you may be concerned, and I can certainly see 2 different mods there - BUT - if it's adding too much work, then leave it as one, regardless, I'm sure we can spin a story as to how our woodsfolk grew up to be stone masons and built their maam's and pa's new houses for their retirements :)

Ok, that wasn't as serious as I wanted to sound ...  Ok ...

I can see 2 mods there, but, I am happy with just the one, if that is easier for you, in any event there is a good chance I would use them together, and I would think that the forest folk would build stone chapels, and town halls, if nothing else, but to fire proof them.  I don't remember so much history, but, I see more chapels in ruins than houses, so, it makes sense :D 

Carry on ...  ;)


ps:  Credit to Kid, that's his pic, I just happened to scribble on :D
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 27, 2017, 07:11:53 AM
I have been troubled by this all day long, I don't think the new style fits the forest outpost.  :(
Does anyone else think I should move them to Forest Deep?
I can do so, it's an idea...


Or release them separate as - 'Stone Houses addon' (to whatever mod you want)  ;)
I personally think this could be the best. Suggestions?

Then I would have to do a more 'forest like' doctor and chapel.
For town hall you have the tiny one with nomad well.

I think that simple wooden bath-house (you know, banya ;) ) would fit best. To be honest, I had planned to make log bath-house for the Forest Outpost from my Village School model (which was made for the Forest Outpost too). Only I'm not sure, how soon I would be able to get my hands to this. Also I was thinking of such russian-specific little log church (the one on the picture is too big), but that won't be easy to make.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 27, 2017, 08:48:52 AM
@kid1293 looking at the picture of buildings together, I would say they look good together with the forest outpost. The stone is good. Better than with forest deep I think.  I think the chapel needs the roof changed to match one or both of the other roofs (and a cross)

For forest deep I think should stay more magical and naturish, I would like to see the doctor/spa for that mod a little more magical healing waterish if that makes any sense to you.  Maybe tree hammocks for the sick or something.  Do I hear laughter?

I would use forest outpost with forest deep so I don't think a separate 3rd is needed.

I like @tanypredator church picture.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 27, 2017, 11:31:43 AM
@QueryEverything  @Abandoned
I have already started splitting them from forest outpost.
I think it is the best regarding future updates.  ;)

Tree hammocks ???  ::)

@tanypredator - I want that church! (I've always liked log cabins/houses)
It has to be later, but the seed is sown.

taniu showed some nice pictures of a sauna (or 'banya' if you want) :)

edit - on second thought, Paeng wanted a new style, taniu showed log sauna, tany showed log church.
It leads me to - - - log houses for Forest Outpost! I can not promise.  :)

Title: Re: Forest Outpost V1.1
Post by: Maldrick on April 27, 2017, 01:12:22 PM
Absolutely love Forest Outpost and can't wait to see what you do with it.  Since I started playing with mods recently pretty much every game starts with Forest Outpost, and parts of Tiny (town hall and chopper usually, sometimes trader), often with some of Plimoth Plantation, too.  Always with New Flora, so thanks to Tanypreditor, also.

Regardless of where you put them, stone houses that fit with this will be amazing.  One thing I've been running into is most "low end"  or rustic houses are like vanilla wood houses as far as warmth goes, where the warmer ones are more "high end" like townhouses and such.  Which makes logical and aesthetic sense.  Problem is, you can only have so many wood houses, in vanilla terms, before it sinks you in firewood and when you overkill forestry and tend to do most of it first like I do you have to pretty much start using vanilla stone houses at a point or just use something that isn't necessarily a rustic "forest" look.  So stone houses that go with this set would be a real boon.  And they look amazing, too.  As do the other new buildings.  Love the town hall especially.

Thank you for all of this.  Your mods are amazing.
Title: Re: Forest Outpost V1.1
Post by: Maldrick on April 27, 2017, 01:25:10 PM
Actually...My current town starting settlement, as a matter of fact...:)

Seriously, thank you.  I'm having a blast with your mods.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 27, 2017, 02:40:53 PM

...Problem is, you can only have so many wood houses, in vanilla terms, before it sinks you in firewood...


If I make thicker log walls? Almost as warm as stone house?
That should do the trick.
Title: Re: Forest Outpost V1.1
Post by: Maldrick on April 27, 2017, 02:55:44 PM

...Problem is, you can only have so many wood houses, in vanilla terms, before it sinks you in firewood...


If I make thicker log walls? Almost as warm as stone house?
That should do the trick.

Sounds great.

Actually, not to jack your thread with yet another question, but what do you guys do for that?  When you are trying to stick with a theme but the warmth of the housing you want to use is low?  Stay small? Import logs and jack up firewood production?
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 27, 2017, 03:06:48 PM
Actually, not to jack your thread with yet another question, but what do you guys do for that?  When you are trying to stick with a theme but the warmth of the housing you want to use is low?  Stay small? Import logs and jack up firewood production?

Yes import logs/export firewood, always stay on plus side.
Or several foresters. Later in game when there isn't a lot of forest you have to import anyway.
I am not the right person to ask. I usually run until around 200 persons then I quit.
The start is always fun. That's why I make the mods like they are. :)
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 27, 2017, 03:08:16 PM
@kid1293 looking forward to what you will come up with for these mods.  Don't forget suggestion about wagon or arrow sign post nomad attractor. 

I'm wondering if anyone else is having a problem downloading from drop box.  I get error 429 message saying site is generating too much traffic and temporarily disabled.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 27, 2017, 04:30:38 PM
@QueryEverything  @Abandoned
I have already started splitting them from forest outpost.
I think it is the best regarding future updates.  ;)

Tree hammocks ???  ::)
-----
edit - on second thought, Paeng wanted a new style, taniu showed log sauna, tany showed log church.
It leads me to - - - log houses for Forest Outpost! I can not promise.  :)


Cool beans, happy to have them as they come @kid1293 , I have room in my file folder for them.  (times like this I wish the windata folder was better organised, that a folder tree was able to be used, but that's another complaint for another time ;) )
Hammocks wouldn't be a bad idea, there are some amazing hammock villages for daredevils I've seen on vacation shows.
Could play out a Robin Hood scenario where Robin whisks Marion off to a grand adventure, marrying her in a sweet nondescript stone chapel, deep in the forgotten forest, room only for those of their closest family and friends, escaping the bonfire celebrations to the seclude tree houses, and spending their days treating the others in their spa & hammock hospice, by night, creating mini Robin and Marion's by the fires of their woodfueled stoves ...  the life and loves of the Bannies, Robin & Marion.

Yip, can see it now!  :)

Anyway ....

...Problem is, you can only have so many wood houses, in vanilla terms, before it sinks you in firewood...


If I make thicker log walls? Almost as warm as stone house?
That should do the trick.

Sounds great.

Actually, not to jack your thread with yet another question, but what do you guys do for that?  When you are trying to stick with a theme but the warmth of the housing you want to use is low?  Stay small? Import logs and jack up firewood production?

@Maldrick actually, a tip was given to another user the other week, use thatch for woodfuel (which is possible in the newest version), if you don't use NatDiv, but you use another mod which produces Lumber (I use @Necora Maritimes Pine Set), then have a Fuel chopper & Lumber cutter.  Export the Lumber for the additional wood needed for Fuel.  That way you're not having to split (pardon the pun, it was intended) your decision on how much "Wood Fuel" you need to export to gain Logs back.   If you use the new NatDiv files, you should be good with Thatch, Wood Fuel, and importing logs - if you need to.
I got up to 5,000 wood fuel without a house going cold the other day with the 3 mods.
Title: Re: Forest Outpost V1.1
Post by: Maldrick on April 27, 2017, 06:57:02 PM
Yes import logs/export firewood, always stay on plus side.
Or several foresters. Later in game when there isn't a lot of forest you have to import anyway.
I am not the right person to ask. I usually run until around 200 persons then I quit.
The start is always fun. That's why I make the mods like they are. :)

Awesome, thank you.  I suspected that was going to be the way to go.  I mostly went for functionality in vanilla so balancing aesthetics with the rigors of the game is new territory.  Going for a kind of big one this time and have a feeling shameless overuse of your Small Town general trader and all manner of food products along with firewood is going to keep this current town heated, in the end.

@Maldrick actually, a tip was given to another user the other week, use thatch for woodfuel (which is possible in the newest version), if you don't use NatDiv, but you use another mod which produces Lumber (I use @Necora Maritimes Pine Set), then have a Fuel chopper & Lumber cutter.  Export the Lumber for the additional wood needed for Fuel.  That way you're not having to split (pardon the pun, it was intended) your decision on how much "Wood Fuel" you need to export to gain Logs back.   If you use the new NatDiv files, you should be good with Thatch, Wood Fuel, and importing logs - if you need to.
I got up to 5,000 wood fuel without a house going cold the other day with the 3 mods.

Still on 1.0.6, but I'll be upgrading after this map I'm working on now, I think, and I've been dying to check out both along with a lot of others.  Will keep that in mind, for sure.

I did, however, find a sawmill someplace before I found this site a few weeks ago.  Doesn't make lumber, but can have 3 workers and absolutely spits out firewood.  Restarted my map because I decided I wanted to do some things differently, but before I did I tested the sawmill in the "real world" as I had just completed the forestry area. Fully staffed and uncapped at full sail for a year, four of them produced 10k firewood and there's plenty of room for more.  But they totally outpaced the 7 forest clusters I had up and got me thinking about heating houses of unknown warmth en masse because I have no idea how big this town is going to wind up.  Just need to be ready to trade for logs earlier than I was thinking, probably.

Apologies for the sidetrack.  The insight from you guys is appreciated.

Forest Outpost has become a favorite in short order and seeing that more is coming is very exciting. :)



Title: Re: Forest Outpost V1.1
Post by: Discrepancy on April 27, 2017, 07:18:50 PM
I'm late to the party!

I agree @kid1293 , split them apart.
I like the new stone houses, but they look as though they've already left the forest  ;D
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 27, 2017, 09:55:20 PM
MALDRICK, i use the immortal tree mod so my forests get really dense. as you clear more land to expand yopu should have extra logs. i also use more wood which gives you 50% more logs per tree and NECORA's pine forests which do that as well. if i can get a good map for it,i like to build a village center and set several forests out around it usually a semi circle. this will also give you plenty of hunters for deer,leather, and wool. my forests got so thick i was glad to have the NAT DIV and REd's fodder to give meadows again.if you set up a town and forget to use some road options to decorate,the trees will come back and over grow thru the town again also.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 27, 2017, 10:08:20 PM

Maybe I started too much but it is very, very tempting to create a log house
update fot Forest Outpost.


Yes, the split of the new houses was on hold yesterday but I am on it now.


And my dropbox account have obviously not come back from 'overload'
so I posted the new Yard Cover in that thread.
Title: Re: Forest Outpost V1.1
Post by: ancientmuse on April 28, 2017, 01:54:21 AM
Looking at your forest outpost school, it would actually make a great mesh for a simple ghosted yard cover too as a decorative item to match the rest of the Forest Outpost buildings...?

I have no idea how difficult it would be to take the school mesh and ghost it as a decorative cover or whether or not it would even be worth the bother ?  I have no idea what it could be used for (maybe covering some storage crates or something) but looking at the school I automatically thought yard cover !  ;D

Just thought I would toss that idea out there if you're looking for more ideas on adding things to your Forest Outpost.

Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 28, 2017, 07:29:05 AM
I like that idea @ancientmuse :)

I see it and think it would look awesome over a firepit or BBQ, like we have here in Australia :) 
Scroll down here (https://www.casey.vic.gov.au/arts-leisure/places-to-visit/old-cheese-factory/facilities-for-hire) ; and here (http://www.weekendnotes.com/free-bbq-areas-tuggeranong/); yup here too (https://www.tripadvisor.com.au/Attraction_Review-g674305-d7676436-Reviews-Mundaring_Community_Sculpture_Park-Mundaring_Perth_Hills_Greater_Perth_Western_Au.html#photos;geo=674305&detail=7676436&ff=239188076&albumViewMode=hero&albumid=103&baseMediaId=239188076&thumbnailMinWidth=50&cnt=30&offset=-1&filter=7) ; even here (http://www.auburn.nsw.gov.au/Explore/Recreation/PublishingImages/BBQ%20Picnic%20Area.jpg) ; us Aussies have a love for the outdoors :)

I think I've covered all I can on the outdoor bbqs ;) @kid1293 (not that I'm asking for a new fire cooking area either ... ) :)

*cough
see what I did there ?? 



{ps}  I also found this comment from the other day - I think it could work.  I was looking at the Mission theme the other day and I liked how the storage all fit in together, maybe that's something that can be looked at down the track for here, using the school cover or the existing houses, but hollow.



-----------
What about - hollowing out one of the houses, and using it as a 'storage' section, empty (like the middle sections of your storage in your Mission building), and we can place the new storage units in there (so, it would need to be all road tiles or ghosted), so, works just like your new storage shelters, but, smaller and fits in with the existing houses.  Just no walls :)
----------


Ok ...  now I'm done, haha.  And any ideas not picked up, let's put a 'pin' in it for another mod, one day. 
(ever the optimist), lol. 


Now I'm done ...  night @kid1293 thanks for the inspiration :D :D :D


Now I'm going to bed :)  Night forum.  :D
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 28, 2017, 07:55:31 AM
sorry you two, I made that suggestion a couple of pages back, it was a no.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 28, 2017, 12:27:32 PM
You people are really fond of covers?

I say again - There are so many possiblities 1x1 1x2 2x2 2x3 3x3 and so on.
I can dedicate a lifetime to making covers in all shapes and colors.
Even if I try I will leave some out. Maybe later...

...and I am not mad at all suggestions, I like them. It's just that things
get crowded now and then. I started updating my mods with limits and flags
and got stuck on Forest Outpost.
It was my free will to make log houses. I have barely started.

All I can do is give you the same forest mod with fishing spot and compatible
with New Flora and Natural Diversity.
The new version of New Flora on top, then NatDiv and you can put Forest Outpost anywhere.
They collect all stuff and it is looking very good with forest and meadows. :)
Maybe later I put in a requirement for thatch, don't know...then I will need NatDiv...
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 28, 2017, 02:02:37 PM
@kid1293 one of the roof textures on the yard covers is a pretty good match for forest outpost and good sizes.  I think my post on that thread may have gotten lost in the middle but I mention that one of the f-key wall of the storage matches the alotofseeds port wall but there is no covering happy roof to go with it.   :)
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 28, 2017, 02:19:14 PM
why does QUERY keep trying to burn towns up??? she is becoming a firebug. a grass or wood cover over the firepit...hmmmm glad i live on this continent wayyy over here.
   KID you say those gatherers will collect everything,are you sure??? i have CC and NECORA'S pine set above it and when i clear land they trash beaver lodges.the other day i was trapping foxes and rabbits from RED's fodder fields and i noticed lots of stuff left. i think i have to add a pine set vanilla gatherer to that area.what started as 3 buildings has become a small village in those meadows.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 28, 2017, 02:23:48 PM
@brads3 I think kid means the gatherers will collect everything from New Flora and Natural Diversity.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 28, 2017, 03:30:35 PM
... I mention that one of the f-key wall of the storage matches the alotofseeds port wall but there is no covering happy roof to go with it.   :)

Sorry about that. I already had 5 roofs and added different walls to the storage just for variation.
I didn't think of matching other houses.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 28, 2017, 04:42:16 PM
@kid1293 I hope that is a yes to an update to covering with happy roof which is on the trading post and happy haven house.  :) Please
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 28, 2017, 06:31:03 PM
You people are really fond of covers?

I say again - There are so many possiblities 1x1 1x2 2x2 2x3 3x3 and so on.
I can dedicate a lifetime to making covers in all shapes and colors.
Even if I try I will leave some out. Maybe later...

...and I am not mad at all suggestions, I like them. It's just that things
get crowded now and then. I started updating my mods with limits and flags
and got stuck on Forest Outpost.
It was my free will to make log houses. I have barely started.

All I can do is give you the same forest mod with fishing spot and compatible
with New Flora and Natural Diversity.
The new version of New Flora on top, then NatDiv and you can put Forest Outpost anywhere.
They collect all stuff and it is looking very good with forest and meadows. :)
Maybe later I put in a requirement for thatch, don't know...then I will need NatDiv...

Thank you :)  *happiness :)
Downloading now, will give it a twirl a little later (hubby is cooking brunch, it would be rude to play ...  wouldn't it?!?! hahahaha)  I will come back a little later and see how your decisions are panning out.  lol. 

@brads3 unless @kid1293 has specifically included @Necora's work and the CC content, I think you will need to build Necora's gatherers.  I haven't tried this yet, but I'm pretty sure that's the case.
I have NF loaded over Pine & NatDiv so I naturally get Tany's items because I can always plant Necora's mods, but I couldn't Tany's.  So that's why I have a different load order. 

If you load it so that New Flora is the top, then the Pines, then NatDiv, you will find that Kid's Forest Outpost will work with collecting the newer resources, you will have to build Necora's foresters and harvesters though to get your added resources.

And no ...  I don't want to burn down all the villages, LOL, it's just when I saw the school house it reminded me of the local BBQ coverings we have here and I thought it would be a good idea :)  Anyway, what do you think the Tribal Island residents use on their traditional pit coverings? hahahaha :) 
(Again, not even suggesting a fire cooking pit with lovely shadecloth over it for the Forest Kid ... nope ... not me ;) )
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 28, 2017, 07:21:31 PM
LOL, i figured he needed harrassed. he said it anyhow. seriously i am used to the gatherers this way. did TANY ever get her flax to be compatable with other mods?? i do wish you would light more fires so the nomads run away. this map hasn't gave me any yet.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 28, 2017, 11:50:57 PM
@brads3 I didn't have nomads the other day either, it was really odd I normally have them before year 4.
Then I built the tiny market and they showed up.

I wonder if the mod that allows nomads at any time, is somehow not working correctly with the new 1.0.7 version?
Or, did it always require a market and this was the first map I didn't have a market with??
Title: Re: Forest Outpost V1.1
Post by: embx61 on April 29, 2017, 12:23:49 AM
@QueryEverything

I think Nomads in vanilla need 3 buildings to arrive.
Townhall, Market, and Trade Port.
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 29, 2017, 01:00:56 AM
@QueryEverything

I think Nomads in vanilla need 3 buildings to arrive.
Townhall, Market, and Trade Port.

exact, vanilla
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 29, 2017, 02:20:22 AM
no you don't need the market. the mini TH does still work. it normally will give nomads in under 5 years. once in a while it will mess with you.i have wondered as well if there is something deeper into the game code that checks a list like santa clause. i have been told there is not but i have seen things to still quedtion it.like you have found sometimes some small change to your game and poof nomads come. this 1 was my fault, i needed a bridge before they would show up.sadly then the clock started and it was another 5years.
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on April 29, 2017, 02:44:08 AM
no you don't need the market. the mini TH does still work. it normally will give nomads in under 5 years. once in a while it will mess with you.i have wondered as well if there is something deeper into the game code that checks a list like santa clause. i have been told there is not but i have seen things to still quedtion it.like you have found sometimes some small change to your game and poof nomads come. this 1 was my fault, i needed a bridge before they would show up.sadly then the clock started and it was another 5years.

then this is because you have a mod that change that settings
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 29, 2017, 03:20:03 AM
I have a mod that works in a way that nomads would come at anytime though, and quite often I don't use a trade port, but build the small well from Kid's tiny mod. 

I haven't used Vanilla for  ...  well only when I bug test.

I just started a new map, all mods enabled and built (the first thing I built) @kid1293's Tiny Nomad Well, on year 2 I had 2 nomads arrive, so I know that I'm not hampered by Vanilla's original nomad hindrances  - market, town hall& trader.

I think it was a once off bug for me, as things are working fine now. :)
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 29, 2017, 05:36:50 AM
@brads3 Kid's tiny town hall does not attract nomads, the well is the nomad attractor.  You do not need anything but the well and I usually get 2 nomad every 2 years to start, then the number increases.  Kid's tiny town hall or Kid's tree hall do not attract nomads, not even with market and trading post, there is no nomad arrival tab so no nomads, and the mod Ramsey's Town Hall Only Nomads does not work either.   Kid's Colonial set has a statue. With my slow 1:1 starts and small maps, I need nomads early so always use the well.  I would like to have a few more choices than the well, like a wagon or crossroad sign, forest deep maybe a deco tree with an arrow with deep forest name on it, f-key choice pointing left or right.  Maybe even a small boat on shore like cc arrival.   edit, the arrow deco tree would be more versatile with arrow simply saying Town.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 29, 2017, 08:55:41 AM
Soon maybe the nomads have houses too...  ;)

I think I nailed it this time. Waiting for food and sleep and then more variants.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 29, 2017, 09:27:25 AM
wow @kid1293 , absolutely love those log cabins.   :)  Just got some nomads into an angled stone house, looks really good.  Plus log cabins = best looking settlements ever.  thank you
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 29, 2017, 03:34:21 PM
Well, I guess I won't abandon you yet.  ;)
Here is a little extra. Been a good day.
Night.
Title: Re: Forest Outpost V1.1
Post by: Discrepancy on April 29, 2017, 03:43:30 PM
Love the log houses :) they look made for the forest.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 29, 2017, 04:50:23 PM
@kid1293 a good day indeed, good morning, hope you slept well.  That lamp post is absolutely fantastic.  Those nomads will certainly be able to find their way to it.  :)  thank you so much
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 29, 2017, 06:43:43 PM
Well, I guess I won't abandon you yet.  ;)
Here is a little extra. Been a good day.
Night.

Well, haaaayyyy now, that is a good day :)  How cute is that lamp!  That would look great in nearly any setting. 
Q:  (Cos, ya know I have to ask, cos i'm naughty), is it ghosted, or made on a roadtile, so it can fit either at a cross roads, or up against a building?  You know, sharing space with an Inn etc?

Have a fantastic night @kid1293 you've been working hard.

I see your Jethrow & I raise you a Stevie Nicks for the evening.    A little magic to your eve.  :)

Day is just starting here for me, chores to do, then game time, yess!!
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 29, 2017, 08:38:02 PM
Love the log houses :) they look made for the forest.

yeah, you tell him. this was a forest mod set and he stuck a city lamp post in it. you sure he slept or bumped his head?let me guess lightening bugs work the light too? don't send that to QUERY. she'll light the whole forest up til it burns down even. how many nomads per year would that be?? LOL LOL
 i built 2 nomad wells in the mission 1 day and had wayyy too many nomads and not a year later had a huge 2nd set. like 80-90 nomads in less than 2 years.

  seriously though,i can see places that would work like the colonial set.how many nomads? how often?limited to 1 functioning?and the rest is decorations? we don't want to bar-b-q all the kangaroos.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on April 29, 2017, 09:00:00 PM
Love the log houses :) they look made for the forest.

yeah, you tell him. this was a forest mod set and he stuck a city lamp post in it. you sure he slept or bumped his head?let me guess lightening bugs work the light too? don't send that to QUERY. she'll light the whole forest up til it burns down even. how many nomads per year would that be?? LOL LOL
 i built 2 nomad wells in the mission 1 day and had wayyy too many nomads and not a year later had a huge 2nd set. like 80-90 nomads in less than 2 years.

  seriously though,i can see places that would work like the colonial set.how many nomads? how often?limited to 1 functioning?and the rest is decorations? we don't want to bar-b-q all the kangaroos.

I was going to leave this well enough alone, but, jeez @brads3 what do you think, people who live in the forest don't know how to make candles, let alone a hanging post to hang one on? 
If you don't want to attract more nomads, then don't keep building nomad attractors. 

I happen to like this lamp, it certainly suits the mod, and it certainly is appropriate. 
I'm not sure it's Kid who 'bumped his head' ... 
Title: Re: Forest Outpost V1.1
Post by: brads3 on April 29, 2017, 09:09:50 PM
i did ask for that. i was just harrassing you all .it is a nice looking piece and would be handy in some places.
Title: Re: Forest Outpost V1.1
Post by: tanypredator on April 29, 2017, 10:44:47 PM
Log houses are great, thank you! Look very realistic and beautiful.
Title: Re: Forest Outpost V1.1
Post by: Turis on April 29, 2017, 11:41:09 PM
I thought there was a choice to accept or refusing nomads.
Title: Re: Forest Outpost V1.1
Post by: Paeng on April 30, 2017, 03:06:14 AM
Love the little log cabins!  :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on April 30, 2017, 05:22:47 AM
Since you are so nice, here is another one.  ;)
Title: Re: Forest Outpost V1.1
Post by: Abandoned on April 30, 2017, 05:41:12 AM
@Turis the lamp post nomad generator does have the choice to allow or deny nomads.

I agree a matching deco only one would be nice, and also I think a matching log fence would go well with these log cabins.  :)  Maybe when @kid1293 has another cup of morning coffee he will give it some thought.  One cup = another log cabin  :)  Thanks kid

Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 01, 2017, 01:53:55 AM
A lot of coffee later.  ;D

Next will be chapel - someday  ;)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 01, 2017, 02:22:02 AM
@tanypredator had a nice church that can be used.
http://worldofbanished.com/index.php?topic=1500.msg31953#msg31953


She said this would be too big and I agree. 10000 triangles  >:(
I will try a modified smaller one.
edit - Small and large Russian wooden churches (http://www.doit.house/russian-wooden-church.shtml)

Can we agree on no crosses?
Many people have a more secular view of the world (me included),
so a building that functions like a church but give no hint on religion.
Just ceremonial, meditative...
Title: Re: Forest Outpost V1.1
Post by: tanypredator on May 01, 2017, 02:39:14 AM
Can we agree on no crosses?
Many people have a more secular view of the world (me included),
so a building that functions like a church but give no hint on religion.
Just ceremonial, meditative...

Is it a question to me? :) Kid1293, you do your nice buildings as you like. And, being secular too, I didn't mean necessarily orthodox church, I just thought, that such architecture style is suitable for Banished in general and your forest sets in particular.
Title: Re: Forest Outpost V1.1
Post by: embx61 on May 01, 2017, 02:53:59 AM
10.000 Triangles so once in a while for one or two buildings are not that bad.

I mean poly count is important but these days the video carts, even in laptops are up to par with 10.000 poly's.

How otherwise I see lots of models with 100.000 or even more poly's loaded in game engines with no real degrade in frame rates?


We have to be careful with bushes, crops, trees, because the game plants a lot of them. but sometimes a building with 7 to 12000 poly's will be fine in banished as people will not plant 500 churches on the map I would say.
Textures are IMHO more important regarding their size then poly count (I think I even read that somewhere a while back) and I try to put all my textures for 1 building in to 1 texture (Not always possible) so the game have to make 1 call instead of 6 or 8 or even 10.

I start mostly with a 2048 x 2048 texture map. Add all my separate textures to that map while I am designing the building (I am used to that workflow and never have to make a UVW map because of this) and adjust the textures while modeling at the same time. I like to see the textures on the model while designing it instead of doing it all after the mesh is finished. After the mesh is finished and I am happy with it I save the texture to 1024x1024 or even for a small building to 512x512 and that's it. For small stuff like rawmaterial texture I end up with a 256x256 texture.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 01, 2017, 03:05:38 AM
I was thinking of an earlier post somewhere about churches and crosses.
And I had a nice discussion with the pagan Lady QueryEverything. :)

And yes, I agree that Banished does not put too much strain on modern computers.
I have a constant 144 fps (with Vertical Sync - else I have several hundreds)
for me there is no problem with complicated meshes and lag.

The game engine seems to compress images automatically (or when compiling).
Some textures are actually better with lower resolution.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 01, 2017, 04:33:35 AM
I was thinking of an earlier post somewhere about churches and crosses.
And I had a nice discussion with the pagan Lady QueryEverything. :)

And yes, I agree that Banished does not put too much strain on modern computers.
I have a constant 144 fps (with Vertical Sync - else I have several hundreds)
for me there is no problem with complicated meshes and lag.

The game engine seems to compress images automatically (or when compiling).
Some textures are actually better with lower resolution.


Thank you @kid1293 I will accept that title happily, Lady QueryEverything :D  I like it! 

I also love the log buildings, they are coming along nicely, and definitely a little wooden chapel to match with them.
If people deliberately require crosses, perhaps a little deco tool that can be added for them - but, keep the building secular, I am happy with, there are very few church based buildings in Banished without pageantry :( 

Your coffee suits you, haha, I think coffee gives modders super powers :D :D :D
Title: Re: Forest Outpost V1.1
Post by: embx61 on May 01, 2017, 04:57:55 AM
I found that I keep regular buildings in a 800 to 1600 poly count.

Because of the build stages planes do not always work. So I design my walls for the mesh as a box.
But if the mesh is finished I copy the mesh, rename it build1 and then move back to the mesh and delete all the insides and sides of the walls boxes so they become all a plane.

Easier then using either the Shell Modifier or double all the walls on build2.

It is the round, cylinder, oval stuff what can take up some extra poly's.
My Salt works was about 1100 poly's when finished then I added the cart, some barrels and stuff and it went up to about 3000 but I not worry about it as I know the game will handle it well, even on a laptop.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on May 01, 2017, 05:02:52 AM
Regarding church, for what it's worth, I vote church with cross. The cross has long been a universal symbol of good versus evil.  In today's world we need more reminders of that, not less.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 01, 2017, 05:12:10 AM
I found that I keep regular buildings in a 800 to 1600 poly count.

Because of the build stages planes do not always work. So I design my walls for the mesh as a box.
But if the mesh is finished I copy the mesh, rename it build1 and then move back to the mesh and delete all the insides and sides of the walls boxes so they become all a plane.

Easier then using either the Shell Modifier or double all the walls on build2.

It is the round, cylinder, oval stuff what can take up some extra poly's.
My Salt works was about 1100 poly's when finished then I added the cart, some barrels and stuff and it went up to about 3000 but I not worry about it as I know the game will handle it well, even on a laptop.

From the little I understand about mesh development, the more curves, the higher the build count (polys etc), as you need to keep the smooth curve, which means lots of little angles to get it to that point, I'm guessing you would know that though :)

And a one off, or at the least, a static building will definitely have less impact on a game, than a dynamic one.
Try explaining that to a young 10yr old who couldn't understand why minecraft wouldn't load fast enough :)  But, once the server had been explored, and the blocks 'settled' then the lag disappeared.
It's still a habit though regardless that I always "pause" as I move around the Banished map, even a small one with very little on it, and all the ground cleared of all produce. :D

*pokes husband
See, I do pay attention to your job, occasionally ...  hahaha ;)
Title: Re: Forest Outpost V1.1
Post by: embx61 on May 01, 2017, 05:17:19 AM
My big church have crosses too.
If someone is offended by that I just say: "You don't have to download and play with my mod" and that is the end of it.

O, and I am more atheist then most atheist's. LOL
I am not religious at all, born in the Netherlands and almost every church there have a cross or crosses.
For me it is just part of the church, no more, no less.

But what I cannot stand is that so called political correctness what more and more creeps into our lives and I should therefore feel obligated to design churches without a cross(es).

Not going to happen.

Don't get me wrong. If some want to design churches without a cross. Fine with me, I even play the mod but I design them with a cross.
Title: Re: Forest Outpost V1.1
Post by: embx61 on May 01, 2017, 05:45:02 AM
Yes @QueryEverything

A cylinder have as I make one in Max 16 sides 5 Height Segments and 1 Cap Segment standard.

That is 198 poly's.

But in most occasions you don't need the 5 high  and get away with 1
That makes 64 poly's

Then the 16 sides can  be make less too as Banished is sort of far away view and no real close ups.

I Mostly end up with about 8 sides and that makes 32 poly's.
Then you have a round looking post.

Now a rectangle post
4 sides, 1 top and 1 bottom is 12 poly's so 20 less.
Now if you do some calculation or are just smart you noticed that 4 sides, 1 top and 1 bottom for the rectangle is 6 poly's.
But game engines need triangles in the meshes and so 3d modeling software convert any rectangle face into 2 triangles and that gives 12 poly's.

Now 1 post is all okay but imagine you make a fence and players add 100's of them in the game it will add up between the round and rectangle one.
Still not bad though. But a barrel need some height segments because of it's form so you can easily end up with about 60 to 100 poly's for 1 barrel.
If it is a empty barrel you need to do the inside too like a tube what can double it.

If my meshes are done I mostly go over them and delete for example all the bottom faces from Foundations, posts which are on ground level, or below because nobody sees them anyway.
A post in the middle of a wall I can delete the bottom face and the face what faces the house as well as it goes through the wall plane and nobody can look inside the house if it is a closed house and that way, what is called optimizing, polygons can be saved.

Welding vertices is also a good way in reducing poly's and vertices.

Title: Re: Forest Outpost V1.1
Post by: Abandoned on May 01, 2017, 07:21:56 AM
regarding churches, well said @embx61 .  I myself am not a church goer anymore, too much hypocrisy inside for my liking, but love to see from outside, especially steeple and cross in the distance. They need church bells.  I have a cast iron plaque in my garden with a poem.  It says: the kiss of the sun for pardon, the song of a bird for mirth, one is closer to gods heart in a garden, than anywhere else on earth.  I have tried to find name of poem author unsuccessfully.   Regarding political correctness, if they want countries, schools, and churches, etc run without God's help, .. a fine job they are doing!   I often wonder what they are celebrating and spending so much money on at Christmas and Easter, Saint Valentine's and Saint Patrick's Day. ?

thank you for making churches and chapels with crosses  :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 01, 2017, 08:55:39 AM
Hmm...   (No,not heroes of might and magic)

I planning a Russian church.
Am I putting an orthodox cross on it?

My view is that churches are universal and not depending on religion.
Many religious practice have the belief that churches are for all.

Some might argue that since we live here it should be a simple cross.
Here? I don't know if there are any japanese shinto followers among us.

So out of respect for people all over the world and not to defile a russian church
I wanted a church without cross or other attributes. ( Does that 'onion' on top of the roof count? )

@tanypredator said it was for the architecture. That it would fit the forest theme.
I agree. I'm will do my best to make something out of that picture.

And no, I am not cross with anyone. We all have different thoughts on almost everything and
if I have to explain myself I will try.
Title: Re: Forest Outpost V1.1
Post by: grammycat on May 01, 2017, 08:57:12 AM
http://www.theotherpages.org/poems/gurney01.html
I love this poem too Abandoned.
Title: Re: Forest Outpost V1.1
Post by: TheOtherMicheal on May 01, 2017, 09:12:20 AM
Regarding church, for what it's worth, I vote church with cross. The cross has long been a universal symbol of good versus evil.  In today's world we need more reminders of that, not less.
From an entirely Christian point of view this would be correct, however, I'm willing to wager that people who follow Judaism and Islam see their own holy signs as a universal sign of good versus evil rather than the Christian cross. I'm not trying to start any sort of argument or derail the thread, I'm merely trying to point out that the notion of the cross being "universally" seen as a symbol of good is only accurate from one point of view, i.e. the Christian point of view.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on May 01, 2017, 10:48:13 AM
@grammycat thank you so much for the link with the full version of that poem.  I wonder if the author is connected to the Gurney Seed & Nursery C


@kid1293 whatever1
Title: Re: Forest Outpost V1.1
Post by: Paeng on May 01, 2017, 02:42:56 PM
And yes, I agree that Banished does not put too much strain on modern computers. I have a constant 144 fps (with Vertical Sync - else I have several hundreds)

meh... on my laptop I'm already happy if I get 40... declining when a trader enters the map...  ???


Still, I agree that on unique buildings (that are normally only built once on a map) you can splurge a bit...  ;)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 01, 2017, 02:47:06 PM

Does a russian handbuilt unorthodox church count? :)
I hope it will come out nice, (only sketching now) and that
it will have it's followers.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 01, 2017, 03:31:02 PM

Does a russian handbuilt unorthodox church count? :)
I hope it will come out nice, (only sketching now) and that
it will have it's followers.
@kid1293 It will indeed, I think it's excellent, and I'm not blowing smoke.  It is fit for purpose, it's iconic, it's wood, it looks great, and it suits the request of a few of us here.

In other news ...  I have reached out to @embx61 privately and explained my request for a Chapel (or church without a cross) and to why it was/is important to me, and it's not about being politically correct.  Embx has written to me with a lovely reply, and I know his comment was not directed at me, and I am thankful I hadn't offended him.  :)  Thank you for being a gentleman.

Further, I won't get drawn into a religious debate, I won't preach to others about my beliefs, I won't cross the line into proselytism, so I will leave it as this:  I would simply like a couple of buildings without crosses, that fit the Banished requirements of a "Church", (Luke, if reading this, I believe you need to overhaul that requirement - into a broader sense :) ) I thought the happy middle would be a stone and a log Chapel, that fit the small forestry outposts, Inspired by the places I have been and the people I have met. 
There are any number of mods that have churches included in them, with large crosses, so I don't see any harm in asking for 2 that don't.

For now I will ignore the comments on religion and focus back on to the request itself.   

Please, @kid1293 if you so see fit, may you please make @tanypredator's suggestion, or similar in wood, I love my stone Chapel so far :)   And I apologise if my posts have swayed your topic, I meant no offence to you. :)
Title: Re: Forest Outpost V1.1
Post by: tanypredator on May 01, 2017, 09:50:58 PM
What I thought today is that it can be made with F-variants - with and without cross (and even other signs, if anyone want :) ). But I'm Ok with any decision.
Title: Re: Forest Outpost V1.1
Post by: embx61 on May 01, 2017, 10:22:34 PM
It take a good deal of crap to offend me that easily @QueryEverything  :)

This is my last post on the matter as it only misdirect Kids thread.

I was just a bit too soon in replying and had not read the whole thread before replying. I thought it had something to do with political correctness to not add a cross so made my comment. Lesson learned, first read a bit more in a thread before replying.  :-[

All is good now in banished land and as I said before. I will play any church mod (If I ever play because of all the modding) with or without a cross.
Title: Re: Forest Outpost V1.1
Post by: Abandoned on May 02, 2017, 06:48:40 AM
seriously LOL @kid1293 there's a lot to be said for Might and Magic  ;D
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on May 02, 2017, 07:23:19 AM
seriously LOL @kid1293 there's a lot to be said for Might and Magic  ;D


lol dont makes me pull out the Might and Magic meshes and put in Banished !!!! ^^ lol
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 02, 2017, 08:02:15 PM
What I thought today is that it can be made with F-variants - with and without cross (and even other signs, if anyone want :) ). But I'm Ok with any decision.


Yes, I couldn't agree more :)  Options, options, options :D


seriously LOL @kid1293 there's a lot to be said for Might and Magic  ;D


lol dont makes me pull out the Might and Magic meshes and put in Banished !!!! ^^ lol


I don't think it would take much though to tempt you :)  An Easter Egg, if you will :)
Sneak one into a mod, randomly and see who finds it first :D :D :D


Now, @kid1293 back to you :)
And, I know you said (maybe??) no more covers ...  hahaha
I was thinking about a 2x4 for the Tiny Deep Forest workers?  The hunter is fine, they have a hunting tower, but the gatherer and herbalist have very little shade ...  In the Summer I need to provide them with sunscreen as it is, now I have to offer them warmth for Winter, when they don't even work?!?  Oi! 
I just tried using the 3x2 and it didn't work as well as I'd hoped, and the 5x2 is a little off as well ...  that said though ....


Wait .... Thinking .... 


I can make it work, oddly with a 5x2 and add in an additional storage unit to make the 6x2 layout (In the forests I use x2 where I can), and it doesn't look too bad at all.  :D



Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 02, 2017, 10:47:22 PM
Do you like the model of the cover as it is?
Or should it be something just for forest outpost?
I will test and show you. 2x4

In the meantime back at the lumberyard they are desperate for more logs.
They say I have taken a years supply just to build a church!  ::)

Seriously, it has been fun trying to make this work.
A tiny version of the church @tanypredator showed me.

I modelled and far into it I realized I made the anteroom 6-sided.
It should have been 8. But that's for bigger churches.  :D
I took away half of the building and 1-2 floors and well...

I think it works, even without a cross.  ;)
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 02, 2017, 11:32:08 PM
I really like it :) 
A couple of things sprang to mind @kid1293 , cos I'm juvenile ... 
They'd make a mean Lego block; and I think I must've left my cake topper out ...  BUT - I'm like that with anything with a dome, and I mean absolutely no disrespect at all II do hope you get a chuckle from it :D ), my first reaction was genuinely - that is really cool
We don't have may rounded buildings in game (Discrepancy does, but, not all modders are rounded). 
I can certainly see that being built in the forest, I'd best put Mother Tree to work and pick up more logs!! 

And re the covering, I'm happy with the variances that are there now, but, if you can match the same wood roofing texture as the workshop? Perhaps even change the direction of the grain, so rather than to the left/right, have it as an option come out front/back ?  Just ideas, nothing firm :)  I've loaded a screen with them all in it.
I think maybe even the roof from the stone chapel would make a nice cover.


You can also see that there are a lot of 2x X mods as well, so an even number shelter would be tremendously useful :D
Title: Re: Forest Outpost V1.1
Post by: embx61 on May 02, 2017, 11:57:01 PM

We don't have may rounded buildings in game (Discrepancy does, but, not all modders are rounded). 

What? :)  :P

(http://worldofbanished.com/gallery/474_02_05_17_11_55_12.jpeg)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 12:21:38 AM
Maybe we should make Banished in a Minecraft version.  ;D

@QueryEverything -  that will make a lot of f-key roofs!
I can substitute the current thatch for forest outpost thatch.
Make a seamless texture of stone chapel
Add a 2x2 and a 4x2.
Make storage ghosted.


@Abandoned - I tried to add the 'happy' rooftiles but they didn't tile.
I will try again this afternoon (it's 9am now)
And yes, I have added 2 more textures to Vegetable Garden.

Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 03, 2017, 12:38:02 AM

We don't have may rounded buildings in game (Discrepancy does, but, not all modders are rounded). 

What? :)  :P

(http://worldofbanished.com/gallery/474_02_05_17_11_55_12.jpeg)
@embx61 I had to quote you, just for the repic value :)
Smurf dome city perhaps?  (Grow up Query, ahahahaha )

Looks good though :)

@kid1293 That all sounds excellent and very reasonable, thank you very much :) 
I hope my screenshots gave you inspiration, I haven't post this many screenshots in ...  forever on here! 
I've shotbombed a few threads today, have a wander around :D 
i hope you liked the Pastures though, that was the prettiest I did for the camera :D
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 01:26:59 AM
Yes, I like the pastures. (Though I am not an outdoor animal) :)

When I made the storage ghosted you can decorate every pasture.
Don't forget screenshots!
Title: Re: Forest Outpost V1.1
Post by: RedKetchup on May 03, 2017, 03:09:58 AM
@embx61 I had to quote you, just for the repic value :)
Smurf dome city perhaps?  (Grow up Query, ahahahaha )

LOL
Title: Re: Forest Outpost V1.1
Post by: tanypredator on May 03, 2017, 03:16:36 AM
Kid1293, your FOChapel looks great, very similiar to the real one! The color of walls resembles vanilla logs texture, but maybe it will look better if made little more light. Also I think, that straw texture would not look good for roof, while plank texture would be hard to apply, so probably better to leave it as is. Maybe "onions" texture worth to play with, maybe to make it gold?
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 04:28:13 AM

Thanks!


You are giving us a new game, @RedKetchup !  ;D ;D


About chapel - I tried to keep with the original, but I also
would like it a little more 'wood', I will test a lighter shade.
taniu should some pictures of a sauna. Very light, new wood.


It's a messy roof to texture. Maybe I keep it.


Gold? Where in the forest do I find that?
I first thought of new copper, not old. I'll experiment a bit.

Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 03, 2017, 04:31:12 AM
@embx61 I had to quote you, just for the repic value :)
Smurf dome city perhaps?  (Grow up Query, ahahahaha )

LOL

@RedKetchup I laughed so hard I started coughing, OMG, how cool would that be!!  HAHAHAHA definitely a well deserved LOL there :)

@kid1293 sometimes I feel back in Minecraft, with all the squareness, it's not the mods fault, but ...  ugh, no circle, swirl roads ....   I know they can be done with trickery in textures, but still!  ;)  It's a Luke thing.

Yes, I like the pastures. (Though I am not an outdoor animal)

When I made the storage ghosted you can decorate every pasture.
Don't forget screenshots!

Hahaha, you may regret the request for screenshots ...  :D

In other news ... Let me tell you a story, it's a lonely story, it's about a shape with a hole, and a neighbour who wants a friend.  :)
Well, the neighbour finally found a friend, a lad from way over the seas, came and setup next to him and the entertained the sheep.

*cough
I may be asking for a corner house, to fit the workshop set.
Actually, I really liked the corner store from your Wild West set, if it wasn't so big.  :)  I'm going to use it in another layout anyway.  :D
Title: Re: Forest Outpost V1.1
Post by: tanypredator on May 03, 2017, 05:17:25 AM
Well, probably you are right about gold :) What can I say? They may be entirely wooden. But that would be definitely hard to make!

Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 05:34:25 AM

Wow! That's handicraft!
I wouldn't dream of making that for a model. :)


I tested some


First picture with planks. I need to have them symmetrical
or they look weird. They look weird anyway.  :(

I tried swap textures. Still not good.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 03, 2017, 06:28:46 AM
I think you're on the right track @kid1293 with the wood, but it looks like polished floor boards, can you take a rough sander to it perhaps?  Dirty it up, scruff it?  So it doesn't look so pretty?
Title: Re: Forest Outpost V1.1
Post by: tanypredator on May 03, 2017, 07:02:16 AM
Or to make thin planes parallel to the roof edges. I suppose it would be closer to real roofs.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 07:39:39 AM
I dont like the job involved with wood.
I have three roofs and one is irregular (square with a hexagonal tower)
It means they will never look good.

So a last attempt - Back to green but with more structure/worn
and - ta-da - a gold onion on top.

Which leads me in a new direction. (serious)

I don't feel good denying request from people based on what I think is right.
@Abandoned , and other people, have requested a cross which I didn't want to
put there because I wanted to put my more anarchistic view on things.
Now this chapel is no longer a pagan ritual site, as you can see.
It's a worn old wooden chapel with the village's savings on top.
So I ask frankly - It is a beautiful church in the picture - will I change it more
than I already done by not having a cross?
And if I put one there, is it a christian or an orthodox cross?

(end serious)

We're all pagan, and I think bannies are too. They just need a place to mourn
their dead... any place. Cross or no cross.
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 08:14:20 AM
Yes, I like the pastures. (Though I am not an outdoor animal) :)

When I made the storage ghosted you can decorate every pasture.
Don't forget screenshots!

Hehe, I quote myself!
Problems with ghosted storage.
Can't make them load/unload at the door so it's off the list for now.
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 03, 2017, 08:21:32 AM
Yes, I like the pastures. (Though I am not an outdoor animal) :)

When I made the storage ghosted you can decorate every pasture.
Don't forget screenshots!

Hehe, I quote myself!
Problems with ghosted storage.
Can't make them load/unload at the door so it's off the list for now.

Haha, that's hilarious @kid1293 :)  Thank you for trying, I'll just mega spam that area with crates until someone figures something out :) 

Seriousness ...
Re the Church
I liked and support @tanypredator idea where an F-variant is added.  1 with cross, 1 without.
(I know, it's a pain supporting 2 versions, but on the bright side, noone can complain :D :D)

I'm not thrilled by another wooden church with cross, cos there isn't 1 (your stone is awesome and fills a gap); but, others would like to have it with.  So, a happy compromise?  1 of each. 
1 for us Pagan Heathen flower child atheists and 1 for those who want a cross.
I'm personally a Vampire, so, my allergy will flare up, but it's ok.  ;)
Also, what ever roof texture you can get to work is fine by me, a golden onion is super, just no garlic please :D

TaDa, my happy medium for you.  :)
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 03, 2017, 08:57:47 AM

It's a large, very large mod now. With all the logs I have put
into it, it grew several times.
I'll have a break to think, eat, drink a few beer and sleep.
Title: Re: Forest Outpost V1.1
Post by: Paeng on May 03, 2017, 10:28:14 AM
It's a large, very large mod now.

Oh... you mean it's not an outpost anymore?  :-[
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 03, 2017, 04:45:46 PM

It's a large, very large mod now. With all the logs I have put
into it, it grew several times.
I'll have a break to think, eat, drink a few beer and sleep.
I'll grab the next round of drinks for you @kid1293 it's the least I can do :D

Oh no, @Paeng it's still an outpost :D  just lots of variations to put in hehehehe :D I was fitting in most of my buildings yesterday into my outpost foresters Outpost, and it still takes some respectable room, but small footprints than vanilla, its not actually worse :D  I need blank map though when all these updates are done, I want to go build crazy :D
Title: Re: Forest Outpost V1.1
Post by: kid1293 on May 04, 2017, 01:10:25 PM
@taniu - I finally managed to make a sauna. I think it goes well with Forest Outpost mod.
It works as a doctors house. It is small. Only 6 people can be sick at a time.

Soon I can release, and be done with those logs. :)

All these logs may be hard on some graphic setups, but most will accept them.
I couldn't do the usual and remove all inside, so there are a lot of
triangles not visible but they still have to be calculated.  :(
Title: Re: Forest Outpost V1.1
Post by: Turis on May 04, 2017, 03:40:12 PM
Looks like a public restroom. ;)
Title: Re: Forest Outpost V1.1
Post by: QueryEverything on May 04, 2017, 06:51:36 PM
That looks really good @kid1293 I just googled, and it's very reminiscent of a log sauna, what they use in some snow resorts - which is a winner for me :)  "Fit for purpose" so they say :D

Title: Re: Forest Outpost V1.1
Post by: tanypredator on May 04, 2017, 10:50:24 PM
Great! Can you add bundles of birch twigs hanging from that beams? ;D And players can add water tub from your washing mod, it must fit perfectly!
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 05, 2017, 01:57:02 AM
:)

No birch twigs. I'm tired now.

The mod has been update to version 2.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=202 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=202)

To sum it up -

A church has it's symbols so there is a cross.
If you are uncomfortable with that, I added a f-key version without cross.

There is a graphic glitch on log houses walls. It is visible in sunlight and sometimes
when you move the camera. It is the AO-shadowing that is making it weird.
It is nothing I can remove. I can remove the AO-mapping, but that is very much
essential on those buildings. I have AO-mapped all meshes and it looks very good.

It has been exhausting working with logs. 10-12 hours daily for some time now.
Now I will turn to complete my Yard Covers. 2 and 4 wide versions. Some new roof.
And of course a lot of coffee. :)
Title: Re: Kid - Forest Outpost V2
Post by: tanypredator on May 05, 2017, 04:30:54 AM
That is really big work. Thank you!

You people are making mods faster, then they can be tested :)
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 05, 2017, 09:56:40 AM
Very nice set, thank you @kid1293   :)



edit: I like those mushroom houses Red posted picture of
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 05, 2017, 10:24:08 AM
Thanks!

@tanypredator - I hope the church is OK.

@Abandoned - I hear you now. (removing the headphones)  ;)
It's been quite a learning experience.
Sorry if I offended you by not having a cross in the first place!
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 05, 2017, 10:40:02 AM
@kid1293 not offended, cross or lack of not really the problem but thank you for the cross (and for having make the simple cross on the plimoth set chapel, appreciate that even more now)  Not a suggestion, just saying those mushroom huts would look good with forest deep  :)
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 05, 2017, 11:05:20 AM
@kid1293Not a suggestion, just saying those mushroom huts would look good with forest deep  :)

Sounds like a suggestion. :) I like them too!
Let me have a go at Workplace first. ALmost done.

I will look at some living space for Forest Deep.
They will not be smurf-colored, though!  :o
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 05, 2017, 11:12:23 AM
@kid1293 sounds like a plan.

Not that I'm suggestion  :) but some toned down color would be magical.
Title: Re: Kid - Forest Outpost V2
Post by: QueryEverything on May 06, 2017, 01:46:22 AM
:)

No birch twigs. I'm tired now.

The mod has been update to version 2.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=202 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=202)

To sum it up -

A church has it's symbols so there is a cross.
If you are uncomfortable with that, I added a f-key version without cross.

There is a graphic glitch on log houses walls. It is visible in sunlight and sometimes
when you move the camera. It is the AO-shadowing that is making it weird.
It is nothing I can remove. I can remove the AO-mapping, but that is very much
essential on those buildings. I have AO-mapped all meshes and it looks very good.

It has been exhausting working with logs. 10-12 hours daily for some time now.
Now I will turn to complete my Yard Covers. 2 and 4 wide versions. Some new roof.
And of course a lot of coffee. :)


@kid1293 great work, it has been a very busy 24hours :D

The buildings look great, I'm downloading now.  Will take a look ingame later tonight if I get the chance, but definitely in the next couple of days. 

Thank you very much for the F-variant, I am very happy with the outcome of the church, it looks great in the screenshots.

I think the time was well spent on the logs, and no matter about the AO issues, my houses are overgrown in the forest, I may not see it anyway.  A shame though that we can't natively zoom in far enough to really see the detail all the modders put into the game.  :( 

What an excellent release, hardwork has paid off :D
Title: Re: Kid - Forest Outpost V2
Post by: taniu on May 06, 2017, 04:18:42 PM
That is really big work.Very nice set, thank you @kid1293 I am very happy that you have fulfilled my request. :)I really like this building, it is like real
Cheers!
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 07, 2017, 01:56:26 AM
Thanks @taniu !

@Abandoned - surprise!
http://worldofbanished.com/index.php?action=downloads;sa=view;down=212 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=212)

For all who loves mushrooms (and smurfs).
Title: Re: Kid - Forest Outpost V2
Post by: RedKetchup on May 07, 2017, 01:57:49 AM
Thanks @taniu !

@Abandoned - surprise!
http://worldofbanished.com/index.php?action=downloads;sa=view;down=212 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=212)

For all who loves mushrooms (and smurfs).


hahaha so awesome Kid !!!!
- HighFive !
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 07, 2017, 03:44:13 AM
 ;D oh my gosh, didn't those turn out great, just love them, so glad Mr. Red showed that picture. Thank you

Also, the new forest outpost pieces look fantastic on the map, great sets.
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 07, 2017, 04:28:45 AM
Thank you too @Abandoned !
You pushed the idea and I thought it was fun.
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 07, 2017, 04:51:11 AM
@kid1293 great addition to forest deep  :) and while I have the chance I must say I like the menu icons for the deco plants, wreaths, washing mod etc., adds some nice color (besides red!) to the mod list and individual community icon groups. Starting to get use to all the changes.  Enjoying all the new mod additions  :)
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 07, 2017, 11:16:57 AM
@kid1293 , if anyone thinks this game can't get any prettier look at this.  Includes @Necora Maritime Trees, @RedKetchup fish pond, and Forest Deep. :)  Thanks guys
Title: Re: Kid - Forest Outpost V2
Post by: RedKetchup on May 07, 2017, 07:53:02 PM
how you like it this pond with new real water ?
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 08, 2017, 12:39:13 AM
Just a word about the pond.
The water is just great!
But the reeds are a bit unnatural looking.
Model's fine but the textures look a bit off.
Title: Re: Kid - Forest Outpost V2
Post by: RedKetchup on May 08, 2017, 12:56:15 AM
Model's fine but the textures look a bit off.

yeah probably i should have make them foliage material ^^
i will probably just change material when i ll do the food set :)
Title: Re: Kid - Forest Outpost V2
Post by: Gatherer on May 08, 2017, 03:56:22 AM
@RedKetchup
You could ask @Bartender to send you his NatDiv reeds files.
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 08, 2017, 04:25:38 AM
@RedKetchup , I tried both ponds, old and new water, both are just beautiful, I do like that new water, very nice effect.  I was going to say I really love those cattail reeds.  :)  Thank you again for making separate pond mod.
Title: Re: Kid - Forest Outpost V2
Post by: RedKetchup on May 08, 2017, 10:04:26 AM
@RedKetchup , I tried both ponds, old and new water, both are just beautiful, I do like that new water, very nice effect.  I was going to say I really love those cattail reeds.  :)  Thank you again for making separate pond mod.

i am very happy to hear you really appreaciate them :)
Nice comment like this amply pay me for my work :)

you are very welcome @Abandoned  :)
Title: Re: Kid - Forest Outpost V2
Post by: QueryEverything on May 09, 2017, 01:15:57 AM
Hahaha, love it, went from the convo of limited circular buildings to @RedKetchup posting his awesome pics, then the talented @kid1293 posting the new Smurf inspired housing.  Dare I say it ...  "It's gone full circle" hahaha :D
(In a manner of speaking ;)

Love the new buildings, very creative Kid, thank you for the surprise for everyone :)
Title: Re: Kid - Forest Outpost V2
Post by: tanypredator on May 11, 2017, 12:15:46 AM
After several days (!) of testing NF with different spawning parameters, I understood, that they weren't working because of templates included in Forest Outpost, that kept these parameters  ???
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 11, 2017, 12:33:09 AM
Is it enough if you load Forest Outpost under New Flora?
Title: Re: Kid - Forest Outpost V2
Post by: tanypredator on May 11, 2017, 12:35:04 AM
I hadn't try yet :)
Title: Re: Kid - Forest Outpost V2
Post by: brads3 on May 11, 2017, 01:56:20 PM
i found problems with the workshop. it won't accept stone to make stone tools. there is also no line to make rough tools-iron ore and logs.  your storage shed work but the triple sized only held 448 firewood. i notice the weight capacity says 1800. 448 firewood seems low. been overhauling my mod file and finally started to do some testing. i know you are busy,the market puzzle had problems. the game kept deactivating it. i think it is because you left it with old limit flags since it was still being decided how they would be used. i did get the older version to work. if you keep notes,the wildwest mod needs a boarding house or hotel of some sort. the colonial boarding house looks big for the set. the new houses EB did fit that set well. now has horses and a saddle maker.
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 11, 2017, 02:12:33 PM
i found problems with the workshop. it won't accept stone to make stone tools. there is also no line to make rough tools-iron ore and logs.  your storage shed work but the triple sized only held 448 firewood. i notice the weight capacity says 1800. 448 firewood seems low. been overhauling my mod file and finally started to do some testing. i know you are busy,the market puzzle had problems. the game kept deactivating it. i think it is because you left it with old limit flags since it was still being decided how they would be used. i did get the older version to work. if you keep notes,the wildwest mod needs a boarding house or hotel of some sort. the colonial boarding house looks big for the set. the new houses EB did fit that set well. now has horses and a saddle maker.

Workshop stone - fixed. Will upload later at Nexus. The upload here is all wrong for me. 4-5 MB, not more.
edit - and no I have never had rough tools, will not add iron ore. There is wooden and stone tools.

Storage shed 3 -  1800 divided by 4 (firewood weight) is 450 and 448 is pretty close.
Market Puzzle - will be fixed. I have been AO-mapping other stuff all day and can't say when I will start with market puzzle.
Wild West Boarding House - Can't say if that will happen. Shoot me.
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 11, 2017, 02:25:21 PM
@kid1293 , go to jail, go directly to jail LOL
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 11, 2017, 02:30:53 PM
Shall I put @brads3 in jail?  ;D
for finding errors. (tempting)
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 11, 2017, 02:33:10 PM
@kid1293 maybe, what does jail do, I haven't gotten to the wild West yet but it looks good.
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 11, 2017, 02:46:50 PM
I don't have any jail.
But if I had it could maybe be a place to sleep in.  :)

No, jokes aside, I have not found the time to update more mods.
All I am doing is going slowly, almost painfully slow.
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 11, 2017, 02:55:25 PM
@kid1293 a jail could be a boarding house for bad bannies!   :)

Maybe you need a little bit of a break, you have all been working so hard with all the changes and updates and new mods on top of it.

The pages of 1.0.7 downloads is overwhelming.  I don't know how I will ever catch up.



Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 11, 2017, 02:58:02 PM
The pages of 1.0.7 downloads is overwhelming.  I don't know how I will ever catch up.

:) It's not a dying game...
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 11, 2017, 03:01:02 PM
I think you may be right.  I won't add for now cuz then everyone will pick on me again. :)

Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 11, 2017, 03:21:21 PM
@Abandoned - We all love you!
That's why we pick on you...  ;)

Fix for Workshop is uploaded on Nexus.
Also on Nexus - test newly AO-mapped Colonial Houses/Resources.
http://www.nexusmods.com/banished/mods/62/?

BTW - the promised derelict fence is in Deco Pack V2
Title: Re: Kid - Forest Outpost V2
Post by: brads3 on May 11, 2017, 03:44:13 PM
i could have just kept a list and sent you 10 errors at once.sorry you is having such troubles. don't throw me in jail for it though. maybe i be nice and not look for any more til tomorrow.
ABANDONED, i know the feeling. i spent the week overhauling and loading new files.i had been downloading them and had a folder started. KID already had re-upgraded most of those. i started over.lol. i kept mods that wouldn't have been effected by the new limit flags. i tried to get the list shorter but that didn't work. i did fix my canons texture. that wasn't NECORA's fault. it was 1 mod out of order.by the time i was done and before i actually started to play and test anything,more mods were created,others have been updated. it will probably take us til christmas to get organized and used to the new tool bar.lol
Title: Re: Kid - Forest Outpost V2
Post by: Abandoned on May 11, 2017, 04:41:41 PM
@kid1293  :) thank you and  Hope uploading problem gets resolved. Eager to see derelict fence  :)

@brads3 I think by notes are going to have to rewritten yet again  ::)
Title: Re: Kid - Forest Outpost V2
Post by: kid1293 on May 12, 2017, 12:27:36 AM

@Raven Zeroheart - Here is the Storage Crates' stringtable
I put it here since my dropbox account is out there somewhere
stopping people from downloading.  ?
Title: Re: Kid - Forest Outpost V2
Post by: Raven Zeroheart on May 12, 2017, 01:03:18 AM
@kid1293
much obliged. Really Appreciated it  :)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on May 12, 2017, 09:15:41 AM
OK. I finally got around to get a Google account.

New link (for the fixed workshop) is in download.

I hope noone reports any more bugs/errors/nasties!  ;)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: Turis on May 12, 2017, 09:29:26 AM
Forests are always full of bugs!!! :P
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on May 12, 2017, 09:37:28 AM
I don't want to be rude, but maybe 'domesticated/tame' bugs?

Thanks @Turis , I had to be reminded of the fact that I released
something for your scrutiny ( right word? ).
There are always things to change and I also welcome bugs, because
that means the forest is alive. :)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: QueryEverything on May 12, 2017, 07:03:34 PM
After a few days AFK (and a couple more to come), I see welcomed updates & bug squishes :)

Excellent work @kid1293 I quite enjoy the prospect of muddling around in all the updates, will keep me busy, life's good when there are more new releases than time to sit and ponder them :D

{snip}

Workshop stone - fixed. Will upload later at Nexus. The upload here is all wrong for me. 4-5 MB, not more.
~~~
~~~
Market Puzzle - will be fixed. I have been AO-mapping other stuff all day and can't say when I will start with market puzzle.
Wild West Boarding House - Can't say if that will happen. Shoot me.

-- Will check on the Workshop update :)
-- I haven't had any problems with the Market Puzzle @kid1293 or @brads3 I run the full Banished 1.07 Beta and haven't had any issues with them - I use the bits and pieces around my map, and they fill just as they need to.  But, if someone is having issues, I can't speak for them.
-- Boarding house ...  interesting, but I have found in the interim, @Necora forest one fits in well, with the wooden theme and colours, I use the 2 mods together happily.  (Not to say I don't want one Kid, just that I have a work around :D )

Shall I put @brads3 in jail?  ;D
for finding errors. (tempting)
The pages of 1.0.7 downloads is overwhelming.  I don't know how I will ever catch up.

 :) It's not a dying game...
@Abandoned - We all love you!
That's why we pick on you...  ;)

Fix for Workshop is uploaded on Nexus.
Also on Nexus - test newly AO-mapped Colonial Houses/Resources.
http://www.nexusmods.com/banished/mods/62/? (http://www.nexusmods.com/banished/mods/62/?)

BTW - the promised derelict fence is in Deco Pack V2

-- "Shall I put @brads3 in jail?  ;D ", Motion Seconded :)
-- " :) It's not a dying game..."  Never was in any danger whilst modders are modding, and gamers are gaming.  Each mod gives it an exponential shelf life increase :)  It will ebb & flow of course, ...  Now, let's not comment about it being Abandonware like it was for a time by the developer ...  ;)
--  "Fix for Workshop is uploaded on Nexus." & "BTW - the promised derelict fence is in Deco Pack V2"  Excellent :)  Thank you very much :)



I don't want to be rude, but maybe 'domesticated/tame' bugs?

Thanks @Turis , I had to be reminded of the fact that I released
something for your scrutiny ( right word? ).
There are always things to change and I also welcome bugs, because
that means the forest is alive. :)



The Forest is very much alive :)  Woot, Woot!!
Title: Re: Kid - Forest Outpost V2 fixed
Post by: QueryEverything on May 12, 2017, 10:47:19 PM
Oh before I forget, talking excitedly about the new fences for the Workplace mod @kid1293 had you had any thoughts on also adding a single & double gate to match, I previously uploaded a screenshot, but, haha, so long ago now, so here's a a copy of it, in case you're thinking about the little X gates.

I've used the ones from CC or MM in this screenshot, but would really like to have ones from you to match your fences already - and it's ok to say No.  :)  I have work arounds. :D
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on May 13, 2017, 12:29:06 AM
I wasn't - but now I'm thinking of X gates. :)

I have to put it last in line or else I will never complete my updates.
If I stray too much, remind me. :)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: QueryEverything on May 13, 2017, 04:38:02 AM
I wasn't - but now I'm thinking of X gates. :)

I have to put it last in line or else I will never complete my updates.
If I stray too much, remind me. :)

When I remember to poke you @kid1293 I will :)   No rush on these, I don't mind using other's gates, but I'm thinking of other players who may not have access to X gates.  I'm all about the others :D  ;)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: QueryEverything on May 13, 2017, 10:13:34 AM
@kid1293 may I add something to the list please?

--  A mirror image of the 'Diagonal' houses, so we have 1 facing in left, 1 facing in right
I have managed to achieve this by putting the house on the right to a 90o angle, but then they don't all line up neatly.

Essentially when the left & right are placed, they point in, like forming a House shaped 'V' :)

I know you are over logs, but would you have to rebuild them?  Either mirror or rotate 180 in Blender?? 

*promises to not add too many things - I'm on my first full play through with this latest updated version :D
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on May 13, 2017, 10:40:56 AM
@kid1293 may I add something to the list please?

--  A mirror image of the 'Diagonal' houses, so we have 1 facing in left, 1 facing in right
I have managed to achieve this by putting the house on the right to a 90o angle, but then they don't all line up neatly.

Hmm, I see your point, but everything does not have to be so neat.
Even further down the list. :)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: Paeng on May 13, 2017, 02:02:38 PM
but everything does not have to be so neat.

 :D
As one of my profs used to say (ages ago) -

Symmetry is the Enemy of Art


(https://res.cloudinary.com/twenty20/private_images/t_watermark-criss-cross-10/v1474232509000/photosp/91c43c46-c43b-4672-abd1-76d1a32b572e/stock-photo-urban-scene-graffiti-art-texture-text-symmetry-painting-urban-typography-91c43c46-c43b-4672-abd1-76d1a32b572e.jpg)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on May 13, 2017, 04:04:15 PM
Thanks! A real good statement!
Title: Re: Kid - Forest Outpost V2 fixed
Post by: QueryEverything on May 13, 2017, 07:40:21 PM
Hmm, I see your point, but everything does not have to be so neat.
Even further down the list. :)

Not even top 5 ;)  And you & @Paeng are right, but art is beauty & beauty is in the eye of the beholder, and when the beholder is a Town Planner with a hot thing for symmetry ...  lololol ...  (Mild OCD growing up, now it's a little bit more *coughALot* than Mild ;) )

Sadly abstract art was my 'jam', until the OCD, now it's all lines and squares.  :(  *sadness

In other fun news - that poster is rocking, very City Lane ;)  vibrant colours :D


Forgot to say - I'm happy to keep those existing houses in, I like them :D  (hence me using them, haha), but it's an addition, not replacement I was hoping for.
Should've made that a bit clearer, lol.  :D 
Title: Re: Kid - Forest Outpost V2 fixed
Post by: ancientmuse on May 14, 2017, 03:34:37 PM
I'm OCD....

Symmetry is everything, dammit !!


.... diagonal houses, flowers on one side and not the other, abstract art, pffft. 

What's this world coming to for crying out loud ?!

Won't somebody think of the children ?!

 :o
Title: Re: Kid - Forest Outpost V2 fixed
Post by: galensgranny on September 04, 2017, 10:19:05 PM
Kid (http://worldofbanished.com/index.php?action=profile;u=2582), the church for this set is one of the most beautiful buildings made so far!  :-* It is too beautiful to be hidden in the forest, so I have in my town. 

But, it's lonely there with other buildings not going with it.  I would like a small town hall to match it.  Maybe the rounded (hexagonal?) part could be what the town hall would look like, small like the town hall in the Stone Addon set is small.  A golden topper of some sort would be nice on the town hall, but could be left off.   

Being as I want to use this also in town, some larger, squareish houses are my desire as well.  A 4x4 two story, with some other roof material, not only thatch.  But, also that would be good in a forest town for some styles of play.

That church is just so outstandingly good looking, it needs very much more going with it, in my opinion.  I hope you will feel like doing more for this set.  Or maybe as part of a "extra buildings to coordinate with various sets" kind of thing.  (I have more ideas based on your work from other sets.)

I can't get over how attractive that church is!  Why aren't other people going nuts over it? 

(I play more for looks than other elements of game play.)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: Abandoned on September 05, 2017, 04:46:37 AM
@galensgranny that church is indeed beautiful and unique, that's why it stands out. I especially like the roof color.  If surrounded by like buildings it would fade in.  I agree though that a small town hall to match would be nice. @kid1293 mods are very versatile and blend well together to mix and match.   :)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: galensgranny on September 05, 2017, 05:04:15 AM
Abandoned, I wasn't meaning for all buildings to look the same.  But, I am not adverse to that either.  The church shape would be different, along with it's gold topper making it different.  I like the type of wooden walls used, so some two storey looking squarish homes with that same wood for walls would be good for my preferences.

I also especially like the turquoise roof color on the church.
Title: Re: Kid - Forest Outpost V2 fixed
Post by: gatinho65 on October 05, 2017, 11:22:40 AM
I just needed to say how much I love this mod set! Incredibly useful, I can hardly think about playing without it now. I love the diagonals as anything that allows me to escape the grid is already a fave. And with your wonderful deco covers, I can place a small covering over those small workplaces so I don't lose them among the trees lol, which did happen when I built them and forgot to really make sure I knew where they were.

Since you incorporated a lot of the NatDiv work, do you know if it would be possible to add another small building that does the planting and harvesting of thatch? I love the meadow produced but the thatching building in the menu bar is very large and the radius is quite small, I wish the building was half the size and had half again the radius lol.
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on October 05, 2017, 11:32:55 AM
@gatinho65 - I am so sorry to tell that I do not have the resources for that.
Bartender is not here and I can not get to his thatch models.
I love that mod too.
Title: Re: Kid - Forest Outpost V2 fixed
Post by: gatinho65 on October 05, 2017, 11:44:51 AM
@kid: Bummer, hopefully bartender will appear somewhere again? Since I'm so late to everything, I'm still trying to figure out who posts where, this seemed like the most active and welcoming place, but do some creators post more somewhere else?

Oh and I forgot to say how much I love the little Russian looking church, super cool and different;)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: Paeng on October 07, 2017, 01:38:24 AM
lose them among the trees lol

Tehehe, yeah... another trick is to pick a large footprint (e.g. market) and hover it over your map to pick out all the red spots  ;)


Quote
planting and harvesting of thatch

Yeah, NatDiv is not my choice for every game, it's a theme I only play once in a while.
I would not mind to have all the associated thatch items as a standalone resource though...  :)
Title: Re: Kid - Forest Outpost V2 fixed
Post by: gatinho65 on October 07, 2017, 10:51:57 AM
@Paeng: good tip, yet I get nervous about doing that because my twitchy finger might actually plant it lol.
Title: Re: Kid - Forest Outpost V2 fixed
Post by: brads3 on January 10, 2018, 02:16:48 PM
maybe i am behind an update or 2. the FO mod i am using claims i loaded it may 9th and is 40.8mb. this versions claims to be about half the size.i never noticed it before but the houses don't accept thatch. the banies carry it and try to take it home but they get stuck in a loop until it warms up.once they grab a different firewood they get out of the loop. just happened to build a couple of the FO huts near a thatch meadow and was waiting for a building to be finished when i caught it.
   
    did you fix something else since the may 9th? was my version always this way and i didn't catch it or could it be mod order? i cleared my registry the other day and re-did my mod order and have most of your mods grouped together. i do have the group mixed up cause the theme icon is not working.     thanks KID
Title: Re: Kid - Forest Outpost V2 fixed
Post by: kid1293 on January 10, 2018, 02:54:12 PM
@brads3 - The version i have is from May 12th and is 42,800,821 large
If you mean the NatDiv version it is from same date and 46,716,456 large

I uploaded both mods May 14th and I just downloaded and checked. They are the latest.
They both work on my machine but I don't know anything about flags. People change them all the time.  :(

I never intended thatch as fuel so I have only WoodFuel flag in standard FO. Never mind.
I see the problem. It should have been Fuel not WoodFuel.
I chose WoodFuel out of habit. I don't want to burn coal.

What to do?

edit - Natural Diversity thatch have these flags.

   RawMaterialFlags _flags = Custom5 | Fuel | WoodFuel;

I made the mod with these in mind. If someone made another thatch, I don't know.
Title: Re: Kid - Forest Outpost V2 fixed
Post by: brads3 on January 10, 2018, 04:45:23 PM
i'll try to upgrade to the nat div FO version tomorrow then. i have a few houses that don't burn thatch so that isn't a problem. the whole winter of the families being stuck in  a loop carrying thatch was a issue. no work got done while they did that.
Title: Re: Kid - Forest Outpost V2 fixed
Post by: RedKetchup on January 10, 2018, 08:41:01 PM
in the next future mod, i have the nat div tatch as resource and it is same : RawMaterialFlags _flags = Custom5 | Fuel | WoodFuel;
i let it that way