World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on March 01, 2017, 10:37:03 PM

Title: RedKetchup work in progress....
Post by: RedKetchup on March 01, 2017, 10:37:03 PM
 :P I think it is time to start a new topic :)
the other one has arrived to 35ish pages ^^


and for starting it .....

whats about a new...

Victorian ... Greenhouse ?
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on March 01, 2017, 10:40:27 PM
very nice :)

What will the production be?
Title: Re: RedKetchup work in progress....
Post by: elemental on March 01, 2017, 10:56:10 PM
Well you know that I like it.  :)

Could we please have an F variant with the metal painted green?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 01, 2017, 11:07:23 PM
Well you know that I like it.  :)

Could we please have an F variant with the metal painted green?

will see how it looks like in game.... i dunno yet ^^
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 01, 2017, 11:17:17 PM
I love that @RedKetchup :)  Great new thread :)

btw ... how are my little houses, nearly ready for 107?  *cheeky
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 01:20:01 AM
well.... i had to redo all the leaves cause when we buy something from internet (a set of bushes) and we get like 44k polygons and we pro optimize it to 5-6k each ... and we multiply it by 12... cause we put 12 of them....
and at the end you barely see something...

then ... we have no choice to use the textures and try to do better in 500-1000 poly instead ^^

my first attempt of my own bushes is not bad ... i just need to work the AO to make it darker or redo my pngs to get rid of the little white lines that makes the whole bush... too light

but not bad not bad...

and sorry i know that alot of technic vocabulary ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on March 02, 2017, 01:55:52 AM
Looking good. It should probably have a dirt floor or a stone floor. Definitely not a grass floor. The grass would be all trampled and dead.

Instead of having bushes everywhere you could have one or two clear benches, or you could have some small pots with seedlings. And what about your plants from NMT houses and herbalist? They would look very good inside the greenhouse. The plants could also be ghost decorations that the player can add. Just a suggestion.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 02:26:27 AM
yes i can do that i guess... let a spot or 2 without bushed and have couple of fresh pots in there :)

the floor will be turn to dirt when i ll do my footprint.

i guess too i can dd some flowers here and there :)


here screenshot with the "white thin lines" fixed
Title: Re: RedKetchup work in progress....
Post by: elemental on March 02, 2017, 02:55:08 AM
It looks really good.

What will it produce? Seedlings? Tropical fruits? Herbs? All of those things?

Also consider having it use water as an input. You've made a water tower and CC has water towers but water doesn't really get used for anything. Again, just a suggestion.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 02:56:29 AM
added the dirt footprint... took out 1-2 bushes . added some empty pots .... changed size of some bushes...
i need to find a way to make glasses now :P so it doesnt snow inside ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 02:58:47 AM
It looks really good.

What will it produce? Seedlings? Tropical fruits? Herbs? All of those things?

Also consider having it use water as an input. You've made a water tower and CC has water towers but water doesn't really get used for anything. Again, just a suggestion.

yeah i guess the water idea is good....
i dont want to put the crappy idea of seedlings... it is useless.

i will make it drop a very small amount of any kind of vegetable at random... all year long :)
Title: Re: RedKetchup work in progress....
Post by: The Pilgrim on March 02, 2017, 03:38:49 AM
@RedKetchup   you do realize that you have now  forced yourself into doing several Victorian homes... 8). Tudor Revival might be nice tooo ;)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on March 02, 2017, 03:51:25 AM
That looks very nice, but I would like the original greenhouse with seedlings for trade just made smaller, perhaps half the size.  But that's just me who has used the original greenhouse in almost every map.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 02, 2017, 04:10:10 AM

i need to find a way to make glasses now :P so it doesnt snow inside ^^


Have you considered completely transparent?
At 0-2% transparency it worked for me.
At higher it became all white. (I had a white texture)
I will try too because I want some windows you can see through.
I figured 0% transparent with a hint of texture in the corners.
Probably look like a well used window.
And I get rid of all those straight lines.
It's those straight lines that make windows look 'too good'.

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 04:18:08 AM
i ve put glasses everywhere, 100% transparent but a small thin line all around of 5 pixels..

what i dont understand..... there shouldnt be a single hole anywhere ....
i am still getting snow inside :S

@kid1293 , when you tried it your 0-2% ... did you got snow inside ?
Title: Re: RedKetchup work in progress....
Post by: elemental on March 02, 2017, 04:21:42 AM

i dont want to put the crappy idea of seedlings... it is useless.

i will make it drop a very small amount of any kind of vegetable at random... all year long :)

Random veg isn't a bad idea. I read that in megamod the seedlings are used to make decorative plants (you "plant" them when you build a tree) but I'm not sure because I don't use MM. So seedlings can have a use and don't have to just be a trade item.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 04:27:24 AM

i dont want to put the crappy idea of seedlings... it is useless.

i will make it drop a very small amount of any kind of vegetable at random... all year long :)

Random veg isn't a bad idea. I read that in megamod the seedlings are used to make decorative plants (you "plant" them when you build a tree) but I'm not sure because I don't use MM. So seedlings can have a use and don't have to just be a trade item.

that was the idea when i did it. this is why in MM is still doing that. but with time we saw people were only using the seedlings to sell, a very cheated way to make money to buy things.
also at some point i think, when CC integrated all the decoration items mod.... not 100% sure though, but i think they made it so you need the fruit/nut to plant the tree (an apple for an apple tree... a pear for a pear tree.... a walnut for a walnut tree....) * to be verify.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 05:13:08 AM
looks like we still get snow inside houses.

but i cheated lol

screenshots :

1. in summer
2. in winter
3 my texture applied to the "windows" ^^


can you notice the windows ?
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 02, 2017, 05:32:06 AM

I guess it's because the snow doesn't have collision.
It is not hindered by a wall, roof  or window.
I think the rain and snow are everywhere on the map.
I got snow under a roof with an open door when I looked, yes.
A test - go inside a closed house with zoomhack when it is snowing.
You'll see if there is snow in the air.


In my 'texture.rsc' I put the no-snow material for all things inside.
 Material _material = "Material\Opaque\OpaqueMaterial.rsc";
instead of
 Material _material = "Material\OpaqueSnow\OpaqueSnowMaterial.rsc";
and it worked.
Alpha-textures have no snow.
Billboarded I don't remember.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 02, 2017, 05:38:55 AM

Yes! Exactly what I meant with the window.
It does not have to be a thin shadow.
It can be irregular spots of dirt to get the feel of a window.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 02, 2017, 06:03:44 AM
What about something like ....

A small version, makes small seedlings. 
A large version, makes seeds

like so:
The Animal Pens needs Domesticated Animals from the Stables.  200 grain = 1 Domesticated Animal.

200 seedlings = 1 seed (new)
200 blueberries = 1 blueberry seed
200 herbs = 1 herb seed

You get the idea.

It makes the game more useful, and the Bannies would eventually need actual agronomists & botanists.

:D
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on March 02, 2017, 06:20:08 AM
Yes, the snow does not come from the banished sky. It's just rendered on not vertical faces. To use a no-snow-material for a separate texture part is a great idea @kid1293. I did not know about this. I always remove snow from the inside of buildings by the alpha-channel in Photoshop. It's still the best solution for me because I don't like multi-textures. But for other modders it can be a nice alternative.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 02, 2017, 06:43:13 AM
I agree fully @Tom Sawyer
But for this purpose I have two textures. snow/no snow
It is easy to adjust contrast a bit for the inside when having it separate.
I used it on the market kitchen too. Who wants snow on a warm stove?  :)
Title: Re: RedKetchup work in progress....
Post by: Nilla on March 02, 2017, 07:33:53 AM
Very nice greenhouse! You've come a long way, since your first greenhouse! Don't get me wrong. I liked that one too, but this is another level of modelling.
Title: Re: RedKetchup work in progress....
Post by: Gatherer on March 02, 2017, 08:14:06 AM
Looks very good Mr. Red.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 11:46:18 AM
Very nice greenhouse! You've come a long way, since your first greenhouse! Don't get me wrong. I liked that one too, but this is another level of modelling.

haha yeah i ve got better since 2 years ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 11:57:04 AM
I agree fully @Tom Sawyer
But for this purpose I have two textures. snow/no snow
It is easy to adjust contrast a bit for the inside when having it separate.
I used it on the market kitchen too. Who wants snow on a warm stove?  :)

but you dont need an alpha channel on a texture for calling alpha material, and you are not obligated to make 2 diff .pgn (1 for snow, 1 for alpha).

like my tables inside, it is a non-alpha png of dozen of wood planks... i only replaced the material by the one used by plants lettuce and calling the ModelAlphaTexture in the texture.rsc. even if it doesnt have an alpha channel in the png... it doesnt put snow.
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on March 02, 2017, 12:35:18 PM
i only replaced the material by the one used by plants lettuce and calling the ModelAlphaTexture in the texture.rsc. even if it doesnt have an alpha channel in the png... it doesnt put snow.

Yes, because this "OpaqueMaterial" from lettuce does not show snow in general. To define a ModelAlphaTexture is probably useless in this case. You need it if you want a building with snow but only a part of it without. Then you have to use the "OpaqueSnowMaterial" and can remove the snow from parts of the texture image using the alpha channel.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 12:39:15 PM
bah i just copied the 2 files i took to make my bushes inside and renamed them for the table texture and pots textures.  :) it was a very LAZY fix lol
Title: Re: RedKetchup work in progress....
Post by: elemental on March 02, 2017, 01:35:56 PM
Is there going to be a layer of snow on the glass roof in winter? That would make it look like the roof really is made of glass.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 02, 2017, 01:40:39 PM
Is there going to be a layer of snow on the glass roof in winter? That would make it look like the roof really is made of glass.

no. or it is transparent or it is snow. cant have both
Title: Re: RedKetchup work in progress....
Post by: elemental on March 02, 2017, 01:49:26 PM
I see. How annoying. Another limitation from the game engine.  :(  Although I can see why Luke did it like that (so you can have snow on trees) but it's a pity we can't have solid transparent objects (glass).


Title: Re: RedKetchup work in progress....
Post by: brads3 on March 02, 2017, 02:23:18 PM
can we use a greenhouse to produce native seeds? take in bonemeal,etc and set the output to 1 random seed out of a list of mayb 10. but tweak the numbers so you get 1 new seed every 2 yrs? not sure what else to use besides bonemeal for input.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 01:26:11 PM
no. you cannot take seeds and acquire them like if it is a simple product.

first, in a building, you work a certain units of work. And then the product appear on the ground where you placed the dummy points (create_00x).
seeds, not only are not "rawMaterialItems" and are "NaturalResources" , but also they dont have "3D meshes" that would need when it is on the ground and rdy to be pickup.

so seeds are not a 3D object and need to be directly transfert to a certain list.


there is only 2 ways to acquiert seeds : at begining of the game where you specify the number of them : at easy, normal, hard ... (the code of which ones you get is hidden)
and the other way is merchants: again , all the "buying" process is all hidden too. (the part you select a seed, you pay for it, trade, and most important, the "item bought" is added to your "list of seeds you have" <= all that is hidden and not in the files we can read the syntax.
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 03, 2017, 01:33:46 PM
what about thinkinig outside the box and make the greenhouse work as a trader like you did with the train? you "buy" using bonemeal,etc and you "buy" a seed??
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 01:37:57 PM
what about thinkinig outside the box and make the greenhouse work as a trader like you did with the train? you "buy" using bonemeal,etc and you "buy" a seed??


the traindrivers and train is a building exactly like a greenhouse or an apiary. it is not a "merchant". Merchants are tighly linked to trading post code and the boat wake code and cannot be seperated.
so a train function like : to consume a product "coins" and you produce another product " apple"
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 03:05:05 PM
there is a grey old wood version... and a fresh green painted version

need to do the other set of brick to go with old church stone set
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 03:43:30 PM
now we have all 4 :) 2 with red "fire" brick set, 2 with old "church" brick set :)

just need to decide NOW, what i ll do with it :)

1. offer a menu to make seedlings and take seedlings to create every vegetable ?
2. offer no menu and let everything random (seedlings that has no use ? , and every vegetable) ?
Title: Re: RedKetchup work in progress....
Post by: elemental on March 03, 2017, 04:39:05 PM
They look great. I like the green with fire brick and the grey with church brick. The open roof is good too. I wish we had animated buildings, then the roof could close in winter. (also, imagine if houses shut all their shutters in winter - would look so much better than the way it is now)


Seedlings are only useful with megamod or for trading. Does anyone really want another building for making seedlings? I don't, but that's just my opinion. Also, will this geenhouse be going into megamod? If it does go into MM then it might end up making seedlings regardless of what your version does.

Just a suggestion, but I would like to see it make a few different fruits and veg, and also herbs. Not a huge range, just a few. Random or menu, either way is good. The other option is make two versions - random and menu. But that's up to you.  :)

Fruit trees can be grown in a large greenhouse but this one isn't huge and doesn't have any trees modeled into it, so I would suggest fruit that doesn't come from trees. Strawberries, raspberries, blueberries, maybe watermelons, plus a few different veg and herbs.

It could also make mushrooms. It's easy to believe that there are some mushroom boxes hiding in the dark under those benches.  :)







Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 05:07:07 PM
it will certainly be included in megamod for sure. i dont see why @kralyerg wouldnt want to ^^

agree the windows open at top is great, add alot to the look.

about making 2 versions : a menu and a random : i agree, no problem :) i already started to make my icons for both. icon is a little plant with an house roof over it. the random has dices too in the icon to tell : random.

about vegetables: bah it will have all the vanilla (no grain, no fruit) , about the CC new vegetables.... i would need to : or ask CC crew or remake them... for sure i wouldnt want to add everything they did.
and if i redo some... i would have to do everything from 3D to icons to crop/seeds.

i can do a couple and take that occasion to "fix graphics with a better version - no offenses (everybody, me included, learned alot since 2 years and we are better to compare how we were back in time ^^ " i would redo strawberry and raspberry. maybe watermelon but i would need to see how they look like in CC and see if they need an update. They look great!

i can probably add some boxes under the table and put some mushrooms :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 05:30:36 PM
oh an i will take that opportunity to fix the prices. i am lowering seedlings from 6 to 2 value... but double the productions from 4-6 to 8-12
overall value changed : -33%
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 03, 2017, 07:42:37 PM
They are looking fabulous @RedKetchup :)  I like the idea of the either/or option to have 2 available.  For the mini apiaries I have from Discrepancy I have a random row and a dedicated row of them so the numbers always jumble up :) 

And thank you very much for detailing why we can't generate our own seeds, it makes much more sense now!!!  :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 03, 2017, 08:32:43 PM
Just putting this here :)
Also, eagerly waiting my little beach houses (no rush, just waiting :D)
So, a small butcher, even a butchers block to work in with Kid's Workplace
Small Bakery, again to work with Kid's, with the additional egg recipes. 
:)

As per below, happy to sponsor a mesh if needed :)


There is never any harm in asking :) 
Maybe (nicely) asking @RedKetchup if he could make his butcher into a smaller building (as an option) would be helpful?  To fit in with the small Workplace layout.  A butchers block :D maybe??


for sure there are never any harm to ask :)
just know these things ask time and work - most often, more than expected ^^
put in reminder list hehe
I could sponsor a mesh?
https://www.turbosquid.com/3d-models/3d-pig-eye-catcher/707616
https://www.turbosquid.com/3d-models/3d-outdoor-stall/791694
https://www.turbosquid.com/3d-models/3d-model-butcher-block/566465
https://www.turbosquid.com/3d-models/3d-deli-meat-model/777193
https://www.turbosquid.com/3d-models/colonial-kitchen-table-3d-max/774910
https://www.turbosquid.com/3d-models/butcher-block-3d-max/865220

Anyway ... lemme go put this in your thread :D  haha
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 03, 2017, 09:25:40 PM
that would be nice :)

https://www.turbosquid.com/3d-models/3d-outdoor-stall/791694 (https://www.turbosquid.com/3d-models/3d-outdoor-stall/791694)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 04, 2017, 12:34:23 AM
Easy done :)  Anything else?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 04, 2017, 02:34:48 AM
Easy done :)  Anything else?

nop. nothing else :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 04, 2017, 05:19:05 PM
back to what i was doing :)

so....

i think, you guys & girls, will hate me  :-[

if i asked around about the vanilla cattle and milk..... we can only get 1 resource out of a livestock. since we got many cows that gave milk , i wished to make cattle and give something else : fertilizer  :-X but since the vanilla cattle is still used to give milk by other mods.....


i was wondering if i do instead .....

new crop just to get hays...
and we use hays to feed a stable of horses...
and the stable will need hays and make fertilizer as return...
and the greenhouse will use fertilizer along with water to get seedlings...
and the greenhouse will use seedlings and more water and give food ??

i know thats alot of operations.... a big chain but if i tweak the numbers so with 1 crop of hays we get like 4 or 5 crops as amount of food ....
it can also maybe change a bit the look of the landscape to see hays all around ? <= statement under reserve on how often we can see cylinders of hays roaming around ^^
Title: Re: RedKetchup work in progress....
Post by: calli74 on March 04, 2017, 05:30:06 PM
That sounds like a cool idea. Then you can build a combination of a stable with a horse paddock outside so the stable looks like it would be used for the horses. I do this already with the creamery and milking parlour from CC. I build those, then outside it a couple of pastures with cows in for extra milk for the creamery section, will post a pic tomorrow so you can see what I mean. With storage barns and a few houses for the workers, it starts to look like a real dairy farm settlement.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 04, 2017, 05:55:16 PM
the stable is already in construction ... not finished yet .... still have to adds some windows here and there on sides and in the back....
but will be mostly like that :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 04, 2017, 06:38:56 PM
it is a neat concept. however,i have what 5 banis tied up and produce how much food?? 1 for the crop, 1 stable,1 water,and 2 for 2 greenhouses.at scale you are looking at about 1000 food from the gh=200 food per worker. if you got the fertilizer from domesticated animals via the CC verion it would make more sence. cause you are then adding a chain to other animals that already are being used and producing items. i doubt many players are using horses for food.
the game doesn't allow us to use horses for work on farms. that would be more historically accurate.are you going to use the stable to breed horses for trade??
    what about "borrowing" the small pens from CC and incorporate rthem into this idea? then players have an option of milk,eggs,or wool.personally ,those pens and small. they would be better at double their size. using the domesticated animals, you could use your horse barn design and have it produce wool and milk both. cows on 1 end and sheep at the other end. that way for each worker you do get more production.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 04, 2017, 06:53:52 PM
because i dont want to steal everything from CC !!
i am using already enough things from them.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 04, 2017, 07:29:24 PM
I love @calli74 idea :)

@RedKetchup if you made one without a road tile, that would mean it could adjoin one of the fenceless pastures smoothly, and could have it surrounded by other pastures & the MM pens.  It would look fabulous, and like a real working farm.

I've been saying for months we need a manure or fertilizer as an option for growing some more fruit & veg, and with your new hothouse, it would (could) be an option!!
Now, see, if there were a mini seed starter lean-to, a 1 person agri-specialist who produces new seeds, that would be awesome.  :D :D :D

Honestly, do what you feel is best with this, but the idea is sound!! :D
(no roadtiles though, pleeeeeeeaaaaaaaaaaaaaaaase :D )


edit:  check your email red :)
Title: Re: RedKetchup work in progress....
Post by: chillzz on March 04, 2017, 07:46:18 PM
@RedKetchup add another cattle variant.. call it Bull and let it drop dung (shit) ;) :P

Anyway, will have to install 1.0.7 and some mods to get back into the game as soon as i have some time.
Keep up the great work!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 04, 2017, 07:48:55 PM

(no roadtiles though, pleeeeeeeaaaaaaaaaaaaaaaase :D )

stables.... and road... never fit well together^^
stables are for horses... not lamborginis ^^

edit:  check your email red :)

i have nothing in my mail P
Title: Re: RedKetchup work in progress....
Post by: calli74 on March 04, 2017, 09:10:15 PM
Here's a quick pic of my "dairy farm". Ignore the pink circle, it's just a happiness radius from a building that's being constructed somewhere nearby.
Title: Re: RedKetchup work in progress....
Post by: Necora on March 04, 2017, 09:28:20 PM
I like the idea of hay for feeding animals, but as @brads3 said there are lots of parts there for food.

I wonder if it would be better using the hay for cows that produce milk, and then also having the cows produce manure/fertilizer as a waste product? Kind of like the bone meal in CC.

In fact, you could make the manure a by product of a load of things like goat pens, chicken coops etc., to give an extra value to the food production.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 04, 2017, 09:38:26 PM
Here's a quick pic of my "dairy farm". Ignore the pink circle, it's just a happiness radius from a building that's being constructed somewhere nearby.

yup everything is the "story" that is behind each settlement we do:)


@Necora  : we cant ask a pasture to get a consume , and we cannot ask to get a 2nd produce item. it is milk, or something else. not both.
Title: Re: RedKetchup work in progress....
Post by: Necora on March 04, 2017, 09:45:15 PM
we cant ask a pasture to get a consume , and we cannot ask to get a 2nd produce item. it is milk, or something else. not both.

Oh I meant like in the dairy or other buildings, not pasture.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 04, 2017, 09:47:14 PM

(no roadtiles though, pleeeeeeeaaaaaaaaaaaaaaaase :D )

stables.... and road... never fit well together^^
stables are for horses... not lamborginis ^^

Sweet, that is excellent news :)

re the other, I will PM :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 05, 2017, 12:34:42 AM
am i losing it or just tired? don't chickens give us eggs,chicken,and feathers? that is 3 items. and cows can give leather,beef,and milk?if so then if the game limits it to 3 items cut beef to beef and manure and leather and the milk cows lose the beef side.
  true pastures won't consume an item. a barn or pen would be needed as a wroking building to consume and produce.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 01:40:30 AM
2 things @brads3 :

1 - when you have livestock alive in the pasture they can only give one thing: eggs from chickens, wool from sheep, milk from cows. only 1 thing can be given per animal type.
you cannot ask to drop milk + fertilizer from cattles ; wool + fertilizer from sheep; eggs + fertilizer from chickens... only 1 , the one at the top of the list only (if you try to put more than 1 thing in the list).

2- when they are slaughtered, they can give 2-3 items (maybe more i dont know) leather+beef+other thing for the cattles/cow; mutton+other things when a sheep is slaughtered; chicken meat +other things like feathers when a chicken has been slaughtered.

2a - i dont think it the good place to get fertilizers when you slaughter an animal. i think you should get it when they are alive, for at least, that kind of fertilizer. before lately, i never heard about bonemeal... i saw the name sometimes from CC.... but never know what it was supposed to be. and compost only exist since some years depending which municipality you live ^^ (here 2-3 years lol)
so, i know i can have a narrow mind... but for many decade, bah since i am born, we know here the best fertilizers the most common and the best productive one we can find... are the "horse dung"
i know , i live in canada ^^

i would have live through it if i could have cattle drop fertilizer while they were alive ^^
crazy canadians  ;D
Title: Re: RedKetchup work in progress....
Post by: elemental on March 05, 2017, 01:51:32 AM
am i losing it or just tired? don't chickens give us eggs,chicken,and feathers? that is 3 items. and cows can give leather,beef,and milk?

Pretty sure you only get eggs while the chickens are alive and feathers plus meat when they die. For sheep it's wool when alive and meat/bonemeal when they die. EDIT: Red answered this when I was typing.


i was wondering if i do instead .....

new crop just to get hays...
and we use hays to feed a stable of horses...
and the stable will need hays and make fertilizer as return...
and the greenhouse will use fertilizer along with water to get seedlings...
and the greenhouse will use seedlings and more water and give food ??


Firstly I love that stable. And I see horses.  ;)

Secondly: fertiliser... a great idea but a better name would be manure. Fertiliser makes it sound like an artificial chemical used in modern agriculture. Dried manure was also used as a fuel for fires. That sounds a bit unpleasant (smelly), but there was plenty of it about.

Your production chain is an interesting idea but it is very long and complicated. All just to grow some food. You could cut it down a bit and keep the best bits.

Stable produces manure (no inputs, just work).
Greenhouse takes manure and water and makes food. No seedlings needed. Seedlings don't make sense with mushrooms anyway, if you are going to add mushrooms.


But hay field and hay crop plus a stable plus a water tower plus a greenhouse, that's a lot of space and workers. Plus you need to have the hay crop seeds to grow the hay in the first place. It certainly adds realism but it would be much easier to just grow food in that hay field to begin with. The greenhouse isn't huge so it shouldn't be producing massive amounts of food. It is a very attractive building and I would definitely build it even if it did nothing. Having it as a small source of fruit and veg all year round is a bonus. Just my thoughts.


Did I mention that I love that stable?  :)





Title: Re: RedKetchup work in progress....
Post by: Paeng on March 05, 2017, 02:47:57 AM
Cool, I really love the greenhouse and the stable... I'd also love some haystacks that are tall, I mean really tall (attached)  ;)

Personally I do not fear long or complicated chains - they provide a nice sense of mid-game "achievements" (stuff you can not build right off the start)... but that's just me again...  :)
Title: Re: RedKetchup work in progress....
Post by: Nilla on March 05, 2017, 03:20:08 AM
I would like the idea of hey stacks, too. Nice addition.

I have another idea for using manure; a bit shorter than your long chain: Would it be possible to build a field/orchard, slightly more efficient, than a vanilla field, using manure as "building" material?

But your suggestion would be good, too. I like the thought of making the very nice looking new greenhouse more useful, than just producing seedlings for export (or a few decoration items)
Title: Re: RedKetchup work in progress....
Post by: elemental on March 05, 2017, 01:40:26 PM

Personally I do not fear long or complicated chains - they provide a nice sense of mid-game "achievements" (stuff you can not build right off the start)... but that's just me again...  :)


Long chains for mid game are fine. I'm just a bit worried that with so much going into this chain - all just to make food - that the greenhouse is going to be making huge amounts of food just so that it;s worth the effort. It's not a huge structure. Realistically, how much is too much production for something this size?

The Victorians did build very large greenhouses but this isn't one of them. They weren't used to feed the local peasants, they were built by nobles just so they could show off by growing oranges and palm trees. They cost a fortune to run because they used lots of firewood or coal to heat them.
Title: Re: RedKetchup work in progress....
Post by: calli74 on March 05, 2017, 04:21:12 PM
In regards to the green house making seeds, I was just thinking, is it possible to have the green house produce something to the value of one of the lowest value seeds from the trader (2500) but make it take a long time to produce one so it's not overpowered, that way we could trade that item to the trader for a seed so it would almost be like the green house makes the seeds. It could maybe be a "registration" document as if, we made a new breed and we are registering it in the mail as something we bred in our greenhouse, and then we could use the seed in our town from then on. Or maybe it could make a random item from 3, each one having a different value so we could trade one item for an expensive seed (gold registration), (silver regristration) a cheaper seed (bronze registration) lowest value.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 04:43:26 PM
Secondly: fertiliser... a great idea but a better name would be manure. Fertiliser makes it sound like an artificial chemical used in modern agriculture. Dried manure was also used as a fuel for fires. That sounds a bit unpleasant (smelly), but there was plenty of it about.

Your production chain is an interesting idea but it is very long and complicated. All just to grow some food. You could cut it down a bit and keep the best bits.

Stable produces manure (no inputs, just work).
Greenhouse takes manure and water and makes food. No seedlings needed. Seedlings don't make sense with mushrooms anyway, if you are going to add mushrooms.


But hay field and hay crop plus a stable plus a water tower plus a greenhouse, that's a lot of space and workers. Plus you need to have the hay crop seeds to grow the hay in the first place. It certainly adds realism but it would be much easier to just grow food in that hay field to begin with. The greenhouse isn't huge so it shouldn't be producing massive amounts of food. It is a very attractive building and I would definitely build it even if it did nothing. Having it as a small source of fruit and veg all year round is a bonus. Just my thoughts.


Did I mention that I love that stable?  :)


i guess i can delete the seedling thing and go directly to fertilizer+water = food.
i guess also i should make the greenhouse bigger, you are right it is too small. and yeah it will give food all year. i cannot play with the numbers, it is defined in each vegetable templates.... but i will play with work time required to control the annual production.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 04:46:32 PM
Cool, I really love the greenhouse and the stable... I'd also love some haystacks that are tall, I mean really tall (attached)  ;)

Personally I do not fear long or complicated chains - they provide a nice sense of mid-game "achievements" (stuff you can not build right off the start)... but that's just me again...  :)

I would like the idea of hey stacks, too. Nice addition.

I have another idea for using manure; a bit shorter than your long chain: Would it be possible to build a field/orchard, slightly more efficient, than a vanilla field, using manure as "building" material?

But your suggestion would be good, too. I like the thought of making the very nice looking new greenhouse more useful, than just producing seedlings for export (or a few decoration items)

yeah it needs hay stacks.

crops and orchard doesnt need a building material to build them. not sure if we can add to it, and 2: not sure if we can make it more efficient, the numbers arent controlled by the crop/orchard but by the vegetable/fruits templates.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 04:48:48 PM

Long chains for mid game are fine. I'm just a bit worried that with so much going into this chain - all just to make food - that the greenhouse is going to be making huge amounts of food just so that it;s worth the effort. It's not a huge structure. Realistically, how much is too much production for something this size?


yeah i will make them a bit bigger
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 04:51:00 PM
In regards to the green house making seeds, I was just thinking, is it possible to have the green house produce something to the value of one of the lowest value seeds from the trader (2500) but make it take a long time to produce one so it's not overpowered, that way we could trade that item to the trader for a seed so it would almost be like the green house makes the seeds. It could maybe be a "registration" document as if, we made a new breed and we are registering it in the mail as something we bred in our greenhouse, and then we could use the seed in our town from then on. Or maybe it could make a random item from 3, each one having a different value so we could trade one item for an expensive seed (gold registration), (silver regristration) a cheaper seed (bronze registration) lowest value.


the working unit inside a building is a stable number that cant be changed dependantly what you are crafting. it is the same amount of units for everything.
you cant ask 5 working unit for a cabbage and 5000 working unit for a certificate.
Title: Re: RedKetchup work in progress....
Post by: elemental on March 05, 2017, 06:10:22 PM

i guess i can delete the seedling thing and go directly to fertilizer+water = food.
i guess also i should make the greenhouse bigger, you are right it is too small. and yeah it will give food all year. i cannot play with the numbers, it is defined in each vegetable templates.... but i will play with work time required to control the annual production.

I don't think it's too small. It's a good size for small crops. Things like herbs, mushrooms, and small crops of fruit and veg. You could easily grow a lot of mushrooms in that small greenhouse. But carrots or beans or blueberries... probably not so many. Please keep the small version, even if it doesn't make very much food.  :)

If you also want to make a bigger greenhouse please consider leaving some blank spaces in the middle so we can add some decorative fruit trees. Google "Victorian glasshouse" and you will see some VERY large structures that could easily hold a small orchard.

But they weren't built to grow commercial crops as far as I know (the heating costs where huge - the bigger ones had boiler rooms underneath the ground and used lots of firewood or coal). They were usually built by rich nobles so they could show off. Or botanical gardens would have one to grow exotic tropical plants purely for display purposes. The attached pic is one of my favourites. From Edinburgh Botanic gardens.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 07:11:09 PM
lol thats big and huge lol

for the moment i try to finish the stable...

i dont see what or which more details i can add to it :)
i am considaring it like finished... need to do the code and make it in game.

by the way ... i am wondering if i should make all those things as a seperate MOD (was at begining included in Garden Walls...)
but i dunno, maybe will make a seperate called:

Garden Walls: Utility.

with Greenhouses, Stables, Hays & Fertilizer
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 05, 2017, 08:58:22 PM
i guess i can delete the seedling thing and go directly to fertilizer+water = food.
i guess also i should make the greenhouse bigger, you are right it is too small. and yeah it will give food all year. i cannot play with the numbers, it is defined in each vegetable templates.... but i will play with work time required to control the annual production.

No, please don't tell me that you are giving up on the small greenhouse?  *sighs 
I don't mind the idea of the big one, will be lovely in a large city, but, my little farmlet bannies ...  please don't forget them?
Maybe 2, 1 for the little farmlets and a large one for a large city.
I would put a large one in a large city gardens area :)  Like the one that @elemental showed us, we have something similar here that I would love to build into a garden environment :)

I love the stables, looking great.

As to the toolbar, maybe:  Farm Utilities as it's no longer really about the garden or city walls, they are more utilities and farming functions. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 09:10:20 PM
dont worry, the little one will still there but overall , over the year production, it will be less... i mean the bigger one will produce more. ^^ i need to check the size and number of workers and compare with crops/works. but these tweaking numbers will be at the end.

yeah the stable is in game now :) looks so gorgeous :)


i guess stable will be in resources.... and the greenhouses in food production.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 05, 2017, 09:14:06 PM
Can't wait, it looks fabulous :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 11:25:58 PM
OOOOPS !  ;D
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on March 05, 2017, 11:29:32 PM
... GMO hay   ???
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 05, 2017, 11:30:27 PM
Oh wow, that is ...  just ...  supreme ...  omg :)  Could you imagine all the little Bannies with that?!?!?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 11:37:30 PM
hahaha that was so funny ROFLMAO  ;D ;D



starting to look better
need to do another tweak... and after it will be great :)
Title: Re: RedKetchup work in progress....
Post by: elemental on March 05, 2017, 11:46:15 PM
That crop looks good. It all looks good.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 05, 2017, 11:51:16 PM
it will be promising :) i need to eat supper but already put hay stacks +30% bigger.... and after supper i want to delete half of the leaves and double everything overall....
Title: Re: RedKetchup work in progress....
Post by: calli74 on March 06, 2017, 01:14:26 AM
Redketchup... Making hay great again!!!!

It's looking good so far. I really enjoy seeing your processes for making the mods, the time and effort you put into them is astounding. I'm looking forward to this one being released, new toys...
Title: Re: RedKetchup work in progress....
Post by: elemental on March 06, 2017, 01:35:11 AM
Just a few tips. You are calling the plant/crop "haystack" but a better name for the crop would be alfalfa or lucerne. Once the plant is harvested and dried it is called hay.

Haystacks are usually big loose stacks of hay. Your small rectangular bundles are usually called hay bales, so a better name for the rectangular bundles would be "hay bales" or just "hay", or "fodder". I hope this helps.  :)

Can you please also make some deco hay bales and haystacks for pastures? And maybe a hay barn too? Ghost decorations so they can go in pastures.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 02:27:02 AM
Just a few tips. You are calling the plant/crop "haystack" but a better name for the crop would be alfalfa or lucerne. Once the plant is harvested and dried it is called hay.

Haystacks are usually big loose stacks of hay. Your small rectangular bundles are usually called hay bales, so a better name for the rectangular bundles would be "hay bales" or just "hay", or "fodder". I hope this helps.  :)

Can you please also make some deco hay bales and haystacks for pastures? And maybe a hay barn too? Ghost decorations so they can go in pastures.  :)


ok so i need to rename the crop : Alfalfa ?
so i need to rename the resource itself : Hay ?

and what if i put the "form or the shape" of these stacks/bales totally random ? (i know i need to work more on the hay stack shape.... ^^) but can have random different shapes when it "drop" on the crop.
Title: Re: RedKetchup work in progress....
Post by: Nilla on March 06, 2017, 03:07:21 AM
As a former farmgirl I can say; hay is dried grass (and other similar plants) not a crop like the one you have made. Your field seems to make straw, the stalk from crops, also a product used in farming. Mainly it's put on the floor in stables to absorb urine and dung from the animals, to make it easier to clean. Your crop looks good but you should give it another name than hey.

In my childhood hey looked like pic 1. Today like pic 2. I can see some of those just now, when I look out of my window.  :( 3 picture was the only one I found whitout tractor, where a part of the unharvested hay still is shown.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 03:26:16 AM
we cannot please everybody :( there are always someone not happy :(
specially with this game that is so restrictive and totally lack of vision. i dont want to make straw, i want to make something that feed the horses. sorry if it doesnt "fit" your reality, Nilla.

meanwhile, i made 4 different random models that will appear on the ground when they harvest it. i have so hard to do these kind of things lol i will never be a good scuptor  :-[
the thing i am happy, the crop looks like more like grass than previously.

i need now to change the numbers, i think i doubled the number too high, i will put them down to 150% of normal crop instead of 200%
Title: Re: RedKetchup work in progress....
Post by: Nilla on March 06, 2017, 03:31:48 AM
No problem. :)

As always, you are right.
Title: Re: RedKetchup work in progress....
Post by: elemental on March 06, 2017, 04:40:44 AM


ok so i need to rename the crop : Alfalfa ?
so i need to rename the resource itself : Hay ?

and what if i put the "form or the shape" of these stacks/bales totally random ? (i know i need to work more on the hay stack shape.... ^^) but can have random different shapes when it "drop" on the crop.

Rectangular bales look good to me but the other ones aren't bad either. I think the rectangular ones might be a bit modern for the game, but that doesn't worry me.  :)

From wiki:

Commonly used plants for hay include mixtures of grasses such as ryegrass (Lolium species), timothy, brome, fescue, Bermuda grass, orchard grass, and other species, depending on region. Hay may also include legumes, such as alfalfa (lucerne) and clovers (red, white and subterranean).

Oat, barley, and wheat plant materials are occasionally cut green and made into hay for animal fodder; however they are more usually used in the form of straw, a harvest byproduct where the stems and dead leaves are baled after the grain has been harvested and threshed. Straw is used mainly for animal bedding. Although straw is also used as fodder, particularly as a source of dietary fiber, it has lower nutritional value than hay.



So alfalfa is one plant that can be used to make hay, but there are lots of others. Timothy grass seems to be a popular hay crop in the UK and in the US/Canada. It was popular in the 1700s and by coincidence it looks a bit like the crop you have modeled. Except in real life it's much shorter than your model. So Timothy grass might be a good choice. It's up to you.

Your crop should probably be green because apparently hay crops are harvested when green, but that's a minor detail. Just depends on if you want it to be like real life or not. Again, it's up to you because you are the one making it.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 05:45:58 AM
thats not a problem, i can name timothy  ::) i agree about more green... i already thought about it which looking the crops growing... i will anyways have to make some change to my mesh cause i see too much "shadows" under it. it is cause the leaves are rectangle for minimum polygons and i use semi transparent for the look. but the bad shadow engine makes shadows from transparent zones  :-[

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 06:14:11 AM
btw .... what if .........

instead using crops.... and farmers....

i go with the "forester engeneering" technic ?

a special farm buildings you put in an open field and its worker will work to seed the field with timothy grass ?
and then harvest the field to get hay bundles ?
Title: Re: RedKetchup work in progress....
Post by: grammycat on March 06, 2017, 06:18:11 AM
My hubby and I farmed for over 30 years so I do have some experience in the US.  Yes, hay is cut green then is left to dry until all the moisture is out of it turning it brown.  However, the game limits probably would not allow that unless you could make the crop green and the bales brown.  Green bales would mold and make animals sick.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 06:44:24 AM
My hubby and I farmed for over 30 years so I do have some experience in the US.  Yes, hay is cut green then is left to dry until all the moisture is out of it turning it brown.  However, the game limits probably would not allow that unless you could make the crop green and the bales brown.  Green bales would mold and make animals sick.

yeah thats what i read @grammycat  :)


i want you all look at this :)
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on March 06, 2017, 06:49:49 AM
I like this crop model. Looks similar to my rye and can be easily confused with such grains. So I also suggest to give it green stems and to scale it down to the half of a citizen. Then it can more look like grass. Alfalfa was a great idea by elemental for a forage crop. A pity that this soil quality thing was canceled by Luke. Alfalfa could get the function to increase it. And of course it looks totally different. :)
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on March 06, 2017, 07:28:45 AM
Ey, what are you doing in my post.^^

I played around with these noise variables but hard to find out what they do exactly. I think it was even hard for Luke himself, so he added this noise tool to find good values. It has to be made visible in the toolbar.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 07:56:40 AM
Ey, what are you doing in my post.^^

I played around with these noise variables but hard to find out what they do exactly. I think it was even hard for Luke himself, so he added this noise tool to find good values. It has to be made visible in the toolbar.


OOPS sorry ... i guess i ve clicked : "edit" instead of "quote" :( so sorry i didnt meant too @Tom Sawyer


Quote
yeah i will lower them down when i ll go redo the mesh :)


anyone familiarized with the forester technics ? and about those "noise" thing ?

what i shall do if i want to have every square used ?
Code: [Select]

NaturalResourceDescription naturalresource
{
ComponentDescription _rawMaterial = "Template\RawMaterialHayStack.rsc";

// placement
float _noisePersistance = 1.0;
float _noiseOctaves = 4.0;
float _noiseScale = 30.0;
float _noiseCutoff = 0.35;
float _spawnChance = 0.9;

bool _groupModels = true;
float _groupPersistance = 1.0;
float _groupOctaves = 1.0;
float _groupScale = 5.0;
float _groupCutOff = 0.5;
int _groupRandom = 5;

float _minHeight = 0.0f;
float _maxHeight = 1.0f;
float _maxAngle = 0.75f;

bool _animated = false;
//Time _preAnimateTime = 6.0;
//Time _postAnimateTime = 3.0;
ToolType _toolType = Scythe;

float _positionTolerance = 0.4;
}



btw i love it ! if gives the game ... a new 3D dimension the game is missing : having fluffly grass all around  (just need the wind animations^^) ;D
Title: Re: RedKetchup work in progress....
Post by: grammycat on March 06, 2017, 08:01:53 AM
I like it Red.  About the size, we've had hayfields that you could walk through and it would be over your head, then there are fields where it's shorter-depends on the type seed planted.
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 06, 2017, 08:21:50 AM
instead using crops.... and farmers....
i go with the "forester engeneering" technic ?

Sounds good to me...

Cool new farming idea...  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 08:23:19 AM
I like it Red.  About the size, we've had hayfields that you could walk through and it would be over your head, then there are fields where it's shorter-depends on the type seed planted.

which one you like ? the crop or the forester technic ?
Title: Re: RedKetchup work in progress....
Post by: grammycat on March 06, 2017, 08:41:23 AM
I like the forester, we already have so many crops.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 09:04:41 AM
if there is more people who also like the forester method , more than crop ... i ll go for that
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 06, 2017, 09:15:50 AM
Go for the forester. Personally I like diversity and crops are in abundance.
I would like to learn that forester gathering myself. Having thoughts about it.

One more thing, even if you have a large radius there are limits.
It won't spread all over the map. Looks natural, I think.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 09:19:11 AM
Go for the forester. Personally I like diversity and crops are in abundance.
I would like to learn that forester gathering myself. Having thoughts about it.

One more thing, even if you have a large radius there are limits.
It won't spread all over the map. Looks natural, I think.

yeah more i stare at it ... and more i like it :)

i ve put the color just a little bit more green, not alot cause too much green it is worst than gold :(
and i made the " fluffs" of grass 4X bigger. i think it looks better
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 06, 2017, 09:38:01 AM
Yes, I also like the "Forester" idea   :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 06, 2017, 09:41:33 AM
the forest option is better. i'd recommend changing the looks of it thou. mayb a hay barn would be a better fit. will that grass drop hay piles? like when trees are cut they drop logs. to bad we can't use a square instead of a circle. i do think it should be a smaller radius than the vanilla forester ,more like the mini forester.however,that also depends on the output needed to run the set and still produce enough food at the other end. is there plansto add another output to the forester?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 06, 2017, 09:54:39 AM
for sure there will be another mesh for it, maybe similar to a barn but with hay bundles inside.
i still did another version a little more green so the foresters (<= i will need a name for new profession or should i take the farmers??)... so the foresters plant both: the less green and the more green ^^

i dont see what else i can put as resource ^^
and yes, when they cut those , instead of logs, it drop a hay stack on the ground :)


overall i think it is alot better than if i would have tried the gatherer... foresters plant them at least which gatherers dont do^^
(in this last screenshot, you can see some are greeners)
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 06, 2017, 10:50:48 AM
to bad we can't use a square instead of a circle.

That is very easy to "repair" - draw a square of roads inside the circle, maybe a double road... on the circular segments that are left over, cut the trees and build other structures there to prevent re-planting...

Naturally, you lose some "forest" area (less yield), but with some braining you'll be able to compensate for that, e.g. make two smaller squares and build related structures (barns, stables, housing etc.) on the "wasted" space...  ;)


EDIT

Something like this -

(http://i.imgur.com/MgZTixv.png)

* Agreed, I'd make the "circle" smaller too...
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 06, 2017, 12:35:50 PM
if i put NECORA'S trapper with this i can hunt foxes and rabbits. how fra do you want to take this chain? you could feed the stable hay and grain and depending on the animals get manure and milk.then manure plus water=food.or even add a decorative pasture to the stable and give more options.
Title: Re: RedKetchup work in progress....
Post by: elemental on March 06, 2017, 02:42:09 PM
You people have been busy overnight.

The grass forester is a good idea and the green grass looks good. Also, using the forester means you can plant more than one type of grass crop. How about some flowering clover? (you don't have to though - one crop is enough)

The only thing I don't like about using the forester is that the grass will be growing in winter. Unless you can fix that? Normal crops die in the cold. Can you make this crop do that too? How do people feel about this?


In addition to what Paeng wrote about roads, if you want square or rectangular grass fields you can also use INVISIBLE ROADS. They are in megamod. Kral made a set or roads and one of them is an invisible road. It stops plants from growing just like a normal road. http://blackliquidsoftware.com/index.php?/files/file/25-grassy-roads/ - link for people who don't use MM.

Two grass foresters - one small radius and one large radius would be good. Hay barn for a hay forester building is a good idea. I would still love to see a ghost version of this building though. Purely for decoration.  :)

Crop name... If people don't like the name timothy grass (it does sound a bit strange to me, but it doesn't bother me) then Red, you can always make up your own name. Red grass or meadow grass or something like that. It doesn't have to be a real-world plant.
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 06, 2017, 04:39:47 PM
ELEMENTAL,it has been daytime. it is now evening. have you been in the dark?lol you make a very good point about winter.
  yeah,i know i can force it to be square but that limits the production. and won't act the same as if the game had that option.
Title: Re: RedKetchup work in progress....
Post by: grammycat on March 06, 2017, 06:05:30 PM
You could name it "fodder" which is what it is.
Title: Re: RedKetchup work in progress....
Post by: elemental on March 06, 2017, 09:15:31 PM
ELEMENTAL,it has been daytime. it is now evening. have you been in the dark?

Are you still in yesterday? Well some of us are from the future. ;D
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 07, 2017, 05:48:51 AM
I built a shed (what else) and put the forester code with changes for herbs instead.
To my surprise the 'forester' planted herbs but did not gather them.
So I contacted Kralyerg (he was awake) :) and he said that I need a separate
gatherer to collect what the 'forester' planted.
How are you managing that with your hay/grass resource?
Do we need two buildings or do you plan for a button on the toolbar to collect?
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 07, 2017, 06:21:46 AM
When you asked me, I was confused and thought you meant a forester that plants trees and the trees spawn the herb. I didn't realize you meant it planted the herbs directly. (Obviously I wasn't awake enough)

I don't see why an herb forester wouldn't work. I'm on mobile right now, so I can't check, but didn't the herbs natural resource file have a pickup profession variable set to herbalist?
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 07, 2017, 06:53:27 AM
Yes, it is herbalist as profession. But you can't have both forester and herbalist.
The foresters default is trees and I don't want mess with default files for either herbs
or trees.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 10:35:49 AM
no, my foresters plant grass and collect themselves the hay stacks
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 10:46:13 AM
in my template i replaced this :
Code: [Select]
ForesterDescription forester
{
//ResourceLimit _resourceLimit = Log;
ComponentDescription _naturalResource = "Template/NaturalResourceGrass.rsc";
}


and there is my NaturalResourceGrass.rsc :

Code: [Select]
// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fifth;

// components that will be used
Description _descriptions
[
"map",
"model",
"naturalresource",
"growth",
"spawn",
]
}

MapDescription map
{
PathType _pathType = Obstacle;
bool _addOnCreate = true;

bool _addToOverhead = true;
Color _mapColor = 0xFF136932;
}

ModelDescription model
{
MeshGroup _meshes
[
{
//AnimationGroup _animations = "Models\NaturalResource\Tree\TreeAnims.rsc";
GraphicsMesh _mesh
[
"Models\HayStackLeafMesh.rsc"
]
}
{
//AnimationGroup _animations = "Models\NaturalResource\Tree\TreeAnims.rsc";
GraphicsMesh _mesh
[
"Models\HayStackLeaf2Mesh.rsc"
]
}
{
//AnimationGroup _animations = "Models\NaturalResource\Tree\TreeAnims.rsc";
GraphicsMesh _mesh
[
"Models\HayStackLeafMesh.rsc"
]
}
]
int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = true;
}

NaturalResourceDescription naturalresource
{
ComponentDescription _rawMaterial = "Template\RawMaterialHayStack.rsc";


// placement
float _noisePersistance = 1.0;
float _noiseOctaves = 40.0;
float _noiseScale = 90.0;
float _noiseCutoff = 0.35;
float _spawnChance = 0.4;

bool _groupModels = true;
float _groupPersistance = 1.0;
float _groupOctaves = 1.0;
float _groupScale = 5.0;
float _groupCutOff = 0.5;
int _groupRandom = 5;

float _minHeight = 0.0f;
float _maxHeight = 1.0f;
float _maxAngle = 0.75f;

bool _animated = false;
//Time _preAnimateTime = 6.0;
//Time _postAnimateTime = 3.0;
ToolType _toolType = Scythe;

float _positionTolerance = 0.4;
}

GrowthDescription growth
{
// maximum growth before death, -1 for ever living
float _maxGrowth = -1;

// growth +- some amount
float _maxGrowthTolerance = 1.0;

// length of growth period to maturity
float _growthInMonths = 20;

// temperature dependant growth
bool _temperatureDependent = false;
float _growthTemp = 0.0;
float _growthTempRange = 0.0;

// re-seeding.
bool _autoSeed = true;
int _seedChance = 99;
int _seedDistance = 9;
int _seedTimeMonths = 1;
float _growthForSeeding = 0.5;

// max neighbors when reseeding
int _maxNeighbors = 1000;
int _maxNeighborsSelf = 0;

float _minScale = 0.2f;
}

SpawnDescription spawn
{
Spawn _spawn
[
{
ComponentDescription _naturalResource = "Template\NaturalResourceHayStack.rsc";
float _minSpawnAge = 1.1;
float _maxSpawnAge = 100.0;
}
]
}

he plants the grass(NaturalResourceHayStack.rsc) and he gets hay or fodder when they cut those (RawMaterialHayStack.rsc)
as i see also about another question asked previously, he can only get 1 output : hay/fodder , you cant ask to get 4-5 different output.
the only time they will give you a different output is when there is a tree, iron or stone at the tile they will go plant your resource.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 07, 2017, 11:00:16 AM
Thanks a lot!
This explains why it did not work. The forester needs a modified 'tree' file to make it work.

I just dumped in what I thought was needed and sadly....  :(

You're the best!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 11:36:33 AM
Thanks a lot!
This explains why it did not work. The forester needs a modified 'tree' file to make it work.

I just dumped in what I thought was needed and sadly....  :(

You're the best!

yup all you need is a modified "tree" file (named into something else as you want) to make it work.
and inside that new file you can put everything you want , all the natural resources you want even if you want to put cabbage, turnips, carrots, berries, strawberries , apple, pear, stone, iron, herb.....

the only thing is the output when they harvest them.... i didnt tested yet if we can have a different output for everything depending what they planted.
(which i strongly doubt about that)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 11:42:23 AM
if you want you can make a new apothecary with a smaller radius, and will have them plant herbs all around its building and when they are mature, they will harvest them and it will give you free RawMaterialHerb all around :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 07, 2017, 02:11:38 PM
I love watching mods unfold, it's really tweaks my geek :)

I think the forester idea is a good one, I use Kral's ones on my map (his require a gatherer), and I am loving the idea of a 'theme building set', so that the forester/harvester building and the storage match :)  (hint, cough, small footprint option too).
And a matching house :)  (hint, cough, please) :D 

keep on coding, this is looking awesome


 :D :D :D


ps:  @Paeng I love that screenshot, I have saved it.  What a creative way of building the settlement :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 03:22:51 PM
presently working at everything works together :)

i notice though , i will have to make a well at some point because it needs water from NMT and not everyone use NMT ^^
so it needs to be able to work as a standalone :)

edit: i will probably do a well... but maybe also a mini building to be placed near rivers and being able to grab water from rivers :) probably 2x-3x more faster, 2x-3x more efficient.
Title: Re: RedKetchup work in progress....
Post by: elemental on March 07, 2017, 03:25:12 PM
Will it be a brick well to match your brick wall set?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 03:26:13 PM
Will it be a brick well to match your brick wall set?

of course
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 03:39:52 PM
btw... i did the stable with old "church" textures too :)

i really love this new "forester" fodder maker :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 07, 2017, 03:59:04 PM
*happiness is a gal with her geek on*
Title: Re: RedKetchup work in progress....
Post by: elemental on March 07, 2017, 04:05:22 PM
Both stables look great. What you could do is have the door on one of the empty horse stalls open and the worker could be raking up manure in the stall. That would look cool.  :)
Title: Re: RedKetchup work in progress....
Post by: calli74 on March 07, 2017, 04:05:46 PM
This is looking sooo good, must have patience....
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 04:11:28 PM
Both stables look great. What you could do is have the door on one of the empty horse stalls open and the worker could be raking up manure in the stall. That would look cool.  :)

they already go inside to work... they go outside... they go inside... return outside... but ya , maybe i should let a door open ^^
but as usual... citizens always cut corners... and sometime, still unexplicated, they sometimes pass through walls :S (in greenhouses sometimes)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 07, 2017, 08:25:23 PM
wells are done :)
Title: Re: RedKetchup work in progress....
Post by: Nilla on March 08, 2017, 02:34:56 AM
This is very nice, indeed!
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 08, 2017, 04:14:18 AM
i really love this new "forester" fodder maker :)

That fodder looks really good. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 08, 2017, 04:30:36 PM
i really love this new "forester" fodder maker :)

That fodder looks really good. :)

yeah but could better ^^

now i am happy with it :)

minus -50% less polygons for the grass patches.... look even better than before.
redid also the hay bundles / hay stacks on the ground : look also alot better.

:) i am very happy with these so now i can jump on the building design ^^
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 08, 2017, 05:42:11 PM
how does the hay and grass handle winter and look with snow?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 08, 2017, 05:57:05 PM
grass dont get snow cause they are semi transparent
if i make them sensible to temperature they would disappear at winter, but the foresters would need to replant every springs. didnt decided anything yet about that
Title: Re: RedKetchup work in progress....
Post by: elemental on March 08, 2017, 06:04:47 PM
It makes more sense if they disappear in winter. In real life that's what fodder/hay is for - feed for winter. But I don't know how well this would work with a forester. Foresters want to plant and cut all year round.
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 08, 2017, 09:02:23 PM
It would be funny to watch, though. The forester walking around planting in the dead of winter only to have his fodder instantly die every time.  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 08, 2017, 10:11:13 PM
It would be funny to watch, though. The forester walking around planting in the dead of winter only to have his fodder instantly die every time.  :D

oh they wouldnt even grow a little ^^

btw, just finished the Fodder Farmers building :)
inspired by... the forester lodge  ;D
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 08, 2017, 11:17:26 PM
@kralyerg that's funny  :)  Cruel, but funny :D
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 08, 2017, 11:17:55 PM
@RedKetchup that looks terrific :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 08, 2017, 11:19:00 PM
some screenshots in game ^^

ooops i forgot to put a door in the back lol (screenshot 2)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 08, 2017, 11:33:06 PM
@RedKetchup that looks terrific :)

thx :)

fixed the back door. just need to do the footprint and start to tweaks numbers
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 08, 2017, 11:45:05 PM
excellent work :)  and we will have matching barns, flagged just for this chain?
(pretty pretty please)  :D :D :D
Title: Re: RedKetchup work in progress....
Post by: elemental on March 08, 2017, 11:57:08 PM
Looking good. At first I didn't really like the idea of growing fodder to make manure to make food, but I've warmed to it now. Fodder would have been an essential aspect of rural life but it has been completely ignored in the game - up until now. (chickens and other animals out grazing in the snow!) Even though the animals don't require winter food, we can at least acknowledge some of the effort that goes into keeping them alive over winter through this chain. And if you really wanted to you could trade away some of the fodder for nothing, just to simulate the farm animals eating it.

And as a bonus the buildings look absolutely great.  :)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on March 09, 2017, 12:39:26 AM
Hey i like that farmers lodge! Looks really cool Red! :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 01:14:13 AM
so i am testing some numbers.....
mainly presently.... i made them disappear when temperature go down

i get a huge problem with this :( they are so much occupied to plant.... and to plant every year...  i barely get 180 fodder per year. around 4 or 5 shot of 30-42 each resource harvested  :-[
there are tons of resources to grab but too much occupied. so i am not sure about that.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 01:57:53 AM
the big difference with trees for a forester, i know trees arent eternals but they live through winters and live up to like 9 years (which represent almost a whole citizen life)
so i guess they used to just roaming around and plant ^^ and presently harvest 1 resource is still high at 30-42 per.

if you get lucky and get a mild winter... and get the temperature not going below 20F .... you can get a better harvest next year since they didnt all disappeared but if happends, you get almost nothing next year.

and i didnt gone to see "harsh" starting condition yet ^^
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 09, 2017, 02:25:45 PM
Would a smaller radius work?
So the 'foresters' have left planting & harvesting to do between Winters?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 02:48:56 PM
Would a smaller radius work?
So the 'foresters' have left planting & harvesting to do between Winters?

they are 4 in the building for an already alot smaller radius and they never finish to plants before winter lol
i ve put radius of 20 , the original has 30 tiles radius!
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 09, 2017, 02:59:16 PM
Oh wow and 4 Banis ...  cripes ...
That's a lot of work power needed, if you don't have enough food to even cover 400 units, then  ....  I would use it, other than cos it's fun, and only then with 1 Bani.    (I know this doesn't make food, but if the food at the end of the chain doesn't cover the workers throughout the chain, then I typically won't do it til very late in the game, which is a shame).

I am not complaining (please don't think that) just explaining how I choose food chains, and what I prioritise.  :)

Ok - so, make a smaller building, 'gatherer', that will only harvest what the foresters plant.

Essentially, as the foresters go along and plant all their goodies, the harvester goes along after them harvesting the goodies.
The building would be smaller, (or, at least one of the buildings would be smaller), and fit together with the Forester & (hopefully the small) barn, and it's a little working area.

If you had the smaller foresters, who plant, in the smaller building, you then keep your larger building, but for the harvesters, as you already have the decorations etc, and the room for the 'storage', in a sense.

Thoughts???
(just casual ideas @RedKetchup but it's a way to combat the issue of the foresters not harvesting in time, and the workload can be split then, and a profit can still be made, either by food (end of chain) or at the traders. :D )


Further thought .... the buildings would have a medium footprint (if more than 1), that way you don't lose too much planting room.  Otherwise, have the gatherer with double the radius, and then they can cover 2 areas, so you could have 2 forester buildings in the 1 harvesters radius, if the harvester works quicker than the forester.  That way we are also not losing valuable land to just buildings).
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 03:26:27 PM
no i think the best answer is to not let die these patches of grass, once they took 2-3 years and fill the gound up, the production becomes stable and productive.
and more of patches better look is too.

a 4 workers crop gives 1534 food/year
a 4 workers gatherer hut gives 2250 food/year

so a 2 workers fodder + 2 stablemen = 4 + 2 water gatherer and 2 greenhouse workers = 2x4 total. then at the end should give 4500 food/year
which is good to keep alive 45 citizens
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 09, 2017, 03:31:05 PM
Cool :)  I'm happy with that.
What gave me the idea was how I set up my renewable resources fields, the stone & iron.

I build the 1st building:  (MM/CC) Stone Harvester, then within it's radius I build the renewable resources buildings, in the 4 quadrants of the first radius, so I then end up with 4 stone renewable buildings.
I do the same for foresters as well.  I plant the largest footprint forester, then I plant in 4 of the small dense forestry buildings. 

I end up with the same outer footprint of the 'harvesters', but end up with 5 plant/harvesting areas to produce the needed resources.

BUT - I was really hoping you would say you wouldn't have it die off.  (A little cheaty(?!?!?!, not complaining), but when has that stopped me?!? hehehe)
Title: Re: RedKetchup work in progress....
Post by: elemental on March 09, 2017, 03:57:39 PM
so a 2 workers fodder + 2 stablemen = 4 + 2 water gatherer and 2 greenhouse workers = 2x4 total. then at the end should give 4500 food/year
which is good to keep alive 45 citizens

That seems like a lot of food for a small greenhouse. I guess it's working all year round and not just spring/summer, and I know this chain is long and complicated and it needs to make a "profit" to be worthwhile. Difficult to balance.

If the grass forester isn't working fast enough you could add another step:

- Forester grows and harvests fodder crop.
- Hay barn dries crop and makes hay. 100 green fodder crop makes 200 hay, or something like that. It would be another building and more workers, but it gives you more control over how much hay is produced.

But just letting the grass stay alive over winter is another option.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 04:53:51 PM
so far i did made a test without grass dying. and it worked out pretty well :) my test started on mild, medium start.

my plan is 1 fodder farmer building (which has 2 worker) sustain 2 stable (which has 2 worker each) and each stable should sustain 2 greenhouse each. need to add water to that.

results : (only got 1 stable and 2 greenhouse due number of population)

30-42 fodder per resource harvested is too high and i wish it can still sustain with 24-32 output (thats the number i hope to reach out)

the water output is too high, i wish 2 worker for sustaining 2 greenhouse( and a stable). i only had 1 well,  i need to add some work unit (+2 work unit)

2 greenhouse produced 3000 food each (6000 total) which is alot too much if you count 2 worker for 2 greenhouse+2 for stable+1 water+2 fodder) so i will add +2 work unit + 1 water to recipes


of course before the end i will need to add +1 more greener patch of grass for randomness
make the little greenhouse +1,+1 tiles bigger overall.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 09, 2017, 05:53:29 PM
Sounds good, eager to see it in action :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 09, 2017, 08:12:31 PM
@RedKetchup I've come across this bug ...
Using your RK Storage, for the 107 toolbar, and the small Protein Barn & Veg/Fruit Barn.
The Bannies are dumping all fruit & veg in the Protein Barn, not the Veg one.

The tiny ones are fine, it's just the small ones :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 08:36:10 PM
@RedKetchup I've come across this bug ...
Using your RK Storage, for the 107 toolbar, and the small Protein Barn & Veg/Fruit Barn.
The Bannies are dumping all fruit & veg in the Protein Barn, not the Veg one.

The tiny ones are fine, it's just the small ones :)

what wut ?
going to check that  :(
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 09, 2017, 08:57:32 PM
yup, you are right !!! so sorry

a new version 2.01 has been uploaded :)

2.01 : Fixed a flag problem with the Tiny protein barn. it will store protein for real now ^^
Title: Re: RedKetchup work in progress....
Post by: DesoPL on March 10, 2017, 08:01:25 AM
Red this farmers lodge produce food right?

Asking because allways when i start Adam & Eve condittion, allways got issues with food.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 10, 2017, 08:23:41 AM
Red this farmers lodge produce food right?

Asking because allways when i start Adam & Eve condittion, allways got issues with food.
no it produce animal food, not good for human :)

it is miscellaneous (?) "custom7" flag item : Fodder


with it you make another miscellaneous (?) "custom7" flag item : fertilizer

and with the fertilizer, there, you make food :)
Title: Re: RedKetchup work in progress....
Post by: elemental on March 10, 2017, 01:36:40 PM

no it produce animal food, not good for human :)


Wot?! No vegan organic gluten-free grass smoothies?  >:(
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 10, 2017, 03:12:51 PM
and with the fertilizer, there, you make food

Yeah, and it works really well... after converting a forester circle into a feed/hay circle (which took long because I did not cut the trees in one fell swoop)... anyway, then built the stables and greenhouse, selected corn for output, which I gave to Kid's workplace Grinder, who gave the flour to the  bakery... and now everybody has nice fresh bread - loads of it, very powerful chain...  :P

* Just curious - about the (beautiful) haystacks... I only got exactly 1, once... have not seen any since? How often do they cut the feed and build haystacks?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 10, 2017, 03:27:18 PM
and with the fertilizer, there, you make food

Yeah, and it works really well... after converting a forester circle into a feed/hay circle (which took long because I did not cut the trees in one fell swoop)... anyway, then built the stables and greenhouse, selected corn for output, which I gave to Kid's workplace Grinder, who gave the flour to the  bakery... and now everybody has nice fresh bread - loads of it, very powerful chain...  :P

* Just curious - about the (beautiful) haystacks... I only got exactly 1, once... have not seen any since? How often do they cut the feed and build haystacks?

so the chain works well ? you say powerful.... alot powerful ? numbers too high ?
when they harvest a patch of grass it gives 24-32 fodder.
the stable takes 12 (along with 2 water) and make 6-8 fertilizer.
the greenhouse takes 2 fertilizer + 2 water again, and make the number of food accordingly what is written in the food file (which is used for crop too 20-28)

so grass: 2.5 X 6-8 fertilizer = 15-20. then greenhouse /2 = 7.5-10 X 20-28 food = 150-280 food (and took 20-25 water too)


about the forester tech. not sure how they work, but they seems to be random like the game RNG the tile, they go there, if there is something already they harvest the thing (tree, stone, iron, or fodder) and they dont plant, if there is nothing, they plant. so the behavior i see, if the RNG bring the forester on a grass patch, they harvest it. they dont systematicly harvest everything it full grown.
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 10, 2017, 03:57:10 PM
so the chain works well ? you say powerful.... alot powerful ? numbers too high ?

I am terrible at following or crunching numbers, but yeah - I feel they are a bit high... here is my output for the previous year:

1 feed forester (2  workers) - 2688 fodder
1 stable (2 workers) - 648 fertilizer
1 greenhouse (1 worker) - 2044 corn


Quote
about the forester tech

Ah, okay... I'll watch them better next round, to get some good screenshots - the big haystacks look really nice  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 10, 2017, 05:26:29 PM
so the chain works well ? you say powerful.... alot powerful ? numbers too high ?

I am terrible at following or crunching numbers, but yeah - I feel they are a bit high... here is my output for the previous year:

1 feed forester (2  workers) - 2688 fodder
1 stable (2 workers) - 648 fertilizer
1 greenhouse (1 worker) - 2044 corn


and how many workers for the water ? 1 or 2 ?

so 2k food for 6 workers ?
thats not too much OP, gatherers get 2k for 4 workers, crop 1580 for 4 workers.

if you think thats too much fodder and you get overload alot.... the fodder farmer is intented to provide 2 set of stables/greenhouses
Title: Re: RedKetchup work in progress....
Post by: Denis de la Rive on March 10, 2017, 07:47:41 PM
Seeing those numbers it looks like 400 or so food per worker, (2000 by 5 workers) which is ok considering the space and resources required, I get about 500 to 700 food for one worker on 100 squares of crops. Design wise the advantage of going seedless is very valuable, it means that you can get bread without having to trade for seeds. This is very much like the domestic animals in CC, (milk, wool, eggs), and can be an important tool for survival. The requirements of space and resources makes this I believe well balanced, and it changes the way you get food. Like your watch towers a new way of getting food opens up many more strategies for survival.   :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 11, 2017, 12:35:58 AM
yup, you are right !!! so sorry

a new version 2.01 has been uploaded :)

2.01 : Fixed a flag problem with the Tiny protein barn. it will store protein for real now ^^

Thank you very much, been AFK today so I didn't see the update, will check tomorrow (pizza & DVD time :D )
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 11, 2017, 01:38:42 AM
i am at The Warehouse inc. now :)

since the building too much ugly , nothing to do with banished time....

i am trying to do a new one.... more medieval :)

it had 8x6 tiles.... i ll make it 6x8 instead...

so far i am there  :-\ i ve put 5-6 boxes together of different format.
did an arch entrance (gate door)  going to an inner courtyard ..
i ve put forms here and there...

i took the old church texture... looks good so far :)
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 11, 2017, 04:01:14 AM
the fodder farmer is intented to provide 2 set of stables/greenhouses

Ah okay... I'll set them to 1 worker then, as long as I only have one set of stables.

Anyway, I'm not complaining, it's a cool way to get grain without a seed trader!  ;)

And a fantastic set of new production buildings with it, too  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 11, 2017, 04:51:43 PM
welll i m back to it :)

doing some roofs here :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 11, 2017, 07:05:51 PM
so ... lol  i was searching for an orange roof tile texture ^^
and i ve put the hand on an ... interesant one hehe, a bit cartooned, but ... interesant :)
i am building my roofs with it and if at the end , it too much strange ... i ll try another one ^^

Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 11, 2017, 07:10:04 PM
That looks like orange snake skin, or, orange pebbles.  (Don't let that put you off) So I will be interested to see how it turns out after you've applied it to the roof, and made the changes for the game engine. :)

Also, @RedKetchup I've noticed the last couple of mod releases have been in the general mods sub-forum, not the 107 one that was created, force of habit maybe??  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 11, 2017, 07:56:37 PM
yeah the forum redirection is still not fixed :(
the moddlers have instruction to tell me if i need to "moved" the posts around. when i get a PM i am doing it, if they dont... .i am not aware of ^^
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on March 11, 2017, 08:09:56 PM
when you 'add a download', or edit a previous one, you can change the 'category' that it is in to: 'Mods - 1.0.7'

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

this will place the mod within the new category.

If you post a new mod, it will generate a forum post within the 'Mod Discussions 107' forum.

:)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 11, 2017, 08:11:21 PM
AH, got it.  I wasn't sure because your mod @RedKetchup , beach party is showing in 'mods', not 'mods 107'.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=241 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=241)

1.07:
http://worldofbanished.com/index.php?action=downloads;cat=4 (http://worldofbanished.com/index.php?action=downloads;cat=4)

Mods
http://worldofbanished.com/index.php?action=downloads;cat=1 (http://worldofbanished.com/index.php?action=downloads;cat=1)

 :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 11, 2017, 09:37:04 PM
oh i didnt know that


going to go see that :) EDIT: i ve put all my 1,0,7 mods in the mods 1.0.7 category , none of them they were there^^

meanwhile in a distant country ..........
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 11, 2017, 10:11:44 PM
meanwhile in a distant country @RedKetchup Pebbles were peebles and they were happy :)
The loved being bright, brought warmth and shelter, and they celebrated their life, they were one with their world and their creator, and that is the story of our peebles.

 :)





Please don't think I'm having a go at the typo, I think it's sweet :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 11, 2017, 10:45:04 PM
i guess it is 1-0 so far for the pebbles  ;D

meanwhile i ve tested all the roof textures i ve used in game so far....
let you judge hehe


i love how the way i am doing my 3D now ^^ just have to save and replace my .roof.png and i get an immediate look of what it gives without to have to set tons of things :)

1. training camp roof
2. old blacksmith
3. garden walls
4. ketchup inc
5. country house
6. country house
7. country house
8. nmt mine
9. nmt houses
10. nmt houses
11. nmt houses
edit : 12. i forgot the thatched ^^
Title: Re: RedKetchup work in progress....
Post by: josito on March 11, 2017, 11:48:37 PM
it is looking fantastic! I absolutely love number 4 and 11!  ;D
Title: Re: RedKetchup work in progress....
Post by: elemental on March 11, 2017, 11:49:53 PM
I like 2, 3, 4, 6, 8, 10, 12 the best. You could easily F variant a number of different roof textures.

Very interesting building. But there are no windows?
Title: Re: RedKetchup work in progress....
Post by: Manabloom on March 12, 2017, 12:09:30 AM
Question, Is there a production building that outputs fish or meat gourmets but also produce bone meal or fish meal fertilizers in CC?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 12, 2017, 12:31:00 AM
Question, Is there a production building that outputs fish or meat gourmets but also produce bone meal or fish meal fertilizers in CC?

no, it doesnt produce any bone meal. i 1. never heard that bonemeal ever existed in real life... 2. i didnt liked this concept of "bone meal" so i didnt made it compatible ( i mean be able to be used in cc )
sorry.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 12, 2017, 12:34:42 AM
Very interesting building.

yeah this what i get when i try to let my imagination go :P


But there are no windows?

i didnt made the windows yet. i am still to resolve the roof texture :)


i made more tests : i am gone in my roof textures folders ^^ to see the ones i never used so far.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 12, 2017, 03:00:59 AM
i started to put some windows :) you will see, it changes everything :D
Title: Re: RedKetchup work in progress....
Post by: TheOtherMicheal on March 12, 2017, 03:01:34 AM
Question, Is there a production building that outputs fish or meat gourmets but also produce bone meal or fish meal fertilizers in CC?

no, it doesnt produce any bone meal. i 1. never heard that bonemeal ever existed in real life... 2. i didnt liked this concept of "bone meal" so i didnt made it compatible ( i mean be able to be used in cc )
sorry.
Bonemeal is basically all the waste products left over from the slaughter of meat animals, it consists of ground up bones, skin, sinew, intestines. meat offcuts and so on that can't be used for food or other products (like glue). In was (and still is) used as a fertilizer and while it's typically called bonemeal in English, there are other names for it as well, here in Australia it's more commonly called "blood & bone".
More recently, bonemeal has been used as animal feed and was part of the cause of "mad cow disease".
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 12, 2017, 03:09:14 AM
Quote
trying couple more never used2.jpg (462.76 kB)

I like this color best for this building... would maybe need some color accents like an occasional awning, some banners and stuff...  :)
Title: Re: RedKetchup work in progress....
Post by: elemental on March 12, 2017, 03:19:19 AM
I didn't really like the blue at first but with the windows it looks much better. This new warehouse building looks like a place to store gems and coins. Not a bank, but a heavily guarded vault. A treasury building. Or perhaps an armoury - a place to store weapons.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 12, 2017, 03:36:28 AM
I didn't really like the blue at first but with the windows it looks much better. This new warehouse building looks like a place to store gems and coins. Not a bank, but a heavily guarded vault. A treasury building. Or perhaps an armoury - a place to store weapons.

bah it will be the traditional warehouse i made 2 years ago : it had the trading post UI and you store everything you want (even precious if you like).
it will be heavily garded ^^ not letting a single citizen to steal from it ^^
they will decide when they will need to release something at your command heeh.


almost done :) need to build the building process  :'(
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 12, 2017, 06:17:09 AM
wow !

it looks so awesome in game :D
Wonderful !!


EDIT:
i just need to change my doors though, not enough good ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on March 12, 2017, 02:44:23 PM
It looks great in game.  :)  But when you put it next to that barn to me it looks a bit small. It's a grand building with complex architecture. To me it just looks like it should be a bit bigger.
Title: Re: RedKetchup work in progress....
Post by: josito on March 12, 2017, 04:19:22 PM
It looks great in game.  :)  But when you put it next to that barn to me it looks a bit small. It's a grand building with complex architecture. To me it just looks like it should be a bit bigger.

It looks very nice in game, although agree with elemental; it looks small. And if you're open to suggestions.. I think some growing vines would look cool on the walls
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 02:09:59 AM
I did resized it +12 % in x,y but not in height z. it was already high enough.
now it has a footprint of 9x7 instead of 8x6. to compensate , i allowed more weight to be store in it : 90,000 weight.
(it had 50,000 before and that number has been setup before Luke made a boost to his vanilla trading post (from 35k to 60k) so now it has +50% more capacity than the vanilla trading post.


i did 7 different color : New shingles blue, New orange peebles, Blacksmith shingles brown, Country shingles black, Ketchup shingles dirty brown, Boston black asphalt tiles, New red damaged ceramic.


It is uploaded now and even posted in here :)
http://worldofbanished.com/index.php?topic=1586.0 (http://worldofbanished.com/index.php?topic=1586.0)

Enjoy!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 02:31:27 AM
btw, i also forgot to mention : i made some curve in the roofs of the back to make it older with an aging curve....
i changed the door texture to a more suitable texture, the old one was really too much cartooned...

there is no chimney in this one, but the sign for being worked, this building has 2 lamps which will light on when the building has workers working.
oh and i improved the speed of the flames, making slower so now at speed 2X they have the speed they had before at 1X.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 07:06:13 AM
*giggles*

next one will be Colorful Little House :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 01:06:12 PM
i love so much those colorful little house :)

i think, still with everything i did .... it is still my prefered :D


so i was working on those, remaking from the start with the knowleadge i know today .....
i am making it the way i should have done this .... 2 years ago with the textures it was supposed to...


the screenshot will tell you alot :)
a picture worth a thousand words ^^
Title: Re: RedKetchup work in progress....
Post by: DesoPL on March 13, 2017, 01:26:13 PM
Maybe better change textures to newer ones? There is some quite good.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 01:43:53 PM
Maybe better change textures to newer ones? There is some quite good.

maybe i ll do 1 or 2 more models/textures series ...
but for sure.... these ones (original look) i keep them!!!!!!!.

although everything has been made since 2 years.... nothing look better ^^
maybe out of .... a landscape of fodder farmers ^^
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 13, 2017, 02:41:38 PM
I love those little houses :)  Definitely adding more colours :D  (as always, lol).  I think they're great, good work @RedKetchup :)
Title: Re: RedKetchup work in progress....
Post by: grammycat on March 13, 2017, 04:25:50 PM
My favorite of all houses!  Please keep the originals, but I'm interested to see how you could possibly improve these little gems.
Title: Re: RedKetchup work in progress....
Post by: Necora on March 13, 2017, 07:33:56 PM
@RedKetchup so for us lesser skilled beings, what was the main thing you did to drastically cut that poly count without loosing, actually gaining, detail?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 09:23:15 PM
back in the day i didnt know anything about UV mapping and nothing how to cut a piece in the shape i want.

so instead to make 1 big piece, i was making tons of little pieces in order to get the look i wanted.
in the screenshots you can see the old one, a polygon is a triangle face (red shaped triangle in 1st screen) linked together by 3 vertex points (blue dots in 2nd screen). everytime you get 3 vertex, you have a polygon linked to it and used to render the texture.

and since i didnt know how to cut the shape, i had to add tons of lines horizontal, and vertical in order to get tons and tons of little blue dots - point of intersection between vert and horiz lines. and then use these little blue dots to move them and give the shape i wanted.

as you can see, the new one is made of big pieces.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 13, 2017, 10:28:09 PM
I was wondering ...  @RedKetchup is there a way of making a smaller version of @Tom Sawyer "Nordic Warehouse", for toolmakers and clothing tailors?
I really love his warehouse and I use it on every map, but it is large.


Seeing what you've done here with your warehouse, that's brilliant and will use it around some of my more advanced resource manufacturers, but I was thinking of something more automated, where the bannie builders, manufacturers could access the building. 


I normally use a bunch of small carts, but that takes away bannies from other areas of production (sometimes needing 4+ bannies for the specialised markets etc)...


Thoughts?
(not in anyway saying you HAVE to, but would you please think about it?!?)
:D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 10:50:42 PM
the problem with specialized stockage UI like trading post UI and let bannies from area pickup is we dont have control over it, it is all locked out inside the game code.

the best about TomSawyer nordic warehouse.... he would be the best person to answer this since he possesses the mesh and the design... personally to make it smaller i would need to go check what it is and do one smaller.

i know you love smaller building 1x1 or 1x2 ... but is it good to make everything so small and have the same capacity as a big one?, the same material costs as a big one? have 20 building in a 6x6 tiles which costed a few log and a few stone?
take the apiary, a 8x8? building with 4 workers that give 2500 honey per year ? if you make them 2x2 with 1 person... you get similar output, costed 1/10th of mats ... in a 8x8 you can at the end put 8 of these in a 8x6 zones, and at the end you have 8x2500 honey with 8x1 workers in a smaller zone than original...

but i know your passion :)
i will check later if i can do something :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 13, 2017, 11:15:25 PM
You have very valid points @RedKetchup :)
I agree with you regarding the storage size, and would state that any smaller storage would need to be scaled down, as long as the larger storage unit wasn't 'under stored'.

As long as a large unit had good numbers, then there is no reason why a smaller one couldn't be reduced as well.  That would be the trade off.

If a 10x6 building stored 60,000 units, but I wanted a 5x3 building, then I would agree that 30,000 units would be acceptable.  :)

Of course storage boost mods don't hurt in this instance :D hahaha. 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 13, 2017, 11:47:01 PM
@Necora  you saw the old one with all red triangles... and blue dots...  ?

here i did a tutorial how easy and powerful is 3dsMax ... . step by step i discribed the way to do to get almost a full house with only 3 boxes shapes :)

http://worldofbanished.com/index.php?topic=1587.0 (http://worldofbanished.com/index.php?topic=1587.0)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on March 14, 2017, 12:22:46 AM
(http://www.legenddiaries.com/wp-content/uploads/2015/02/pension-lunarfall-inn.jpg)

Added in Warlords Of Draenor garrisons, buildings there got newer textures. So i thought these ones could be nice.

Also personally... I could love see horde buildings alike.  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 14, 2017, 12:48:24 AM

Added in Warlords Of Draenor garrisons, buildings there got newer textures. So i thought these ones could be nice.

Also personally... I could love see horde buildings alike.  :D


i know ><


i try to not do too much stuff world of warcraft though .... i dont have the blizzard inc permission to do that.
2 years ago i made many more and i ve got strikes on my little hands cause a stupid jalous who sent them a complain  :(
it was cause that i took all my mods from steam and banished info and deleted all posts talking of the creations about that; back 2 years ago.
if you remember .
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 14, 2017, 01:51:58 AM
i finished the 1st floor color 1 :)

i even added 1 "build03" building process step and the overall file will go down ^^
since the 1st floor cannot have smoke in the chimney cause people will most likely build a 2nd floor ontop of it and there will be smoke inside the house....

Instead, i've put a little light post torch on the wall which will light ON once it will be occupied by citizens :)
even with 1/10th of the overall polygons... this is how it have should been look if i had some talent or knowledge back in the days lol


once the 2 floor done, after, it will be quick to just switch textures around and do all the colors.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 14, 2017, 01:55:24 AM
 bravo @RedKetchup , bravo!  :)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on March 14, 2017, 03:43:53 AM

Added in Warlords Of Draenor garrisons, buildings there got newer textures. So i thought these ones could be nice.

Also personally... I could love see horde buildings alike.  :D


i know ><


i try to not do too much stuff world of warcraft though .... i dont have the blizzard inc permission to do that.
2 years ago i made many more and i ve got strikes on my little hands cause a stupid jalous who sent them a complain  :(
it was cause that i took all my mods from steam and banished info and deleted all posts talking of the creations about that; back 2 years ago.
if you remember .


I remember that eh.  :'(
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 14, 2017, 07:38:41 AM
QUERY, have you tried slinks small market set?? i think the 1 i have is vers 4 and it is a page or 2 from the end in the post.the industrial 1 should work and be sized like you was hoping. sadly they will need an upgrade with the new tags.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 15, 2017, 08:57:17 AM
so !!!

Even if....
i added a new build during the building process (build03).... Even if i added a 7th color (blue Stormwind) .....

the Colorful Little House .pkm file jumped down from 24 MB to 6,67 MB lol

A citizen and his family has gone to Stormwind City during their vacations, and when they came back, they decided to paint their house the same color most of the houses there are painted ^^
they found that wonderful, i think :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 15, 2017, 03:56:24 PM
looks fabulous, well done @RedKetchup
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 15, 2017, 07:05:18 PM
looks fabulous, well done @RedKetchup

thanks you. Colorful Little Houses done :)

i finally added 4 more roof colors based on the new "more Stormwind original" roof texture.

WARNING: This update is not compatible in saves with old version 1.0 cause all graphic files have changed.


http://worldofbanished.com/index.php?topic=1588.0 (http://worldofbanished.com/index.php?topic=1588.0)
Enjoy !

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 15, 2017, 07:09:18 PM
before jumping on the next one... i will probaly check if i can do an awesome of "forester tech/gatherer tech" combo with dozens of new mesh of grass/wild fruits/bushes.
i love this technology because it adds so much to the 3D environement that the game is so lacking visually.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 15, 2017, 08:01:25 PM
before jumping on the next one... i will probaly check if i can do an awesome of "forester tech/gatherer tech" combo with dozens of new mesh of grass/wild fruits/bushes.
i love this technology because it adds so much to the 3D environement that the game is so lacking visually.

I smell apple blackberry crumble in the making ;)
Exciting times :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 15, 2017, 10:37:18 PM
hmmmmm

looks like with a problem here  :-X


it seems forester can only "plant" one thing.

usually it plants trees, there is 7-8 differents looks of trees but it is still one thing : tree (which once harvested = one thing : logs)
i made them plant grass, i made 3-4 different design/color ("look") of grass but it is still one thing: grass (which once harvested = one thing : fodder)
i can make them plant blueberry, there is only 1 design of blueberry but doesnt matter, and it is still one thing : blueberries (which can be harvested by gatherers = one thing: blueberries)

i cannot ask them to plant more than one thing. whatever how i try to write the code, or it crash or it simply ignore the extra things.


but i can maybe get around it by :
ask them to plant one thing : something (which can have a dozen of models : low grass, bushes, other wild thing, just diff models) and that One thing can be harvested by forester and give One thing ... i dunno... Firewood.

and add a side effect to spawn a variety of food like : raspberry, blueberry, strawberry, blackberry, garlic, etc ... i need a list of foraging edible  food :P
and those would spawn indirectly like onion/mushroom/blueberry/roots are spawning  from trees.


if i modifer the spawn list of actual trees... it will conflict all the mods which try to use that list and spawn something else .... probably like maple sap :P
so i dont want too. and big part of the goal... is not to add food lol, but just add 3D to the game ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on March 15, 2017, 11:12:32 PM
I'm confused. You want lots of wild fruits but you don't want to them to be food?

So are they going to be decorative or herbs or something else?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 15, 2017, 11:18:08 PM
I'm confused. You want lots of wild fruits but you don't want to them to be food?

So are they going to be decorative or herbs or something else?

i never said that :P

i never said i dont want them as a food.

i cannot plant different food. i can only plant one thing.

is it my english ? can someone explain better ?
Title: Re: RedKetchup work in progress....
Post by: elemental on March 16, 2017, 12:22:23 AM
big part of the goal... is not to add food lol, but just add 3D to the game

That's what confused me.

If you want food and lots of variety in 3D models, your gatherer could harvest "forest foods" or "wild harvest" or something like that and then another building could sort them into different foods. Same as Kid's veggie patch mod. Generic veggies get grown and then they get sorted into carrots, beans, potatoes, etc.

Also, you might like to take a look at this:

http://blackliquidsoftware.com/index.php?/topic/1134-natural-diversity/&
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 16, 2017, 12:36:11 AM
yeah that guys is working good :) but what he tries is just add diversity. instead to have 1 unique mushroom look when it spawns, you can, and he wants to, make 9-12 different looks so it is random.
but it is still 1 one, one mushroom. it is just the look of it that is random.

he wants to add also flowers... but i didnt read all... i am not sure how he wants to implement in game. maybe 1 toolbar and in that toolbar he has like 50 icon you can click to put on the ground a ghosted flower.

thats not what i want to do

i want forester to plant 1 thing (no choice i cannot plant 2+ things)
and this One thing will make spawn dozens of food.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 16, 2017, 03:34:48 AM
@RedKetchup have you seen @kralyerg "Wild things Forester", it plants a huge range of produce from the "All the wild things map", it's listed in the 'trees' menu, far right.

He's got it to make many different things, so there should be a way to make a berry forester, or other multi-item forester. ??
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 16, 2017, 04:09:31 AM
The Wild Things Forester doesn't plant many things, it just plants trees. Then the trees spawn many things. RedKetchup is right in that it won't let you do more than 1.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 16, 2017, 04:26:15 AM
Ah, got it :)
thank you :D
Title: Re: RedKetchup work in progress....
Post by: Necora on March 16, 2017, 04:33:21 AM
How many things can a tree spawn? You could make the forester plant a nice grass model and then that spawn a tonne of different bushes that produce berries.

What foraging foods? Well, around here I can think of cranberries, blueberries, blackberries, raspberries, strawberries, saskatoons for berries. Probably more that I can't think of right now.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 16, 2017, 04:53:50 AM
How many things can a tree spawn? You could make the forester plant a nice grass model and then that spawn a tonne of different bushes that produce berries.


not sure there is a limit
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 16, 2017, 05:45:57 AM
i am not super good at it ^^^

but it is a begining LOLz
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 16, 2017, 06:14:44 AM
I don't think there's a limit for tree spawns. At least none that I've found. The wild things forester that QueryEverything mentioned has like 30 different spawns.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 16, 2017, 07:06:22 AM
I don't think there's a limit for tree spawns. At least none that I've found. The wild things forester that QueryEverything mentioned has like 30 different spawns.

in that list you ve put all the fruit trees ?
how they get harvested ?
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 16, 2017, 08:22:19 AM
would it look better if you scale down the size of the bushes? make them more shrub size than tree size? or mix it and make most shurb size but leave  a couple of the larger size. how big is the circle?? i take it we are looking ar a forest + gatherer set to make it work. what if instead of the forester doing logs,he harvests firewood only? then the gatherer finds food.
   i have not seen TANDY'S mods,my comp won't show the pics. how much did she add or change to her gatherers? i know she added flax. i don't think we want to step on or re-design something she may have done already. the guy at the BL site seems to have similar ideas on changing the looks of the grounds and plants. from what i read the mushroom was just an example. the flowers were ideas to change the herb plants. if he can add them without changing the game function codes,it would b interesting to see what he can come up with. maybe he will come up with a way to override the vanilla plants graphics.
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 16, 2017, 11:14:44 AM

in that list you ve put all the fruit trees ?
how they get harvested ?

In the wild tree forester I put a wild version of every crop that CC and vanilla have.  Then I made the vanilla gatherers hut also collect them.l, just like the regular tree spawns.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 16, 2017, 02:12:16 PM
Firstly, @RedKetchup absolutely amazeballs :)  I go to sleep for a few hours and I come back and voila, inspiration struck you like hammer to anvil :)  Awesome work.  :) :) :)  I'm not complaining about the bushes, but, I can tell you my blackberry bushes are so fat it can hide kangaroos and sheep behind it and I'd never know! 

True story:  I couldn't see my 2 sheep last season and I heard them bleating quite loudly, I also hadn't seen one of the kangaroos either; I sent husband looking for the sheep to see what was wrong, apparently a kangaroo had gotten too close to "their" blackberry bush and they weren't thrilled!!  Little known fact, sheep have 'sweet tooth', they love anything sweet and that includes blackberries straight off the bush, and other little things (I have a few more ShawnTilda stories ;)

Back to this ...  Looking really good and loving the other berry ideas that @Necora added.  Also:  loganberry; boysenberry; orange berry (legit); quandong - nectarbrook; muntries (ok, now that's very odd, most wouldn't have heard of that one)
Or, you can do a native range, say, an Aussie tree (ahem, cough, cough, c'mon Aussies, +1 this for me please ;) ) (only somewhat serious/joking ;) ;) ;)

@kralyerg I was meaning to ask, the forester itself only needs to maintain the tree balance, correct?  So, I'd say, after the initial plant has happened with the 4 foresters, scaling the foresters back to 1, rather than 4 paired with a 2 team gatherer, that should be a good balance?
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 16, 2017, 05:54:33 PM
@kralyerg I was meaning to ask, the forester itself only needs to maintain the tree balance, correct?  So, I'd say, after the initial plant has happened with the 4 foresters, scaling the foresters back to 1, rather than 4 paired with a 2 team gatherer, that should be a good balance?

@QueryEverything  That seems about right.  The more mature trees you have, the more things can spawn. But, the wild things forester, as well as the whole wild things map in general is inherently not balanced. Because there's 66 spawns (I just counted them, I had wildly misremembered when I said 30) fighting for space, you get lots and lots and lots of resources collected from the gatherer.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 16, 2017, 06:53:57 PM
I had wondered about that, but I'm never one to complain about overbalanced produce ;)
Thanks for the answer :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 17, 2017, 04:06:34 AM
i think i succeeded to make them look a bit better.
the problem i am facing, even if i add an AO file i am not getting "shadows" inside my bushes.
yes it cast a shadow on the ground... but "inside" the tree itself, i am not getting shadows which make them look odd.

the way i succeeded to make them look better, i think, is by adding 3x more leaves.
the 1st set of leaves it is clear and light.
the 2nd set is same leaves but darker and is placed a bit lower than first set (0,1 lower)
and the 3rd set is the same leaves but alot more darker and placed again more lower (another 0,1 lower)

and to add some random, i turned , rotated, the medium dark leaves with a +10 degres, and the darkest one a 10% minus, the other way.

i think it look less odd.
(screens before and after)
Title: Re: RedKetchup work in progress....
Post by: kralyerg on March 17, 2017, 05:00:40 AM
even if i add an AO file i am not getting "shadows" inside my bushes.

Did you make a real AO file?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 17, 2017, 05:22:59 AM
even if i add an AO file i am not getting "shadows" inside my bushes.

Did you make a real AO file?

yes i did Sir :)
and wasnt resolving the problem :(


it reminds me to redo them (with 3x more leaves)

with the 50 shades of grey,  50 shades of grey darker and 50 shades of black ^^
Title: Re: RedKetchup work in progress....
Post by: Necora on March 17, 2017, 08:17:20 AM
I have no idea how shock got the beautiful shading on the trees in CC, I can't replicate that at all. I managed to get some shadows on the trees branches, but they come out quite drastic and dark. Let me know if you figure it out ;)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 17, 2017, 05:00:14 PM
I can certainly see the difference, they look great (I had no complaints to begin with either :)); excellent work!!

50 shades of Banished.
I can see the book title now :D :D :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 19, 2017, 01:38:43 PM
a little update...

lately i was working to learn to make wind on the herbs and bushes....

Thanks to @Necora  we fillay learned to do it :)
<3

so some pictures ^^
(keep in mind, you dont necessairly "see" them moving in the screeshots... but they really move ^^)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 19, 2017, 06:09:40 PM
euh....
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on March 19, 2017, 07:43:31 PM
 :) very nice. I like the new trees.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 19, 2017, 09:30:36 PM
:) very nice. I like the new trees.

 ;D


and this ?
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on March 20, 2017, 01:18:03 AM
 ;D better and better.

I love them... speechless.

Can I make a request? what about a variant of the willow, but with a short, stumpy trunk - as if it were 'pollarded' a few years ago.
a google image search of 'pollarded willow', and you will see what I mean.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 20, 2017, 02:21:10 AM
;D better and better.

I love them... speechless.

Can I make a request? what about a variant of the willow, but with a short, stumpy trunk - as if it were 'pollarded' a few years ago.
a google image search of 'pollarded willow', and you will see what I mean.

haha really ? it looks so bad lol
you really like that ?

(sorry if i laugh a bit.... i am not sure if it is a joke or you are serious lol)
<3

EDIT: in case you are serious .... i will never be able to do a trunk like that ^^ lets make a deal, do the trunk, send it to me , i ll add all the leaves on it :D
Title: Re: RedKetchup work in progress....
Post by: Necora on March 20, 2017, 06:53:31 AM
Ah yes good old pollarded trees. There is not a single tree in the UK that has not been at one time or another pollarded.

@RedKetchup how many polys do these willow trees have? I can do a similar thing with blender, I used it to make the textures for the pines, but I wasn't sure if doing it for the tree itself would make it to heavy for the game. It would be way better than the boring trunks the vanilla game has though!
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 20, 2017, 03:52:33 PM
I just put in @Necora's thread that I have much tree envy and my fave maps so far is the CC Pines (easy, i'm not a sadist (gaming anyway ;) ) on a Very Large Map, mild.  I have trees everywhere, trees, trees and more trees!

I live part-time on 5 acres of bushland, with large aged trees, and the rest of the time is on open land, and only a handful of tress insight, and none in my boundary fence, so ...  more trees make me happy.

Ok, its really easy to keep me happy, and you are all doing it with these mods.  :)
Thank you!!!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 20, 2017, 05:45:20 PM

@RedKetchup how many polys do these willow trees have? I can do a similar thing with blender, I used it to make the textures for the pines, but I wasn't sure if doing it for the tree itself would make it to heavy for the game. It would be way better than the boring trunks the vanilla game has though!

the willows have too many poly has to be edited and finished. it is mostly only tests i am doing presently. trying to check different technics to make trees.

there is a technic that is full 3D (a technic that adds alot of poly).
there is a technic that is full 2D (a technic that is extremly low poly but look very bad)
there is a technic that is called Hybrid 2D-3D that is obviously the best way to go but that is also wider about results from more 2D-3D to less 2D-3D depending the % of each part.

for sure you cant make them full 3D nor make them full 2D. Also the quality of the .png has alot of importance but extremly hard and long to do.

the willow has 20k and i know that s way too much
the other are between 1.5 to 5k that is more acceptable but can be better. also more you work with 2D and harder it is because you see nothing. in 3Dsmax they arent invisible.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 22, 2017, 12:21:32 PM
i cannot say my trees and bushes are a success :(

i probably will need to PM @Necora  ^^ and ask if he wants to make some for me ^^
unless i put 3500+ poly ... they are so ugly :( i am so bad at it.


but some other things looks good though :)
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 22, 2017, 01:28:42 PM
i am so bad at it.

Nah, you're a very good modeler, don't measure yourself against trees and greens... to make believable (natural looking) trees is top difficulty, I've seen guys grow grey hair over it, literally...  :o
Title: Re: RedKetchup work in progress....
Post by: purringcat on March 22, 2017, 07:25:14 PM
Those look really great RK and I love the new Fodder field.    It looks especially good by a stream so the field edges follow the contour of the stream. 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 23, 2017, 03:13:32 AM
so i made the flowers a big bigger. maybe some people will telll "gah they are too big, they almost as high as a citizen! blahblahblah ..... " ^^
but keep in mind those flowers are not planted by the workers ! they are spawns

they are spawn like onion... mushroom... etc etc etc and everyone knows that onions and mushrooms are way out of scale. because they are a spawn and they are a resource to be pickup :)
i am not sure what i ll do with these flowers.... be harvested and give essences of flowers and make perfume with these ? ? ? i dont know.

the thing is : if harvested ... they will disappear !
i am not sure if i want them to disappear ^^ lol

unless i can find a way they last very very long.... and being harvested very late in their .... "existence"
Title: Re: RedKetchup work in progress....
Post by: Nilla on March 23, 2017, 05:37:39 AM
This looks really promising. I can´t even imagine how difficult it is. But you´re doing great! :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 24, 2017, 01:27:08 AM
They are beautiful @RedKetchup well done :)
Title: Re: RedKetchup work in progress....
Post by: purringcat on March 24, 2017, 10:06:06 AM
Willow Leaf Texture 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 24, 2017, 12:33:28 PM
thanks :)


trying presently to do a japanese cheery tree for someone ....
5200 poly :(
Title: Re: RedKetchup work in progress....
Post by: jesta030 on March 24, 2017, 03:09:23 PM
Your fodder gave me an idea: is it possible to have a building that only has a circle, with no house in the middle that spawns crop plants that can be harvested in autumn? Because I've long had a problem with the rectangular fields and how they don't work well with shorter and mountains that aren't straight... Placing these buildings would fill the holes left by the regular fields.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 24, 2017, 03:20:00 PM
forester cannot harvest any food nor herbs
Title: Re: RedKetchup work in progress....
Post by: adelegarland on March 25, 2017, 09:28:28 AM
Hi Redketchup, 
Quick question, I am using Slinks Hogs with your butcher tent and the tent won't use the pork created by the hogs, do I need a different piggie? 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 25, 2017, 09:49:36 AM
Hi Redketchup, 
Quick question, I am using Slinks Hogs with your butcher tent and the tent won't use the pork created by the hogs, do I need a different piggie?

my piggies are the same as CC piggies. if she did a different one.... the butcher wont be able to use it.
Title: Re: RedKetchup work in progress....
Post by: adelegarland on March 25, 2017, 10:18:46 AM
Bummer!   I don't use cc..   :-\
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 25, 2017, 12:11:45 PM
Need to contact her and ask her to make it compatible with me and cc :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 25, 2017, 12:36:27 PM
so i did some japanese cherry trees lately for part of an asian mod....
i made 4 models X 4 colors

doing some bamboo now :)
Title: Re: RedKetchup work in progress....
Post by: Necora on March 25, 2017, 12:53:41 PM
Beautiful trees!
Title: Re: RedKetchup work in progress....
Post by: grammycat on March 25, 2017, 02:08:21 PM
Such beautiful colors.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on March 26, 2017, 05:28:15 PM
 8) :o ;D  <3


love :) awesome colours @RedKetchup :)
We need more pinks in the game, haha, or burgundy, purples :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 26, 2017, 05:57:57 PM
8) :o ;D  <3


love :) awesome colours @RedKetchup :)
We need more pinks in the game, haha, or burgundy, purples :D

yeah it reminds me lilacs ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 26, 2017, 11:28:41 PM
i added a japanese bamboo road for the asian mod.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 27, 2017, 01:13:39 AM
Maybe off-topic but...
How do you set up your models to move (in the wind)?
Is it FoliageMaterial?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 27, 2017, 02:10:28 AM
if the leaves need to float and disappear in winter = BillboardMaterial
if the leaves need to float but stay green all winter = BillboardEvergreenMaterial

foliageMaterial not sure how much different but it is for pines. maybe the movement different ?
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 27, 2017, 02:24:56 AM
So I have to set up a billboard UV?
Not sure how I do that...
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 27, 2017, 02:44:57 AM
So I have to set up a billboard UV?
Not sure how I do that...

you start a new UV on channel 3
you put everything that doesnt move the most smallest of the smalllest of the smallest ^^ at 0,0
and everything else at 0,0 but of the size of a check square
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 27, 2017, 02:46:16 AM
So I have to set up a billboard UV?
Not sure how I do that...

you start a new UV on channel 3
you put everything that doesnt move to the size of the most smallest of the smalllest of the smallest ^^ at 0,0 (as big as an atom^^)
and everything else at 0,0 but of the size of a check square

you also need a UV channel 2 that exist (even if it is a fake)  the game need to take the 3rd it sees. if no channel 2 it will take the chan3 for a chan2 (if that make sense)

@Necora explained it there for Blender users:
http://blackliquidsoftware.com/index.php?/topic/1147-moving-with-the-wind/ (http://blackliquidsoftware.com/index.php?/topic/1147-moving-with-the-wind/)
Title: Re: RedKetchup work in progress....
Post by: kid1293 on March 27, 2017, 02:58:51 AM
Thanks. WIll test. Right now I have several polys on each branch. Maybe I'll have to make each a square.

edit -
@Necora - Can confirm you don't have to have square poly's in foliage map. Slightly irregular and
multi-faceted works too. Just place over 0,0.
And thanks for finding out about the third UV map and Blender!
Title: Re: RedKetchup work in progress....
Post by: Necora on March 27, 2017, 06:10:27 PM
@kid1293 any should do. If you have square ones then I think you can just hit the unwrap reset option and move the square so it is over 0'0. Most of my trees now have multi faces and shapes, so what I did was select all faces that have the leaves material, look down on the model from the top (num pad 7), and hit 'project from view'. Then move the whole projection to 0'0. You can play around with the scaling, I think the further a vertice is from 0'0 the more it will move in the wind.

This should work with BillboardMaterial (what I used for the Aspen in the picture) for also appearing in spring/disappearing in fall and facing the camera (although, I'm not sure that the face the camera part actually works every time), BillboardEvergreenMaterial which keeps faces pointing to camera and no snow will accumulate, or FoliageMaterial which is what I use for my pines as it moves in the wind, doesn't face camera, and accumulates snow in the winter.
Title: Re: RedKetchup work in progress....
Post by: brads3 on March 27, 2017, 07:49:22 PM
RED, did yo fodder on a u know the trader will bring grass seeds that are fodder seeds and can be used in crop fields to grow the fodder?the seed was only xike 500 so i tried it. got  field.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 28, 2017, 02:22:50 AM
yeah possible is still there, and 500 was the price i set.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on March 29, 2017, 06:33:12 AM
@RedKetchup these new mods of yours really look great  :) and so many choices.  I still have not updated my game but did give NMT a quick look, wow.  Any chance, when you get to updating it, that you could make a separate mod of that beautiful fishing pond? (Please) I just loved that pond, can picture it with some of @kralyerg ducks it a fenceless pasture beside it.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 29, 2017, 07:41:34 AM
@RedKetchup these new mods of yours really look great  :) and so many choices.  I still have not updated my game but did give NMT a quick look, wow.  Any chance, when you get to updating it, that you could make a separate mod of that beautiful fishing pond? (Please) I just loved that pond, can picture it with some of @kralyerg ducks it a fenceless pasture beside it.

yeah i am not at NMT yet :(
one day
Title: Re: RedKetchup work in progress....
Post by: Paeng on March 29, 2017, 01:31:42 PM
i am not at NMT yet

Yeah, that's a big one, huh?   :(

* I really miss the industrial places - windmills, salt mines, drying, smoking & salting, brick maker, clay pit... always click the RK icon and then go <face_palm>  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on March 29, 2017, 02:47:35 PM
i am not at NMT yet

Yeah, that's a big one, huh?   :(

* I really miss the industrial places - windmills, salt mines, drying, smoking & salting, brick maker, clay pit... always click the RK icon and then go <face_palm>  :D

you can still use it !!! works perfectly with 1.0.7 ! it is just it doesnt have the new flags.
Title: Re: RedKetchup work in progress....
Post by: taniu on March 30, 2017, 03:51:46 AM
@ RedKetchup ."NMT"-works perfectly with 1.0.7.The fish pond can be a separate mod - good idea, I thought about adding frogs, it would be cool to have. :)Cheers !
Title: Re: RedKetchup work in progress....
Post by: brads3 on April 03, 2017, 01:50:10 PM
RED, i think the fodder output is still too high. i just went thru and checked some of your goal numbers in the post. you figured 2 workers at 1 fodder forester,2 stables,and 2 greenhouses per stable. i use 1 worker at the fodder,2 stables, and had 3 greenhouses. even thou i am placing the fodder forester with the circle over water, so i am only getting half a circle of fodder, it is way high. i keep hitting the max limit on fodder and shuts down the fertilizer. last time i tried to go with 3 greenhouses and still was overpowered. i use water fast but never fodder. this is after i loaded the update where you dropped the fodder by 25%. can we get those large hay piles as decorations?when are you adding the flowery grasses? thanks.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 03, 2017, 03:46:01 PM
yeah i know. i didnt updated the download yet. so you are still with the original settings.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 04, 2017, 12:38:36 PM
sorry if i am again "in pause" ^^ it is nice to take a week here and there ^^
i specially got frustrated lately with "pieces" that have been done and redone and redone and reworked again and again lately in a maybe  future "asian" theme.
the guys is never satisfied and asked to redo again and again without really being conscious of polygons constraints. yeah having 50,000 polygons in something has more details lol but when you go further than 1,000 for someting that the map will be covered with .... it is not wishful at all.
due my lack of ... talents.... than i more often pissed off ^^
Title: Re: RedKetchup work in progress....
Post by: taniu on April 06, 2017, 03:06:15 AM
@RedKetchup. Flowers and trees are beautifully done well :) I know how hard to work on plant modeling. Thank you. Good idea - with flowers produces perfume :) I dream of full blooming flowers in a meadow. I send to improve the mood - beautiful flowers in the meadow. :)
Title: Re: RedKetchup work in progress....
Post by: kid1293 on April 06, 2017, 11:37:03 AM
@RedKetchup
Quote
the thing is : if harvested ... they will disappear !
i am not sure if i want them to disappear ^^ lol

unless i can find a way they last very very long.... and being harvested very late in their .... "existence"

Why not make a dedicated flower garden?
That way you can have bushes all year round and flowers in the summer.
Yes I know they harvest the whole plant, but they plant it just as quick.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 06, 2017, 11:53:52 AM
wow they are looking so good !!
i wish to have your talent !!
Title: Re: RedKetchup work in progress....
Post by: kid1293 on April 06, 2017, 02:54:58 PM
Thanks. They are just 'small bushes' with foliage material on branches and billboards on flowers.
I made them for another idea I had but they can be used for making scented soap or perfume.
A small radius is easy to wall off with roads or buildings. Perfect in the backyard.
I am not ready to make a production chain with them but you are welcome if you want them.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 06, 2017, 07:41:56 PM
yeah i know. i didnt updated the download yet. so you are still with the original settings.
That's a relief, I like my output currently :)
I sadly won't update just for the change in output. ;)

As for the NMT buildings, can't wait @RedKetchup to see what you do with them.
Also, maybe a 2nd drying building, 2 x X +1 road; to fit along the water areas (yes, I know, small small small, haha).  Even a building that is 3 (+1 road) X 6 wide, like the existing one, but not as deep.
Slower output to account for the smaller footprint??
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 06, 2017, 07:42:25 PM
@RedKetchup
Quote
the thing is : if harvested ... they will disappear !
i am not sure if i want them to disappear ^^ lol

unless i can find a way they last very very long.... and being harvested very late in their .... "existence"

Why not make a dedicated flower garden?
That way you can have bushes all year round and flowers in the summer.
Yes I know they harvest the whole plant, but they plant it just as quick.

They are sweet @kid1293 :)  Looks very pretty!!
Title: Re: RedKetchup work in progress....
Post by: Abandoned on April 07, 2017, 11:12:04 AM
@kid1293 pretty flower garden, like the blue flowers especially  :)  would like scented soap but maybe sachets instead of perfume. A sachet was a small packet of flowers or herbs to scent or protect clothes or linens.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 09, 2017, 01:06:16 AM
Garden Walls: Utility for 1.0.7
http://worldofbanished.com/index.php?topic=1583.msg30825#msg30825 (http://worldofbanished.com/index.php?topic=1583.msg30825#msg30825)


UPDATE 2.0 :

I lowered alot the fodder number produced.
I lowered a bit the number of fertilizer produced and put a bit more work to produce it.
i scared a bit the amount of hay on the ground, much nearer of a forest is producing.
i ve put a little bit bigger radius from 20 to 24.
now hay on the ground can spawn flowers in the empty tiles. Flowers will change color and disappear in winter as they will float with wind.
the hay now will change color and disappear from sight in winters. they also will float with wind now.
A new building: Florist will harvest these flowers and
another new building: Perfumery will produce perfume with those flowers.
Perfume is essentially a vendor product for the moment.

The update is fully compatible with old saves :)
Enjoy !
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 09, 2017, 02:24:45 AM
Gah!  I wasn't going to download the update because I didn't like the idea of the reduced output, I liked it how it was ...

but ... the flowers ... such a hard call :(  the flowers are so pretty.

Thank you for the effort @RedKetchup
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 09, 2017, 10:51:26 AM
Gah!  I wasn't going to download the update because I didn't like the idea of the reduced output, I liked it how it was ...

but ... the flowers ... such a hard call :(  the flowers are so pretty.

Thank you for the effort @RedKetchup

i am sorry to break your output trade money like this ^^ but compensation... you can make money with the perfume :)
which has the same value as ale ( 8 )
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 09, 2017, 07:05:35 PM
Haha, less about the trade revenue and more about the annoying "out of product" circles I get over buildings ... :)

But, yes, perfume would (is) be lovely.

Could we also have a posey please?  Or, can we produce in the perfumery lotions or teas, for use as medicine?
Please?  :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 09, 2017, 07:57:04 PM
@RedKetchup I know I may not be your most favourite person in the world, and I know I am rather annoying (no, seriously, my 15yr old son tells me so), but, may I please add another request?

When updating the food production buildings in the Medieval set, can we please have additionally a smaller Drying Rack.
I've been watching Vikings (tv), and been doing some research and have seen a lot of smaller drying racks that were used.
I've added a whole bunch of ideas to my pinterest board, as well as smoking buildings etc.  Some aren't great, but there are some that look terrific, and they are small, which is what I'm interested in. 
But, they are also efficient, so the numbers wouldn't have to be scaled down too much, especially given the fish ingame are small, and the meat cuts would also be small, so you would fit a lot on the drying racks, or in the smoker.

 :)
Please at least take a look :D :D  If you've no interest, that's completely ok.

My Pin Board (http://au.pinterest.com/mrsklb09/media-game-banished-mod-ideas-for-dev/)
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 09, 2017, 11:31:48 PM
@QueryEverything

I get a 404 error when clicking the link you provided.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 09, 2017, 11:33:38 PM
@QueryEverything

I get a 404 error when clicking the link you provided.

i edited and fixed her link :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 09, 2017, 11:51:59 PM
Thanks @RedKetchup :)  Super helpful :D
@embx61 I have no idea what happened, lol.  Brain fade maybe :D
I'm often posting ideas that I see to that board, feel free to follow it I may post something in the future that catches your attention.  I also post screenshots of lovely villages to my other board too, though that's a bit slower.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 13, 2017, 10:52:04 PM
will see later about the dry fish racks :)


meanwhile i was back to ... Asian ...

i did 6 "wood" houses... and 6 "stone" houses.... and @Paeng  will be happy ... i didnt necessairly make them very much different but gave instead a different "angle" :)

the "wood" houses are dirty, poor, straw roof, wood, an incense bowl in front for a light little smoke as occupation sign...
and the "stone" are more clean with roof tiles, a stone base and a stone chimney, some paint walls...

i know not everything is perfect ... but i am tired to spend and lose 5-6 days because a branch is not as wished or expected.... (refencing to all the time i ve lost to bamboo, cherry trees....) so .... i am trying now to do simple and it will stay as i decided ^^
Title: Re: RedKetchup work in progress....
Post by: Bartender on April 14, 2017, 02:15:26 AM
I like these! It's an interesting idea to make buildings that don't align to the grid, how does it work out visually with roads and such?
Title: Re: RedKetchup work in progress....
Post by: TheOtherMicheal on April 14, 2017, 08:24:44 AM
will see later about the dry fish racks :)


meanwhile i was back to ... Asian ...

i did 6 "wood" houses... and 6 "stone" houses.... and @Paeng  will be happy ... i didnt necessairly make them very much different but gave instead a different "angle" :)

the "wood" houses are dirty, poor, straw roof, wood, an incense bowl in front for a light little smoke as occupation sign...
and the "stone" are more clean with roof tiles, a stone base and a stone chimney, some paint walls...

i know not everything is perfect ... but i am tired to spend and lose 5-6 days because a branch is not as wished or expected.... (refencing to all the time i ve lost to bamboo, cherry trees....) so .... i am trying now to do simple and it will stay as i decided ^^
I like them, I also liked the original ones you did as well. I don't care if they are not perfectly Japanese or Chinese or whatever. They have an Asian style that is distinctly different to the European style of the original game (which was not perfectly European anyway...). I would be happy to use these buildings and other similar Asian styled buildings you mnight make.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 14, 2017, 10:39:06 AM
it goes with the little temple/school and the little market i did :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 14, 2017, 02:01:33 PM
so i edited the temple i made a while ago and turned it into a little school of 24 students.

i deleted unwanted polygons in it, something was totally really wrong (deleted a good k of poly)
some people told me at some point to be japanese... it had too many small squares on the wall and should have been bigger... so i deleted half of the wooden beams making the square planes bigger. i ve put a window in the back, and some paintings too :)
too bad we cant zoom in :S again.
Title: to move
Post by: RedKetchup on April 23, 2017, 05:41:59 AM
euh.....


presently occupied to make a new pottery factory :P

Title: Re: to move
Post by: Abandoned on April 23, 2017, 06:07:01 AM
that looks fantastic Mr @RedKetchup    :)
Title: Re: to move
Post by: RedKetchup on April 23, 2017, 04:09:05 PM
that looks fantastic Mr @RedKetchup    :)

thx :)

i added last items to it : shuttles, doors, pottery, clay, fire (will have smoke and real fire)

anyone reconize this building i reproduced ?
Title: Re: to move
Post by: QueryEverything on April 23, 2017, 05:46:15 PM
Is that your bakery?  It looks like it with the 2 chimneys :D
Never mind, I checked and the chimneys are in the wrong spot :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 24, 2017, 01:52:49 AM
well to not polute the other thread in mod talk ..... i moved the last 3-4 reply with my RedKetchup work in progress....  :-[


and to add to it :



a new tailor factory to go with the pottery factory ??
Title: Re: RedKetchup work in progress....
Post by: Nilla on April 24, 2017, 02:10:30 AM
A new set with a new design. :) Look nice.

You say factory. Does it mean, that you can assign "a lot" of workers into it? Even if there are a few "factory looking" buildings, (like your ketchup factory and Kid's sugar refinery) they are no real factories, since you can only assign a few workers (2 if I remember right). A real factory for late game use, could be something new to Banished. It would not be historically false. Many of the Banished buildings (vanilla and modded) are of 19 century design; time of industrial revolution. I guess it will not be easy to set the "numbers". A factory should produce a lot but of cause not be overpowered.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 24, 2017, 02:24:55 AM
yes i can probably do and when i ll have enough for a set and put many workers in it.
those arent from industrial though .... they supposely have around 20 centuries old lol
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 24, 2017, 02:30:45 AM
Looks excellent @RedKetchup you have been busy :D
Title: Re: RedKetchup work in progress....
Post by: Nilla on April 24, 2017, 03:56:21 AM
yea, you´re right about the look of these buildings; could be from the Roman empire some year BC.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on April 24, 2017, 04:08:39 AM
@RedKetchup I was going to guess you reproduced pottery factory from Ketchup Inc. These look fantastic, love the colors, very nice set.
Title: Re: RedKetchup work in progress....
Post by: Paeng on April 24, 2017, 04:36:51 AM
Very nice buildings...  ;D

The one thing I'm not too keen about are the tight fences (walls)...  :-[
I find it nicer if we can build our own, e.g. to turn the whole thing into a compound with several buildings...
Title: Re: RedKetchup work in progress....
Post by: Abandoned on April 24, 2017, 05:00:30 AM
oh yes, matching wall like on that last picture to enclose a grouping of buildings, good thought.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 24, 2017, 02:00:57 PM
yea, you´re right about the look of these buildings; could be from the Roman empire some year BC.


exact ! at least someone found it ! ^^
Title: Re: RedKetchup work in progress....
Post by: TheOtherMicheal on April 24, 2017, 05:03:02 PM
Does that mean you might be modelling some more Roman style buildings?
Some old Roman ruins would look good for maps where people are bulding European themed towns.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 24, 2017, 05:20:37 PM
Does that mean you might be modelling some more Roman style buildings?
Some old Roman ruins would look good for maps where people are bulding European themed towns.

maybe. depends on what i put the hands on :)

meanwhile... i added the final touch to this cloth factory :)

wool baskets and cloth crates :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on April 24, 2017, 07:35:35 PM
nice added touches and really like those window shutters.   :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 24, 2017, 09:51:11 PM
@RedKetchup really liking how these are framing up.  Are you building them so that they will be able to placed in rows?  Perhaps also a 45o angle one for corners?  (I sound like @Paeng ;) )  I can see a row of them already :D

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 24, 2017, 10:36:17 PM
@RedKetchup really liking how these are framing up.  Are you building them so that they will be able to placed in rows?  Perhaps also a 45o angle one for corners?  (I sound like @Paeng ;) )  I can see a row of them already :D

i can probably try to make diagonal variants :) i dont see a problem there.

meanwhile......

Furniture Factory ??
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 24, 2017, 11:01:40 PM
I really like that furniture factory @RedKetchup :)  My Grandfather was a wood turner, and I remember all the bits of furniture and the lathes, planers etc he had everywhere, the tools.  My Dad has them now, in storage, but this building ... thank you :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 24, 2017, 11:12:01 PM
Looking good red :)

A whole scale of factories in the making.

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 24, 2017, 11:23:01 PM
Looking good red :)

A whole scale of factories in the making.

yeah i have a set of factories going all together with the same textures 3-4 .png
it is from Caesar IV :) the very old game (September 26th 2006). the meshes arent really usable for banished but it gives me models to copying from and i am redoing everything, from the little box to every little boxes, re-texturing everything and re-unwrapping everything ^^ piece by piece :)

it is still alot of work to do .... but it goes well.
next one will be the glass factory :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 25, 2017, 12:22:52 AM
O yes I remember Caesar IV.

That is what I sometimes do, buy a cheap model and just use some parts of it like the horses I used in the Farm house and/or use it as a idea and build it myself from scratch.

Or use pictures like that house what Gatherer posted. I like that house in the second picture and went on to create it.
The horses from a bought mesh came in handy here as I have no clue how to model a horse from scratch LOL
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 25, 2017, 12:24:26 AM
we should do a bank of 3d items to add to our meshes :)
Title: Re: RedKetchup work in progress....
Post by: Bartender on April 25, 2017, 03:41:34 AM
This is an excellent idea!
Title: Re: RedKetchup work in progress....
Post by: kid1293 on April 25, 2017, 03:52:57 AM

I agree completely!  :)
And more - a bank of source code.
Snippets, explanations, tutorials - or complete mods.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 25, 2017, 11:45:17 PM
Glass factory :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 26, 2017, 06:16:20 PM
Jewels Factory :)
Title: Re: RedKetchup work in progress....
Post by: taniu on April 27, 2017, 03:44:14 AM
@RedKetchup.Very nice buildings .Different factories:Pottery,Furniture, Glass,Cloth, Jewels-fantastic :)I have a question whether this will be a separate mods?Other colors with F function for other villages or only for "NMT"?There is a ketchup factory or you can add pasta factories and one dish - like an omelet? :)thank you

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 27, 2017, 01:31:01 PM
no there wont be "F" variant. it will be part of a mod dedicaced to "roman empire" and "ceasar" old game.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 27, 2017, 04:31:34 PM
Fantastic theme @RedKetchup will suit some of the CC start conditions, as well as some of the more 'older feeling' maps.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 27, 2017, 08:50:53 PM
Fantastic theme @RedKetchup will suit some of the CC start conditions, as well as some of the more 'older feeling' maps.  :)

bah also it will still fit OK in desert maps since roman empire controlled from spain to iran, from euro to egypt; all around the mediterranean.
i am trying to find things that arent convered by the others :)


i just finished the Olive Oil Factory :)


(edit: in screenshots i find it strange these blue bags/basket things for the olives :P when there, i will probably check if i can replace something ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 27, 2017, 08:56:26 PM
yup ... better :)
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on April 27, 2017, 08:58:56 PM
Yep, a lot better :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 28, 2017, 01:43:04 AM
so it looks like i did 2 building today  :P

Wine Factory
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 28, 2017, 02:04:39 AM
There is a saying that says that Rome was not build in a day, but you come pretty close :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 28, 2017, 02:52:38 AM
There is a saying that says that Rome was not build in a day, but you come pretty close :)

i made many so far : Pottery, Cloth, Furniture, Glass, Jewelry, Oil, and Wine... (7)
i still have alot to do :) really alot.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 28, 2017, 07:19:24 AM
Fantastic theme @RedKetchup will suit some of the CC start conditions, as well as some of the more 'older feeling' maps.  :)

bah also it will still fit OK in desert maps since roman empire controlled from spain to iran, from euro to egypt; all around the mediterranean.
i am trying to find things that arent convered by the others :)


i just finished the Olive Oil Factory :)


(edit: in screenshots i find it strange these blue bags/basket things for the olives :P when there, i will probably check if i can replace something ^^

Very true @RedKetchup  :)  Ah, the great love of Mark Antony & Cleopatra, how could I forget?  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 28, 2017, 12:24:54 PM
Very true @RedKetchup  :)  Ah, the great love of Mark Antony & Cleopatra, how could I forget?  ;)

even before that, Egypt was under occupation from rome and was a vessal of Roman Empire.
they had to give XX grain sacks per year to Rome.

the only time they didnt respected their annual payments .... was when Mark Antony was gone there with Cleopatra :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 28, 2017, 02:21:08 PM
All that Rome stuff made me watch Spartacus again.

I love that movie directed by Stanley Kubrick with stars like Kirk Douglas, Laurence Olivier, Peter Ustinov, John Gavin, Charles Laughton, a very young Tony Curtis, and of course the beautiful Jane Simmons.
The last battle scene at almost the end of the movie is Epic and lots of Spanish soldiers were used in the scene as there was no CGI in those days.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 29, 2017, 01:05:24 AM
All that Rome stuff made me watch Spartacus again.

I love that movie directed by Stanley Kubrick with stars like Kirk Douglas, Laurence Olivier, Peter Ustinov, John Gavin, Charles Laughton, a very young Tony Curtis, and of course the beautiful Jane Simmons.
The last battle scene at almost the end of the movie is Epic and lots of Spanish soldiers were used in the scene as there was no CGI in those days.

did you ever watched the 3 season tv show ?
i saw it complete twice, once per year ^^



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

meanwhile in the roman empire.........

Ustensile Factory :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on April 29, 2017, 07:04:15 AM
The history professor and mod builder, a very talented @RedKetchup :) :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 29, 2017, 08:58:51 PM
i finished the last 2 factory ^^ Armor Factory and Weapon Factory :P

next ones will be the farms
Title: Re: RedKetchup work in progress....
Post by: brads3 on April 29, 2017, 09:07:07 PM
does that make muskets?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 29, 2017, 09:12:56 PM
does that make muskets?
this is roman empire :) there were no musket back in time :)

but they had turtles in that time ^^
Title: Re: RedKetchup work in progress....
Post by: Paeng on April 30, 2017, 03:45:34 AM
but they had turtles in that time

And Oliphants... LOL
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 30, 2017, 04:21:08 AM
but they had turtles in that time

And Oliphants... LOL

^^

when i talked about turtles.... it was about the turtle formation ^^
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 30, 2017, 04:46:12 AM
Yeps.

They had their shields all around and on top.
If some ever watched the movie Troy you see sort of the same if the Greeks land on the beach at Troy and form a sort of Turtle (Testudo) with their shields.

The only problem was that some later the enemies became aware that the turtle while protecting the Roman Legionaries also paralyzed them in mobility and speed.
Title: Re: RedKetchup work in progress....
Post by: Denis de la Rive on April 30, 2017, 09:55:43 AM
How about this?
Title: Re: RedKetchup work in progress....
Post by: brads3 on April 30, 2017, 10:47:25 AM
i thought it was a joke and he ment ninja turtles.
Title: Re: RedKetchup work in progress....
Post by: embx61 on April 30, 2017, 11:41:12 AM
Here a picture of a Testudo or Turtle Formation.

(http://worldofbanished.com/gallery/474_30_04_17_11_38_30.jpeg)
Title: Re: RedKetchup work in progress....
Post by: Paeng on April 30, 2017, 12:28:18 PM
And here in a modern version...  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on April 30, 2017, 02:51:22 PM
hahahaha

i love the upgrade version lol
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 03:52:27 AM
well last 2 days in the NMT 3.0Series: Canal System it was going very very slow.

mostly cause
1. Since the meshes were very very old and i was so noob back in time.... i decided to redo them all with the knowledge i know today :P
2. Also i was experimenting the new river particles and lost lot of time to try to make curves in the flow of the water...

So in front of the burden of the incredible amount of work and amount of efforts i will have to do because there is sooooooo many pieces in this canal part of Medieval Town...
i decided to scrapt (delete) everything i made so far since 2 days... and start over.

Yes today i have tons more knowledge than before and working alot more faster to compare back in time... However, there is tons of work to think and do that is not necesairely about making a 3d mesh but also alot of hard work about to make things to fit together and have a nice flow of 3d meshes place side to side and they need to fit perfectly. :S

so i decided today to NOT redo the 3D meshes (and let them with all the bad works they had) and just convert the "fake water image" i've did to the new "water particles", just that and let everything else as it was ^^


and i am extremly surprise how fast how it goes and how easy to just do that and i am lucky, everything work just fine!
everything get converted to real water like an extreme beauty and an extreme easiness (or ease) :)

in a 2-3 hours, i made all the "classic" NMT stone walls 4X set :)
(gonna do the 6X and 8X set after a 15mins break i am taking)

I can say .... some items are looking so much AWESOME !!!!  :D
Title: Re: RedKetchup work in progress....
Post by: Antiligent on May 02, 2017, 04:18:35 AM
Can you rotate waves at 90 degrees?

______________________________________
  ~~ ~~~ ~~~ ~~ ~~ ~~~ ~~~ ~~~ ~~~ ~
~ ~~ ~~ ~~ ~~ ~~ ~ ~~~ ~~~ ~~~ ~ ~~
______________________________________
Title: Re: RedKetchup work in progress....
Post by: Paeng on May 02, 2017, 04:23:15 AM
Wow... this will be glorious  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 04:41:31 AM
Can you rotate waves at 90 degrees?

______________________________________
  ~~ ~~~ ~~~ ~~ ~~ ~~~ ~~~ ~~~ ~~~ ~
~ ~~ ~~ ~~ ~~ ~~ ~ ~~~ ~~~ ~~~ ~ ~~
______________________________________

they cannot be that way , the waves need to flow on the canal way and not go at 90 and "start" from a wall and "hit" the other wall the other side !
they need to go that way :

-----------------------------------
s s s s s s s s s s s s s s s s s s s s
s s s s s s s s s s s s s s s s s s s s
------------------------------------

and follow the canal.
Title: Re: RedKetchup work in progress....
Post by: embx61 on May 02, 2017, 04:49:46 AM
Sorry to hijack your thread Red

I have mt Shore Hut building almost finished but how you assign 2 rawmaterials they must gather?
It won't consume anything but need still a box so players can decide to either gather Sand or Clay.

It is probably pretty easy but I have no examples how to do it with a building what not consume materials.

I also read sometime something about using the RNG but how to do this?
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 02, 2017, 05:09:05 AM
They're looking great ;D! I can't wait to try these. Your original models are beautiful as they are, there's no need to be ashamed of them even if they are not how you would do them today ;).
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 05:13:47 AM
Sorry to hijack your thread Red

I have mt Shore Hut building almost finished but how you assign 2 rawmaterials they must gather?
It won't consume anything but need still a box so players can decide to either gather Sand or Clay.

It is probably pretty easy but I have no examples how to do it with a building what not consume materials.

I also read sometime something about using the RNG but how to do this?

you cannot copy on tha gatherer hut ?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 05:19:03 AM
if you do like my watch towers ??

Code: [Select]
ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ComponentDescription _produceMaterial = "Template/RawMaterialLeather.rsc";
ResourceLimit _resourceLimit = Textile;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialFur.rsc";
ResourceLimit _resourceLimit = Textile;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialVenison.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBisonMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBearMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBoarMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialGooseMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialDuckMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialHareMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialPheasantMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialPartridgeMeat.rsc";
ResourceLimit _resourceLimit = Food;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialFur.rsc";
ResourceLimit _resourceLimit = Textile;
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialLeather.rsc";
ResourceLimit _resourceLimit = Textile;
}
]

StringTable _stringTable = "UI/TrainingCampMainStringTable.rsc";

float _workTime = 12.0;
int _workRequired = 24;

int _initialProduct = -1; // -1 for all products
}


just at    " int _initialProduct = -1;   // -1 for all products " put "1" instead of "-1"
you will need to put a stringtable this require this or that even if there is no input, you need "text" to be written so people can read and select the sand or the clay

in fact it is same as blacksmith or tailor, but without input
Title: Re: RedKetchup work in progress....
Post by: embx61 on May 02, 2017, 05:47:19 AM
Sorry

I was not clear enough. It is a building and the word gatherer is wrong in this sentence.

It is like my water well but then the player can choose what to produce, either Clay or Sand without any input.

But I figured it out. I can just use the Consume Produce UI and just leave the ConsumeRawMaterial _consumeMaterials part out

Then still do the Require string and all is set. It works :)

Ah, I was testing and you posted already what I did. :)

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 05:58:05 AM
Sorry

I was not clear enough. It is a building and the word gatherer is wrong in this sentence.

It is like my water well but then the player can choose what to produce, either Clay or Sand without any input.

But I figured it out. I can just use the Consume Produce UI and just leave the ConsumeRawMaterial _consumeMaterials part out

Then still do the Require string and all is set. It works :)

Ah, I was testing and you posted already what I did. :)


yup. thats what i sald :) like tailor but without the consume material parts.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 06:13:36 AM
i have a question for everyone......

when you used NMT in your games..... which sizes of the canals you were using ? 4X 6X did you ever used the 8X ?
i am wondering if i should do these 8X , if nobody never used it at all (since too big, loosing too much precious space for just an huge looking canal lol)
Title: Re: RedKetchup work in progress....
Post by: Gatherer on May 02, 2017, 06:43:37 AM
Please keep the 8x size!!! I mostly play large plains maps so space is not an issue for me.

(http://shrani.si/f/2U/3w/WtgJJfK/c-r-ix-08.jpg) (http://shrani.si/f/2U/3w/WtgJJfK/c-r-ix-08.jpg)
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 02, 2017, 06:45:42 AM
As someone who lives in a city full of canals, I definitely agree that we need some wide ones too :). The best effect is created by having a mixture of the three I think.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 02, 2017, 07:21:10 AM
WOW !!!! @Gatherer  !!!!!

That looks super amazing !!!!!!
i ll do the 8X just for that !!!!!!!  ;D
Title: Re: RedKetchup work in progress....
Post by: Maldrick on May 02, 2017, 09:39:04 AM
@RedKetchup Looks amazing!
Title: Re: RedKetchup work in progress....
Post by: Paeng on May 02, 2017, 10:55:04 AM
Please keep the 8x size!

Yes, please! I could live with it if you decide to skip the 4x, but not the 8x...  :)


Great scene, Gatherer!
Title: Re: RedKetchup work in progress....
Post by: embx61 on May 02, 2017, 11:50:00 AM
As someone who lives in a city full of canals, I definitely agree that we need some wide ones too :). The best effect is created by having a mixture of the three I think.

Let me guess. AMSTERDAM!!!! :)

That is where I was born.
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 02, 2017, 02:39:10 PM
Haha, close! I live in Leiden ;). Though I grew up just south of Rotterdam, so I guess most of my old friends wouldn't appreciate it if I moved to 020 :P.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 02, 2017, 05:15:34 PM
Oh wow, @Gatherer that is an impressive map build!!  :D Wow!
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 02, 2017, 09:01:27 PM
I hope you don't mind @Gatherer & @RedKetchup  I pinned it :)
https://au.pinterest.com/pin/129267451787646918/
Title: Re: RedKetchup work in progress....
Post by: embx61 on May 02, 2017, 09:22:06 PM
Haha, close! I live in Leiden ;). Though I grew up just south of Rotterdam, so I guess most of my old friends wouldn't appreciate it if I moved to 020 :P.

Well, that is your loss you don't live in Amsterdam  :P (Just kidding)

Been only twice in Leiden "Groenoordhallen" to see Queen concerts.
I take it you are a Feyenoord fan and I think they will be champions this year. It is about time too and I say this as a Ajax fan. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 03, 2017, 12:42:45 AM
i finished to convert the Classic StoneWalls canal 4X 6X and 8X :)

i noticed something though : my canal water is not as same level as the Creeks, Lakes or Big River water level... i would need to lift it up like 2 stones row (of the canal walls)
but i dont think thats an obligation. :P
for sure , it would probably change a bit the overall aspect of the canals to lift everything up 2 stone rows (fishing docks, trading posts too). so i am not sure. i need to think and take a decision :P
i can also maybe just up of 1 row of stone.... which can reduce the big difference when connecting a body of water. (without changing too much the trading post overall  look)

but if i go back and lift everything up from 1 or 2 stone row.... it will be still alot of work overall cause the big number of pieces i need to edit ^^


i also noticed i need to do some ... horizontal mirrors < -- > of some pieces... depending if our canal flow from left to right or right to left ^^ which are : the corners, the 3ways, the docks and the fishing docks, the trading posts, the end of the canal. (the straights, 1 tile fillers, bridges, 4 ways dont need mirror)


gonna do the mirrors and then switching to the Old stones set (the one similar to CC dock set)

edit: the screenshots are from the 8X Classic NMT stones.


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

edit2 : i can also just modify the "gates" to adapt the level of water by "tilting" and rotate the water plane and try to match both, the canal level and the river level.
Title: Re: RedKetchup work in progress....
Post by: The Pilgrim on May 03, 2017, 03:25:17 AM
Historically and even today canals are often at a different water level from the surrounding natural bodies of water. They use locks (pretty similar to the gates that you made) to control water levels. So you really aren't pressed to change anything as far as that goes.
Title: Re: RedKetchup work in progress....
Post by: elemental on May 03, 2017, 03:37:02 AM
Looking good with the new water.  :)

You mention flow direction. Somebody else mentioned river materials and lake materials the other day. I'm wondering if the lake materials is just water without a flow direction? It's just a guess and it might be wrong but you might like to investigate it.

Canals can certainly have their own water level but it would also be good if we could build a canal at river level. Sometimes it can be useful to cut through weird little bits of land to join up rivers and lakes and to do this a canal piece at river level would be best.
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 03, 2017, 03:44:27 AM
Haha, close! I live in Leiden ;). Though I grew up just south of Rotterdam, so I guess most of my old friends wouldn't appreciate it if I moved to 020 :P.

Well, that is your loss you don't live in Amsterdam  :P (Just kidding)

Been only twice in Leiden "Groenoordhallen" to see Queen concerts.
I take it you are a Feyenoord fan and I think they will be champions this year. It is about time too and I say this as a Ajax fan. :)


Ha, I'm actually an Ajax fan too! You might guess that this gave me a pretty difficult childhood ;). I do agree that it's time that we got some competition again though :P.

@RedKetchup I agree with Pilgrim, the water levels in canals are often regulated with gates just like yours, so don't worry about the heights :). One thing I notice in your screenshots is that the stone in the water looks a bit bright.. you can use the OpaqueInWaterMaterial for them to appear darker underwater if you want.

@elemental the lakeMaterial creates water without a directional flow indeed. I guess it kind of depends on what type of canals you want to go for. City canals generally don't have much flow to them, while larger canals dug for transport flow just like a normal river.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 03, 2017, 06:08:05 AM
ok then i am gonna let it like it is presently, because higher level of water it wont do same effect on some building if lift up all the jetties.

the thing about waves or calm water : more calm the water it is , more we see the lines between each plane of water. each piece has it own plane, so when you put pieces side by side, it has unfortunatly a line between pieces.... and more calm water you have, more evident it is. i prefer more waves, it is less evident.

about the opaque in water material... i ll check it.
Title: Re: RedKetchup work in progress....
Post by: The Pilgrim on May 03, 2017, 07:06:48 AM
May I request one thing for the canal set??  Since Roman times mills were often located on canals... I would love to see at the very least a sawmill available for the set. Gristmill, foundry and textile mills would be great too but I'm not greedy. Even better would be a way of being able to construct the existing watermill models on the canal (ghosting the banks perhaps?)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 03, 2017, 07:22:58 AM
I like that idea @The Pilgrim :) +1
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 03, 2017, 08:15:47 AM
May I request one thing for the canal set??  Since Roman times mills were often located on canals... I would love to see at the very least a sawmill available for the set. Gristmill, foundry and textile mills would be great too but I'm not greedy. Even better would be a way of being able to construct the existing watermill models on the canal (ghosting the banks perhaps?)

totally faisable :)

can i ask what is a gristmill ?
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 03, 2017, 09:01:11 AM
I'll do some research on the seams in the water when I have the time.. I think with certain UV settings the texture should be seamless. At least Mr. Luke got it to be like that for the rivers, so it should be possible for us as well :P.
Title: Re: RedKetchup work in progress....
Post by: Paeng on May 03, 2017, 09:42:07 AM
gristmill ?

Any mill for grain / flour... just to make clear it's not a textile or saw mill or such...  ;)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on May 03, 2017, 11:10:47 AM
About canals.

(https://i.imgur.com/UhZw4hG.jpg)

I wonder if canals like here in Gilneas City might be possible? I mean here connection between canal and main land.

(http://vignette1.wikia.nocookie.net/reznik/images/e/e3/WoWScrnShot_042114_100937.jpg/revision/latest?cb=20140421084119)

Here is better view for what i mean, look at left down corner of the city.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 03, 2017, 08:26:32 PM
i dont think @DesoPL  because we are digging the ground and your other side is not a wall, but the untouched nature ground. i cannot dig like that and let the other side very natural. it is always stupid straight squares.
even if @Bartender  would explain to me how he did his round pool (with files as examples...) it would be extremly alot of work to make a set in every brick textures to get that.


meanwhile.... in the world of the old [CC] bricks textures........
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 03, 2017, 09:13:05 PM
all converted now....
need to do the mirror pieces with flow toward the other side :)
Title: Re: RedKetchup work in progress....
Post by: elemental on May 03, 2017, 10:16:51 PM
So will this be the first piece of your NMT mod to be split up and re-released under the new community toolbar?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 03, 2017, 10:22:33 PM
YES In same time of another part i already prepared : NMT 3.0 Series: Clay Chain



meanwhile in the world of the old brick texture .... all mirror (opposite river flows) : done :)
next will be : redo ALL the footprints on the ground with a blue arrow showing which side the river will flow^^
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on May 03, 2017, 11:55:42 PM
next will be : redo ALL the footprints on the ground with a blue arrow showing which side the river will flow^^

Brilliant idea. I imagine it will disappear under the water?
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 04, 2017, 12:37:58 AM
oh, oh, oh ....  @RedKetchup (excitedly), is that the small fish drying space I've been asking for ages ago?
It loooooooks like it, please tell me it is (I love @Discrepancy new one for his jetty mod, it suits it very well), but I am still after a small one, and that looks like it is in the 0244_1 pic ...  pleeeeeeeeeeease?

Ok, in seriousness ...  it is looking excellent, I can see how this would fit into any game idea, and I see Disc's jetty mod working with it, to create an amazing waterfront harbour, to inland trade centre, very exciting indeed!!!  :D

ps:  is there a way to have an angled corner?  An inner elbow perhaps?  I don't know how you'd do it, or even if it's possible, just a thought :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 04, 2017, 01:55:33 AM
sorry to say it is a fishing docks. all canal sets had their fishing docks :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 04, 2017, 10:36:55 PM
(I'll try to remember to do your mini fish rack when i ll do the NMT3.0 Series: Food Production part :)

meanwhile ... all the footprints with blue arrows.... done
next : need to finish and fix all the toolbar icons (to colorful 3.0 icons)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 05, 2017, 12:57:03 AM
icons done too :)

next: i noticed they didnt even had a recycle bin on the windows (was too noob back in time^^)



edit: btw CL stands for Classic NMT stones , OB stands for Old Brick (CC) style
i will probable add 2 more textures in a seperate addon: FS for Fire Stones , and OC for Old Church style (both textures introduced in GW)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 05, 2017, 10:30:38 AM
@RedKetchup sorry to interrupt work in progress , I'm sure it is not a good time, but I have a few final requests.



1)  If Discrepancy is adding your Choo Choo tracks to Iron Smelter he and users of that mod will probably want the deco tunnel.  I know I asked several times before and it finally got added to the 1.0.7 update of choo choo  which I and other l.0.6 players can't use because of added new flag items.  Could WE have that deco tunnel separated and added here to download, please?



2)  I know I asked for this several times and you then added it to l.07 version of Old Hunter's Hut but could that hunter lodge be separated for me.  I use the Old Hunter's Hut with residence all the time and would like to keep that in it's original position in the tool bar rather than under community but that means I am missing the hunters lodge I requested.



3) I am guessing you forgot my request for the NMT fishing pond.



Well, if not it doesn't matter, thank you for your time and great mods  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 05, 2017, 06:29:03 PM
@RedKetchup
1)  If Discrepancy is adding your Choo Choo tracks to Iron Smelter he and users of that mod will probably want the deco tunnel.  I know I asked several times before and it finally got added to the 1.0.7 update of choo choo  which I and other l.0.6 players can't use because of added new flag items.  Could WE have that deco tunnel separated and added here to download, please?

Wut ? why you dont use choo choo ? this mod never has been updated to 1.0.7 yet !! it doesnt use the new flag items at all. the last update has been 1.0.6 before the 1.0.7. so do you still want the deco tunnel as stand alone ? because nothing in the world prevent you to use the choochoo mod.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=181 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=181)


2)  I know I asked for this several times and you then added it to l.07 version of Old Hunter's Hut but could that hunter lodge be separated for me.  I use the Old Hunter's Hut with residence all the time and would like to keep that in it's original position in the tool bar rather than under community but that means I am missing the hunters lodge I requested.

here is a download link for your Hunter hut with icon setting in the vanilla foodbar:
https://drive.google.com/file/d/0B3ArTKXvgXjrejZWenJmRVBCMXc/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrejZWenJmRVBCMXc/view?usp=sharing)

3) I am guessing you forgot my request for the NMT fishing pond.

what was the specificity of that request ? (cause i didnt started to touch NMT items till very lately, a week ago...)
the way you did your sentence, i guess it is a request for a stand alone fishing pool ? do you want it with real moving waters ? or very old dull one ? or hybrid ?

Well, if not it doesn't matter, thank you for your time and great mods  :)

no problem, i took the time to answer the request since you tend to be ignored ^^
i am joking bro ^^ i hope you see it :)
Title: Re: RedKetchup work in progress....
Post by: elemental on May 05, 2017, 06:43:23 PM
While you are thinking about water and fish ponds, is it possible to have some fish ponds in unusual, irregular shapes?

I'd also love to see a rectangular brick pond to fit in with your Garden Walls set. A nice big one, maybe 2x4 or 3x5. Maybe even bigger than that.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 05, 2017, 06:47:30 PM
While you are thinking about water and fish ponds, is it possible to have some fish ponds in unusual, irregular shapes?

I'd also love to see a rectangular brick pond to fit in with your Garden Walls set. A nice big one, maybe 2x4 or 3x5. Maybe even bigger than that.  :)

irregular shapes is very hard for me to do, i never understood what @Bartender did to make his little lake look so good, me, everything is "tile squared".
but GW set can certainly get some pools.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 05, 2017, 08:18:16 PM
LOL Yes I see you are joking.  Thank you for quick reply. 

Regarding Choo Choo, I thought you updated it to 1.0.7 when you added the training camp resource and updated training camp.  That is good to know. I don't know if I would use both together so if it is not too much trouble, yes please the tunnel separate.

The old hunting lodge with residence is the one I have and use in old tool bar, it is the other one, the new log hunting cabin that I would like separate. Is that the one in link? Sorry if I wasn't real clear.

The fish pond is the stand alone pond that is so pretty with the f-key variant with or without fence that is in Medieval Town v 2.0.4, still planning a story for that mod but I would like the pond separate to use much more often.  When you get to, know you are busy,  you know I will remind you.  :)

I like @elemental suggestion to add pond to Garden Wall Set.  I can't keep up trying so any new mods, still working on old ones.

Thank you so much, Red. 
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 05, 2017, 09:42:07 PM
sorry to say it is a fishing docks. all canal sets had their fishing docks :)
&
(I'll try to remember to do your mini fish rack when i ll do the NMT3.0 Series: Food Production part :)

meanwhile ... all the footprints with blue arrows.... done
next : need to finish and fix all the toolbar icons (to colorful 3.0 icons)

Thank you @RedKetchup , I got all excited then :)  At least it's somewhere on a to-do :D  The mod is really coming along, and is looking very fine tuned!!  I think you're on a winner with this mod.  I like the blue arrows, that's extremely helpful when planning out a complex design system.
While you are thinking about water and fish ponds, is it possible to have some fish ponds in unusual, irregular shapes?

I'd also love to see a rectangular brick pond to fit in with your Garden Walls set. A nice big one, maybe 2x4 or 3x5. Maybe even bigger than that.  :)

@elemental I like that idea, with the rectangular setting, you could do a nice paved courtyard with that.  :D  I know @RedKetchup said he wasn't good with the softer corners, so this should be an easy one ;)  maybe.  I'm excited by what this could mean.  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 05, 2017, 09:48:30 PM
LOL Yes I see you are joking.  Thank you for quick reply. 

Regarding Choo Choo, I thought you updated it to 1.0.7 when you added the training camp resource and updated training camp.  That is good to know. I don't know if I would use both together so if it is not too much trouble, yes please the tunnel separate.

The old hunting lodge with residence is the one I have and use in old tool bar, it is the other one, the new log hunting cabin that I would like separate. Is that the one in link? Sorry if I wasn't real clear.

The fish pond is the stand alone pond that is so pretty with the f-key variant with or without fence that is in Medieval Town v 2.0.4, still planning a story for that mod but I would like the pond separate to use much more often.  When you get to, know you are busy,  you know I will remind you.  :)

I like @elemental suggestion to add pond to Garden Wall Set.  I can't keep up trying so any new mods, still working on old ones.

Thank you so much, Red.


my mods are always stand-alone and it is never required to have another mod to be used. choochoo alone is a full 100% standalone mod that can be used alone. i always put a copy of all resources in case people dont use the other mods.
i can make you a stand alone tunnel deco, tonight or tomm. i ll place it at the end of road toolbar after the road tunnel.

the best way to find a mod what it does is download it and try it ^^
this is a copy of the other mod, on another name.pkm where it has old hunter hut and its residence, and the new hunter hut (all 3) all placed in the food toolbar instead.

you didnt answered about real water of the pond : old water ? new moving water ? or hybrid (both) ?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 05, 2017, 10:05:06 PM
. pkm with only the new hunter cabin
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 05, 2017, 11:31:30 PM

The fish pond is the stand alone pond that is so pretty with the f-key variant with or without fence that is in Medieval Town v 2.0.4, still planning a story for that mod but I would like the pond separate to use much more often.  When you get to, know you are busy,  you know I will remind you.  :)

Thank you so much, Red.


Here i converted the Medieval Pond to NMT 3.0 Pond :) just for you :)

it is pretty much the exact same looking with the same pond water texture it had .... but with an extra 3.0 @Bartender  Magic Water ™ over it :)
so it look the same... but have extra ripples on it :)

https://drive.google.com/file/d/0B3ArTKXvgXjrcW5pMGQtS0I1ZnM/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrcW5pMGQtS0I1ZnM/view?usp=sharing)
Title: Re: RedKetchup work in progress....
Post by: Nilla on May 06, 2017, 12:53:05 AM
Even more beautiful than it was. I've always liked these ponds. (Even if I find them slightly overpowered with 4 fisher but that's me. I know many other people like it that way) :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 06, 2017, 01:12:19 AM
Even more beautiful than it was. I've always liked these ponds. (Even if I find them slightly overpowered with 4 fisher but that's me. I know many other people like it that way) :)

*adds, "not pointing at anyone in particular"...

@QueryEverything waves to @Nilla
hahahahah :D ;)

Thanks @RedKetchup I have downloaded as well :)
Title: Re: RedKetchup work in progress....
Post by: Nilla on May 06, 2017, 01:26:24 AM

*adds, "not pointing at anyone in particular"...

@QueryEverything waves to @Nilla
hahahahah :D ;)


Actually; I didn't! But if someone feel "hit". I can do nothing to prevent it! ;)

..... and I'm waving back.........
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 06, 2017, 01:50:17 AM
Hahaha :) 
Not hit, lol ...  maybe nudged a little, no complaints though, all in good jest @Nilla glad for a little harmless jokes on a peaceful Saturday ;)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 04:30:24 AM
@RedKetchup thank you so very much for the tunnel, hunter cabin, and the ponds.  They are just wonderful and will be used over and over again. 

Merci  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 07:33:54 AM
@RedKetchup thank you so very much for the tunnel, hunter cabin, and the ponds.  They are just wonderful and will be used over and over again. 

Merci  :)


welcome @Abandoned  :)
here below you will find your Choochoo Tunnel Deco .pkm



Meanwhile in the world of NMT Canal System.......... nothing lol. i had to do other things today ^^
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 08:11:42 AM
Thank you so much @RedKetchup   :)  I really appreciate it especially when you are so busy.  If I knew how to use the Heroes III map editor I would make you a special map.  Maybe someday.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 08:15:25 AM
Thank you so much @RedKetchup   :)  I really appreciate it especially when you are so busy.  If I knew how to use the Heroes III map editor I would make you a special map.  Maybe someday.  :)

haha  8)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 08:17:44 AM
@RedKetchup  ok just in case, I just have to know which is your favorite town type?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 08:26:52 AM
@RedKetchup  ok just in case, I just have to know which is your favorite town type?

random. i always prefered random so i discover something new when i replay.
i also love to so all buildings and resources being garded by an appropriated level. a lvl 1 building by a lvl 1 monster.... building 2 by monsters 2 ....
i also like to have my frontier (all colors frontiers) guarded by a lvl 7


too bad i dont have any of my maps anymore (lost in old computers and old unreadable cd) i would have introduced you the way i played this game ^^

you said you still play the HoMM4 ? a complete will all expacs ?
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 08:36:52 AM
Yes, all expansions for Heroes IV complete.  I played that heroes from when it first came out, it was only years later I got heroes 3, then I could see why most people did not like heroes 4 as well.  I made lots of maps and campaigns, mostly allied that my husband and I play together.

Heroes 3 I like the Rampart nature people, the fortress lizard people, and Tower wizards best but played all the campaigns and some random maps too.  Both really good old games.  :) 

Also played the Might & Magic RPG's more than once   :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 08:42:02 AM
so you have HoMM3 Complete ?
have you tried WoG ?
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 08:51:50 AM
yes, heroes 3 complete but have not used WOG or the other mod you mentioned.  I made a note of it and put with the game so I will remember it when I ever get back to heroes 3.  I think I will be a little busy Banished here for quite a while.  Just started a new heroes 4 map.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 08:54:15 AM
ok :)

i have HoMM3 complete HD Edition.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 09:01:12 AM
nice, really good games, they don't make them like that anymore. I am so glad gog came out with download versions, I was afraid my cds would wear out. That would be a disaster LOL

added note, I also have Ages of Empires II And III Gold editions ... in the boxes with the manuals
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 09:20:18 AM
nice, really good games, they don't make them like that anymore. I am so glad gog came out with download versions, I was afraid my cds would wear out. That would be a disaster LOL


oh but i remember i bought 4X times this game (homm3 will all expansions) back in time, there were no digital download lol real boxes with manual & faction monsters maps
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 06, 2017, 09:29:57 AM
yes indeed, I have shelves of them and strategy guide books too, glad I saved them when digital came out with updated window versions and could replay them.  Too many games, too little time to play.  :)
Title: Re: RedKetchup work in progress....
Post by: taniu on May 06, 2017, 02:56:42 PM
Thanks @RedKetchup I have downloaded as well.
Even more beautiful than it was. I've always liked these ponds.
I have a great request if you can add a frog is my dream. Maybe you do not have the code on the frog's thighs, because it's only in CC, but maybe @kralyerg will be polite and give you this code. You are very busy, but I wrote about this proposal by adding frogs to the pond on page 19 quoted "@RedKetchup". NMT "- works great with 1.0.7 fish pond can be a separate modem - a good idea", I thought frogs would be nice to have. Your health! "I will be happy if you can fulfill my wish V2 + Frog legs by fisherman or the second variant of fishing in the pond: frogs, turtles, snails + new profession?
Like the "Training Comp Main", new animals are added to the hunt. What do you think? Please! :)
Title: Re: RedKetchup work in progress....
Post by: taniu on May 06, 2017, 03:02:22 PM
@RedKetchup . New interesting buildings :)Thank you for your attention
Title: Re: RedKetchup work in progress....
Post by: elemental on May 06, 2017, 03:24:45 PM
Thank you for the ponds. As others have said I also find them a bit overpowered. Maybe when you do a proper 3.0 release you might like to make them a little less productive, but that's up to you.  :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 06, 2017, 06:06:57 PM
@RedKetchup I grabbed this last night, will look at it today, hopefully.
Do you want me to add it to the database as an independent mod, for general information, or will you want it only as a 'per request', meaning someone needs to ask for it?

If it has it's own forum post I will link the details to that.  I haven't checked the downloads section yet, so this post may be irrelevant ....
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 06, 2017, 10:38:07 PM
i often do per request these little special things and i dont necessairly post them in the download section.
the person who asked was here and knows it.... all the other people, if they follow, they saw it :)
and if they dont follow... too bad for them ^^

the NMT30 Pond will be in a bigger part (NMT3.0 Series: Food Production.)
i dont find it very overpowered when you compare to vanilla fishing hut well placed (those can get 3X the Pond's production)

i will not add to it (about frogs and ect...) maybe for the GW:Ponds, but will see.
Title: Re: RedKetchup work in progress....
Post by: Nilla on May 07, 2017, 12:15:04 AM
I just look at your fishpond and you are right; it's not overpowered at all. I'm sorry. I can remember, that I have had ponds with 4 fisher with an output of 2000 and more. It was some time ago, so it must have been an earlier version! I apologize again!
Title: Re: RedKetchup work in progress....
Post by: wiscoke on May 07, 2017, 12:26:30 AM
@RedKetchup : I have sent you already a PM some week ago, but I thought I post this here also. maybe more people will like the idea if you could make those flowers from the Garden Walls: Utility for 1.0.7 mod as a decorative ghost item. no rush, because I see in this topic that you are a very busy person. all the mods you've created so far....you can make a megamod from your mods alone ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 07, 2017, 12:45:00 AM
@RedKetchup : I have sent you already a PM some week ago, but I thought I post this here also. maybe more people will like the idea if you could make those flowers from the Garden Walls: Utility for 1.0.7 mod as a decorative ghost item. no rush, because I see in this topic that you are a very busy person. all the mods you've created so far....you can make a megamod from your mods alone ;)

yes :) i didnt forgot you :) @wiscoke  :)
it will be done when i ll go update Garden Walls :) (i'll do ponds and fountains , and also put the flowers in deco :) oh and also have new horses from @elemental without saddles ^^)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 07, 2017, 03:26:49 AM
i released NMT3.0 Series : Clay Chain :)

Enjoy !!

and also meanwhile in the NMT canal world.... i just added a trash button on all the canal pieces....
back in time of 2.0, i didnt know how i could add a trash button LOL. now it is done :)

just a simple thing like this is very very long to do cause .... there is a total of 116 different canal pieces :S
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 07, 2017, 04:08:43 AM
ok, putting out the do not disturb sign  :)
Title: Re: RedKetchup work in progress....
Post by: Ogedei on May 07, 2017, 08:09:00 AM
If you ever decide to do an 'Asian' one, keep to a specific cultural theme. Putting Tibetan mixed with Japanese and Chinese themes would be weird, which is basically what taniu posted. Are you still planning on releasing that Ancient Egypt one, by the way?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 07, 2017, 09:08:07 AM
If you ever decide to do an 'Asian' one, keep to a specific cultural theme. Putting Tibetan mixed with Japanese and Chinese themes would be weird, which is basically what taniu posted. Are you still planning on releasing that Ancient Egypt one, by the way?

about the cultural theme, people generally asked for an "asian" theme which regroup japanese, chinese, and other asian country... because for north american, i cannot really make a difference. people from these country seems to take it seriously and be angry if i take something that is maybe chinese rather than japanese and i call it japanese... canadian... american... we are different, but none would get upset if we mislead to say thats canadian or thats american.
but for asian people, it seems to upset them. i dunno , i can feel there are some conflicts that are very strong.
so people told me that if i was about to put some "mixed" culture.... to call it "asian" instead of "japanese" or "chinese" for not making cultural people angry.


about Egyptian. there is something in progress but it doesnt go fast due to the lack of "model" and inspirations. we have no idea if one day it will finally happend.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 07, 2017, 09:13:44 AM
trash button on everything but TP, Fishing and Storage: done
trading posts : new limits and fixed the merchants : done
storage docks : new limits and fixed storage 4x : done
trading posts : minimized button: done
Title: Re: RedKetchup work in progress....
Post by: Ogedei on May 07, 2017, 09:14:42 AM
Quote
but for asian people, it seems to upset them. i dunno , i can feel there are some conflicts that are very strong.

The difference is that Canadians and Americans didn't go to war with each other causing 20 million deaths and a long legacy of mutual distrust.

Quote
about Egyptian. there is something in progress but it doesnt go fast due to the lack of "model" and inspirations. we have no idea if one day it will finally happend.

Have you looked at the Pharaoh/Cleopatra games or Children of the Nile? There's some great looking buildings in Pharaoh especially that you can work off of.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 07, 2017, 09:22:01 AM
Quote
but for asian people, it seems to upset them. i dunno , i can feel there are some conflicts that are very strong.

The difference is that Canadians and Americans didn't go to war with each other causing 20 million deaths and a long legacy of mutual distrust.

yeah kinda what i said : some comflicts are very strong  ???

Quote
about Egyptian. there is something in progress but it doesnt go fast due to the lack of "model" and inspirations. we have no idea if one day it will finally happend.

Have you looked at the Pharaoh/Cleopatra games or Children of the Nile? There's some great looking buildings in Pharaoh especially that you can work off of.

yeah those game are very very old and graphics not really good (old)
Caesar IV graphics and engine was alot better and more recent (was done couple years later), unfortunatly, they never remade a better looking pharaoh2 or nile2 with that engine.

if you have a more recent egyptian game to propose....
Title: Re: RedKetchup work in progress....
Post by: Ogedei on May 07, 2017, 12:34:18 PM
Maybe "A Tale in the Desert"? Other than that, I don't know of any other recent Ancient Egypt themed games. It's too bad Pharaoh 2 or Children of the Nile 2 were never created.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 07, 2017, 10:35:31 PM
Maybe "A Tale in the Desert"? Other than that, I don't know of any other recent Ancient Egypt themed games.

ok i ll check it up :)



meanwhile ( lol again this word) ...... in the canal system .....

i am trying to adapt my watermill to the canal system.... since it is the only thing left to do :)
of course not finished yet .... need to add some digging... some canal walls to the left and right... do some stairs to go down....
i wanted to have a temporary look at it
Title: Re: RedKetchup work in progress....
Post by: elemental on May 08, 2017, 03:49:24 PM
it will be done when i ll go update Garden Walls :) (i'll do ponds and fountains , and also put the flowers in deco :) oh and also have new horses from @elemental without saddles ^^)

Are the horses without saddles going in the garden walls mod or in a separate decorative items mod? They'd fit best in the same mod as the stables but maybe they could go in both. People will want to use them, with or without the GW mod.  :)
Title: Re: RedKetchup work in progress....
Post by: Gatherer on May 09, 2017, 03:39:19 AM
i am trying to adapt my watermill to the canal system....

That stone pillar that supports the wheel should be removed imo. Can't have things like that blocking canal traffic.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 09, 2017, 04:02:30 AM
i am trying to adapt my watermill to the canal system....

That stone pillar that supports the wheel should be removed imo. Can't have things like that blocking canal traffic.

but the wheel cant stand up without it :S

but i can cut it 50% or 66%
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 09, 2017, 06:57:47 AM
i am trying to adapt my watermill to the canal system....

That stone pillar that supports the wheel should be removed imo. Can't have things like that blocking canal traffic.

but the wheel cant stand up without it :S

but i can cut it 50% or 66%

Paddlesteamers can :)  They are counterbalanced, they can then have the wheel sitting out from the body moving along :)

In saying that though @Gatherer , I saw these and wanted to share, as inspiration :)
https://en.wikipedia.org/wiki/Watermill#/media/File:Braine-le-Ch%C3%A2teau_JPG02.jpg
https://au.pinterest.com/pin/94083079694605153/
https://au.pinterest.com/pin/440297301051479677/
http://lastrefugeofascoundrel.blogspot.com.au/2010_08_01_archive.html

:D  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 14, 2017, 06:14:11 PM
just let you know i ve been back to moddling today, made 5hrs.

even if i ve got a very fast preview of what the watermill was about to look in the canals.... i ve got alot to do to making it ok.
since the watermill wasnt exactly made for that , i ve got to redoing it. and i took that opportunity to redo all the walls and pieces...
i kept the exact same look though ^^

i finished the 4X one (with its build01-02, digging and walking floors) should be fairly easy to do the 6x and 8x after.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 15, 2017, 07:47:35 AM
all 4x Mills done :)

classic bricks with water to the left and water to the right
old bricks (CC style) with water to the left and water to the right

now going for the 6x. i hope there isnt too much pain to adapt those.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 15, 2017, 08:58:18 AM
well :)

so far so good :)

it was fairly easy to make all the 6x Mills from the 4x ^^

now the 8x  ::)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 15, 2017, 10:21:46 AM
8x done :)

only left to do is : fixing my footprints, making their own icons...

and verify everything .... i think we will be good to have an offical release today :)
in an hour or 2 :)
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 15, 2017, 11:00:14 AM
Great news ;D! I can't wait to finally see them in game :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 15, 2017, 11:36:00 AM
Great news ;D! I can't wait to finally see them in game :)
;D

it is coming :) need to upload now and do my post ^^


not 100% as perfect as your work ^^ but i think it is acceptable ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 15, 2017, 12:03:34 PM
Great news ;D! I can't wait to finally see them in game :)
;D

it is coming :) need to upload now and do my post ^^


not 100% as perfect as your work ^^ but i think it is acceptable ^^


Released !!!!! GO GO GO ^^

http://worldofbanished.com/index.php?topic=1723.0 (http://worldofbanished.com/index.php?topic=1723.0)

Enjoy !!
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 15, 2017, 02:25:25 PM
You call this acceptable ;)? It's amazing my friend, 100% perfect at the very least ;D.
Title: Re: RedKetchup work in progress....
Post by: elemental on May 15, 2017, 03:16:17 PM


Released !!!!! GO GO GO ^^


I WENT WENT WENT!!! ;D  Now that this one and Discrepancy's mining mod are both out I think it's the perfect time to start playing again.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 15, 2017, 03:32:40 PM
You call this acceptable ;)? It's amazing my friend, 100% perfect at the very least ;D.

did you downloaded it ? and noticed the "etiquette" ? :)
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 15, 2017, 05:09:27 PM
I just started my PC again just to check.. It's too much honour  ;D!
Title: Re: RedKetchup work in progress....
Post by: despo_20 on May 18, 2017, 10:03:04 AM
I've tried your canals right now.
They look amazing and the "etiquettes" do their duty very well!  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 18, 2017, 07:17:42 PM
I've tried your canals right now.
They look amazing and the "etiquettes" do their duty very well!  ;)

indeed!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 18, 2017, 10:01:39 PM
So i am re doing them from begining as discuted there : http://worldofbanished.com/index.php?topic=1723.msg33982#msg33982 (http://worldofbanished.com/index.php?topic=1723.msg33982#msg33982)

Hopefully we will get a fix for old video cards by the time i do them.


1. Better matching pattern between pieces,
2. optimized poly counts,
3. almost no more very bad moiré casted by shadows at surface on horizontal planes,
4. new shadows casted on the underwater walls,
5. better management of the graphic files allowing faster alternate textures,
6. get rid of thousand of unecessary files,
7. level of water will be raised of 2 stone rows to better match river and lake flows,
8. and with .pkm size lowered, i will offer more texture sets for hopefully same .pkm size :)
Title: Re: RedKetchup work in progress....
Post by: despo_20 on May 19, 2017, 01:01:52 AM
Yeah! Great improvements!

How did you remove the moiré? I have this problem with the horizontal wooden planks...
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 19, 2017, 01:21:32 AM
Yeah! Great improvements!

How did you remove the moiré? I have this problem with the horizontal wooden planks...

a good part of the problem is having another texture just under too near of the top one. need to give more space between or delete the hidden plane

like example, if you do a box of 1x1x1 high there will mostly no moiré if you compare a 1x1x0,01 high (which will be terrible)
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on May 19, 2017, 02:56:46 AM
Yeah! Great improvements!

How did you remove the moiré? I have this problem with the horizontal wooden planks...

a good part of the problem is having another texture just under too near of the top one. need to give more space between or delete the hidden plane

like example, if you do a box of 1x1x1 high there will mostly no moiré if you compare a 1x1x0,01 high (which will be terrible)

Thanks for that insight... I can now fix some of my meshes that are bad for it.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 19, 2017, 03:52:16 AM

Thanks for that insight... I can now fix some of my meshes that are bad for it.

look at screenshots. in the first, you see the awning that is very thin and you see the moiré
in the second screen you see i put the awning alot more thicker, and you dont see almost any moiré
(i took the lower side and put it down a bit, making the awning more thicker. more distance , more space, between the side on top and the side at bottom)
Title: Re: RedKetchup work in progress....
Post by: despo_20 on May 19, 2017, 04:22:56 AM
Thanks for the trick Ketchup!

So the problem is with subtle things... in some cases it will not be easy to solve it
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 19, 2017, 06:13:01 AM
Thanks for the trick Ketchup!

So the problem is with subtle things... in some cases it will not be easy to solve it

yeah specially thin things which are horizontally and make sure there isnt another horizontal thing too near just under.

like a floor : if too thin... or too near for the ground (which is also a texture) some of the shadows pixels are passing through
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 22, 2017, 06:08:34 AM
meanwhile waiting if @Bartender  can find a solution for the AMD users......

i didnt made any progress "3D drawing" ... but i did sit down and tried to work with my brain ^^
and i worked on my future code :)

not only i know i will save 90% minus of the number of polycounts in the 3D... get rid of all the stupid "moiré" .....
i wanted also to get rid of thousands of files.... if i can ^^


so... after a 3-4 hrs of hard work ^^ (brain + keyboard/mouse lol)...
my folder that contain all my canals parts in 2 textures.... /Canals/  will pass from : 2782 files to 1143 files :)

not only it is roughly 40% for 2 textures......
but also all the files are made for 8 textures !!!  :o

lol yes 8 different textures ^^ (and they are already chosen and rdy to to be used)

 ;D  :o   

::)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 22, 2017, 06:17:05 AM
oh my gosh @RedKetchup , you have been busy.  Reduced number of files and now 8 textures, wow.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 22, 2017, 06:23:57 AM
oh my gosh @RedKetchup , you have been busy.  Reduced number of files and now 8 textures, wow.  :)

:)


in the picture : the first 4 are the NMT textures.( 2 first are the canals, the last 2 are the upgraded housing. they also looks great in canal ^^)
the next 2 (on bottom row) are those from GardenWalls :)
and the 2 very last are new : a very dark rotten stone.... and a wood one. :)

it will be super easy to just switch a name once the pieces built. a simple copy paste of the name of the textures.
Title: Re: RedKetchup work in progress....
Post by: calli74 on May 22, 2017, 08:35:51 AM
WoW... can't wait for these, even if it means running my game in DX9 so they are more silver than pink :) so many shinies lately, looking forward to playing again when I get all the mods downloaded and set up. For now, back to traffic management in Cities Skylines.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 22, 2017, 12:22:33 PM
@RedKetchup those textures are fantastic, garden wall and wood too, a lot of replayability there and a lot to look forward to trying.  :)
Title: Re: RedKetchup work in progress....
Post by: elemental on May 22, 2017, 03:34:57 PM
This is going to be fun.  ;D
Title: Re: RedKetchup work in progress....
Post by: Maldrick on May 22, 2017, 07:07:36 PM
Wow is right!  Lots of possibilities with the new textures.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 23, 2017, 12:36:36 AM
That is a massive amount of work @RedKetchup that many files ... gone, dust, that's excellent :)

I like the look of those textures too, good eye for them :D
Title: Re: RedKetchup work in progress....
Post by: Nilla on May 23, 2017, 03:21:58 AM
Very nice work. I really feel, it's time to play a game building canals again. I have some small thoughts. We have a famous canal not far away (It connects the east and west coast of Sweden), named Göta Kanal. Most of it doesn't look like any of your models. It's much more simple. Of cause; areas with harbors, locks, sluice and so on lock very much like your models but I would very much like one more "nature " looking, like my first picture. The second picture is a painting from the festive opening of the canal in 1832. This location looks very much like one of your models. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 23, 2017, 03:26:36 AM
the first picture is exactly what you get with the big river the game is making.... only grass each side. look at the picture and think : the main river....

the 2nd picture make me think the classic stone texture :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 23, 2017, 02:08:12 PM
little note : i did all 4x straight, corner, 3way, 4way, end today in all textures :) for Nvidia users, and for AMD users (with an extra water texture below the living water)
i have enough for today ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on May 23, 2017, 03:02:16 PM
I would very much like one more "nature " looking, like my first picture.

A grassy/natural canal set would be very useful.  :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 23, 2017, 07:28:37 PM
I can't wait to see the new textures @RedKetchup :)  Reminds me of the one a few hours from here.
One of my Dad's places to go and visit, he never gets old of it, he's an Engineer at heart :D 

http://www.murrayriver.com.au/about-the-murray/locks-weirs-dams-barrages/
http://rivermurray.com/images/history/locks/Mildura-Lock-1.jpg

These Slimpages are excellent, take a look at the whole page :)
http://www.slimpage.com.au/pbnold/reports/aug2012.html
http://www.slimpage.com.au/pbnold/reports/images/daisy%20026%20(1)4900.jpg
http://www.slimpage.com.au/pbnold/reports/images/iph%20027.jpg

http://vhd.heritage.vic.gov.au/places/result_detail/4624
http://vhd.heritage.vic.gov.au/images/vhr/78128.jpg

https://www.mdba.gov.au/site-context/river-information?page=7
https://www.mdba.gov.au/sites/default/files/images/Lock%2015%20dewatered%20for%20refurbishment%20March%202016.jpg

https://www.mdba.gov.au/news/river-murray-operations-4-11-november
https://www.mdba.gov.au/sites/default/files/images/edward-river-escape-source-matt-brown-11-nov-2015_0.jpeg

https://goo.gl/ZMhy9P
This is a google image search of Torumbury loch :)
I had to shorten it, haha!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 24, 2017, 12:22:12 PM
@QueryEverything 

i ve look all your links ... but i didnt found anything exceptionnal i should add to the set, unfortunately. nothing that told me : "Hey! i need absolutely need to add this, this is too cool ...."


presently, re designing the bridge... in the past that was like 4 diff rotating mesh ... stone and stone guards.. wood and wood guards... stone and wood guards.. wood and stone guards ... lol

there will be only 1 design now.... the screenshot. cause i need to make sure it match with all the different stone/bricks textures ( 8 )



EDIT: the wood one looks very very cool :) (screen2)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 24, 2017, 01:16:42 PM
oh btw .... i warn you guys LOL

bricks model will cost bricks to make :)

stone will cost stones....
and wood will cost you wood ^^
 :P

Classic , OldBricks(CC), OldChurch and DarkStones = stone cost
RedBricks, SandStones, and FireBricks = brick cost
OldWood = wood cost
I will probably just rename the "visual names" OldBricks to OldStones and SandStones to SandBricks for less confusions :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 24, 2017, 03:51:46 PM
@QueryEverything 

i ve look all your links ... but i didnt found anything exceptionnal i should add to the set, unfortunately. nothing that told me : "Hey! i need absolutely need to add this, this is too cool ...."


Oh, that's more than fine @RedKetchup :)  My links were more about sharing one of my local systems :)  And because your screenshots reminded me of them :)  I wanted to share my love for them :D 

Looking good with the bridge :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 25, 2017, 04:49:13 AM
@RedKetchup I think the descriptive names are a good idea, the problem will be which one to try first.  They all look great.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 25, 2017, 04:54:56 AM
@RedKetchup I think the descriptive names are a good idea, the problem will be which one to try first.  They all look great.  :)

yeah they do :)

but ... i just lowered the water :S with straight cornes 3 way bridge it was looking fine ... but the docks and fishing docks took a big hit. it is really not like before :( so i lowered 1 stone row back down.

and when at the gate... i ll try to find a way to make it work ^^
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 25, 2017, 05:02:21 AM
@RedKetchup this update has certainly been a big challenge for you, I am sure you will succeed getting the docks to work the way you would like.  I am enjoying using the other part of NMT, really great set and goes beautifully with the North.  I will leave canal building for another time.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 25, 2017, 03:24:58 PM
@RedKetchup this update has certainly been a big challenge for you, I am sure you will succeed getting the docks to work the way you would like.  I am enjoying using the other part of NMT, really great set and goes beautifully with the North.  I will leave canal building for another time.  :)

yeah , after i finished the 4x sets ... i really need to go in the other part of NMT and pull out the Housing part and release it as stand alone. so people can use it ^^

meanwhile i just finished the docks, next is fishing docks.
(and still have the TP and Mills after for 4x) oh wait ... the new gates too.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 26, 2017, 12:16:27 PM
so this is what i imagined for the gate :)

a 4x4 mesh with 2 gates each end. the water will be just 0,01' on top of the river water, there is 2 stands with buckets which bannies will use to make the level of water up and down to match the canals and river ^^

i made a primitive system that could be used back in ancient time like from the egyptian irrigations since i dont see modern water pumps in that ^^
of course bannies wont really work at this but it is a "virtual concept" hehe
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 26, 2017, 12:18:47 PM
oh wow, that is really cool  8)
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on May 26, 2017, 11:44:40 PM
That looks fantastic @RedKetchup :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 27, 2017, 01:05:18 AM
I like that "virtual concept" @RedKetchup :)  I can see a lot of use for it :)  Excellent work :D
Title: Re: RedKetchup work in progress....
Post by: elemental on May 27, 2017, 04:05:50 AM
Ouch. Emptying or filling that thing looks like it would be lots of back-breaking hard work. I wonder how long it would take (just out of curiosity).
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 27, 2017, 04:55:10 AM
Ouch. Emptying or filling that thing looks like it would be lots of back-breaking hard work. I wonder how long it would take (just out of curiosity).

surely long ^^ specially cause i doubt the cage is waterproof ^^
Title: Re: RedKetchup work in progress....
Post by: brads3 on May 27, 2017, 08:17:39 AM
i think REd uses horse to help lift the gates.
Title: Re: RedKetchup work in progress....
Post by: Bartender on May 27, 2017, 08:22:50 AM
Wow, that's looking great ;D! You're motivating me even more to find a cure for those poor AMD sufferers ;).
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 27, 2017, 08:29:24 AM
Wow, that's looking great ;D! You're motivating me even more to find a cure for those poor AMD sufferers ;).

indeed !
Title: Re: RedKetchup work in progress....
Post by: elemental on May 27, 2017, 04:38:03 PM
Ouch. Emptying or filling that thing looks like it would be lots of back-breaking hard work. I wonder how long it would take (just out of curiosity).

surely long ^^ specially cause i doubt the cage is waterproof ^^

haha. A worse banished job than being a labourer.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 28, 2017, 01:26:32 PM
i finished the 4X Watermills today :) (it was a little more complicated ^^)

Only the Trading posts left to do in the 4x :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 28, 2017, 02:20:55 PM
wow, look at all those pieces, good job  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 29, 2017, 03:47:50 AM
btw , just letting you know. i did the 4x trading post....
it is ready to be multiplied by 8 textures :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 29, 2017, 05:02:03 AM
wow, that new canal system is going to be great. 

Not to interrupt work on canal, but when you get to the rest of NMT I have problem with Old Salty.  I have the salt mine built right next to it, salt gets delivered to the bakery but the worker takes salt to old salty but doesn't leave it there, just takes it back to the storage shed.  I have NMT after the North in the mod list but if salt works for bakery I would think it would work with Old Salty.  I will remind you when you get to the rest of NMT.  :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 29, 2017, 07:41:16 AM
Chere espece Mr. @RedKetchup , I had a thought about the NMT houses which I really like except for one thing.  I don't like upgrading houses or buildings because I like the way they look to begin with especially with surrounding buildings built to look good together. I don't much like when I check inside for the family or inventory to see a row of house pictures.  I know others do like that, I am not asking for it to be changed, but I don't like missing out on building those great looking upgrades either.  Is there any chance that those upgrade textures could be made into a basic house with those building requirements, S'il vous plait  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 29, 2017, 01:32:30 PM
@Abandoned  yeah i know there is alot of work about this huge NMT mod  :-X

things arent going fast unfortunately. thats something we only know when you are editing/creating 3D. only on the TP yesterday i ve passed 14 hrs no coffee break.


at least now the 4X is completed....
i need to finish the code so all the 8 textures are loading.
Title: Re: RedKetchup work in progress....
Post by: embx61 on May 29, 2017, 01:35:40 PM
Impressive!

And I agree. So much time it can cost to 3d model and do the coding.

I had last two weeks a bit of a burnout because of some stuff I can't figure out (Sent you a PM about it Red) and just needed a break I guess  but I am about ready to pick it up again :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 29, 2017, 01:39:29 PM
Impressive!

And I agree. So much time it can cost to 3d model and do the coding.

I had last two weeks a bit of a burnout because of some stuff I can't figure out (Sent you a PM about it Red) and just needed a break I guess  but I am about ready to pick it up again :)

man, sometimes when we are very tired and nothing seems to work correctly .... you need to close everything and do a break and enjoy doing something else like watch movie or tvshows... or play something else.
let time pass and let your subconsious analyse the situation and come up with a solution. thats what i do.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on May 29, 2017, 01:48:26 PM
@RedKetchup no rush, just thought I would mention it.  I will remind you later.  It is good for you to take breaks, often when you come back from break you will see solutions and things you missed.  :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 29, 2017, 02:47:48 PM
Impressive!

And I agree. So much time it can cost to 3d model and do the coding.

I had last two weeks a bit of a burnout because of some stuff I can't figure out (Sent you a PM about it Red) and just needed a break I guess  but I am about ready to pick it up again :)
@embx61 I always know when hubby is about to burn out, the kitchen is cleaned (top to floorboards, I caught him literally ripping up the kitchen floor one day), furniture is getting moved.  I go to bed with the house one way, then I need an exorcist ;)  Damn things move in the night.  Hahaha.

The problem is then we end up with half finished projects, work & home wise, and a burnt out shaking husk of a man. 
We have over half a dozen of unfinished models, and guages, and files strewn over a bunch of harddrives, and not enough of 1 to release.  We need to bring in someone else, but it's hard to find someone who loves aircraft and modelling/coding.

@RedKetchup thank goodness for Netflix here :)  I was about to lose my storage to DVD & XBox games!  We have so many, now at least I can keep the clutter down and don't need to worry about where I'm going to store things.
Between Steam & Netflix, I may get my bookshelves back for books.  Although, I haven't bought a hard copy in years, damn George still hasn't released his next book ;) 
My eclectic tastes are more on digital now anyway, the writers I do follow release in both formats, and unless it's a collection I've been building for years, then I now get most on digital, especially with the amount of time I spend in front of a screen. :D
Title: Re: RedKetchup work in progress....
Post by: Paeng on May 29, 2017, 03:06:05 PM
Yeah, even as a player we suffer the occasional "burnout"...   :-[

I'm in such a phase right now - playing Fallout2, go biking, groom the 107 download list, pimp my browser, go bike some more... anything but playing Banished... and I do some part-time work for a few hours every week, restaurating old broken wooden toys, that's a nice change of pace...   :D


Anyway - I can feel the urge to start a new town with a fresh mod selection sneaking up on me...  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 29, 2017, 08:41:09 PM
WELL !!!!! I know i have a little list of little fix to do....

it is the very first time i see some textures in game... but even the old ones... seems alot more clean and alot more ... detailled and awesome :)
i am very impressed by some of the textures :)
i wish so bad if i could look alot more closer ^^

i hope these screenshots will tell you exactly how much majestic it looks in game :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 29, 2017, 11:21:59 PM
I really am liking the look of them @RedKetchup what a fabulous 'WIP' teaser :D

1)  Are the buildings mix n match to the sidewalks & canal textures?  (Brick canal, wood building etc)
A couple of them in these shots (may be different after tweaking them) are looking a little dark, and a bit overpowering, needing a bit of lightness maybe?  Or, a mix of texture finishes to them (say, the brick ones, have the upper half of the building a different texure (light colours)), something to just tweak how it looks.
I do like the look of the buildings, but the definition in them does get a bit lost with brick-on-brick etc
(That's not a mean criticism in anyway - I really like how this set is working out & want to see the definition in the buildings :D )

2)  Who knows, with all the code breaking developments you have all been having, one (or more ;) ) may be able to figure out an override for the camera, and we can all have happy closeups :)

3)  I am digging your UI :D  But I said that in the other thread ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 29, 2017, 11:48:50 PM
yeah i know some are dark... specially the dark stones ^^
but you will get used to it and the darkstones look awesome in winters :)


i can maybe put the darkones building with the other texture i used with the one in wood :)
Title: Re: RedKetchup work in progress....
Post by: elemental on May 30, 2017, 12:23:14 AM
The dark stone canals look amazing. On the buildings... not so sure yet. I would need to see it in game.  :)
Title: Re: RedKetchup work in progress....
Post by: despo_20 on May 30, 2017, 02:22:59 AM
Yeah! Looks amazing Ketchup!!!
The stones are perfetc, maybe the bricks look too big  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 30, 2017, 10:25:25 AM
Yeah! Looks amazing Ketchup!!!
The stones are perfetc, maybe the bricks look too big  ;)

the bricks always been that way since day 1 of the work of nmt 0.1 ^^ i only reworked the 2x4 tiles texture by using "flip horizontal" for the last 2x2 creating the corner effects.

so i heard you guys... in simple couple of clicks, i could just put another texture for the buildings of darkstones (TP and Mill). i ve put the same as i used for the wood canal's buildings :)
which came from the old chapel/church of CC

i agree. i looks better.

i also fixed couple of bugs that i saw....
1. missing smoke point for mill chimney.
2. missing create spots for the fishies in fishing docks.
3. fishermen werent facing the good direction.
4. changed the letters of the icons of OldStones and SandBricks.
5. the footprint arrow beneath the bridge was still showing.
6. the "filler" piece didnt had his water at good level (-0.96).
7. fixed the flickering when 2 canals were overlaping from changing/adding new directions (3way,4way,corner)

there is probably more.... but it will be at people telling me those ^^
Title: Re: RedKetchup work in progress....
Post by: purringcat on May 30, 2017, 10:40:28 AM
That looks wonderful   8)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 30, 2017, 12:56:16 PM
Do you guys want the 4X Now , or you prefer to wait to have all 6X and 8X with it ?
Title: Re: RedKetchup work in progress....
Post by: elemental on May 30, 2017, 03:52:26 PM
When I saw the preview of the dark stone canals in your 3D modeling software I thought Ouch... that's dark. But it looks so much better in the game. And I agree with you, it looks even better with the church stone buildings.

I'll be using this but I'm happy to wait if it makes life easier for you.  :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 30, 2017, 04:12:29 PM
That is fantastic what you've been able to do in such a short time :)  They look fantastic @RedKetchup :D
And thank you for taking another look at the textures, for me it was just a case that in the screens I wasn't seeing the 'building definition', there was no light & shade, which was such a shame to not see the work involved. 
I'm an old Goth from way back and I love dark on dark, but even I found it a little difficult to make out the refineries in the work, and I can only imagine someone else whose monitor may have a darker resolution etc.
So, please know I wasn't being mean, I hope it didn't come across that way.  :)

When you're ready to release ;)  We can have now - or if you want to wait, download button finger will wait :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 30, 2017, 04:54:40 PM
like i said in PM .....

for sure you cannot use the dark texture on a desert sand map ! it will look unearthly ^^
but i am sure with a dark swamp starting condition (like @Paeng  favorite texture map^^)... it will look awesome !
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 30, 2017, 10:47:30 PM
by the way ... i didnt see any anwsers about if people want the 4x now or wait the 6x 8x ^^

so ... i started the 6x 8x ... then i ll wait when those will be done :P got no answers :P


but the good news.... i already done : 6x 8x straights, 6x 8x fillers, 6x 8x docks, 6x 8x fishing docks, 6x 8x trading posts, 6x 8x watermills, 6x 8x 4-way :)

left to do : 3way, corner, end, bridge, and gate :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on May 31, 2017, 02:42:52 PM
so i was working on the bridge to extend it to 6x and 8x   :-[

note about bridges and whats left to do ... it is more complicated. it is not just push things 1 tile away and fill with water lol
but it has part that still need to reach the other side, the 2 sides, and it asks me to modify them.

bridges are ones of them.


6x : no problem, i scaled it 150%, fixed a bit the texture here and there cause bricks sizes got also a 150% boost ... ^^ i still did it quick.

the 8 x was different. in fact 8x is 2 times 4x :) so i thought i would just place 2 bridges at the end of other and the total of 2x X 4x would give 8x ^^
but i had to make some filling pieces to not have a down curve in middle and going back up  :P (screen 1 and 2)
a bridge to bridge the two bridges lol

once done ... i was wondering IF i would have just took the bridge and make it 200% bigger ? of course the bricks got 200% bigger too that i ve got to fix. (screen3)

so now i have 2 different style lol
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on May 31, 2017, 06:21:01 PM
I answered ;)  @RedKetchup :)
I said I'd be happy to have them either now, or when they're all done :)  I'm nearly finished destroying my current map, so will be looking to add to it.  It's a 'debug' map, so quick build and run type things at the moment. 
My gosh, I do love the city build aspect of it all when debug is running.  But, then I have to go back to 'walkthru' mode, and then I start again, new map, old school (but modded).

So, when you're ready :D 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 01, 2017, 06:21:26 AM
i finally chose... the 2nd bridge option only. the first one looks too strange  :-[

i have an errant to do ... will continue next one after :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 01, 2017, 09:10:44 AM
so... for the gates.... 6x done.... 8x ?? haha 2x more water deserves 2x more water buckets ^^
and 2x more "virtual bannies" to operate them ^^
Title: Re: RedKetchup work in progress....
Post by: despo_20 on June 01, 2017, 09:40:41 AM
The gates are my favorite part in this mod!

I love how they appear in game  :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on June 01, 2017, 10:03:16 AM
since you started the water idea, can a building be made to pump useable water out away from the stream? i have seena couple maps where it made sence to dig a ditch or something to collect water instead of digging down. Ds has a nice water wheel water pump but it puts the water in a storage tank.
be nice to have a similar pump but to be able to move the colect point away from the river a ways.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on June 01, 2017, 10:44:26 AM
Should not be impossible.
You have vanilla nomads. Only coming if you have a trading post and a market.

Make a water deposit. Only buildable if you have a pump station.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 01, 2017, 11:00:04 AM
i am not sure. a canal and river are 2 things very different in water quality. i dont see anybody drinking this water. and it is even the opposite, instead to take water.... it gets all the used water from civilization ^^

i should have made pieces with an hole and iron bars , and with used water that fall into the canals lol. but i understand your idea :)

maybe if i put the "ceasar" "roman" meshes into game.... i should do a water pomp and make roman canal that bring waters :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on June 01, 2017, 06:48:05 PM
i am not sure. a canal and river are 2 things very different in water quality. i dont see anybody drinking this water. and it is even the opposite, instead to take water.... it gets all the used water from civilization ^^

i should have made pieces with an hole and iron bars , and with used water that fall into the canals lol. but i understand your idea :)

maybe if i put the "ceasar" "roman" meshes into game.... i should do a water pomp and make roman canal that bring waters :)
Possibly have the little water inlets, the hidden water ways, running into the canal, then have off to the side, a set of pieces, a runoff and settlement area, then a 3rd component, a water recycle station (think eco recycle, fish ponds & grasses etc), then followed by the clean water reserve which has the clean water, a collection point and storage facility.

There would be a few components to it, but it would turn the canal sewerage issue, into clean, eco friendly water that could then be used inturn by the irrigation system that Embx has designed as well.  :D

That's a rather large project though, and it might not even tickle your enthusiasm @RedKetchup  , but it's an idea :D 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 02, 2017, 12:58:00 PM
the only thing i thought to add at some point... was a little hole with used water flowing it back in the canal :)
when i say used.... it is not from toilets lol ^^ but from maybe fountains and washing places ^^


working presently on the 3ways (6x 8x) ... after only piece left to do are the corners (6x 8x)
i will maybe add one more piece to the set ... i let no hints though yet ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on June 02, 2017, 03:50:32 PM
A couple of suggestions...

A little triangular piece of wall (half of one tile) would be very useful. If you have two pieces of straight canal that are out of alignment by 1 tile the triangular wall filler could join them up. It would more or less allow us to make diagonal canals (sort of).

Something that looks good when you build a canal over the top of a small stream would also be useful. A culvert or something like that. It doesn't really make real-world sense but it would still look better than just having the stream run straight into and out of the canal wall.

Actually, if a culvert piece could be built a couple of tiles away from the canal (a completely separate piece, not part of the canal walls) it would be even better. It could be used on any small stream, not just near canals. It would let you raise a section of stream bed to ground level so you can build on it, and it would look like the stream is still flowing underneath.
Title: Re: RedKetchup work in progress....
Post by: Gatherer on June 02, 2017, 04:15:27 PM
That gives another idea: round canal corners.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on June 04, 2017, 07:07:09 AM
@RedKetchup just call me sleepy, but ... just checking for the ChooChod mod updates etc ...
I have it in MM 0.07, and it's showing as listed ChooChoo v2

I just want to make sure that the MM v2, is the same as the one here, and if not - that there wouldn't be any problem loading the newer version from here, over the top of MM ?!?

I started to build my new mining district with the pieces when I realised that there may have been upgrades etc since you sent it over to MM.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 04, 2017, 08:07:21 AM
MM0.07 has the same choochoo that we have here. so it has no use for you for the moment. till it wont be upgraded
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 04, 2017, 08:08:34 AM
That gives another idea: round canal corners.

i hate everything that is round lol


btw i wanted to add an house sitting on a canal ... but i ve decided to not add anything else. i already put too much time on the update.
only my templates for the 8X to do and will release it once i see in game that everything is ok.

i need to pass at other things :P
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on June 04, 2017, 02:54:17 PM
Thank you @RedKetchup :)
And apologies, I was exhausted last night when I posted and wrote ChooChod, instead of ChooChoo :) 

And excellent news on the canal, nearing the finish line!!  The screenshots are looking very tempting :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 04, 2017, 03:30:20 PM
no worries... if i need more explanations... let me know ^^


well i just saw the 6x and 8x in game....
 :'(  :'(  :'( alot of modification i need to do. will take me all tomorrow day for those fixes.

some pieces doesnt have the right level of water (6x 8x bridges, 6x 8x corners, 6x 8x ends)
some pieces the digging is not right and should 1 or 2 tiles away (6x 8x mills, 6x 8x trading posts)

ALL 6x 8x pieces need to dig further down, we see the blue arrow through the water.


still alot of work awaiting me on this.
oh and also , i still need to do the jokers 4>6 , 6>8 , 4>8 ?




EDIT: all pieces fixed :) just need to do the 2 jokers :)
Title: Re: RedKetchup work in progress....
Post by: despo_20 on June 05, 2017, 09:15:26 AM
EDIT: all pieces fixed :) just need to do the 2 jokers :)
Great!!!  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 05, 2017, 10:46:10 AM
Jokers done :)

Nvidia one is kinda rdy to be released :)
i will need a tester though for the radeon/Intel one to make sure my plane is at good position below the water so we dont have any pink and any moiré
Title: Re: RedKetchup work in progress....
Post by: Discrepancy on June 05, 2017, 11:59:36 PM
That screenshot looks great @RedKetchup , I really like the dark stone :)


And I'm happy to test the mod with my radeon if you'd like.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 06, 2017, 12:29:26 AM
That screenshot looks great @RedKetchup , I really like the dark stone :)


And I'm happy to test the mod with my radeon if you'd like.

there is a test available in the pink water thread. i am trying some other things before i release a version with a double blue layer below the water. as we know we tested it not super great : there was still a little of pink in the ends. so i still trying to find the perfect fix
Title: Re: RedKetchup work in progress....
Post by: despo_20 on June 06, 2017, 03:55:15 AM
The dark stones make a beautiful contrast to the grass. I like them too!   :)
I've an Nvidia gpu, so I'm not useful for testing...
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 06, 2017, 05:44:48 PM
The Radeon versions are posted now :) THANKS YOU ALL for your patience and all your testings about to find a fix for AMD/intel users :)
THANKS to @Bartender  for his awesome Bartender's Liquid Water technology ™ :) and THANKS to @Discrepancy  for his* fix for AMD users :)

NMT3.1Series: Canal Set - Radeon for 1.0.6 : http://worldofbanished.com/index.php?topic=1768.0 (http://worldofbanished.com/index.php?topic=1768.0)
NMT3.1Series: Canal Set - Radeon for 1.0.7 : http://worldofbanished.com/index.php?topic=1769.0 (http://worldofbanished.com/index.php?topic=1769.0)

NMT3.1Series: Canal Set - Nvidia for 1.0.6 : http://worldofbanished.com/index.php?topic=1762.0 (http://worldofbanished.com/index.php?topic=1762.0)
NMT3.1Series: Canal Set - Nvidia for 1.0.7 : http://worldofbanished.com/index.php?topic=1763.0 (http://worldofbanished.com/index.php?topic=1763.0)

I will finally be able to work on something else now. it is been a good month and more i was editing / re-editing those canals.

and so sorry if alot of suggestions didnt made through. Thanks all !
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 08, 2017, 05:26:58 AM
I not even going to try to make curves with digging in the ground.
I bet it going to be a royal pain in the ass to make that work properly.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 08, 2017, 06:31:19 AM
I not even going to try to make curves with digging in the ground.
I bet it going to be a royal pain in the ass to make that work properly.

exactly. this is why i didnt accepted the challenge to make the canal curve ^^ the digging is stupidly... squared ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 12, 2017, 11:27:33 PM
started to do some updates to NMT3.0Series: Food....

and i started by adding a new crop texture...

screen1 : added Broccoli
screen2 : added Carrots
screen3 : added Tomatoes i made in ketchup inc.
screen4 : added Cucumber
screen5 : added and fixed Luke's Lettuce (were too big)
screen6: added (CC) Watermelon.
of course, Barley and Sorghum are still there :)

thats the ones i made so far.
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on June 13, 2017, 02:03:18 PM
Oooooo, they're all very realistic looking !

Beautiful work, can't wait to dig my teeth into this next series... it's all about food !

I love food.  Food is my friend.

Now I'm hungry...

Nom nom nom.

 ;D
Title: Re: RedKetchup work in progress....
Post by: wiscoke on June 13, 2017, 03:13:37 PM
@RedKetchup that toolbar at the top of your screenshots, which mod is that? I think I've
missed that. Looks great!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 13, 2017, 03:23:49 PM
thats an utility toolbar i am making for myself first (not finished yet) and will offer it to people once i ll be satisfied of it.

it is meant to be an utility window that takes less space possible, while holding all the utilities and extra infos.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 14, 2017, 04:44:18 AM
Added 3 more :)

Screen1 : Kale
Screen2 : Peas
Screen3 : Radish


oh btw... while testing twillight list of mods.... i saw : bruxells spuce and lentills. whos from ?
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 14, 2017, 04:51:17 AM
@RedKetchup the brussels sprouts are discrepancies, I don't know about lentils.  I like that utility toolbar across the top of the screen too.
Title: Re: RedKetchup work in progress....
Post by: taniu on June 14, 2017, 11:14:23 AM
@RedKetchup
You are a great man, the vegetables are great, I have a request if you can add blueberry and soybeans. Soya as vegetable oil. I asked @ embx61 to add vegetable oil to "EBOil Press but I do not know if it will add." I see that he has trouble with mods "Unified Mod" and is very frustrated
I also suffered a disaster with a small " Bakery ' unfortunately "Bakery plus" does not work without CC are displayed only products and the baker does not produce them outside the bread. The Bakery is old with 13th October 2015 -     I regret. I have a question if you still add some vegetables? I dream of a "berry garden" would like to have in one place have : blackberry, blueberry, cranberry, gooseberry, wild strawberry, currant like the "Vegetable Garden" mod by @ kid 1293 and fruit squeezer = juice. Is it possible my project to implement? How about blueberry in the field and not chasing and collecting in the woods? - Fast production - Yogurt [Milk + Berries ]
Second idea - add blackberry, blueberry, cranberry ,raspberry ,strawberry e.t.c  in the field ? Lentils , rice also? Cheers !               
I admire you for such a dedication I was waiting for the actulization of plants  :) OK
Title: Re: RedKetchup work in progress....
Post by: brads3 on June 14, 2017, 01:27:37 PM
did you try the bakery plus mod above the bakeries and both above CC?
Title: Re: RedKetchup work in progress....
Post by: brads3 on June 14, 2017, 01:29:04 PM
if you did then try this mod:https://drive.google.com/file/d/0B2oKJ9gdaP7dVlIxUWdEMTVZekE/view?usp=sharing
that is RED's old compatible buildings mod. it helps fix problems of old buildings and CC
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 14, 2017, 03:52:32 PM
@RedKetchup
You are a great man, the vegetables are great, I have a request if you can add blueberry and soybeans. Soya as vegetable oil. I asked @ embx61 to add vegetable oil to "EBOil Press but I do not know if it will add." I see that he has trouble with mods "Unified Mod" and is very frustrated
I also suffered a disaster with a small " Bakery ' unfortunately "Bakery plus" does not work without CC are displayed only products and the baker does not produce them outside the bread. The Bakery is old with 13th October 2015 -     I regret. I have a question if you still add some vegetables? I dream of a "berry garden" would like to have in one place have : blackberry, blueberry, cranberry, gooseberry, wild strawberry, currant like the "Vegetable Garden" mod by @ kid 1293 and fruit squeezer = juice. Is it possible my project to implement? How about blueberry in the field and not chasing and collecting in the woods? - Fast production - Yogurt [Milk + Berries ]
Second idea - add blackberry, blueberry, cranberry ,raspberry ,strawberry e.t.c  in the field ? Lentils , rice also? Cheers !               
I admire you for such a dedication I was waiting for the actulization of plants  :) OK

i am presently processing a list of vegetable/fruit i have listed in a text. they are from a very old mod from Kralyerg
https://banishedinfo.com/mods/view/662-Lots-Of-Seeds (https://banishedinfo.com/mods/view/662-Lots-Of-Seeds)
Kral doesnt have any skill in 3D and as he stated, he didnt made any new graphic to those. so i am doing it. later if he wants, he will be able to update it :)

@ Taniu : this NMT3.0Series: Food is about food only. i dont even include cotton or hops, or any non-food items. some berries will be included for sure, but not all.
Title: Re: RedKetchup work in progress....
Post by: brads3 on June 14, 2017, 05:06:49 PM
RED will this part of the mod override the CC version???
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 14, 2017, 06:31:15 PM
RED will this part of the mod override the CC version???

will do overwrite depending which one you will put first. or my graphic, or their graphics. still subjective if they named the files right ^^
Title: Re: RedKetchup work in progress....
Post by: brads3 on June 14, 2017, 06:57:00 PM
thank you. that will be good.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 14, 2017, 11:18:14 PM
thank you. that will be good.

hope so

screenshot1: Spinach :)
Title: Re: RedKetchup work in progress....
Post by: taniu on June 15, 2017, 02:04:07 AM
@ RedKetchup . Do I understand correctly, these plants in the field can be used without CC? It would be fantastic - I have to limit the mods, because the computer barely jumps. My heart is glad - I thank you. Cheers!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 15, 2017, 02:12:38 AM
@ RedKetchup . Do I understand correctly, these plants in the field can be used without CC? It would be fantastic

yes, you understood correctly
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 15, 2017, 12:06:01 PM
Strawberry fields forever !!!!!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 15, 2017, 01:01:28 PM
Turnip !!! arghhh  ???

i dont want to be the citizen whos is stuck to eat that all year long lol
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 15, 2017, 01:47:19 PM
oh LOL I never picked a strawberry or turnip that looked like those.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 15, 2017, 02:48:04 PM
Hey i was wondering.....

blueberries and raspberries.... they should be more an ochard instead of crop ??
because the mini-trees (or bushes) they kinda last for long and not ripped every year to ... nothing.
Title: Re: RedKetchup work in progress....
Post by: Gatherer on June 15, 2017, 02:49:50 PM
That's true.
Title: Re: RedKetchup work in progress....
Post by: twilightbreeze on June 15, 2017, 03:08:59 PM
Maybe some way to introduce "bush crops", that need a gatherer to get, plant rows of bushes, and they grow wild as well. Then we can have natural blueberries, blackberries, raspberries, etc. Just a thought. Not sure if it is do-able.
Title: Re: RedKetchup work in progress....
Post by: Nilla on June 15, 2017, 03:50:12 PM
I just want to show you a screenshot I just made. Just for you @RedKetchup. I hope you like your creations! I do! You remember, I asked for a more "natural" canal and I think I got it! :)
Title: Re: RedKetchup work in progress....
Post by: elemental on June 15, 2017, 03:56:11 PM
Small bush orchards for berries is a berry good great idea.  :)
Title: Re: RedKetchup work in progress....
Post by: elemental on June 15, 2017, 05:25:49 PM
If you do make berry bushes as orchard plants it might be a good idea to make them fruit quicker than normal fruit trees. Usually it takes 4 years before orchard trees give fruit. That seems like a bit too long for a berry bush. Maybe one or two growing years instead? But is it possible to have bushes fruit sooner than trees? Or do they all have to be the same?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 15, 2017, 05:44:24 PM
If you do make berry bushes as orchard plants it might be a good idea to make them fruit quicker than normal fruit trees. Usually it takes 4 years before orchard trees give fruit. That seems like a bit too long for a berry bush. Maybe one or two growing years instead? But is it possible to have bushes fruit sooner than trees? Or do they all have to be the same?

i never made any orchard so far but yeah , probably it is possible to do something :)

@Nilla : yes i like it :) the wood one is awesome too ! looks great !
you have alot really alot of flowers :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 15, 2017, 11:01:48 PM
so i am checking about to make a Blueberry for Orchards :)

a thing i didnt thought before is the amount of fruits per drop is really not the same as crop and more important as wild gathering.

there will be 50-65 apples or cherries per drop while a crop food is 20-28 and a wild food is 16-22. if i put 50-65 blueberry, the wild blueberry will also be multiplied by 3  ???

so i am checking different options :)

- or i do a "new" blueberry that will look as same name but wont be the same one so you would end up with 2 blueberries in your barns.....
- or i do a crop with it, not orchard.

- or i try to get a new "special" orchard for those with a blueberry bush in every tiles which can give up 2000 food per year for a 15x15
- - - if i go for 3rd option, i need to try to find a way to get only have my special food in my special orchard, and not have pear/apple :P (and not get my special food in the standard orchard.) :P :P
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 16, 2017, 12:10:20 AM
Great screenshot @Nilla
Looks pretty natural to me.

Is it that the flowers spawn that way or do you use some ghosted items?

I think it is a spawn as Red's Canals 4x4 mesh is 4x6 but in the Template file 4x4 so big part of the wooden side walkways are just overhangs and so the game sees them as not build upon so can use them to spawn.
Am I correct in that assumption Red?
Title: Re: RedKetchup work in progress....
Post by: twilightbreeze on June 16, 2017, 12:22:09 AM
Well, to avoid a duplicate of names, use a new one. How about Razzleberry? or Chokecherry? or Redberry? And etc and so on. That way, no dupes.

You could also use real berry names that aren't in Banished, like Loganberry, Marionberry, Boysenberry, etc.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 12:51:12 AM
Great screenshot @Nilla
Looks pretty natural to me.

Is it that the flowers spawn that way or do you use some ghosted items?

I think it is a spawn as Red's Canals 4x4 mesh is 4x6 but in the Template file 4x4 so big part of the wooden side walkways are just overhangs and so the game sees them as not build upon so can use them to spawn.
Am I correct in that assumption Red?

the flowers are 1x1 but ghosted 3x3 to give a special effect to cover graphically more space. the canal too are 4x4 but graphically are 6x4 with 1 tile each side ghosted to cover the hole :0

even if you see the flower on the wood, in reality, you can have eacily 2 empty tiles between ^^
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 16, 2017, 02:17:40 AM
Yeah, so I was right for a change :)

That also means players can just build a road underneath the "ghosted" sidewalks without you having to define it in the template files. It will not be a visible road as your wood is a bit higher then z0 and slopes down to z0 at the end but functional to gain the speed of the roads.

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 02:30:48 AM
i did it exactly for that, to cover 1 more tile for a road without define it in the template :)
Title: Re: RedKetchup work in progress....
Post by: Nilla on June 16, 2017, 03:18:50 AM
I ususally built roads on that spot in the old version of the canal. It's nice to have people walking there. And on this screenshot, you can see, that everything can be on that spot. I deliberately didn't remove the trees and the stones, maybe I will later, but i like how the grass and the flowers grows on the walls of the canal, so I will not build any road this time. You may also see, that I'm trying to save the gate. It doesn't look good there, so first I wanted to demolish it. But instead I will try to cover the part that's too long with buildings, like @Necora´s red store. We'll see what comes on the other side and if it works out.

This "flower effect" is a"mistake". I find, it's a pretty pretty mistake. I don't plant or do anything to get all those flowers and grass everywhere. They are there, because I use the Garden Walls utility above an old version of NatDiv. I would like, that this could be an option to choose. Couldn't you @RedKetchup and @Bartender put your clever heads together and create something? A Flower World or something like that?

Sorry forgot the picture.
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 16, 2017, 03:46:40 AM
@Nilla

Yes, that is what I suspected that they just spawn and Red confirmed it.
It still looks awesome though. I see if I can make those flowers and grasses from Red ghosted for the Natural Irrigation channels when I am ready to pick that up again.

So much to do, so less time.
Title: Re: RedKetchup work in progress....
Post by: taniu on June 16, 2017, 04:43:15 AM
@ RedKetchup .I agree with you. New "special" - Small bush orchards for berries - these bushes grow as wild but grow in the garden - orchards. The bushes of these fruits are similar, only fruits have a different shape. Wild strawberries look like small strawberries. I had them in the garden, they are very sweet.  Examples
raspberry ,blackberry ,blueberry, bilberry, cranberry, gooseberry, wild strawberry, currant :)
Title: Re: RedKetchup work in progress....
Post by: taniu on June 16, 2017, 05:16:53 AM
@RedKetchup Further string  :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 16, 2017, 06:44:59 AM
Well, these vegetable crops and berry orchards look great @RedKetchup . I like twilightbreeze's suggested berry names.  As far as I know, cranberries grow in bogs not a crop field. Only thing maybe could be different is the radish crop.  Normally radish are plant in rows like carrots not in bunches.  If not spaced and thinned they don't all develop a nice round radish, although my favorite variety is the French Breakfast Radish which is longer and thinner than regular round radish. Great looking veggies.  :)

Do I understand correct @embx61 that natural canal will include ghosted Red's wildflowers.  That would be wonderful.  :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 16, 2017, 06:47:53 AM
@Abandoned

Yeah, I think I should be able to lift them from Red's sources and make them ghosted.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 16, 2017, 06:55:25 AM
@embx61 oh my gosh, wonderful, they are just beautiful looking.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 01:35:30 PM
i really like the "bush orchards" but cannot prevent people trying to put trees in there. the only thing i can do is to put a TEXT: Warning, do not put fruit tree here. because they wont able to get the food from the orchard. only my fruit bushes can work.

i can also put a warning on the vanilla one telling people to not put fruit bushes in there cause they will get almost nothing. the numbers are ok for bushes in bush orchards , even just a little bit better that a crop of same size. need more people working on those though.

and i can do many bushes, not just 1. and i can also maybe put the strawberry in it ?
my plan was to add : blueberry, raspberry, grapes. and maybe cranberry but not more. all the others worth nothing, even the big grocery stores dont have them ^^

but mostly if i want to do it like this ... this is because i really love what i see when i look at it :)
i always prefer to do the things i like :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 16, 2017, 01:49:36 PM
@RedKetchup that is how it should be, you should do it how you like. :)  That will be something to watch out for not to plant in vanilla, a warning is a good idea, and Orchard for bush berries only.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 01:56:50 PM
@RedKetchup that is how it should be, you should do it how you like. :)  That will be something to watch out for not to plant in vanilla, a warning is a good idea, and Orchard for bush berries only.

and the grape one should be awesome with helper stands that imbrick each other :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 16, 2017, 01:59:53 PM
sounds good, this mod has lots of choices.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 02:23:11 PM
sounds good, this mod has lots of choices.  :)

i think orchards need a revamp. nobody use them :P
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 16, 2017, 02:33:47 PM
They have their use.

I build a mostly only a few to get some nuts and I like some of those trees.

My wife placed them a lot but only after I modded it to ever living as that 5 year live span is a joke. LOL
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 02:37:25 PM
They have their use.

I build a mostly only a few to get some nuts and I like some of those trees.

My wife placed them a lot but only after I modded it to ever living as that 5 year live span is a joke. LOL

yeah i will fix that too. take 2-3 year to get something and then bang, 2 years later they are cut.
Title: Re: RedKetchup work in progress....
Post by: taniu on June 16, 2017, 03:15:17 PM
@RedKetchup .That is how it should be, you should do it how you like. I like everything you want to add? It depends on you. Fruits and vegetables look fantastic I can not wait to have them. I gave only a few examples of berries because there are many varieties and are tasty and healthy :)Cheers!
Title: Re: RedKetchup work in progress....
Post by: brads3 on June 16, 2017, 04:45:08 PM
so you say we need the wizard to hit the fields with his magic wand and make 3 versions? crops,tree orchards and bush orchards. i hear if you say BARTENDER 3 times fast he shows up. or is that the wizard of OZ?
  do the grapes and berries work as the crops now? the fruits work in our taverns ?
  i wish we had a fruit set similar to KID's veggy garden but round like the fodder instead of square. in some towns it would make sence to have a worker that can pick fruits from bushes and trees that decorate yards.historically,people did that. they had an apple or pear tree in their yards and on the edge of lawns berry shurbs.we can add them as decoration but not functioning.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 05:08:33 PM
so you say we need the wizard to hit the fields with his magic wand and make 3 versions? crops,tree orchards and bush orchards. i hear if you say BARTENDER 3 times fast he shows up. or is that the wizard of OZ?
  do the grapes and berries work as the crops now? the fruits work in our taverns ?
  i wish we had a fruit set similar to KID's veggy garden but round like the fodder instead of square. in some towns it would make sence to have a worker that can pick fruits from bushes and trees that decorate yards.historically,people did that. they had an apple or pear tree in their yards and on the edge of lawns berry shurbs.we can add them as decoration but not functioning.

no they work in a modified version of orchard. yes they will work in the taverns. the difference about crop and orchard: they stay there graphically which is a must visually. they also swing with the wind, change color, and lose their leaves in winter. and i think they look nice :)
a crop , only thing you see, is a mini disproportionate version, large, with no height, and then when they are fully grown, and have their graphic 100%  ==> they are cut and nothing is left on the field.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 16, 2017, 06:36:21 PM
so blueberry are rdy too :)

Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 17, 2017, 04:04:54 AM
That blueberry orchard looks really good, the harvested group looks a little  ::) LOL
Title: Re: RedKetchup work in progress....
Post by: taniu on June 17, 2017, 04:18:08 AM
@ RedKetchup.That blueberry orchard Ok :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 17, 2017, 05:31:07 AM
That blueberry orchard looks really good, the harvested group looks a little  ::) LOL

each time i search for picture of the next fruit/vegs ... i always find those funny pictures ^^
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 17, 2017, 05:41:03 AM
That is good because we can always use a laugh  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 19, 2017, 02:43:03 PM
NMT3.1Series: Canal Set - Nvidia for 1.0.7
NMT3.1Series: Canal Set - Radeon for 1.0.7
NMT3.1Series: Canal Set - Nvidia for 1.0.6
NMT3.1Series: Canal Set - Radeon for 1.0.6




Version 3.11 Bugfixes :

- Fixed all the 6x Watermills 3D. The terraforming wasnt done properly.
- Fixed the Classic stone 8X Watermills. The 8x wasnt scaled properly, they were still in 6x.
- Fixed all the 4x 6x 8x Watermill reversed footprints. The reversed water versions didnt had their good footprint with the blue arrow going the other direction.

They are "non-critical" bugs and fully compatible with old saves.
Sorry for the bugs.

Thanks to @PredatorBeing  who found some bugs.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 20, 2017, 06:29:36 PM
Sorry i took 2-3 days off :P

Raspberry field ?
Title: Re: RedKetchup work in progress....
Post by: twilightbreeze on June 20, 2017, 07:49:59 PM
These look great, is anything ready for download yet?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 20, 2017, 08:54:30 PM
These look great, is anything ready for download yet?

nop

only when i ll finished NMT3.0Series : Food
Title: Re: RedKetchup work in progress....
Post by: elemental on June 20, 2017, 09:55:59 PM
I use your saltery to make salted fish. It makes lots of fish each year but it doesn't seem to use much salt. So I was wondering, what are the production numbers?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 20, 2017, 11:42:10 PM
12 fish + 3 salt
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 21, 2017, 03:43:07 AM
btw next one will be grapes :)

i want to know : anybody did this already in a mod ? and what are the numbers ? can i have a copy of your naturalResource/rawMaterial ?
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 21, 2017, 04:18:03 AM
@RedKetchup those raspberries look very nice  :)  @embx61 has some nice looking grapes with his winery.
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 21, 2017, 04:22:34 AM
The Grapes I have are supplied to me by kralyerg.

I am pretty sure he don't mind if I share the sources with you Red.

They are in the Winery sources in the Laboratory section if you want to lift them out.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 21, 2017, 04:27:18 AM
@morning @embx61 , I just remembered separate EB orchard grape mod  :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 21, 2017, 04:55:25 AM
O yeah, I forgot. Let me know if you want the sources Red and I send them to you.

Added it to the Laboratory section.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 21, 2017, 05:24:58 AM
O yeah, I forgot. Let me know if you want the sources Red and I send them to you.

Added it to the Laboratory section.

yeah thanks . i took it from the Labotary :)

but i will maybe modify them. the numbers are for an vanilla Orchard but i wish to put them in my Fields (orchard modified) which works with wild food numbers.

Title: Re: RedKetchup work in progress....
Post by: embx61 on June 21, 2017, 06:26:09 AM
Do whatever you want to do with it :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 21, 2017, 06:51:28 AM
Do whatever you want to do with it :)

thanks you :)


hey ! oh !
wow i love that !!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 21, 2017, 06:56:51 AM
if anyone want to play with this ....

here's the file :)



String _name = "Peak's Valley";
String _author = "RedKetchup";
String _description = "This is a modified Valley type of terrain. A little bit more space, just a very little bit, but higher mountains. The ground texture is changed too.";
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 21, 2017, 07:08:11 AM
sorry, i had to do 1 more little thing, please redownload if you did it.
Title: Re: RedKetchup work in progress....
Post by: Gatherer on June 21, 2017, 10:13:19 AM
Looks very good.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 21, 2017, 02:00:34 PM
Looks very good.

i personally like it ALOT :)
i did it for specially myself ^^ but offering it to other people :)

This version i changed the mountain terrain texture to fit with the changed grass one. cause there was too much difference and not matching ^^
(it is save compatible)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 22, 2017, 05:24:16 AM
well my idea for grape was not as good i thought it would be  :-[  :'(


(the 3rd screen is from regular orchard)
Title: Re: RedKetchup work in progress....
Post by: elemental on June 22, 2017, 05:37:10 AM
The last one doesn't look too bad. But perhaps you should make the wooden support structures as ghost deco. That might make it easier to get the effect you are looking for.
Title: Re: RedKetchup work in progress....
Post by: elemental on June 22, 2017, 04:00:25 PM
Are your seeds going to cost 500 or will they cost 2500 or more like the CC seeds?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 22, 2017, 08:02:39 PM
Are your seeds going to cost 500 or will they cost 2500 or more like the CC seeds?

they will cost as same as vanilla, not like the overpriced CC ones.
Title: Re: RedKetchup work in progress....
Post by: elemental on June 22, 2017, 08:21:25 PM
Good, because then we can easily tell them apart in the boat trader list, even if they have the same names.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 22, 2017, 08:24:14 PM
Good, because then we can easily tell them apart in the boat trader list, even if they have the same names.

if they have same name... it will lower their prices :) if placed first in mod list
Title: Re: RedKetchup work in progress....
Post by: banfan11 on June 23, 2017, 01:57:49 AM
Looks great! Love the green metal look.
Title: Re: RedKetchup work in progress....
Post by: purringcat on June 25, 2017, 03:34:57 AM
Vine trunks aren't like trees, they're thin, bush like and the trunks are short.   Also, they're flat against the training wires.    Just set the (x, y ?) to about 40% so it flattens, slice the trunk into pieces and distort it.

Yours look good, they're just not the shape of trained grape vines.


Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 25, 2017, 05:37:40 AM
they arent young ?

what i tried to do was like that
Title: Re: RedKetchup work in progress....
Post by: wiscoke on June 25, 2017, 08:50:55 AM
@RedKetchup is there going to be a NMT 3.1 series about housing? do you plan to use the houses of the previous version or are you doing a make-over like with the canals?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 25, 2017, 08:51:59 AM
@RedKetchup is there going to be a NMT 3.1 series about housing? do you plan to use the houses of the previous version or are you doing a make-over like with the canals?

i am not sure yet. i didnt decided anything about the housing....
Title: Re: RedKetchup work in progress....
Post by: purringcat on June 25, 2017, 10:30:07 AM
they arent young ?

what i tried to do was like that

You're really close to those.    Make the bush trunks thinner, shorter and twisted is all.    The tops are good as is the texture.     8)
Title: Re: RedKetchup work in progress....
Post by: wiscoke on June 29, 2017, 11:07:04 AM
@RedKetchup I don't know if it is already requested but if you ever find the time, could you please make decorative walls with the same textures as those canal pieces?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 29, 2017, 01:15:23 PM
@RedKetchup I don't know if it is already requested but if you ever find the time, could you please make decorative walls with the same textures as those canal pieces?

high walls ? (1.2 tile high? like those in garden walls) or low walls ? (0,5 tile high? like the cemetary)
Title: Re: RedKetchup work in progress....
Post by: Gatherer on June 29, 2017, 02:25:50 PM
I vote for low walls.
Title: Re: RedKetchup work in progress....
Post by: elemental on June 29, 2017, 03:22:09 PM
Some quay pieces would be great too. By that I mean a set of blocks similar to the sides of your canals. These would make it easier to join up canals with rivers and lakes. Plus we could also use them to tidy up shorelines in built-up areas.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 02:13:31 AM
@RedKetchup I don't know if it is already requested but if you ever find the time, could you please make decorative walls with the same textures as those canal pieces?

I vote for low walls.

but i wont do a very exausted list of pieces.... i think 4 pieces is enought to do everything ... straight, 3way, 4way, and corner should do the primary job.
Title: Re: RedKetchup work in progress....
Post by: Gatherer on June 30, 2017, 02:27:53 AM
Sure, simple and elegant.
Title: Re: RedKetchup work in progress....
Post by: wiscoke on June 30, 2017, 05:13:32 AM
yes, very nice!
Title: Re: RedKetchup work in progress....
Post by: Abandoned on June 30, 2017, 05:23:05 AM
very nice indeed  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 06:32:26 AM
thx, yeah i made them very simple while still gave a 3 effect

i am in the process to take the 4 files and add all the 9 different textures NMT3.1Series: Canal System. (8 + the extra one i took for wall replacement when i used OldWood texture)
Title: Re: RedKetchup work in progress....
Post by: Antiligent on June 30, 2017, 06:59:07 AM
I suggest to surround the fields with barbed wire fence  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 07:07:48 AM
I suggest to surround the fields with barbed wire fence  :D

 ;D  ;D  ;D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 07:14:23 AM
and 2 files done :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 09:02:11 AM
so in game it should give that :)

in screenshots you can see all 9 different textures. also you can use some other "door fences" from like White Fence Kit and also it is compatible with GardenWalls ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 09:14:47 AM
btw, i will do same as the canal : stones will cost stones, bricks will cost bricks and wood will cost wood ^^ same set, same materials :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 30, 2017, 09:14:54 AM
Red

You use the same textures as the Canals.

Do you rename those textures for this mod or will the game recognize the name from another mod (If also loaded) and just load the texture once?

So your Canals and the walls loaded together just use 1 time the same texture instead of 2 times.

I believe it will recognize it and only load it once but I want to be sure.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 09:18:34 AM
Red

You use the same textures as the Canals.

Do you rename those textures for this mod or will the game recognize the name from another mod (If also loaded) and just load the texture once?

So your Canals and the walls loaded together just use 1 time the same texture instead of 2 times.

I believe it will recognize it and only load it once but I want to be sure.

yup these are exactly a copy of all my textures from Canal system. an exact copy with same pixels, same names, same .rsc files.

it will of course be loaded only once in the mod list. no need to take up memory locations for those :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on June 30, 2017, 09:21:43 AM
Very good.

I renamed them in the different irrigation sets as I was afraid of issues.

So will use the same name for all the sets which using the same texture for the next release. Thanks for confirming :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 09:24:09 AM
Very good.

I renamed them in the different irrigation sets as I was afraid of issues.

So will use the same name for all the sets which using the same texture for the next release. Thanks for confirming :)

if you change totally nothing in the .png ... no need to rename.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on June 30, 2017, 10:34:28 AM
RK StoneWalls Kit1 for 1.0.7 and RK StoneWalls Kit1 for 1.0.6  posted :)

http://worldofbanished.com/index.php?action=downloads;sa=view;down=320 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=320)
http://worldofbanished.com/index.php?action=downloads;sa=view;down=321 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=321)



(http://worldofbanished.com/gallery/37_30_06_17_10_19_54.jpeg)

This mod add very basic sets of stone walls in 9 different textures used NMT3.1 Canal System.

Each set has 4 pieces : Straight, 4Way, 3Way and Corner. Not even need an End piece because the pieces are very well finished.
You can use Gates from other mods to put doors (like White Fence Set). It is also compatible with GardenWalls and fit very well as an extension of those fence/walls.

This mod Also adds bricks and some of the stone walls will use bricks instead of regular stones. (One model will also use wood instead)

Enjoy !
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 05, 2017, 04:24:50 AM
so i am back to NMT3.0Series: Food


i finally decided, after 2 weeks lol of thinking about it and what i ll do ..... :P

i decided to give up of the dense orchard named "Field"
and let everything going to the standart Orchard  :(

i ve got to change numbers though. Usually the orchard produce between 50-65 fruit. Wild gathering between 16-22 :S
so i decided to simply change the numbers around and give 36-48 to blueberry and raspberry.

yes wild blueberries by gatherer will produce more  :-X
the Orchard blueberries will produce less than apple in orchard setup but i made them give fruit almost right away the following year instead waiting 3 years an orchard produce.
the extras of first years will maybe compensate giving food very more quickly. also same apply during an orchard life, some are cut and reseed... there too it will produce back faster after reseed.

same for raspberry.

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

i redid also the grape trees. i know it wont be perfect..... but i ll keep it as i made it at last. (screenshot 1) they will give 50-65 as regular orchard fruit trees.

i also did the Coconut trees ^^ lol in game they are gorgeous^^ (screenshot 2)
Title: Re: RedKetchup work in progress....
Post by: Fellow Villager on July 05, 2017, 09:20:12 AM
great! could you add some wood structure to the grapes? usually grape grows on a wood support
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 05, 2017, 10:23:18 AM
Not funny.
I was doing a tropical greenhouse for growing coconuts.
Took a break and found... coconuts.  :(

Always one step behind you, RK.

 :)
Title: Re: RedKetchup work in progress....
Post by: Paeng on July 05, 2017, 11:46:34 AM
a tropical greenhouse for growing coconuts.

Ummm... really? Man, coconut trees (palms) are TALL... up to 20, 30 meters... that's gonna be some huge greenhouse  :D
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 05, 2017, 12:20:01 PM
Yes, huge. Not small, not tiny.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 05, 2017, 12:50:03 PM
oh nuts, coconuts.  :(  what's wrong with pineapple, mangoes, bananas, oranges, lemons ?
Title: Re: RedKetchup work in progress....
Post by: brads3 on July 05, 2017, 01:13:49 PM
i have those in a greehouse.:)
Title: Re: RedKetchup work in progress....
Post by: elemental on July 05, 2017, 03:53:41 PM
Yes, huge. Not small, not tiny.

I like the idea of a large greenhouse for tropical trees very much.  :)  Growing tropical fruit in the snow just isn't realistic at all. I know many players won't care and I know not all maps have snow, but most maps do.

I don't know if you are planning to pre-fill your large greenhouse with plants/trees the way Red has has pre-filled his greenhouses, but I would really like to see an empty greenhouse plus a set of ghost plants so we can fill it ourselves. That way each greenhouse can look different, rather than all of them looking the same. It also lets you match the plants inside to the crops that the greenhouse is producing. Just an idea for you to consider.  :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 05, 2017, 04:03:03 PM
Excellent idea @elemental

Just make them all ghosted and with some luck some other mods can just be used as well. For example Kids Deco Pack what fit my Irrigation Channels pretty well and save me a helluvah lot of time not having to create a whole bunch of scrubs.
Why reinvent the wheel when the stuff is already out there?

This saves on poly's too. The modder can just mod a empty greenhouse and be done with it. LOL
Title: Re: RedKetchup work in progress....
Post by: elemental on July 05, 2017, 04:20:57 PM
CC has a few tropical ghost trees and plants already. Plus Kid has some very tropical-looking ghost plants, too. If it's a huge greenhouse then we should be able to fit some trees in, no problem. Even if it's just in the centre, which leaves room for smaller deco plants around the edges.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 05, 2017, 04:26:01 PM
@RedKetchup loving the orchard ideas :)

Ahhh coconuts, some synergy there :)  Watched Kickboxer: Vengeance last night (must say though, as an aside, Dave Bautista doesn't do any justice to himself as a baddie :( , but lordy lordy lordy, Jean-Claude ... 56 and still ...  oh my), and there are a couple of coconut references in it.   JCVD quietly chanting coconut will forever visit me in my sleep ;)

Please, (in my best "Oliver" voice may we have some more? Decorations that is, a ghosted coconut decorated like 'Wilson' (a la Tom Hanks' friend from Castaway, or as the coconut from KB:V, that was a hoot!!) or a swinging disembodied head?  ;)  The rest of my kickboxer DVD's are on the next shipment over on the next trip, hahaha!!

I like the idea of the empty greenhouse @elemental & @embx61 , it's why I was thrilled when @kid1293 bucked conformity and gutted the tailor/blacksmith from the rowhouses and created 'shelter' from them, players were then able to go and add their own designs to the buildings - definitely could see the same here.  The mod can come in 2 parts - the functional, being the greenhouse and it's production, and the design, with the ghosted decorations - and if they are coded/modelled in the same settings as how EB needs them, then they too can be used with his irrigation channels :)
Win/Win :D

Now, back to these coconuts - now, @RedKetchup you can't do Coconuts without Lime ;)
Any little witchling learns that, the first day on the job ;) :D

"Put the lime in the coconut"
https://www.youtube.com/watch?v=1Ihb6FLSh64 (https://www.youtube.com/watch?v=1Ihb6FLSh64)
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 05, 2017, 04:40:28 PM
Hi Query :)

Good to see you back again :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 05, 2017, 09:36:46 PM
wow there were alot and alot of replys when i was sleeping lol

essentially :

no there will be no more wood support. it doesnt worked well cause the game turn around the mesh without any control.
yes coconut trees and look weird in snow... but like you said , not all maps have snow. and i made them grow in the 70s degrees and not too much down. it will certainly be kinda a bit bad in cooler environment.

and yes , the next in my list are :
Lemon
Mango
Orange
Pineapple
Apricot

i guess i can add lime to it ... oh also i want kiwis. (here in quebec, canada  we have kiwis. it is growing very nicely in our country)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 05, 2017, 09:43:19 PM
Apricots would be good for wood bakery with bakery plus.  :)  Lots of choices and nice looking fields.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 05, 2017, 09:52:41 PM
Hi Query :)

Good to see you back again :)

Good to be back ;)  Thanks @embx61 




@RedKetchup
That looks like a really good list of fruits, they are common fruits and can be used in different recipes in the future, by different buildings :)

Yes, Lime is a good addition ;)  Goes with the Lemon, quite a lot actually.

Kiwis are very popular over here too in Australia, you're in good company.    They go well on pavlovas, yum yum yum!!  (Often with passionfruit, but berries in this picture).
http://www.taste.com.au/recipes/traditional-pavlova/5e336628-e743-4aea-a57b-bfb58cc212d0


See, you shouldn't sleep ;)  That's when you're ambushed ;D

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 05, 2017, 10:05:00 PM
to have vegts and fruits doesnt matter at all about the final consommation products that we have in our  modern society. i will add some... but i cannot add the billion of recipes each country have. there are in million in australia, millions in canada, millions in germany, millions in dutch ground, million in usa, million in scandinavia.... and all these millions of each country have been never been heard in any other country. we still need to be realist. there are limits we kinda reach.

everything else, is up to the mind of each player to imagine what citizen do when they eat a coconut, or a lemon, or some wheat and pepper....
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 05, 2017, 10:25:59 PM
Hahaha, no, I wasn't asking for a new recipe (I was, over in Kid's Tequila thread, but no, not now :D) ....  but, you never know, one day I will ask again - but, I was agreeing with you, that kiwis are good :D  And conversing with you, letting you know how some of us Aussies eat them, on pavlovas. :D

A pavlova would need a bakery, and I see you have your hands full.  For now, I'm just happy to see some more new fruit :) 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 05, 2017, 10:31:50 PM
A pavlova would need a bakery, and I see you have your hands full.  For now, I'm just happy to see some more new fruit :)

i am kinda processing the list we have there on banishedinfo made by kralyerg on week 1 of toolkit.... the list is old (33months old), i know he has maybe got someone (shockpuppet) who finally made some of it later in colonial mods....
but not knowing really what have been made, i just redo the list with my personal graphics.

https://banishedinfo.com/mods/view/662-Lots-Of-Seeds (https://banishedinfo.com/mods/view/662-Lots-Of-Seeds)
Title: Re: RedKetchup work in progress....
Post by: taniu on July 06, 2017, 04:20:40 AM
@ RedKetchup :)The idea is great for creating graphics for this old  mod .I tested this old mod- some fruits and vegetables had only the correct name - It was supposed to be watermelon, and in the picture we see - pumpkins. Samples of photos.
I'm just disappointed that there are no apricots on the list, though you said they can be made with peach - because they are similar fruit, or will you positively consider my request? Please . Bananas are a difficult object - "old mod " apple tree reminiscent?
Thank you and best regards
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 06, 2017, 04:56:30 AM
yeah. back we need to understand that Kralyerg doesnt know at all to make 3D graphics. we need to be very indulgent with 3d skills. He is an awesome coder though, thats his strenght and nobody can get near of his coding knowledge. Everyone has his strenght and weakness.

they are in process to get all right design... just need time and alot of work :)

Screen 1-2 : watermelon.
Screen 3-4 : cucumber.
Screen 5-6 : Brocoli.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 06, 2017, 05:21:46 AM
btw ... i was testing a little thing for me....

a Peak's Valley grid :)

it is a 2x2 grid.... i dont thing would looking as good if it would be a 1x1 grid.... i think it would make too many squares and wouldnt have the same good looking :P
Title: Re: RedKetchup work in progress....
Post by: Antiligent on July 06, 2017, 10:26:47 AM
What about adding circular guides?

(http://www.gamersdecide.com/sites/default/files/authors/u139573/banished2.jpg)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 06, 2017, 11:14:43 AM
euh.... can i pass ? ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 06, 2017, 12:46:11 PM
I HATE TREES !!!! lol  :'(


Lemon orchard
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 06, 2017, 12:49:19 PM
Me too. I let you do them.  ;)

edit - Sorry, forgot. Really nice trees.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 06, 2017, 12:56:28 PM
Me too. I let you do them.  ;)

edit - Sorry, forgot. Really nice trees.

lol  :'(
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 06, 2017, 01:49:33 PM
and a good job you are doing  :) nice looking trees
Title: Re: RedKetchup work in progress....
Post by: taniu on July 06, 2017, 03:12:20 PM
@ RedKetchup.  :)The vegetables and orchard projects are very nice. As for the old mods "Losts of Seeds", it was 2014 before the release of CC. I do not criticize this Kralyerg mod, now it is 3D graphics. Personally I liked this mod and I played with it even "The North" did not look at graphic errors because I wanted watermelon or bananas. Personally, at the beginning, I also wanted to model plants, but duplicating hundreds of polygons is difficult. Unfortunately, my whole life is hard work, I had poor earnings, I know what poverty is, so often I ask to create mods - food. I have a question, can you release a single mod, eg Carrot? Or separately vegetables and orchard? Will there be only one big mod ? The player could have more choices of vegetables and trees he wants to have in the game but that was just my little note on the subject.Thank you and best regards
Title: Re: RedKetchup work in progress....
Post by: brads3 on July 06, 2017, 03:26:12 PM
bananas in the NORTH???Hmmm did they row with the short growing season? that is where greenhouses come in handy.RED did you adjust the growth times and the temperatures?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 06, 2017, 04:12:28 PM
bananas in the NORTH???Hmmm did they row with the short growing season? that is where greenhouses come in handy.RED did you adjust the growth times and the temperatures?

for the moment i didnt tweaks temp numbers....
the only thing i did is make sure the blueberries and raspberries grow quick and give fruits more quickly than usual.

I have a question, can you release a single mod, eg Carrot? Or separately vegetables and orchard? Will there be only one big mod ? The player could have more choices of vegetables and trees he wants to have in the game but that was just my little note on the subject.Thank you and best regards

i do not plant to release each one as single mod ! i dont have to make 24 mods !
i can maybe specifically release one to someone in PM ... but i wouldnt do more than one.

they will all be together in a single mod about food.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 06, 2017, 06:55:02 PM
I HATE TREES !!!! lol  :'(


Lemon orchard

You may hate trees, but they do look remarkably good :D Well done @RedKetchup
Title: Re: RedKetchup work in progress....
Post by: taniu on July 07, 2017, 01:19:40 AM
@RedKetchup :)Thank you for the quick reply, I know when modulating the plant is a lot of work and doing 24 separate mods is tedious work. When it comes to bananas "The North", this is just an example, I like to test a lot of different mods and try to play - it's just a test. Too bad I could not help you - sigh, I have no talent in that direction.
Personally I love trees, forests, plants, the smell of wood and flowers, our planet is beautiful. Cheers! :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 12:20:12 PM
so i made Lime too.... it is basically the same mesh and same .pngs ....
i gone edited the lemon ones to make them more lemon yellow and i made the ones for lime to make them more lime green ^^

screenshot give you a peak on the look of both.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 01:46:43 PM
Mango ?  ;D
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 07, 2017, 01:53:31 PM
I like those tree trunks as they split out from the bottom.

Lot of times we see just a single trunk with some branches sticking out.

Great work on those trees.

I do just as Kid, if I ever need some I shamelessly "borr.... Euh.... Steal" them from you  :P  :D

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 01:58:04 PM
I do just as Kid, if I ever need some I shamelessly "borr.... Euh.... Steal" them from you  :P  :D

oh of course anytime you want those... let me know

at the end, when the complete mod will be posted... it will also be in The Laboratory section :)


only left to do:
Orange
Pineapple
Apricot
kiwi
bananas
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 01:59:28 PM
i will need to have people to figure out : temp range for those.
Title: Re: RedKetchup work in progress....
Post by: brads3 on July 07, 2017, 02:33:18 PM
http://blackliquidsoftware.com/index.php?/articles.html/orchards/
http://blackliquidsoftware.com/index.php?/topic/40-temperatures-in-colonial-charter/

KRALYERG has some explanations there too on tolerances.bananas to me would be similar to coffee as for its temp and tolerances. hope that helps.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 07, 2017, 03:03:07 PM

Mango ?  ;D


You did it again! First coconuts and now mango. I just finished a mango tree for my greenhouse.
What is it now? 12 hours after you? LOL  :D I like the trees!!!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 03:44:39 PM

Mango ?  ;D


You did it again! First coconuts and now mango. I just finished a mango tree for my greenhouse.
What is it now? 12 hours after you? LOL  :D I like the trees!!!


haha

i posted whats next !! i thought i did it last time  couple page ago :'(



thanks @brads3
http://blackliquidsoftware.com/index.php?/articles.html/orchards/
http://blackliquidsoftware.com/index.php?/topic/40-temperatures-in-colonial-charter/

KRALYERG has some explanations there too on tolerances.bananas to me would be similar to coffee as for its temp and tolerances. hope that helps.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 05:32:45 PM

Mango ?  ;D


You did it again! First coconuts and now mango. I just finished a mango tree for my greenhouse.
What is it now? 12 hours after you? LOL  :D I like the trees!!!


note though we can compare our mesh, and keep the most beautiful one and use the other one to change the color of the fruits and use it for another fruit tree :)
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 07, 2017, 10:23:35 PM

Quote
note though we can compare our mesh, and keep the most beautiful one and use the other one to change the color of the fruits and use it for another fruit tree :)


I think your meshes are the best. I have a very high poly in mine.
My models are just to display a couple (in a greenhouse)
I can't use it on a field. The computer would barbeque...


Actually I didn't make a new mango. I realized that the tree I put
on the roof terrace of the tower houses had mango leaves.
Just a couple of fruits and it was done.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 10:59:46 PM
oh ok
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 07, 2017, 11:38:57 PM
City Roads v2.1 for 1.0.6 - 1.0.7

2.1 Update : added some ghosted sidewalks (1x3, 1x5, 3x3, 5x5)

added some ghosted sidewalks to make it easier to do huge plaza :)
1x3, 1x5, 3x3, 5x5, in both sidewalk textures :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 09, 2017, 12:02:40 AM
Sooooo ....  Tequila, Coconuts, Lime .... Mexican themed housing & bar ...  what are we missing?
We have glassware (thanks to @embx61 ) ...  Surely I can see Margaritas somewhere?  *nudges @kid1293 & @RedKetchup (possibly offers a chocolate, coffee bribe too) ;)


Seriously - can we at least consider, with these new fruits being made in these orchards, and the new divine Botanical Gardens, a new add-on co-op design, the "Juice Bar" or "Soothing Syrups" something like that?

@kid1293 & @RedKetchup can supply their new fruits, @embx61 supplies the glassware, @Necora the berries (helloooo cranberries  ), @tanypredator has the wild honey, and the honey is also in @Discrepancy  ...  and so on

I can create a separate topic as a request - but, I feel that people are going to be wary of this, it gloriousness shines so brightly, that perhaps it's too larger a project ... so for now ....

Put the lime in the coconut ... ;)

ps:  the new roads look great Red :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 01:03:58 AM
at the end , i ll make an hidden post in The Laboratory with each separate crop / orchard /wild /vegt / fruit code along with all the graphic/code files. so anyone moddler want to take 1 or more fruit/vegt and added it to a mod that will take those and turn into something else like margaritas.... or tropical fruit Oasis... lol

it will be free use :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 09:40:25 AM
NMT3.0Series: Crops for 1.0.6 - 1.0.7

i decided to release Crops alone and will do one for orchards.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=328 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=328)

(http://worldofbanished.com/gallery/37_09_07_17_9_09_00.jpeg)


This mod adds:

- a new crop texture.
- Barley : [CC] , grain
- Broccoli : [NEW] , vegetable
- Carrot : [NEW] , vegetable
- Cucumber : [NEW] , vegetable
- Kale : [NEW] , vegetable
- Lettuce : [SRS] , vegetable
- Pea : [NEW] , vegetable
- Radish : [NEW] , vegetable
- Sorghum : [CC] , grain
- Spinach : [NEW] , vegetable
- Strawberry : [NEW] , vegetable
- Tomato : [NEW] , vegetable
- Turnip : [NEW] , vegetable
- Watermelon : [CC] ,  vegetable


All new 3D designs out of the [CC] ones and the developper one [SRS].

Notes:
They will overwrite, so if you want to use my graphics, you need to put on top of your list.
My carrots are named "carrots" so i dont know about the "hornets".
Tomato is same as Ketchup Inc.
Sorghum, Barley, and Watermelon is an exact copy from CC Crew ones.
Lettuce from developper anymore and i fixed a bit the developper graphic which was alot too big and too large.
They all shall grow well, not like beans, but not that far. strawberries are usually a spring veg so they will spawn fast and grow fast
Title: Re: RedKetchup work in progress....
Post by: adelegarland on July 09, 2017, 10:05:07 AM
LOL  Not Hornets...   Horned carrots,  I think they are from Discrepancy ...    :P
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 10:09:30 AM
LOL  Not Hornets...   Horned carrots,  I think they are from Discrepancy ...    :P

not same thing ? sorry my english ^^  ;D ;D ;D
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 09, 2017, 10:12:20 AM
What a great selection.  Good idea to have orchards separate.  Thank you, Red,  :)  will certainly enjoy these vegetable.
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 03:01:07 PM
@RedKetchup

Maybe this is a silly question but...

Are the strawberries and watermelons labelled as veggies just because of some kind of coding problem with fields vs orchards, and thus they can't be fruits because they're grown in the fields instead of the orchards ?  Is this a specialty Luke coding thing ?

Just curious.

.... but I suspect that I already answered my own question.

LOL

 :P
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 03:15:53 PM
no. nothing to do with to be a crop

we also have veggies and grain as crop.
an old mod also put the blueberry in a crop, and still labelled as fruit.

but the game "mind settings" is we tend to put veggies and grain in a crop, fruit and nuts in an orchard :)
it is a mind perspective, the game doesnt care in reality :)
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 03:27:00 PM
Oh okay, now I understand.

So the bannies don't care if it's fruit or veggie with regards to food variations (health factor) ?

I'm not sure how the food categories/labels work when it comes to the bannie health meter, so that's why I asked.

I've never really been sure how all that worked, all I knew is that bannies needed food variety to keep their health up but I wasn't sure if it had to do with different food names (potato, cabbage, venison, etc) or if it had to do with different food types (meat, fruit, veggie, etc) ?
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 09, 2017, 03:47:13 PM
The Bannies need all four food variations to stay in good health.
So Protein, Vegetable, Grain, and Fruit.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 03:54:20 PM
oh ya, bannies need the 4 elements to stay healthy.

so they need some crops... needs some orchards... need some hunters .... and get also grain from crops :)


Bananas ??
they are to the right, next of the coconuts ^^
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 04:15:02 PM
Okay thanks guys, now I know how the health thing truly works.

Dang, I was hoping to avoid orchards and just fill my bannies' bellies with strawberries and watermelons.


Bananas ??
they are to the right, next of the coconuts ^^

Wait what ?!

Are we going to get bananas and coconuts with your new orchards ??

You're the awesomest Red !!

**happy dance**
Title: Re: RedKetchup work in progress....
Post by: elemental on July 09, 2017, 04:21:55 PM
Nice looking bananas. It's really weird that you have made strawberries and watermelons as vegetables. Crops can be fruit or veg or grain, and strawberries and watermelons are normally considered to be fruit.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 04:25:12 PM
bah it is same as tomatoes !

the real fact is : everything that grows outside the ground is a fruit .... but we are still kinda in a "preference" mind set of people.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 09, 2017, 04:45:32 PM
Wait, what?
Who said strawberries are a vegetable?  The clue is in the name 'berries' ...  ugh

I'mma gonnnna cry.
Seriously.

I'm not picking on Red here (I know it seems like it, and I'm not kicking him in the pants) - but, when I saw that it had Strawberries and Watermelons I automatically thought that the pack had a mix of Veg & Berry & Grain (Sorghum) - is it not?

I know I should scroll back up - but I just want to double check - how have they been flagged? 
Thank you :D
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 04:46:09 PM
Technically speaking, yes, tomatoes are a fruit.... but everyone treats them like a vegetable in real life.

I don't know about anyone else, but I certainly wouldn't put a chopped tomato on top of my angel food cake for dessert.

Ew.

 :P

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 04:55:37 PM
all they are flagged vegetable  :P

/ouch  /ouch /dont slap to hard
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 04:58:07 PM
all they are flagged vegetable  :P

/ouch  /ouch /dont slap to hard

Please please change the strawberries and watermelons to fruits so we can avoid building an orchard until later in the game ?

Please please pretty please with sugar on top ?

*bats eyelashes at Red*
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 04:58:55 PM
all they are flagged vegetable  :P

/ouch  /ouch /dont slap to hard

Please please change the strawberries and watermelons to fruits so we can avoid building an orchard until later in the game ?

Please please pretty please with sugar on top ?

*bats eyelashes at Red*

sorry watermelon are tagged fruit, just checked
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 05:02:27 PM
from wiki :
Tomatoes are not the only food source with this ambiguity: bell peppers, cucumbers, green beans, eggplants, avocados, and squashes of all kinds (such as zucchini and pumpkins) are all botanically fruits, yet cooked as vegetables.
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 05:07:39 PM
LOL @ Red

Yes, most things are technically fruits.... but as far as I'm concerned:   If it's savory, it's a vegetable.... if it's sweet, it's a fruit.

That's how I cook and that's how I eat, dammit.  Pfft.

The scientists can shove their silly technical food categories where the sun don't shine !

 :P
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 09, 2017, 05:16:39 PM
New build available

changes:
a typo error about watermelon : they were really fruit.
i changed strawberry to fruit.
Title: Re: RedKetchup work in progress....
Post by: ancientmuse on July 09, 2017, 05:35:08 PM
New build available

changes:
a typo error about watermelon : they were really fruit.
i changed strawberry to fruit.

Big smooch to you kind sir !

Thank you thank you !!

 ;D
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 09, 2017, 06:30:55 PM
*hands @RedKetchup some salve for his poor slapped legs ;) 
Good work :D  Thank you :D
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 10, 2017, 05:03:56 AM
I just finished the Deco version of NMT 3.0 Crops.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=329 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=329)

@RedKetchup - did you actually make AO-maps? They were not in the fbx's.
Had to do the best I could. I hope I didn't messed things up.
No worry, I haven't touched any original files.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 10, 2017, 06:45:23 AM
I just finished the Deco version of NMT 3.0 Crops.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=329 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=329)

@RedKetchup - did you actually make AO-maps? They were not in the fbx's.
Had to do the best I could. I hope I didn't messed things up.
No worry, I haven't touched any original files.

yes i think i made them all, like i said month ago, i dont know how to "bake" them in the mesh. but they all there , i think

in attachments, i ve put as example 2 of those , brocoli and carrots, you see they are made. but they dont show in the .fbx
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 10, 2017, 07:02:34 AM
Luke don't bake them in the mesh either I believe unless using the diffuse texture and the original unwrap is baking.

That is why his examples have also separate AO mapping files.

Only difference is that we use Auto unwrap while Luke uses his original texture unwrap.

You can see this clearly if you look at his Apary Texture and the AO map.
The AO is about the same as his diffuse texture while by me the AO is completely different then the diffuse texture because of the auto unwrap.

I followed Shocks tutorial and he using auto unwrap as well, as I did not get using my diffuse map and my original unwrap as AO to work properly.

But it works as Shock does it so I not worry about it :)

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 10, 2017, 07:10:36 AM
i do it too as shock explained.... the only difference, i dont call a dummy skylight on the scene... i found it gave no difference when you use Nvidia MentalRay global illumination.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 10, 2017, 07:18:10 AM
I use Mental Ray Global Illumination Highlight as well so a skylight is not needed?

Good to know.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 10, 2017, 07:56:31 AM
I use Mental Ray Global Illumination Highlight as well so a skylight is not needed?

Good to know.

i never saw any clear difference.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 10, 2017, 05:34:36 PM
so it is funny ... with transparent windows ... .we see everything inside the houses ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 11, 2017, 02:42:26 AM
so i gone back to redo entirely the little house i was playing today .....

i will do couple or more models to go with ...

it will be a little kit to go with NMT3.0Series.

they are very cozy, and are same size graphically as the vanilla wooden/stone house, the only difference instead of 4x4 + 1 for the road ... they will be 4x4 with the road
which mean they will have 1 tile in the back ghosted (or overlapped) which will allow you to put it more further than usual. you will able to use that tile for mountain example, or in the water (on the beach of a lake or river) you will even be able to use that ghosted tile to put over a NMT3.0:Canal System :) and give some effect :)

i will make all the variant with all 8 canal textures and i ll try to make 2-3 "F" alternate models.

but i ll will do that very slowly, no timeline though.

(it is nice to get out of plants and trees for couple of days ^^)

of course, it uses the new " Transparency Glass Technology" ™ from Bartender :D
Title: Re: RedKetchup work in progress....
Post by: DesoPL on July 11, 2017, 03:02:10 AM
Since idk what is going on with CC, i guess i going download your mods and others like Embx etc. :)

Wish only could be some compilation without downloading too many mods, like megamod.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 11, 2017, 03:16:25 AM
Mr, @RedKetchup those canals and new houses look pretty super to me  :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 11, 2017, 10:48:10 AM
@DesoPL

Some want compilations others want mods separated.

If I make a set some ask to get some parts of it separated,
If I make all separated some will ask to add several or all of them in a big mod :)

Let me first say that there is no right and wrong here and it is just players personal preference.

But for the modder it can become a updating nightmare to make several versions of the same mods.

I have done it and will continue adding to the unified mod, Although Unified will always be a bit behind. Latest Unified don't have the irrigation channels and the boarding house yet integrated but is up to date with everything else I created so far so not that bad behind.

If a modder need to update one mod he have to do it twice if he decides to make a compilation mod besides his stand alone/sets and to be honest we rather create new things then to keep digging in the same code twice.

Almost all my older separate mods in the download section are not updated for a long time because it is just too much work.
Last update for most of them was just game breaking bug fixes and making use of the community toolbar.

Since I created the production/storage/housing sets I decided to leave them but updating will be either very slow or not at all.

That was the reason for me to create several buildings in one PKM what makes a bit of sense. Some chains with several building which will work together in a production chain(s)
It is not perfect but at least it is a middle of the road approach what hopefully make sit a bit easier on the players but for sure makes my life a bit easier :)

Last I know is that Shock was in the hospital but seem to be out of the hospital and recovering and a couple of days ago I read that kralyerg seems to be sick too.

I wish them both well.

Time ill tell if both return or not.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 11, 2017, 05:25:40 PM
i just made all 8 different textures about this first model of NMT Little Houses ... they are gorgeous in 3dsMax :)
no screen yet of in game view though, i need to make alot of code for all 8 text and probably also doing in same time code of 3-4-5 models  :'(
it will take like 3-4 hrs
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 11, 2017, 05:40:50 PM
oh also, i will probably take up the opportunity to use the new feature that Luke gave us : build requiment up to 6 :)
but nothing too serious though ... maybe + 1 iron, + 1 tool... and something else.....

Luke in his example used +1 firewood +1 coal... +1 iron for the wooden house...

i wish to add glasses though but.... i would need to add glasses to the starting conditions so we can start to build those right from the bat :P (i mean right from the start lol, maybe a french canadian expression ? lol)
Title: Re: RedKetchup work in progress....
Post by: elemental on July 11, 2017, 06:27:41 PM
Right off the bat is an English expression too.

I don't really understand why you need to have a tool as a house building material. The builders need tools to work efficiently and they consume tools just like all the other workers. Pottery makes more sense to me. But of course it's your choice how you do it.

You don't really need to worry about starting conditions. We can build vanilla houses (and lots of other houses too) at the start of any game and then build better houses when we have the necessary resources. (glass, pottery, whatever...)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 11, 2017, 08:18:21 PM
Right off the bat is an English expression too.

so where is from ? what it means ?

"bat" is it from baseball bat ? where the "bat" is from ?
a dos .bat ? lol
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 11, 2017, 09:55:24 PM
some screenshot from the ingame NMT little housing :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 11, 2017, 09:56:32 PM
some more screenshot from the ingame NMT little housing :)
Title: Re: RedKetchup work in progress....
Post by: elemental on July 11, 2017, 10:23:42 PM
The red brick houses look great in the snow.

I thought that "right off the bat" might be a British English expression from cricket, but it seems that it's an American expression from baseball. It just means immediately/fast/straight away.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 12, 2017, 01:09:39 AM
The red brick houses look great in the snow.

I thought that "right off the bat" might be a British English expression from cricket, but it seems that it's an American expression from baseball. It just means immediately/fast/straight away.

so every game that have a bat of something lolllz
Title: Re: RedKetchup work in progress....
Post by: taniu on July 12, 2017, 01:55:23 AM
@ RedKetchup  :)Beautiful buildings and plenty of testers, good that you added wood texture, great idea, your magic hands create fantastic mods :)Thank you applause
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 12, 2017, 06:40:34 AM
2nd model "F" Alternate done :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 12, 2017, 08:36:18 AM
wow, what a nice collection.  :)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on July 12, 2017, 09:31:56 AM
@DesoPL

Some want compilations others want mods separated.

If I make a set some ask to get some parts of it separated,
If I make all separated some will ask to add several or all of them in a big mod :)

Let me first say that there is no right and wrong here and it is just players personal preference.

But for the modder it can become a updating nightmare to make several versions of the same mods.

I have done it and will continue adding to the unified mod, Although Unified will always be a bit behind. Latest Unified don't have the irrigation channels and the boarding house yet integrated but is up to date with everything else I created so far so not that bad behind.

If a modder need to update one mod he have to do it twice if he decides to make a compilation mod besides his stand alone/sets and to be honest we rather create new things then to keep digging in the same code twice.

Almost all my older separate mods in the download section are not updated for a long time because it is just too much work.
Last update for most of them was just game breaking bug fixes and making use of the community toolbar.

Since I created the production/storage/housing sets I decided to leave them but updating will be either very slow or not at all.

That was the reason for me to create several buildings in one PKM what makes a bit of sense. Some chains with several building which will work together in a production chain(s)
It is not perfect but at least it is a middle of the road approach what hopefully make sit a bit easier on the players but for sure makes my life a bit easier :)

Last I know is that Shock was in the hospital but seem to be out of the hospital and recovering and a couple of days ago I read that kralyerg seems to be sick too.

I wish them both well.

Time ill tell if both return or not.

I know, and i wish for both best though. About mods... Problem for me with mods, is putting them in game, well... If i download via steam, is allright. Worse is, if i download from non steam source.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 12, 2017, 06:32:19 PM
So if you put a PKM in the windata folder, start the game, enable that mod, restart the game, it is not going to work with steam?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 12, 2017, 10:44:13 PM
So if you put a PKM in the windata folder, start the game, enable that mod, restart the game, it is not going to work with steam?

of course yes, all the time.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 13, 2017, 02:40:02 AM
well !


another little NMT house model has been added to the "F" variants :)



btw , something else i want to talk... this Peak's Valley map , GRID version is so lovely !
each start a new map and i just check my model ... i always find this map is so awesome and just wish to go just play it! lol

lol
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 13, 2017, 06:03:41 AM
Well now, @Mr. Red, it looks as if I will have to wait longer to do a map with Garden Walls Utilities until I can have some of these great looking matching houses.  So I will need to use the clay chain also, correct? I will be patient.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 13, 2017, 07:16:13 AM
So I will need to use the clay chain also, correct? I will be patient.  :)

as NMT Canal system. 1 will ask wood, similar to wooden house, 4 will ask stones, similar to stone house, and 3 will ask bricks :)
Title: Re: RedKetchup work in progress....
Post by: adelegarland on July 13, 2017, 07:24:46 AM
another little NMT house model has been added to the "F" variants :)
Where are these little houses, they are really neat!   which download are they in?
thanks! :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 13, 2017, 09:19:07 AM
another little NMT house model has been added to the "F" variants :)
Where are these little houses, they are really neat!   which download are they in?
thanks! :)

very soon ™
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 13, 2017, 10:21:40 AM
another "F" alternate : a 4th model ??  :P
Title: Re: RedKetchup work in progress....
Post by: DesoPL on July 13, 2017, 12:16:34 PM
So if you put a PKM in the windata folder, start the game, enable that mod, restart the game, it is not going to work with steam?

They work, problem is i am too much lazy to download much seperate mods.  :'(
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 13, 2017, 02:15:10 PM
They work, problem is i am too much lazy to download much seperate mods.  :'(

Oh! Come on Deso !
it is not that much of a work!
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 13, 2017, 03:16:05 PM
I like them :)

But one of the texture looks too saturate and it look strange ... especially with the ground of peak's valley that is less saturate. The other texture are really realistic.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 13, 2017, 04:16:15 PM
I like them :)

But one of the texture looks too saturate and it look strange ... especially with the ground of peak's valley that is less saturate. The other texture are really realistic.

which one ? (the fire brick set ?)
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 14, 2017, 04:20:58 AM
yep or Blood brick set :)

But on an other map floor it could match better maybe.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 14, 2017, 06:26:25 AM
yeah bah we have plenty of maps texture in game with mods....
it is also like the darkstones one... . metch better with swamp map texture
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 14, 2017, 06:33:52 AM
Yep you are right it can fit to different map/taste.

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 14, 2017, 06:36:33 AM
Yep you are right it can fit to different map/taste.

the firebrick will look better in the green lush grass
Title: Re: RedKetchup work in progress....
Post by: Maldrick on July 14, 2017, 04:56:36 PM
Really looks amazing, @RedKetchup !

Was going to play with the new canals first thing but saw your posts and decided to wait till you are done.  No rush, of course, I just love your work on NMT and am excited to try all of the new stuff!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 14, 2017, 06:41:18 PM
Really looks amazing, @RedKetchup !

Was going to play with the new canals first thing but saw your posts and decided to wait till you are done.  No rush, of course, I just love your work on NMT and am excited to try all of the new stuff!

thanks

should be soon.

i made today a 5th "F" alternate model :)

i took 2 decisions though : cancel the ghosted 1 tile part in the back cause already just with testing ... i keep forgeting to let 1 space behind  and i am just testing lol, imagine a player :P

since i cancel the 1 tile ghosted, i am making all same as wood/stone : 4x4+1 road. and i am in the process to move all the housing/build01/build02 in all my graphic files of a -0.5 to y (already done half of it)

i also gave up to try to add "glass" to the stockpile at start ... cause starting conditions dont stack. so changed all the costs to wood + stone/brick

should be released in couple of hours :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 14, 2017, 08:23:41 PM
NMT3.0Series: LittleHousing for 1.0.6 and 1.0.7

(http://worldofbanished.com/gallery/37_14_07_17_8_03_08.png)

This is a mod that adds a NMT Little Housing Set to your game that will match the textures of your NMT3.0Series Canal system.


5 different models "F" alternate.
8 different textures, same as NMT3.0Series: Canal system (Classic, Old Stones, Red Bricks, Sand Bricks, Fire Set Bricks, Old Church Stones, Dark Stones Foundations, Old Wood).

The houses are 4x4 +1 road and will cost or 24stones+8wood, or 24bricks+8wood, or 24wood+8stones depending the texture chosen.

These new houses use the new " Transparency Glass Technology" ™ from Bartender.

the heat fuel is slightly better than vanilla counterparts. Wood one has 70 (instead of 60), stone and bricks ones have 98 (instead of 90)

The difference between version 1.0.7 and 1.0.6 is : in 1.0.7 bricks is "custom5 flag", while in 1.0.6 it use "stone flag".

1.0.6 : http://worldofbanished.com/index.php?topic=1851.0 (http://worldofbanished.com/index.php?topic=1851.0)
1.0.7 : http://worldofbanished.com/index.php?topic=1850.0 (http://worldofbanished.com/index.php?topic=1850.0)


Enjoy !!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 19, 2017, 02:41:29 PM
hmmm

i can say ... the new Transparent Glass Technology ™ of Bartender looks awesome in greenhouses :)
Title: Re: RedKetchup work in progress....
Post by: elemental on July 19, 2017, 03:36:14 PM
A new greenhouse? The glass does look good. I was looking at your garden walls greenhouse the other day and thought to myself that adding glass might not actually make it look much better because it already looks great. But looking at this perhaps I was wrong.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 19, 2017, 03:43:05 PM
this one is a 2017 replacement for the very old DecorativeItems Pack greenhouse ... you know the one with seedlings..... ^^
it is a special demand ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on July 19, 2017, 03:49:57 PM
I remember that one - the very first greenhouse. This one looks at least 100 times better.  :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 19, 2017, 04:28:14 PM
Whouut it really look fantastic !
Title: Re: RedKetchup work in progress....
Post by: Bartender on July 19, 2017, 04:43:37 PM
That's looking great ;D!

What kind of texture did you use for the glass by the way? From what I can see it's not uniform, and I really like the way it looks ;).
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 19, 2017, 05:28:17 PM
@RedKetchup , wow, my favorite seedling greenhouse being redone with glass and with a fireplace heater.  How nice, it looks really good.  Thank you so much, but don't be surprised if I still use the old one too.  :)

I have a request, or a suggestion for Garden Walls Utilities.  I just love the fodder farm hut.  I was wondering if a matching piece with that same roof could be added to the set called a feeding shed that would have the same function as the stable.  The matching shed could then be put next to the vanilla pasture as if that was the source of the fertilizer.  It would be a very nice alternative to always using the stable.  It could actually go with any pasture, even fenceless.  Good fodder for future stories.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 19, 2017, 06:29:30 PM
That's looking great ;D!

What kind of texture did you use for the glass by the way? From what I can see it's not uniform, and I really like the way it looks ;).

this is my glass texture :)
the edges all around are darker so it is perfect to give an impression of shadows near the wooden frames of the window.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 19, 2017, 06:36:48 PM
I remember that one - the very first greenhouse. This one looks at least 100 times better.  :)

i ve put alot of my new crop meshes inside ... blueberries... raspberries... cucumbers... kales... carrots... oh also a sorghum ^^
and even a mango tree in center :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 19, 2017, 06:42:39 PM
@RedKetchup , wow, my favorite seedling greenhouse being redone with glass and with a fireplace heater.  How nice, it looks really good.  Thank you so much, but don't be surprised if I still use the old one too.  :)


yeah it will be a replacement with seedlings. and in the menu there will be food being grow with seedlings as part of the cost.
like example : 8 seedlings + 1 firewood = 64 food
or maybe 4 seedlings + 1 firewood + 1 water + 1 fertilizer = 64 food (i dunno i ll see )
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 19, 2017, 08:17:52 PM
Oh, that is not how the old greenhouse works, the one in the decorative items pack the greenhouse with only the botanist no other input produced seedling you could use for trade or use to plant decorative trees.  The greenhouse separate from the deco mod produced seedling that could only be used for trade.  This new greenhouse requires seedlings, where do you get the seedlings from.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 19, 2017, 08:51:17 PM
it will be the first option on the menu list :)
and then below, you will able to use those seedlings to get food :)

it will pay more to plant them and get food than sell those and buy food with the money :)

it was the intended project with it back 33 months ago...
but i never made it.
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on July 20, 2017, 12:17:36 AM
Wow, the glass material brings a really nice effect. Perfect for this greenhouse. Could be worth to try it in the porches of my cottages. Do you notice any effect on performance because of transparency? I guess it needs more calculating but maybe not relevant.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 20, 2017, 12:38:22 AM
I think it should be fine performance wise.

The moving water we use don't seem to slow down either.

The only thing is with windows looking through that the mesh walls, roof need to be double faced or players will look through it from the inside out.
A floor plane is needed as well or the players will see the foot print.

So for green house and maybe porches it is okay but I personally will refrain using it for houses as almost all my walls are planes and so I need to put a shell modifier on it or detach/move/flip the faces what will double the poly count for each wall.
Title: Re: RedKetchup work in progress....
Post by: kid1293 on July 20, 2017, 01:53:38 AM
... as almost all my walls are planes and so I need to put a shell modifier on it or detach/move/flip the faces what will double the poly count for each wall.

The same here. I will use glass, however sparingly.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 20, 2017, 03:39:44 AM
@RedKetchup so you will need 2 fantastic looking greenhouses, 1 to produce seedling and 1 to use the seedling to produce food?  That is a lot of workers if you also need fodder and fertilizer and well water and firewood. That greenhouse will have to produce a lot of food.  I will stick with the old greenhouse and 1 worker producing seedlings to trade for livestock and seeds for all those new crops.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 20, 2017, 04:28:17 AM
i personally always do thick walls as i shown you in my tutos so i dont need to double walls and flip.

oh and also, i use opacity (or transparency) to 0.3

yes you need to put a floor but also... so can see interiors are gathering snow ^^ specially interior window frames
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 20, 2017, 05:17:55 AM
@RedKetchup I think it would be a shame to loose this nice looking greenhouse.  With only the greenery and clay pots this would make a nice seedling only greenhouse separate from the garden wall utility mod.  I just notice the sprinkling can inside, very nice.  Could you please make a seedling only greenhouse for me?  I and my Smallvillians would really appreciate it.  Thank you.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 20, 2017, 06:02:46 AM
oh there is no way to lose all those great looking greenhouses !

each have their way to go and being very productive with their way they have been setup.
and need to accept this :)

it is really not appropriated to have GardenWalls greenhouses to make seedlings.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 20, 2017, 06:48:53 AM
@RedKetchup Oh I guess I misunderstood, I thought you said these greenhouses with glass were replacing the garden wall greenhouses and going to have seedling in them.

So you are saying you can not make me a separate greenhouse with the graphics I show in the screenshot, just for seedlings like your old one I have been using since Smallville?   Really?
Title: Re: RedKetchup work in progress....
Post by: Abandoned on July 20, 2017, 07:03:12 AM
@RedKetchup ,

I have a request, or a suggestion for Garden Walls Utilities.  I just love the fodder farm hut.  I was wondering if a matching piece with that same roof could be added to the set called a feeding shed that would have the same function as the stable.  The matching shed could then be put next to the vanilla pasture as if that was the source of the fertilizer.  It would be a very nice alternative to always using the stable.  It could actually go with any pasture, even fenceless.  Good fodder for future stories.  :)


@RedKetchup is this request also a No?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 20, 2017, 08:12:51 AM

@RedKetchup is this request also a No?

if i tell you "no, not for the moment" will you be angry ? ^^  :-[
(i have fixes to do more urgent  :-[ - like NMT Little housing and finish the greenhouse replacement of DecorativeItems Pack)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 20, 2017, 02:34:14 PM
NMT3.0Series: LittleHousing for 1.0.6 and 1.0.7 Update is up !

Changelog:
3.0b : fixed the building points and use points which were 0,5 tile to near of the houses.
Added roof support (wood frame) to all the build02 building process.
Added a 6th model which is a mirror copy of the 3rd (the one with a balcony in "L" shape.)
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 20, 2017, 03:46:53 PM
Thank you Red :)
Title: Re: RedKetchup work in progress....
Post by: Maldrick on July 20, 2017, 03:50:33 PM
Yes, thank you!
Title: Re: RedKetchup work in progress....
Post by: grammycat on July 20, 2017, 06:18:50 PM
Thank you-you sure have been a busy bee lately!  Has anyone requested that the flowers from your Garden Walls be made into decorative items?  If not, maybe you could add it at the bottom of your list?  They are so lovely.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 20, 2017, 07:06:41 PM
it is already available @grammycat   :)

in EB's mod there : http://worldofbanished.com/index.php?action=downloads;sa=view;down=318 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=318)
Title: Re: RedKetchup work in progress....
Post by: grammycat on July 20, 2017, 08:36:44 PM
YAY!  Thank you-don't know how I missed that one.  They are just so pretty.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 21, 2017, 10:01:18 PM
hmmm

i can say ... the new Transparent Glass Technology ™ of Bartender looks awesome in greenhouses :)


I was wondering, sorry to just drop on in ... but ... @RedKetchup I was wondering if at least one of the walls of the Greenhouses could be flush against the tile edge. 
I want to use @embx61 new irrigation system and bring an irrigation pipeline right up to the buildings, so that it looks like they are being plumbed in (it's a decorative effect, not practical - the building doesn't pull water from the irrigation) - so, it would need at least 1 wall flush with the tile edge.


Or, at the very least, @embx61 would you be able to build a 'wall mount' connector piece that would connect to the walls of Red's Greenshouses, and @kid1293 Botanical Garden?
I like the idea of the bannies being smart enough to plumb in the irrigation channels.  :D


:D  Thank you  :D

Title: Re: RedKetchup work in progress....
Post by: embx61 on July 21, 2017, 10:13:20 PM
It all depends were the walls are located in the several mods.

With closed house it does not matter if the piece go a good bit inside the house as it will not be visible.
It looks a bit odd though to have a gutter running through the wall and the wall will block the water as if the water is running against the wall instead of running through a hole in the wall.

What I can maybe do is a round piece of closed pipe from the Gutters into houses as no water flow is seen and the pipe just go through the wall.

If I make that piece about 1 1/2 game tile long it will fit most houses I think.

I just center it on the Y axis tile, about same height as the Gutters, and then about 1 1/2 game tile long.

As if Bannies are bright enough to do some plumbing I not sure about. I have seen Bannies starve to death while standing right in front of a Barn with food inside  :P LOL

Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 21, 2017, 10:30:22 PM
See, that is why I have some of the ideas, but the modder, you @embx61 and the other amazing talent here, bring it to life :) 
You see the smaller details, the finesse, from the cloud that I have partially formed :D ;)



In other words, more simply - that rocks, I like it, thank you very much  8)   :D   ;D

Title: Re: RedKetchup work in progress....
Post by: embx61 on July 21, 2017, 10:37:04 PM
I like a lot of your ideas Query :)

The whole irrigation on crop fields was your idea :)

And please don't feel ashamed because some of your ideas are not going to work as you describe them.

Your idea will work if I just use pipes instead of gutters so the idea to go from the gutters into a building still stands and I will do it if I get to the Irrigation again what is soon. :)



Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 21, 2017, 10:38:00 PM
it is alot more easy to make a ghosted water pipe than redo entirely all greenhouse :P
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 21, 2017, 10:39:16 PM
That is what I going to do.

Just a ghosted round piece of pipe what just go through the walls :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 21, 2017, 10:41:48 PM
yeah thanks. cause we cannot move walls around without destroying everything that are attached to.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 21, 2017, 10:48:20 PM
With the greenhouse I have to look at your fbx to see what pipe lenght I need as I don't want to go to deep in the greenhouse because the inside is visible :)

But for all other buildings a round pipe will be sufficient even when the pipe goes a tile length in the house :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 21, 2017, 11:16:04 PM
a played abit again today ....

i picked up a little list to do for my Editor's Choice personal version :)

fix orchards to have rows every 2 tiles (not 3 as vanilla)
make a better looking wood butcher (much similar to Old Wood housing texture)
i need to check for Buzy Laborers.... i like the feature to ask go harvest wild and herbs.
add starting conditions : use my seeds instead of vanilla one or all of them (probably)
i can maybe check to add iron ore and change the template of vanilla blacksmith to turn ore into iron.
i also liked alot the watching towers of training camp... i miss them. but i need to be redraw because it was way too small.
and if i do, i ll need to edit vanilla tailor to add fur coat.
i need to finish my orchards to add the full list to it.

i wont use the community toolbar for it though : will put my housing next to vanilla wood house and my personal specialized stockpiles instead of vanilla one. replace the orchard by the new one.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 21, 2017, 11:33:17 PM
O yeah, I edited the orchards for my beloved wife to have 2 rows instead of 3 and made them ever living as well.
Vanilla orchards are a pain already with the short lifespan and to have more empty spaces makes it even worse :)

I hope to work a bit on the village set later tonight or tomorrow.

A huge list to do. Town Hall, Forester, Fishers hut, Gatherer, Hunter, Wood Cutter, Tailor, Blacksmith, and a Tavern.  ::) LOL

After that somewhere in 2022 (LOLOL) I see if I can change the pasture as well. :)

Try to do all the Vanilla buildings in several sets but all matching.


The Herbalist is pretty close already so only change that one a bit.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 21, 2017, 11:41:30 PM
I am testing if the boat dummy is right now. I rotated them 90 degrees but remember that I did the same for the priest in front of the church and the game just ignored it and that dude was still facing the same way  ???

So lets hope the game recognizes the 90 degree turn of the boat dummies.

While waiting for a trader to show up to check I developed a bit the town.

Man, I was quite amused by using the village set and I got the eager just to play for a bit. (I did not really play for about 2 years)

I going to start a new game and play a game to see how my mods together with some others are holding out together.
It will give me sometimes a nice break from modding even when I just play 1 or 2 hours a day between modding sessions.

Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 21, 2017, 11:44:06 PM
Thank you @embx61 :D 

@RedKetchup I wasn't sure if it was a matter of positioning on the tile, or how that was designed, it's not something I've looked into.

Does that mean then, that the small beach houses, the ones you did months ago - would need to be completely redone if I were to ask to have them reduced to 2 tiles wide, not the current 3?

I was trying to create a beach today, I had a great map with and with the riffles mod by Necora I was able to create a good slope to put a beach slope area into it (I just now need to find a good sand texture that conforms with the slant, but that doesn't exist yet) - anyway - with the houses, I had wondered what it would be like:

Instead of 3 tiles wide - the house the same size, but on 2 tiles, so they completely fill the tiles, but they can also sit right alongside each other, like row houses. 

If you were to say no, I understand - you have a lot (lots & lots, lots) to do - it was just something I thought of today when I was designing the beach area.

I did want to know though - even if you couldn't change the way the houses fit on the tiles, could you please change the front tiles to road or ghost (overhang even would be great) - I want to place sand road under the front of them along the beach front, but I can not.


-----
I wonder, because I do like the original set, perhaps in the future, a 2nd set (so there would be 4 icons) - the original, then a 2nd with:  2 tile houses, where they can fit together like a rowhouse, or a tile a part for a road way. 


The beach houses here some are separate with enough room for a walking trail between them, or other snug against each other. :) 


But definitely, please, the ability to lay the sand roadway right under them would be terrific.   Thank you.
Sorry for babbling.  It's been a long, long day. ;)
--  this is not a priority, it's just if you decide you want to do something with them :) 

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 12:04:58 AM
changed just the template to fit in a 2x2 tile. and sent you the link by personal messaging.


edit: i mean 2x2+1 for the road
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 12:13:23 AM
a played abit again today ....

i picked up a little list to do for my Editor's Choice personal version :)

fix orchards to have rows every 2 tiles (not 3 as vanilla)
make a better looking wood butcher (much similar to Old Wood housing texture)
i need to check for Buzy Laborers.... i like the feature to ask go harvest wild and herbs.
add starting conditions : use my seeds instead of vanilla one or all of them (probably)
i can maybe check to add iron ore and change the template of vanilla blacksmith to turn ore into iron.
i also liked alot the watching towers of training camp... i miss them. but i need to be redraw because it was way too small.
and if i do, i ll need to edit vanilla tailor to add fur coat.
i need to finish my orchards to add the full list to it.

i wont use the community toolbar for it though : will put my housing next to vanilla wood house and my personal specialized stockpiles instead of vanilla one. replace the orchard by the new one.

oh also .... i would like to have a better clay pit. something you would need to install on a creek and they would work each side of it and digging for clay.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 22, 2017, 12:43:34 AM
changed just the template to fit in a 2x2 tile. and sent you the link by personal messaging.


edit: i mean 2x2+1 for the road

You're lovely, thank you very much @RedKetchup :D ;)
I'm downloading it now. 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 01:49:11 AM
You're lovely, thank you very much @RedKetchup :D ;)
I'm downloading it now.

welcome Query


meanwhile in a Rk Editor's Choice Edition world.....

it is so nice to start the game with new things LOL  :-*
even the red fresian cows are at the "rendez-vous" hehe
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 22, 2017, 02:05:52 AM
:)

Aspect très beau Red :)

Yeah, I must admit I am enjoying playing as well. :)

Cannot believe I did not play a serious game for about 2 years.

And when I was waiting for the trader to show up so I could see if the boat dummy was working okay (It is okay now) I could see a lot of the buildings others and me made over the last 2 years.
Wish my beautiful wife was here to see the whole village set and some other mods in use :(

I not normally pat myself on the shoulder much but it truly looks so awesome all together :)

It also shows however how much I need to change the vanilla clunkers and make them fit the small village theme.
Lots of work but the spirit and drive are there after seeing it all in action so I make myself some coffee and start another building.

If I need a break I going to play the map again for a while :)

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 02:25:42 AM
:)

Aspect très beau Red :)

Yeah, I must admit I am enjoying playing as well. :)

Cannot believe I did not play a serious game for about 2 years.

And when I was waiting for the trader to show up so I could see if the boat dummy was working okay (It is okay now) I could see a lot of the buildings others and me made over the last 2 years.
Wish my beautiful wife was here to see the whole village set and some other mods in use :(

I not normally pat myself on the shoulder much but it truly looks so awesome all together :)

It also shows however how much I need to change the vanilla clunkers and make them fit the small village theme.
Lots of work but the spirit and drive are there after seeing it all in action so I make myself some coffee and start another building.

If I need a break I going to play the map again for a while :)

the only ones in here who dont "enjoy" playing with everything we have been made... R Us. because we never really play since 22-33 months
i think we really deserve to enjoy our creations at some point ^^
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 22, 2017, 02:49:49 AM
@RedKetchup quick question - with the Fodder Farmer, how many tiles gap do I need to leave for the flowers to grow in?
I know the radius is there, but if I want to try and leave spaces, how big is the flower model?


Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 03:11:36 AM
@RedKetchup quick question - with the Fodder Farmer, how many tiles gap do I need to leave for the flowers to grow in?
I know the radius is there, but if I want to try and leave spaces, how big is the flower model?

the model of flowers and the model of fodders look like they cover 3x3 tiles but in fact they are only 1x1 tile large
if you mean by about overlap the circles?... you should try to not overlap too much. it give you no benefits to overlap because they will cover their entire circle no matter what with time.
and also, people need to find a way to pass between each spawns of everything. each patch of fodder, each patch of flowers take the tile and block passageway
this is why i made them "look" as 3x3 but really are 1x1 to give impression it is covered. but in reality there is a super maze created by the game that twine and meander the place
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 03:15:51 AM
meanwhile in the RK Editor's Choice Edition ....  lol ......

i changed the look of iron ore. they also will give iron ore now
i changed the vanilla BS to being able to make iron with these iron ore...
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on July 22, 2017, 03:28:04 AM
@RedKetchup quick question - with the Fodder Farmer, how many tiles gap do I need to leave for the flowers to grow in?
I know the radius is there, but if I want to try and leave spaces, how big is the flower model?

the model of flowers and the model of fodders look like they cover 3x3 tiles but in fact they are only 1x1 tile large
if you mean by about overlap the circles?... you should try to not overlap too much. it give you no benefits to overlap because they will cover their entire circle no matter what with time.
and also, people need to find a way to pass between each spawns of everything. each patch of fodder, each patch of flowers take the tile and block passageway
this is why i made them "look" as 3x3 but really are 1x1 to give impression it is covered. but in reality there is a super maze created by the game that twine and meander the place


Thank you for the excellent explanation @RedKetchup that makes perfect sense :D  I have a good idea now on what I need to do!


Also - in other news, I am loving that iron ore.  That is really good!!
I'm not a convert in moving to iron ore (yet), but that texturing, nearly has me over the line.  I really like it - great work.  :D  Thank you!!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 03:49:19 AM
woah ! i am totally surprised !

i took the game i was playing, loaded my save....

and then i ve gone in the mod window and deselected ALL the mods it had ^^
and i added 1 mod : my special kit :

no crash at all !
the city is continuing like if it never happended LOL
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 22, 2017, 07:16:57 AM
Nice the Iron really look much better that way, great work again RK !
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 07:24:57 AM
Nice the Iron really look much better that way, great work again RK !

thanks you :)

i also managed to add : Apricot ^^
Title: Re: RedKetchup work in progress....
Post by: Gatherer on July 22, 2017, 10:00:36 AM
Hey Mr. Red, after watching all these pics with the peak valley texture I'm wondering if there's any chance that someday there will be a plains mod with that texture?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 22, 2017, 11:56:07 AM
Hey Mr. Red, after watching all these pics with the peak valley texture I'm wondering if there's any chance that someday there will be a plains mod with that texture?

it is already available since a while :)

plain version : http://worldofbanished.com/index.php?action=downloads;sa=view;down=319 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=319)
[GRID] version : http://worldofbanished.com/index.php?action=downloads;sa=view;down=325 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=325)

it is midway from plain and mountains. there is less mountain than a valley, bigger comfortable zones, the few mountains are not necessairly bigger, but they are alot taller.
it is like if the age of the world was more new.

did you tried it ?

or with your question you are really expecteing a big plain with no peaks  at all ?
Title: Re: RedKetchup work in progress....
Post by: Gatherer on July 22, 2017, 01:18:15 PM
or with your question you are really expecteing a big plain with no peaks  at all ?

Yup.
Title: Re: RedKetchup work in progress....
Post by: feneris on July 23, 2017, 10:05:26 AM
I must say I'm chomping at the bit here. These new crops, orchards, berries, and greenhouses are exactly what I've been looking for since modding was first released for Banished. I am really looking forward to seeing the orchards released. (Could you maybe add things like gooseberries, blackberries, and currants to the berries fields?)

I'm also very curious as to what the final FOODS mod will include? Is it just going to be the crops and such? Or are you going to be going into wild foods, food processing and such?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 23, 2017, 11:01:01 AM
I'm also very curious as to what the final FOODS mod will include? Is it just going to be the crops and such? Or are you going to be going into wild foods, food processing and such?

there is a file already available for crops :)

there will be another one for orchards :) which is almost done... just need to add like 3 more fruits trees.
and there will be a processed food one with their buildings and recipes.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 23, 2017, 11:03:33 AM
when i start a new game ... and it looks like this ....

i only want to go play it :)
(btw i added a plain map too for @Gatherer  and later i will make a new .pkm for the Peak's Valley mods with the new plain)
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 23, 2017, 11:15:53 AM
:) Very nice

Nice to see the Vanilla buildings replaced by something way better :)

When I looked over my little village last night the vanilla barn and the Town hall stood out of the rest and not in a good way  ;)
I build the small village Barn and when it was finished broke the vanilla barn down :)

Town hall is almost Finished. Have to do some details and build stages, AO maps and then I can compile the next village set version and can get rid of the vanilla Town hall too :)

The Pilgrims New England Mod is done so far and I have send him the sources and the PKM for review so after finishing the town hall I play a bit and then go for the 8 vanilla production buildings  replacements 1 at a time.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 23, 2017, 11:24:11 AM
glad to hear :)
Title: Re: RedKetchup work in progress....
Post by: Gatherer on July 23, 2017, 11:58:26 AM
(btw i added a plain map too for @Gatherer  and later i will make a new .pkm for the Peak's Valley mods with the new plain)

Cool 8)

I'm planning on starting another town next weekend. Currently selecting and arranging mods for that. Won't have time to play until then I'm afraid.
Title: Re: RedKetchup work in progress....
Post by: Savidan on July 23, 2017, 12:24:22 PM
The same, for now I'll wait to get the new Caly pit, I'll include it in my process to make big town since now I use Little house for my citizen and stone are more boring to get.
Title: Re: RedKetchup work in progress....
Post by: taniu on July 24, 2017, 05:04:18 AM
@RedKetchup :)I really like the new greenhouse, seen through the glass of the plant. Thanks for the apricots. Is it possible to design another new map? Fantastic iron ore, maybe some mountains, rivers, woods and plain?Cheers!
Title: Re: RedKetchup work in progress....
Post by: Kimbolton on July 25, 2017, 04:17:33 PM

Red, I have not been able to play Banished in nearly a year so I have slowly been getting my mod folder in order and have tested a few quick maps. It is amazing all the work that has been done and all the new things added to the game. I have a lot of modders to thank so I am starting with you.

Thank you! :)

All of your hard work is truly appreciated!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 25, 2017, 05:30:11 PM

Red, I have not been able to play Banished in nearly a year so I have slowly been getting my mod folder in order and have tested a few quick maps. It is amazing all the work that has been done and all the new things added to the game. I have a lot of modders to thank so I am starting with you.

Thank you! :)

All of your hard work is truly appreciated!

thanks you @Kimbolton :)
hoping you will have alot of fun with all these new mods :)
Title: Re: RedKetchup work in progress....
Post by: taniu on July 26, 2017, 04:12:08 PM
@RedKetchup :)You are really working hard on new mods and I have a lot of fun with new mods, thank you heart - 2 photos of consolation. Greetings :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 29, 2017, 11:31:27 PM
i know i am kinda quiet these days ..... but working on NMT 3.0 :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 31, 2017, 08:00:55 AM
i noticed 1-2 days ago ... in @Paeng  ' s blog ( http://worldofbanished.com/index.php?topic=1593.msg38183#msg38183 (http://worldofbanished.com/index.php?topic=1593.msg38183#msg38183) ) that there was a problem with the "digging" of some 4X canal pieces ....  :'(

so i ve got to correct that.

but before to do the bugfixe updates....
i decided to update the buildings (TP Mills...) with the Bartender's Transparent Glass Technology ™
(why not ?? since it will be the very last update of this set!)
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 31, 2017, 10:23:20 AM
The green grass of the game world comes sometimes through in the corner(s) from the end pieces?

I have seen it only a couple of times while testing the NMT ghosted Channel pieces but thought it was just a game glitch.
Do you know what the problem is?

I like that Sandstone Texture a lot on the Canals :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 31, 2017, 10:27:43 AM
The green grass of the game world comes sometimes through in the corner(s) from the end pieces?

I have seen it only a couple of times while testing the NMT ghosted Channel pieces but thought it was just a game glitch.
Do you know what the problem is?

I like that Sandstone Texture a lot on the Canals :)

yeah the digging wasnt perfect. it needs to be -3 to -4 tiles deep and some pieces (like end piece 4x) was only 2 tiles deep.
Title: Re: RedKetchup work in progress....
Post by: embx61 on July 31, 2017, 10:57:51 AM
Ah, I see.

Good you can fix it then and it is not a game glitch. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on July 31, 2017, 03:03:08 PM
Ah, I see.

Good you can fix it then and it is not a game glitch. :)

the terraforming in this game is "glitch" and working bad.
but at least the results are a bit predictable.

all tp and all mills done :)
Title: Re: RedKetchup work in progress....
Post by: feneris on August 01, 2017, 11:40:56 AM
TP?

Also, will some of the CC animals like pigs and ducks be included in this?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 01, 2017, 11:47:43 AM
TP should be able to fully process those ducks and pigs at one condition: you have enabled [CC], MM, or [CC]Pigs addon and [CC]Ducks addon in here :
http://worldofbanished.com/index.php?action=downloads;sa=view;down=248 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=248)
http://worldofbanished.com/index.php?action=downloads;sa=view;down=249 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=249)

with those enabled before or after should get same results, being able to buy them from TPs

(i dont have the code to include those directly, BlackLiquid never gave me their code and files of the CC mod.)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 02, 2017, 09:32:41 AM
Working presently on updating the Multi Story housing to 3.0.

so i am wondering ....
back in time when people were using it..... (i say that because i know most people don't use NMT2.0 anymore ^^)

back in time when you were using it ... did you like the 3 story ? or did you found that 3 story was way too much high ? Wouldnt been only 2 level wasnt kinda enough and the 3rd one was too much ?

(i ask that because this is what i personally think. i liked alot the colorful 2 story little house... but i never liked the 3rd story height :P )
Title: Re: RedKetchup work in progress....
Post by: Freedom on August 02, 2017, 11:19:42 AM
NMT Corner housing at 3 stories is my goto favorite for denser housing blocks in urban areas - usually near mines, quarries and other buildings needing many workers. The size "fits" the surrounding structures very well. (It would be nice to have brick from your clay pit and kilns as a building option versus stone...  :) ) The straight housing I use less often but again are a goto housing set in transitional areas between town and city where dense housing and a more sophisticated building style are what's needed. 

I also make heavy use of 1 and 2 story Little Houses, mainly outside of towns in forest areas with hunter/gatherer types. Again they fit into the landscape size and style in an optimistic way - not too large or fancy but not crude and run down either (not a fan of dreary existence homes). I probably would not use a 3rd story here as it would outsize the surroundings.

Thanks much for all you do!
Title: Re: RedKetchup work in progress....
Post by: feneris on August 02, 2017, 11:33:19 AM
How are the orchards coming along?

As for multi-story houses. Two floors is generally as high as I go except for "rich" houses. But yeah, generally the second story houses fit will together while the thrid story ones tended to get crowded really quick.
Title: Re: RedKetchup work in progress....
Post by: Maldrick on August 02, 2017, 12:01:55 PM
The three story houses are awesome.  Great to have big housing for dense urban areas.

I still play with NMT. :)
Title: Re: RedKetchup work in progress....
Post by: grammycat on August 02, 2017, 12:27:52 PM
I love the colorful 2-story little house too, and I still use NMT 2.04-it's one of my favs.
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on August 02, 2017, 12:35:14 PM
I'm sure, many people still use NMT. A common question to me is if NMT works with the north mod and I hope we can keep it compatible in the future. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 02, 2017, 12:45:52 PM
all right :)

thanks you for the comments :)

@Tom Sawyer  : i will try, and hope will still be :)
but question.... is your North still(or will) compatible with the 1.0.7 extra flags as we agreeed with [CC] crew ?
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on August 02, 2017, 01:37:30 PM
I make it as close to CC as possible. I don't need things like fabrics or forged (custom1 and 2) and they will be used in a different way. I can post a table or screenshot how it looks right now. But also with some differences it can work by a few overwrites.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 02, 2017, 01:39:06 PM
(It would be nice to have brick from your clay pit and kilns as a building option versus stone...  :) )

will do. it will be similar to NMT Little Housing with 4x stone, 3x bricks and 1 wood. but wont have Dark stones since it isnt really good as building texture... will go for its alternate that i used.

How are the orchards coming along?

i still need to make 2-3 meshs (kind of fruits) i ll try to push that somehow soon...


i didnt thought many people were still using NMT 3story house....
it is been long time i dont really see blog posts with someone using those. although always same people making a blog ^^
even @Paeng  dont use them anymore since 1-2 years ^^

but i am trying also to reduce their size. 1st floor was 4x6 (4x5+1road) and i am reducing it at 4x5 with the road
i also add the Bartender's Transparent Glass Technology ™ :)
at 1st floor i add my Redketchup's Living Fire ™ to lamp posts (surely at 2nd floor too) while the 3rd floor will have the smoke in the chimney.

btw , i tried to get chimney fire see through transparent glasses.... dont work :( it looks like we cannot see particule fire through windows  :'(
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 02, 2017, 01:41:48 PM
I make it as close to CC as possible. I don't need things like fabrics or forged (custom1 and 2) and they will be used in a different way. I can post a table or screenshot how it looks right now. But also with some differences it can work by a few overwrites.

are you obligated to use those if you dont have really something in those categories ?
because doing so you make it non compatible with the other mods.

there is still 1 free we kept cleared in case.

we tried to make it so it suits everybody, you also got invited but you kept silence and suggested nothing ^^
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on August 02, 2017, 02:29:40 PM
Yes, I use all 10 and even would use more for internal control of trading and storage if I could. Would be just stupid to waste custom1 and 2, especially because they are at the beginning of the townhall statistics. Let's don't argue about some custom flags. I racked my brain over the CC flagging and how to be as compatible as possible. I solved it somehow and it's just these fabrics and forged which are probably not used much by other mods. And I was not invited to your "private party of certain people" or how was it called?  ;D ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 02, 2017, 05:01:01 PM
yeah i guess fabric and forged arent used alot , if any, by other any mods other than CC :)
or at least, i ll try to not use them since in nmt i have tailors with cotton... ^^

if you found a way to use them all 10 ^^ good job on that hehe

:)
Title: Re: RedKetchup work in progress....
Post by: Kimbolton on August 03, 2017, 03:50:54 PM
Little late here but just wanted you to know I still use the 3 story houses. Great for inner city in big towns. :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 03, 2017, 04:12:25 PM
@Tom Sawyer

Can I ask the last two reserved flags you have used them for?

I am pretty sure they have a good use but maybe I can incorporate the names of those flags in my mods as well :)

And indeed I not using the forged and fabrics flags either besides adding them to storage.
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on August 04, 2017, 10:04:38 AM
You mean Custom8 and 9? I will use them for money and trading. They don't show up in the UI. Custom1 and 2 for glass and salt. It's nice to have flags for it to control production and purchasing and to see in status bar how much you have to build advanced houses and to process food... Cotton you can also put in Textiles, Red.
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 04, 2017, 10:13:06 AM
not to argue but shouldn't money be custom 6? and by "trading" for #( what is listed under it?
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on August 04, 2017, 10:30:37 AM
Custom6 I will use for precious metals like gold and silver. I don't want it together with money because it's used for different things. With flags for trading it can be defined what merchants bring, for example only money to pay for stuff.
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 04, 2017, 10:55:10 AM
that makes sence then.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 04, 2017, 11:47:27 AM
personally i use :

Custom0 for artefacts, pottery
Custom 4 for Clay
Custom 5 for Bricks, rooftiles
Custom 7 for Haystack, Fertilizer, Flowers, Perfume

Textile for fur and cotton

thats about it so far :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 04, 2017, 11:59:27 AM
Glass is Custom 5 by me (Construction material)

Glassware and linseed oil is Custom0 (Crafted)

Salt is CoalFuel (Minerals)

Clay and sand is Custom4 (Raw Materials)

Then some stuff in Custom7 (Misc) like the leather pouches and saddles.

Charcoal is Custom3 (Enhanced Fuel)

Custom1, 2, 6, 8, and 9 are not used so far.

Title: Re: RedKetchup work in progress....
Post by: brads3 on August 04, 2017, 12:31:12 PM
those makes sence. i would rather see cured leather as custom 2 and saddles as 0. reason being if we move misc around,then everyone stores RED's fertilizer.but then i would have to load the joined mod and i have the splits. so don't listen to me much.LOL
    only big problem i have,and yeah it is mainly cause i use CC, is what freakin stores where?? EB has helped a lot with some of the markets. i have the wharehouse built now and soon can test it more also. in the game i am on,i notice certain items aren't getting to the trade posts fast enough even with good supply. i think part of it is bannies and part is us players still trying to decipher stuff. am grateful for the gains we have made. KID's office helps too cause i can use CC cellars to store lots. the office fits about half the cellars.i build RED's fodder shed and a small shed to store water with the fodder set. the bannies move everything all over . i don't think it is just us. i think the bannies are out to get us and confuse us.
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 04, 2017, 12:33:38 PM
LOL

Just double checked my files. Cured Leather is Custom2

Leather Pouches and saddles are Custom 0. I changed this a while ago :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 04, 2017, 12:34:22 PM
I played a lot with your 3 stories housing RK for me it's still the best one for a dense urban area and almost the only one since the other 2-3 story houses are from the old building off CC.

For me there is 4 huges set of buildings, EB set is more a Village style set, DS one could be a mix of urban-village style building but urban buildings are too redundant thought, the CC one's is too much "colonial style" for me so I dont used it since it do not fit with most of the other mods.
Your 2-3 stories set is really good since you can did a lot of mix with commercial buildings to make nice looking shopping street and .. .your get the best urban looking roof style thought (I love the double color red and black one ^^)

But ... it could be a cheat to use them, since it's easyer to concentrate citizen around your shops/entertainement area.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 04, 2017, 12:40:34 PM

But ... it could be a cheat to use them, since it's easyer to concentrate citizen around your shops/entertainement area.

yeah but thats society !
towns try to put as many poeple as possible per kilometer square ^^
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 04, 2017, 12:42:19 PM
true :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 06, 2017, 05:56:15 PM
meanwhile in NMT30 world.............

i was trying to do my own extra building cost UI. i was not satissfied the example Luke provided and how he did it ^^
In the Luke's example, he made it so all the building in the game (even vanilla's or from mods) were getting the extra large window even if the cost was only 1 resource: wood.  ???  :'(
it was looking stupid to get an extra width 7 resources window for a building that only cost 16 wood to build  >:(


i made it so it doesnt affect any other building, nor vanilla ones, nor any other mods building if they dont need it (dont need the extra width one)

in the screenshot you can see only MY multi level has the extra width building window while all the other one stayed unchanged  :D
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 06, 2017, 06:31:35 PM
Yeah, I renamed the build.rsc to build4.rsc

I even went some further and only have the UI for 4 building materials instead of 6.

I did this for the church where I only added glass.

I just copied the build.rsc file and added just 1 extra entrée instead of 3.

Named it build4 and referenced to build4 in the template file and that was it :)
You want one more make a build5 and two more a build6.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 06, 2017, 07:29:40 PM
You want one more make a build5 and two more a build6.

yeah i ll see. i will probably take one out :)


so i did my code for the 3 floors X 8 textures.....

and i need to choose 8 different textures for 8 different roof :)

of course the NMT2.0 ones will comeback and probably add more  :D there will be 2 wood, 1 vanilla brown wood shingles... probably for the wood one
i ll add the black one to probably the classic stones....
the orange clay rooftile will be back to .... sand bricks one ?
the italian red rooftile will be back to probably... i dunno which one... maybe red bricks? lol
gonna check the roof textures i used for the Warehouse Inc 2.0 :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 06, 2017, 07:40:57 PM
a screenshot of many roof samples i had in my Warehouse 2.0 folder :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 06, 2017, 08:01:31 PM
after RED upgrade the NMT,we'll have like 2000 houses.
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 07, 2017, 12:25:23 AM
Yeah, lot of choice for design !! :)
Title: Re: RedKetchup work in progress....
Post by: wiscoke on August 07, 2017, 02:37:54 AM
@RedKetchup  about those new textures for the houses you are talking ....

1) I hope the following combination is included, as I don't see those roof textures in your post above.

http://steamcommunity.com/sharedfiles/filedetails/?id=626585888


2) Also the roof texture in this screenshot http://steamcommunity.com/sharedfiles/filedetails/?id=726279680

...but then in combination with white walls. You couldn't do it otherwise in the previous version. You always had those red bricks included. So If I may suggest this in the next version  , White walls with that grey roof texture.


3) the red bricks with the other orange roof version like in the following screenshot (house in the middle). http://steamcommunity.com/sharedfiles/filedetails/?id=827667305

4) possible other combinations :
the sand brick walls with the grey roof style,
the sand bricks with the rooftexture in 3) , so you'll have both combos.?
The original nmt style with grey roof






Title: Re: RedKetchup work in progress....
Post by: Savidan on August 07, 2017, 05:21:10 AM
The best roof is the black and red one !!!!!  :P
Title: Re: RedKetchup work in progress....
Post by: elemental on August 07, 2017, 06:16:50 AM
You aren't having any white stucco on these ones?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 07, 2017, 11:34:29 AM
1) I hope the following combination is included, as I don't see those roof textures in your post above.

http://steamcommunity.com/sharedfiles/filedetails/?id=626585888

this is one before the very last one is that texture roof, the orange clay tile (18th from begining). the wall are the 4th one Sand Bricks
oh i see, i forgot it, i know which one it is ! thanks, i forgot it

2) Also the roof texture in this screenshot http://steamcommunity.com/sharedfiles/filedetails/?id=726279680

This one is the 16th roof texture of the picture, the wall are Red Bricks so you want me to give the 18th texture to red bricks, and keep the 16th for white stuco ?

a thing though, i dont want to make 2-3 combinaison of the same bricks with different roof.... i have other wall textures to integrate :)
and dont worry, you will love them too after a while :) ^^



The best roof is the black and red one !!!!!  :P
can you point the names ? 1n and 1h ?


You aren't having any white stucco on these ones?
i see, gonna go compare this model to see if it had some stucco at the attic
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 07, 2017, 02:49:07 PM
The red and black from NMT 2.0.

The shape seems to be the same as the RKWHOIdRoof1q (2nd of last line)  but the color was the one in the last one: RoofTiles2x2c

By the way if you want me to change some color with photoshop I can do it ^^ (that's the only way I can help you so far)
Title: Re: RedKetchup work in progress....
Post by: elemental on August 07, 2017, 03:33:10 PM

You aren't having any white stucco on these ones?
i see, gonna go compare this model to see if it had some stucco at the attic

Yeah, they did. It makes a good contrast to the brick and stone.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 07, 2017, 05:07:41 PM
The red and black from NMT 2.0.

The shape seems to be the same as the RKWHOIdRoof1q (2nd of last line)  but the color was the one in the last one: RoofTiles2x2c

By the way if you want me to change some color with photoshop I can do it ^^ (that's the only way I can help you so far)

then it is certainly RoofTiles2x2c because thats the only roof texture i have in my nmt20 folder that is of this color
(none of that color with the shape of RKWHOIdRoof1q)

if someone has the ability to take that texture 1 and make the color of the 2nd one... go ahead.
thats beyond my skills ^^
Title: Re: RedKetchup work in progress....
Post by: elemental on August 07, 2017, 06:06:04 PM
Not perfect, but it's a start.

Do you use photoshop, Red?
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 07, 2017, 06:17:29 PM
I am pretty sure Red uses Photoshop.

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 07, 2017, 06:40:10 PM
I am pretty sure Red uses Photoshop.

i do use photoshop CC 14.0 x64
like i said... thats my skills in photoshop are very limited ^^

Not perfect, but it's a start.

No!
THATS GREAT !!
thanks you !
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 07, 2017, 06:47:58 PM
I am pretty limited too with Photoshop.

But I think with a selection or whole texture in case of your roof texture you go to Image --> Adjustments --> Color Balance and play with the three color bars.

This can change the colors of the texture. I did this to get the different color of the Village Set :)

I am sure there are probably different and even better ways but I got the result I wanted by doing this.

Hue saturation also under Adjustments can be helpful to make the wood look old (Saturated) by dragging the saturation bar to the left.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 07, 2017, 06:53:40 PM
some adjustments i am used to do with another program : ThumbsPlus 9

this is why i am not that great with photoshop
Title: Re: RedKetchup work in progress....
Post by: elemental on August 07, 2017, 07:19:45 PM
It took me 5 steps but I don't remember what I did. There are so many options in photoshop that unless you write down what you do it's virtually impossible to do it again. One trick when you are changing colours like this is to duplicate layer after you make each change. That makes it easier to explore your options.

Image --> Adjustments --> Selective Colour, Hue/Saturation, Colour Balance, and Brightness/Contrast are the main tools I use when I play with colours. It's all just trial and error until you get something close to what you want, and then you can fine tune it a bit. Sometimes it's very easy, sometimes it just doesn't work very well at all. Really depends on what you are trying to do.

Title: Re: RedKetchup work in progress....
Post by: wiscoke on August 07, 2017, 11:44:00 PM
@RedKetchup "This one is the 16th roof texture of the picture, the wall are Red Bricks so you want me to give the 18th texture to red bricks, and keep the 16th for white stuco ?"

yes that would be great.

are you going to change the houses too? the shapes , I mean?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 12:28:56 AM
the shapes ? no. the change they get they will a bit smaller and hopefully less height(or high)
the original size was 4x6 with road.... now they are 4x5 with the road. so they will be a bit smaller but i ll keep same shapes and same look
although there will be more color and more textures of them. (which isnt hard, just some names to change and re-export under a new name.fbx)

the upgrade system wont comeback, they will be under same kind of toolbar as NMT Little houses


meanwhile ....
someone asked me to do 1 more set of city roads with grey sidewalks and red brick roads :)
(waiting to see if he is happy with the changes on this or not)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on August 08, 2017, 02:08:43 AM
http://worldofbanished.com/index.php?action=dlattach;topic=1568.0;attach=20793;image

I like that wooden one! Any chances, we can have more buildings with that texture, and eventually smaller roads but wooden? :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 08, 2017, 04:20:16 AM
@embx61: >There is many way to did it, but if you want to fit to a desire color there is a better way though
- You add a layer to desaturate your start picture.
- You add a layer you fill with the color you want and you change the mode to "inlay" (It should be that in english but i use it in french)
-If you want to adjust the light, you add another layer "Bright/luminosity"

The good thing to do that way is that you can re-adjust after if you dont like it.


@RedKetchup : I love your new roads !!!
Title: Re: RedKetchup work in progress....
Post by: elemental on August 08, 2017, 04:54:46 AM
Thanks for sharing that technique. Much quicker and easier than fiddling about with colour balance etc. Cleaner result, too.  :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 08, 2017, 07:16:29 AM
Like I said that I was pretty sure there are way better ways to do it in Photoshop.

Mt knowledge in Photoshop is just basic stuff.

I will certainly try this technic the next time I want to tamper with a texture. Thanks for sharing :)

Title: Re: RedKetchup work in progress....
Post by: Savidan on August 08, 2017, 07:22:00 AM
I'm really happy to help :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 09:52:40 AM
thanks you @Savidan  :) i took both and put aside of the @elemental  one. i ll check closely and compare when i ll add this color to a roof :)
i didnt got a PM back yet for City Roads... so i should continue the multi story housing today.
i need to go back first to add the stucco and redo all the colors :) and this is there also i need to choose the roof textures :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 09:57:32 AM
http://worldofbanished.com/index.php?action=dlattach;topic=1568.0;attach=20793;image

I like that wooden one! Any chances, we can have more buildings with that texture, and eventually smaller roads but wooden? :)

there is NMT Little Housing that use that wooden texture :) and they are so incredible !
there is also a barn made to replace vanilla one :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 08, 2017, 10:36:01 AM
Rooooh the barn is looking really nice, I want it ! :) I'm looking forward to play with it :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 12:39:38 PM
but the stucco doesnt fit all the wall textures, specially for 1st floor. i remember in nmt2 on 1st floor, the stucco wasnt there often
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 01:08:24 PM
trying to find a roof for the fire bricks one ^^
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 08, 2017, 01:20:05 PM
but the roof look great :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 01:21:09 PM
but the roof look great :)

i dont dislike it
but i still try to find a good fit... exploring :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 01:30:08 PM
black wood shingles
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 08, 2017, 01:35:50 PM
Wow, I really like those houses  :) What about a dark brown for the firebrick one? Like the brown color of the window box.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 01:46:42 PM
orange clay tiles...
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 01:50:52 PM
Wow, I really like those houses  :) What about a dark brown for the firebrick one? Like the brown color of the window box.

like that ? or like that ?

first is same as vanilla (or my classic one) but 33% darker
the 2nd one is the one i used for NMT little housing but i wanted to keep for the wood one
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 08, 2017, 02:02:43 PM
oh they both look very good, the first classic darker one then, and save the other for the wood one.  :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 08, 2017, 02:07:58 PM
I also really liked that blue roof in the other picture but not with the firebrick.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 02:08:57 PM
oh they both look very good, the first classic darker one then, and save the other for the wood one.  :)

ok done then

next one.... i like this one, a good fit
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 08, 2017, 02:13:14 PM
that is a nice looking roof texture, different, very nice.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 02:15:42 PM
I also really liked that blue roof in the other picture but not with the firebrick.

whats about on this one ?
i dont disliked it for this one cause the stones have already a little blueish tint or blueish shadows

i think the blue slate one really add something new to the game and make it a bit unique. although it has been used for Warehouse Inc 2.0 :)
it can help to make it more integrated
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 08, 2017, 02:29:52 PM
oh yes, the looks great.  :)  The blue look great in the game, the blue is my favorite two-story little house and it matches so nice with the vanilla and your classic orange.  You are giving us a nice variety.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 02:31:48 PM
meanwhile .... in the City Roads for 1.0.6 - 1.0.7 .... a little update :)

2.2 Update : added a 3rd set with red bricks ( special order by @c_jayy93 )

http://worldofbanished.com/index.php?topic=1497.msg38604#msg38604 (http://worldofbanished.com/index.php?topic=1497.msg38604#msg38604)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on August 08, 2017, 02:54:56 PM
Generally i meant here public use buildings like butcher, blacksmith etc. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 03:01:16 PM
Generally i meant here public use buildings like butcher, blacksmith etc. :)

ok gotcha
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 03:03:51 PM
so in game, it would give that :)

now the textures have been chosen...
i ll pass to the other models including the other floors ^^
so much models in this set  :'(
Title: Re: RedKetchup work in progress....
Post by: elemental on August 08, 2017, 03:24:34 PM
Instead of picking one colour combination another option is to make a house without a roof and a set of ghost deco roofs. Then the player could pick any combination of colours. The ultimate in flexibility and replay value.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 08, 2017, 03:27:31 PM
Instead of picking one colour combination another option is to make a house without a roof and a set of ghost deco roofs.

haha

ideally in a world where there would be 1 model of houses. the thing with this set there is 6 different models of floor 1, 6 models of floor 2 , 6 models of floor 3.
there would be hundreds of roof ^^
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 08, 2017, 07:41:07 PM
They look really great  :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 08, 2017, 11:15:47 PM
Very nice set, lot of roof, lot of bricks lot of choices yeaaah  !!!! :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 09, 2017, 08:09:04 AM
sorry i ve got to go fix something in CityRoads


2.2b Update : Fixed some of sidewalk pieces of set3 which didnt had the good texture assigned.
Title: Re: RedKetchup work in progress....
Post by: Maldrick on August 09, 2017, 11:21:34 AM
Very excited to see where all this goes, RK. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 09, 2017, 12:58:33 PM
Very excited to see where all this goes, RK. :)

i agree myself  ;D

i did floor 1 model 2 :) (copied on floor 1 model 2 of the nmt2 old set.)
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 09, 2017, 01:16:51 PM
LOOKING GOOD,red.very tedious but much appreciated.
Title: Re: RedKetchup work in progress....
Post by: Kimbolton on August 09, 2017, 05:27:41 PM
Agreed, These are looking very nice. Thank you! :)
Title: Re: RedKetchup work in progress....
Post by: wiscoke on August 09, 2017, 11:28:15 PM
@RedKetchup I hope you can upgrade the hostels and corner-production-houses (like bakery,smith,..) with the same different textures like the houses so they fit together!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 09, 2017, 11:29:52 PM
@RedKetchup I hope you can upgrade the hostels and corner-production-houses (like bakery,smith,..) with the same different textures like the houses so they fit together!

they will
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 10, 2017, 12:18:52 PM
floor 1 model 3 is done, it is based on model 3 of nmt2.0 but with some extras :)
Title: Re: RedKetchup work in progress....
Post by: pappa on August 10, 2017, 01:23:17 PM
very nice Red cant wait
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 10, 2017, 05:52:49 PM
floor 1 model 4 redone :) based on model 4 of nmt2.0 with a balcony :)

i need though to go lower my chimneys ^^
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 10, 2017, 06:07:05 PM
chimney lowered down : done
hehe i also forgot to change the roof of the wood house one ^^

btw the 5th model was a 4th model mirrored left-right.... i ll try to not do this and build something else :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 11, 2017, 01:45:57 PM
floor 1 , 5th model done :)

design is a bit based on the NMT Little house :)
i need to decide if i ll do a 6th model, i need to look what the nmt 6th was looking ^^ i have so much a poor memory :P
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 11, 2017, 01:57:48 PM
Lol I was closed to suggest you to take the design from NMT Little house today :)

Maybe you can take an other model from NMT Little House ?

Edit: This one ?
With a side door.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 11, 2017, 02:05:40 PM
yeah i can try :)

it will may be look funny with a balcony going to the rear while we get a 2nd and a 3rd floor over it ^^
at some point i thought about this one before i picked up one for the 5th model... and i chose another one thinking that maybe that one could look cool for a corner :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 11, 2017, 02:16:25 PM
Exact that would be great for a corner house too :)
[Edit] I browse the web to find some ideas around both ideas

NMT House 3 .0 2 story in real life  ? xD
(https://s-media-cache-ak0.pinimg.com/564x/e3/3a/ee/e33aeee800b5f32ba3b56d3bbe772ca5.jpg)

(http://www.gites-de-france-bourgogne.com/photos/gites21/G/photo2/89G424.jpg)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 11, 2017, 03:41:35 PM
Maybe you can made the NMT Little houses one but you use the side as a covered passageway ?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 11, 2017, 04:02:27 PM
Maybe you can made the NMT Little houses one but you use the side as a covered passageway ?

i dunno i ll see tonight when i ll load the nmt2.0 6th model and see what will be my inspiration
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 11, 2017, 04:46:04 PM
Maybe you can made the NMT Little houses one but you use the side as a covered passageway ?

i dunno i ll see tonight when i ll load the nmt2.0 6th model and see what will be my inspiration

i like the original 6th model :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 11, 2017, 06:35:24 PM
haha that was quick :) floor 1 6th model already done :)

i am very scared to start the 2nd floor lol
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 11, 2017, 08:38:50 PM
mwahaha i dint though about it ^^

but if i put transparent windows at 2nd (and 3rd) floors.... we will see.....

the floor 1 roof lol
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 12, 2017, 06:07:20 AM
Hannnnnnnnnnnnn ... so you have to do without windows or ... you add a surprise behind each windows :p
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 12, 2017, 10:48:22 AM
i did a 2nd glass material alot much darker. since it is much darker, we dont really see clearly what is behind :)

i am posting 2 screen to show the size difference between old ones and new one :)
i almost gained 1 tile high so far :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 12, 2017, 01:12:08 PM
i did all my textures for this floor 2 model 1 ...

and i was always confused if i had to left the stucco there or fully make them bricks and stone....

so i made both LOL ( always more and more and more models /shrug )

they all have their own charm ^^
there is a total of 16 different texturing in this screenshot lol
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 12, 2017, 02:25:44 PM
so in game they will alternate as usual : Model 1 : a full brick/stone, a full stucco, Model 2 : a full brick/stone, a full stucco, Model 3 : a full brick/stone, a full stucco.....

and all the stucco ones arent really the same, they all have different stone/brick at bottom of the stairs (and the chimney), and all the roof are different :)
both kind look good :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 13, 2017, 02:41:34 PM
They sure do  :) they all look really good
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 13, 2017, 04:06:41 PM
They sure do  :) they all look really good

oh yeah sure :)

1 screenshot only : the floor 2 model 2 done :)
again as you can see, all model 2 are looking awesome in game :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 13, 2017, 05:01:36 PM
there is a screenshot out of various housing options. it is a year or so old. now it would take over 3 pics or more  to show all the options.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 13, 2017, 07:48:26 PM
there is a screenshot out of various housing options. it is a year or so old. now it would take over 3 pics or more  to show all the options.

sorry i dont understand of what you mean, or what you want......... can you elaborate, please ?
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 13, 2017, 09:23:45 PM
this is 1 image i did find. i do think there is an older 1 with more houses though.

https://postimg.org/image/rc4u6vg5p/
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 13, 2017, 11:40:40 PM
Yep but RK show only row houses on the screenshots you can add NMT littlehouses he did and maybe the pathway houses (I dont know if you want to update it too RK ?) All together that will provide us a lot of combinations.

That's really a good addition to the game though.

By the way, did you plan to add cellar too RK ?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 13, 2017, 11:47:47 PM
sure
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 14, 2017, 05:38:21 AM
Goooooooooooood  :D

I think I never did a game with more than 500 citizens, I'm waiting for NMT 3.0 to did it :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 14, 2017, 03:05:13 PM
floor 2 model 3 with a 2nd floor long balcony ... done :)
Title: Re: RedKetchup work in progress....
Post by: pappa on August 14, 2017, 06:44:38 PM
These will be a great addition to the game
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 15, 2017, 06:49:34 AM
I Like the little store over the balcony, with the same roof texture, really, really cool
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 15, 2017, 07:03:09 PM
I Like the little store over the balcony, with the same roof texture, really, really cool

the 2nd floor 4th model is very similar : a bit smaller bacony + a roof extra part. oh and a barrel of roses :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 15, 2017, 07:19:30 PM
I bet you cannot look at a house for a while anymore when this set is finished :)

Looking very great though and so many options.

I got a question. Can you upload your Peaks valley source in the Laboratory so I can take a look how to change the ingame ground/mountain/pasture textures?
Not sure about the texture sizes and what to change exactly in the code.

I looked but could not find it.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 15, 2017, 09:09:00 PM


I got a question. Can you upload your Peaks valley source in the Laboratory so I can take a look how to change the ingame ground/mountain/pasture textures?
Not sure about the texture sizes and what to change exactly in the code.

I looked but could not find it.

sure
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 15, 2017, 09:16:02 PM
Thanks Red :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 16, 2017, 11:15:39 AM
BTW i have a question

How you guys are good with "glass" ? a RawMateralGlass.rsc resource called "Glass" at the screen and in inventory. Do you gather those easy ?
does it come from many mods ? do you have this Glass in your mod list already and in your games ?

or you will need to add it because your game doesnt produce those yet ?
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 16, 2017, 11:18:24 AM
I think only my production set 2 and CC are producing glass.

Tom is working on glass too in his the North Mod
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 16, 2017, 11:38:54 AM
I have both, so I've no problem to made some now. I had the problem at start while I tried to made a church.
It was a bit boring to produce some since only few building request glass or glasswork.
Title: Re: RedKetchup work in progress....
Post by: IkusaGwai on August 16, 2017, 11:46:29 AM
Hello Red Ketchup,

Are you the modder for the Medieval Storage that is in the Megamod pack?

 
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 16, 2017, 01:29:50 PM
Hello Red Ketchup,

Are you the modder for the Medieval Storage that is in the Megamod pack?

Hello ! @IkusaGwai

about storage:
the only storage i made in the past was some barns and warehouses
i never made some specialized storage yard.

Can you provide me a screenshot of the ones you have in mind ?
with the look of it, i will be able to be more precise if that one(s) it is me who did it.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 16, 2017, 03:43:17 PM
floor 2 model 5 redone too :)
that one had a very little balcony and 2 extra roof in front of the house :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 16, 2017, 04:20:44 PM
raaaaah nice, nice, I think I'll try to make different neighborhoods with each roof style in my next town.  I look forward to play with it :)

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 16, 2017, 04:43:14 PM
raaaaah nice, nice, I think I'll try to make different neighborhoods with each roof style in my next town.  I look forward to play with it :)

indeed ! :)

tonight after supper i'll do the last one of 2nd floor; the 6th model
and then tomm will start the 3rd floor :)

and prolly, before a week, this part of NMT3.0 will be available. something like next monday ? maybe sooner ? i dont know, but very soon ™

 ;D
Title: Re: RedKetchup work in progress....
Post by: pappa on August 16, 2017, 05:21:03 PM
cant wait
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 16, 2017, 05:44:22 PM
I'll wait, I'll wait !!!  Will you add a tree over the third floor, with a trap to access  and a box of mulled wine ????   8)

--> [ ]
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 16, 2017, 06:42:35 PM
I'll wait, I'll wait !!!  Will you add a tree over the third floor, with a trap to access  and a box of mulled wine ?? ??   8)

--> [ ]

lol
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 16, 2017, 10:32:11 PM
well all the 2nd floor is done now with that 6th model :)
Title: Re: RedKetchup work in progress....
Post by: Paeng on August 17, 2017, 12:20:10 PM
How you guys are good with "glass"?

I produce glass with Embx "Glass Works" (e.g. sand-charcoal-glass maker)... to me that's not a difficult or overly expensive chain, so I'm perfectly fine with it.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 17, 2017, 01:56:14 PM
if i ask, it is because i need to know if i need to make a sand pit and a glass factory right in same time or if people will be good and delay it.

important note of last minutes : my best friend died this night at 3:30 am ... so it can be erratic during the week. it is possible that we can have some delay  :'(
he died at 76 from generalized cancer. he was like a father for me.
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 17, 2017, 02:07:15 PM
@RedKetchup so sorry for your loss  :(
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 17, 2017, 02:23:11 PM
Sorry to hear about your friend Red.  :(

Title: Re: RedKetchup work in progress....
Post by: kid1293 on August 17, 2017, 02:48:05 PM
A big loss indeed. Take care, my friend!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 17, 2017, 03:17:01 PM
thanks guys
Title: Re: RedKetchup work in progress....
Post by: taniu on August 17, 2017, 03:29:33 PM
@RedKetchup.I'm very sorry that you lost a friend, my condolences. :'(
Title: Re: RedKetchup work in progress....
Post by: elemental on August 17, 2017, 03:51:51 PM
Sorry to hear that. Take all the time you need, Red. Don't feel as though you need to do anything for Banished right now. It's just a game and it can wait.
Title: Re: RedKetchup work in progress....
Post by: Kimbolton on August 17, 2017, 04:54:40 PM
So sorry Red. My sincere condolences on the loss of your friend.
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 17, 2017, 06:33:49 PM
Condoleances red  >:(
Title: Re: RedKetchup work in progress....
Post by: Maldrick on August 17, 2017, 07:29:51 PM
@RedKetchup Very sorry for your loss.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 17, 2017, 07:52:43 PM
thanks all.

i had only 2 real life friend since like 20 years.... and he was 1 of the 2 friends.
was older than me by a good 2 decades but we always had joy when we were meeting each other 2-3-4 times every month and we always appreciated each other.
he was a very good guy.

life is life... and death is part of it and we will all one day have our hour. no matter what.

at least i ve been able to say him goodbye last week. i saw him twice last week.
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 17, 2017, 08:15:36 PM
sorry for your loss RED.
Title: Re: RedKetchup work in progress....
Post by: TheOtherMicheal on August 18, 2017, 01:24:53 AM
My condolences for your loss Red.
As mentioned by a few other members earlier, don't worry about making us wait for your next lot of mod work, we can wait and you have more important things to occupy your time at the moment.
Title: Re: RedKetchup work in progress....
Post by: grammycat on August 18, 2017, 07:59:45 AM
I'm sad for your loss-good friends are irreplaceable.
Title: Re: RedKetchup work in progress....
Post by: DesoPL on August 18, 2017, 08:20:22 AM
I know how it feels when you loose your best friend, i've got the same years ago. Hope you will be ok Red.  :(
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 18, 2017, 08:39:57 AM
thanks. yeah that sad.
but building something help me to weap away the tears in my eyes....


i started the 3rd floor frame
overall, i gained 1 full floor height as it can look in this screenshot.
i wanted to redo everything and lower everything because it was way too high to compare everything in game.
not counting the fact that more high buildings are, and less we can see between roads...

a 3rd story building is still high... but will be less. at least, it will be more proportionate
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 18, 2017, 09:00:20 AM
That is what I did after my wife passed away.

I didn't wanted to do anything but decided after a couple of days to start 3ds Max up and try to get back into modding.
I have quite a few hobbies like playing chess and model ship building but I did not feel like doing that at all.

Was for about 9 months absent because my wife needed my full attention but decided to build a church I had promised my wife to make for her.
But I was all rusty after 9 months being absent and was browsing Turbosquid to look for inspiration and found that cheap 5 dollar church mesh.

I bought it and it needed quite some work in the mesh as well as the textures (I replaced about all the textures) but it got me back into modding again.

I did at least something instead of just sitting and just thinking about the horrible times I had to deal with.

I can say it surely helped and still helps me to go through these rough times.
Title: Re: RedKetchup work in progress....
Post by: The Pilgrim on August 18, 2017, 09:03:49 AM
So sorry Red
Title: Re: RedKetchup work in progress....
Post by: Gatherer on August 18, 2017, 09:10:06 AM
Sorry to hear about your friend Mr. Red.
Title: Re: RedKetchup work in progress....
Post by: AzemOcram on August 18, 2017, 09:27:58 AM
I know how hard it is to lose a loved one; you have my deepest sympathy. Hang in there! I wish you the best. Do whatever it takes to feel better, whether it be distraction by productivity/creativity, vacations, or what have you.
Title: Re: RedKetchup work in progress....
Post by: Paeng on August 21, 2017, 12:47:28 PM
Hi Red,

so sorry to hear about your friend... but glad you were able to say goodbye... Hang in there!

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 21, 2017, 04:13:00 PM
it was kinda long to make the first model of the 3rd floor (as each first model cause need to setup things so it match perfectly any 2nd floor under it)
then i ve got also to make all my files to be able to compile for all my 3rd floors (450+ files to create)

and since i am kinda bit at slowMO motion... not 100% concentrated.... as you know....
and i am sorry for all this.



i did the 1st model of 3rd floor in all texture.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 21, 2017, 11:00:37 PM
i made the 2nd model but i am not super happy of something :( (last 2 screen)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 21, 2017, 11:04:42 PM
grrrrrrr just saw something else :(

we see some of the models with extra little roof.... overflowing the 3rd floor roof : ((((((
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 22, 2017, 05:40:53 AM
I hope you find solution.  All of these houses are very impressive looking.  :)
Title: Re: RedKetchup work in progress....
Post by: Kimbolton on August 22, 2017, 06:09:21 AM
The all wooden one looks haunted. I like that!  Interesting seeing the progression of all of these.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 22, 2017, 06:25:43 AM
The all wooden one looks haunted. I like that!  Interesting seeing the progression of all of these.

haha

cant wait to see the gothic one (with the pikes on the roof) ^^


i hope i fixed the problem where we see some of the 2nd floor roof thru the roof of this 3rd floor model : i made everything go higher 0,25 tiles. i hope it will hide everything. i need to redo my big file with all the 8 texture X2 variants (16).
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 23, 2017, 04:28:52 PM
I did the floor 3 model 3 today :)

i can say with a smaller mesh, this round tower in the back is really impressive LOL

Title: Re: RedKetchup work in progress....
Post by: Savidan on August 23, 2017, 05:39:43 PM
nice :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 23, 2017, 07:33:41 PM
Fantastic looking  :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 23, 2017, 08:04:20 PM
The combinations are limitless :)

I bet you cannot look at creating a house for a while after this is finished.  ;)   ;D

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 09:15:31 AM
The combinations are limitless :)

I bet you cannot look at creating a house for a while after this is finished.  ;)   ;D

after that realease, i ll have the corner one to fix too... but after finished the orchards
Title: Re: RedKetchup work in progress....
Post by: kid1293 on August 24, 2017, 09:20:08 AM
I must write and say that the houses look amazing!
There is very much work put in, I can see.
Do you have an estimate how big it is going to be?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 09:26:37 AM

Do you have an estimate how big it is going to be?

the file ? or that house alone ? and how many poly ?


the file so far just reached the 100mb
the last house has 3,976 poly which is effectively bigger than all other model cause the tower itself in the back has 1k poly just for it
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 09:37:15 AM
oh and about the back tower.... i could deleted alot of poly (all the parts that are hidden when you put the model over a 1st floor and a 2nd floor...
it is just i remember back in time, some people like @assobanana76  asked the floor being able to stand alone if that person want lol (like making it stand over a river ^^ or just stand up like that without any 1st 2nd floor under it)
Title: Re: RedKetchup work in progress....
Post by: kid1293 on August 24, 2017, 09:47:21 AM
Great idea from him!
Yes I remember some very funny pictures of people trying
to make your Little Houses do things they were not supposed to. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 10:34:13 AM
there was a time i reduced all poly at max possible, make walls and everything with only front 2D planes and deleting everything inside...
but at some point i ve saw some meshes from CC crew with 2-4k poly ... i told myself that i ve gone maybe a bit too much crazy to save up ^^
of course, having transparent windows require some 3d thick objects and thats ok

i think today to have 1k poly for 1x1 tile is kinda alot, but 3k poly of 5x6=30 tiles ... it has a less impact. (100 poly per 1x1 tile)

another coffee and then starting model 4 :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 06:19:49 PM
floor 3 model 4 redone :)

2 more to go
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 24, 2017, 07:47:37 PM
3 to 4K for a house is fine.

Lots of buildings on 3d modeling sites are that size and even some bigger and considered low poly.

Optimizing is always good but to waste a lot of time to squeeze an extra 20 poly out is just a waste of time for a building or any static object.
Nobody going to put 400 of those houses on 1 map.

For a crop or tree squeezing an extra 20 poly out can have a good impact though as hundreds to even more then a thousand can be spawn on a map.

With a lot of work I maybe could have saved some more poly's on those statues so they still looked expectable but it is the same story.
I not see players putting hundreds of them on a map and our time is quite limited as it is.

That is in a sort of way how I approach the poly count for models by just looking what it does and how many I think going to be placed on the map.
If I think not a whole bunch I can add some more poly's for detailing and be a bit more liberal.

As players normally only can place one Town Hall on a map it does not really matter if that Town Hall is 4K or 7K.

I like to add that there is no magic button for optimizing. ProOptimize in max gives okay results and it goes fast but it is in no way perfect.

The big game studios optimize mostly by hand probably let their apprentices do the quite boring optimizing work.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 07:55:47 PM
i agree with all that :)


As players normally only can place one Town Hall on a map it does not really matter if that Town Hall is 4K or 7K.

^^ like my wondelful white house :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 24, 2017, 08:04:52 PM
Very good example Red.

I honestly forgot you made that wonderful building or I would have mentioned it above. :)

We have to find a balance between getting Mods out and do optimizing with the time we have.

A perfect optimized building is nice but about half of the Mods currently released would not have been released yet. :)

Look how long you are working on redoing NMT 3 story houses. Imagine you going to spent a lot of time on top of that to maybe squeeze maybe an extra 10K poly extra out for the whole set.




Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 24, 2017, 09:20:45 PM
yes i do. i save what i can do... but i keep some part that can bug with the shadow engine.
also, with the experience i have today, i can shape forms the way i like without subdividing pieces and make them as low poly as i can.
Title: Re: RedKetchup work in progress....
Post by: assobanana76 on August 25, 2017, 12:08:10 AM
oh and about the back tower.... i could deleted alot of poly (all the parts that are hidden when you put the model over a 1st floor and a 2nd floor...
it is just i remember back in time, some people like @assobanana76  asked the floor being able to stand alone if that person want lol (like making it stand over a river ^^ or just stand up like that without any 1st 2nd floor under it)

hey!! Was, and still it is, a great idea!!  ;D ;D ;D
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 25, 2017, 12:18:50 AM
Hiya @assobanana76

Where have you been hiding?

Good to see you back :)
Title: Re: RedKetchup work in progress....
Post by: assobanana76 on August 25, 2017, 12:23:59 AM
Hiya @assobanana76

Where have you been hiding?

Good to see you back :)

Hi to all!! Unfortunately my PC has melted .. and the PC that I lent can not run a lot of Steam games (including Banished) so I took a long pause until I got the money for a new pc! Then, this morning, I get a mail that RedKetchup mentioned in a post and I could not do it or less to come and see what that villain was saying!  ;D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 25, 2017, 12:48:35 AM
haha welcome back @assobanana76  !
how are you doing ?

Title: Re: RedKetchup work in progress....
Post by: assobanana76 on August 25, 2017, 12:54:52 AM
haha welcome back @assobanana76  !
how are you doing ?

pretty good! and you?
Though, considering the evolution of your fashion, you've made me feel like you're back to build my vegan villages !!
Did you manage to realize that "house on the river"?  ;D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 25, 2017, 04:04:46 AM
haha welcome back @assobanana76  !
how are you doing ?

pretty good! and you?
Though, considering the evolution of your fashion, you've made me feel like you're back to build my vegan villages !!
Did you manage to realize that "house on the river"?  ;D

i am good, thanks you :)

i didnt done anything about an house on a river, sorry!
Title: Re: RedKetchup work in progress....
Post by: twilightbreeze on August 25, 2017, 04:47:46 AM
Maybe they mean Kid's House Boat?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 25, 2017, 08:55:20 PM
Floor 3 model 5 done :)
1 to go ^^
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 25, 2017, 09:59:45 PM
Yeah with an Attic, to hide the Mulled wine  ;)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 26, 2017, 05:41:12 PM
THE FLOOR 3 6TH MODEL IS DONE :)
since i never liked the original 6th model, i totally remade a new designed based on the 5th one :

the attic is bigger, windowed, and placed differently on the roof, and the balcony is smaller.

i dont know yet when it will be released... probably tommorow (or very late tonight) i still have things to do :

the footprint on the ground....
verify all the templates for : number of citizens (1-2 floor will have 5 people, 1000 storage. the 3rd floor will have 6 people and 1200 storage)
verify the templates for : the building costs and make sure the material required match the look of the building:

texture 1,2,6,7 = stone walls , texture 3,4,5 = brick walls , texture 8 = wood walls
texture 1,2,4,8 = wood shingles roof , texture 3,5,6,7 = rooftile roof

i also need to take a decision about my toolbar icons. i would like more colorful icons and not sure i like all those letters since the DarkStone texture from Canals isnt back
if i change those, i ll have to change the NMT30Series: Little housing ones too to continue to match.
i also need to take decision if i release a 1.0.6 version of these... and if i do, which flag i put glass ?
the file will be around 145MB
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 26, 2017, 06:19:33 PM
Wow I like the new models !

Maybe you could had a little balcony on the side of the attic too, but that's really nice :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 27, 2017, 04:30:45 PM
so today i fixed my ground footprints.
i made sure the building materials required match its textures and looking.
i set up the numbers of heat/firewood consumption depending the material required and depending the floor of the residence.

base(walls): wood = 70, stone = 90, brick = 98
roof: wood = +2, rooftile = +8
floor: 1st floor = +0, 2nd = +4, 3rd = +8

so it should give: 1st/2nd/3rd (wall+roof materials)
Classic Stone = 92/96/100 (stone+wood)
Old Stones = 92/96/100 (stone+wood)
Red Brick = 106/110/114 (brick+rooftiles)
Sand Brick = 106/110/114 (brick+rooftiles)
Fire Brick = 100/104/108 (brick+wood)
Old Church = 98/102/106 (stone+rooftiles)
Old Chapel = 98/102/106 (stone+rooftiles)
Old Wood = 72/76/80 (wood+wood)

now i am trying to figure out the icons...
i hate to do icons LOL

what do you thing about that ?
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 27, 2017, 04:33:29 PM
Explicit, perfect !
Title: Re: RedKetchup work in progress....
Post by: elemental on August 27, 2017, 04:37:10 PM
Those icons look better than the lettering you have used on the canal set.

Another option is the icon could be half brick/stone colour and half roof colour. But bricks by themselves is probably all you need.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 27, 2017, 05:27:12 PM
Those icons look better than the lettering you have used on the canal set.

Another option is the icon could be half brick/stone colour and half roof colour. But bricks by themselves is probably all you need.

i tried this with CityRoads before... but because the icons are so small (32x32) it doesnt look good (graphically too thin)
if the icons would have been 128x128 it would be much more clear.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 27, 2017, 06:48:34 PM
NMT3.0Series: MultiFloors for 1.0.7 Beta 3 and +

http://worldofbanished.com/index.php?action=downloads;sa=view;down=348 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=348)


NMT3.0Series: MultiFloors for 1.0.7

(http://worldofbanished.com/gallery/37_27_08_17_6_32_40.jpeg)


For v1.0.7, this is a mod that adds a NMT Multi-Floors Housing Set to your game that will match the textures of your NMT3.0Series Little Housing and your NMT3.0Series CanalSystem mods.

This MultiLevel House set has been extended to 8 different textures. No more upgrade system and directly available from toolbars.

This set also feature the very new 1.0.7 Extended Building requirement provided with 1.0.7 Beta 3 patch. Each floor and each building will require up to 5 materials. I divided them into parts: studs and floor, walls, random, windows and roof. Some of them can ask multiple same material depending the look of the building.

Note: For those new building, you will need a mod (not provided) to allow you to be able to craft glass.(you will still able to buy glass from your nearest trading post merchants^^)

Classic Stones: Will mainly cost stones to build, this MultiLevel will have a heat consumption of 92/96/100.
Old Stones: Will mainly cost stones to build, this MultiLevel will have a heat consumption of 92/96/100.
Red Bricks: Will mainly cost bricks to build, this MultiLevel will have a heat consumption of 106/110/114.
Sand Bricks: Will mainly cost bricks to build, this MultiLevel will have a heat consumption of 106/110/114.
Fire Bricks: Will mainly cost bricks to build, this MultiLevel will have a heat consumption of 100/104/108.
Old Church Stones: Will mainly cost stones to build, this MultiLevel will have a heat consumption of 98/102/106.
Old Chapel Stones: Will mainly cost stones to build, this MultiLevel will have a heat consumption of 98/102/106.
Old Wood: Will mainly cost wood to build, this MultiLevel will have a heat consumption of 72/76/80.

the costs will be different depending if you build a 1st floor , 2nd floor, or 3rd floor. Higher the level will be, more costly it will ask you. Of course this is still an advantage because higher floors take less space on the map since it is overlapping over previous floors, and the heat consumption is better with higher floors to compare with the 1st floor.

Most models have been remade to look exactly like they were looking in NMT2.0 but they will be a bit smaller (4x4+1road to compare with 4x5+1road) and will be significally less high overall than previous models (1-1.5 tile less high). This have been made to fix the disproportion they had.

1st floor has 6 different models which will alternate automatically and/or rotate with "F" key.
2nd floor has 12 different models which will alternate automatically and/or rotate with "F" key.
3rd floor has 12 different models which will alternate automatically and/or rotate with "F" key.


This mod use the Graphic Overlap Technology ™ to imbricate on top of each other floor.
And this mod use the new Bartender's Transparent Glass technology ™. Thanks ALOT to Bartender for his discovery.



Enjoy!
Title: Re: RedKetchup work in progress....
Post by: Abandoned on August 27, 2017, 08:01:29 PM
Very impressive houses Mr @RedKetchup , they look wonderful and no need to update the houses  :)  The variety in shapes and colors is fantastic.  Well done, thank you.
Title: Re: RedKetchup work in progress....
Post by: feneris on August 28, 2017, 10:34:22 AM
Nice! What do you plan to work on next?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 28, 2017, 11:36:16 AM
Nice! What do you plan to work on next?

finish the orchards seeds
btw , if there is something i missed about crops.... please tell me so i can add those
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 28, 2017, 01:08:06 PM
RED,i went through the seed lists.some of these may have be added with other mods,like EB's sunflowers.not sure if you want to mess with any of them like the wild gathered crops. i'll give you the list though:
beets/beetroots,blackberry,blueberry,chilies,cotton<this may be something other modders might want to expand clothing mods>, herbs, mushrooms, onions,oats,peppers,potato,pumpkins,rasberry,rye,squash,sugarbeets,sweet potato,tobacco

orchards:apple,cherry,coffee,chesnut,figs,grapes,maple,olive,oranges,pear,pecan,peach,plum

other options: pineapples,cantalopes/honeysdew melons,banana,coconut,kiwi,grapefruit,lemon,and of course mango.

   those are rough lists. what proce did you set the seeds at for the traders?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 28, 2017, 01:54:28 PM
beets/beetroots,blackberry,blueberry,chilies,cotton<this may be something other modders might want to expand clothing mods>, herbs, mushrooms, onions,oats,peppers,potato,pumpkins,rasberry,rye,squash,sugarbeets,sweet potato,tobacco

orchards:apple,cherry,coffee,chesnut,figs,grapes,maple,olive,oranges,pear,pecan,peach,plum

other options: pineapples,cantalopes/honeysdew melons,banana,coconut,kiwi,grapefruit,lemon,and of course mango.


thanks for the list @brads3  :)
in Crops and Orchards mods, i only want those which provide food. all the textiles/luxury ones will come from the industry part
if there are some of these , in that list, that are already made available in a mod, (and if the mesh is looking good - no need to redo), can you indicate me from which mod and from which modder they are from ? (so i can ask if i can get a copy?)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 28, 2017, 01:58:20 PM
I only have grapes and sunflowers.

Grapes are from CC as kralyerg shared them with me.
The sunflowers was a very cheap low poly mesh I bought a while ago.

I think most in brads list are Vanilla (8 trees) and are in CC.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 28, 2017, 02:04:47 PM
I only have grapes and sunflowers.

Grapes are from CC as kralyerg shared them with me.
The sunflowers was a very cheap low poly mesh I bought a while ago.

I think most in brads list are Vanilla (8 trees) and are in CC.

i have grape already, i redid it.
sunflowers are mainly used for oil... i know some people often eat some sunflower seeds... which is not my case, i rather have an Ogre's appetite and sunflower seeds are kinda for a bird's appetite person :) so i wont include them :P
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 28, 2017, 02:27:45 PM
not sure what is included with mods,without looking them all up. check with TOM on rye,KID for oat and sugarbeets and chilies.
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 28, 2017, 09:16:55 PM
So far everything works as intended, nice job :)

I like the idea to add glassworks, bricks ... to the multifloor houses raw request. You cant made them as early as before.

Now there is a clear step by step plan, you need first to make an effective village that will provide raw ressources to make the town.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 29, 2017, 04:32:34 PM
back to NMT3.0Series: Orchards.........

Orange Tree done :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on August 29, 2017, 04:45:23 PM
Wow those trees look very nice.

Title: Re: RedKetchup work in progress....
Post by: Kimbolton on August 29, 2017, 05:42:28 PM
They really do look good. Very nice!
Title: Re: RedKetchup work in progress....
Post by: taniu on August 30, 2017, 04:45:49 AM
@RedKetchup :)They really do look good. Very nice!All the proposals of trees and bushes are fantastic, I hope Lemon, Coconut, Apricot, Bananas, Mango and of course Blueberry and Raspberry put them in your kit very please you . Maybe add something else with the proposal @ brads 3? coffee Tea? -@ taniu :)
Your suggestions . Thank you very much for the release of NMT3.0 Series: Crops for 1.06-1.07. ModTheNorth 5.3 is now testing - Crops and Bakeries & Garden - Great mods. Cheers!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 30, 2017, 04:22:28 PM
so.....

Pineapple are a kinda very different ... plant/tree ^^
i never expected that would look like that, i was sure it was a tree... before i start to look for pineapple trees ^^

it was kinda fun to create :)
Title: Re: RedKetchup work in progress....
Post by: Savidan on August 30, 2017, 04:44:24 PM
lol niiiiiiiiiiiiiiiice. :)

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 30, 2017, 04:49:52 PM
lol niiiiiiiiiiiiiiiice. :)

lol yeah it is something totally ..... different lol

(https://4.bp.blogspot.com/_gRS1FxZIrJA/TGLVE90w7gI/AAAAAAAABqk/vHG35CcGXQA/s400/Dole+Pineapple+Plantation+(4).JPG)
(https://1.bp.blogspot.com/-PC6H1fyxTpg/UT8ELZNXDHI/AAAAAAAAASo/ELbb7_sycEk/s1600/nanas.jpg)
Title: Re: RedKetchup work in progress....
Post by: brads3 on August 30, 2017, 04:55:15 PM
looks good RED.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 30, 2017, 04:58:08 PM
maybe i should make 3-4 of those in a triangle/rectangle formation to make it look more like the 1st picture ? more filled ?
it doesnt have alot of polygons... like 266 each
Title: Re: RedKetchup work in progress....
Post by: elemental on August 30, 2017, 05:26:17 PM
Sounds like a good idea.

Do you get to set the temperatures that the plants grow at in the game? Are your tropical fruits going to grow in the normal Banished climate?
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 30, 2017, 06:13:26 PM
Sounds like a good idea.

Do you get to set the temperatures that the plants grow at in the game? Are your tropical fruits going to grow in the normal Banished climate?

i have no idea in fact @elemental  :P
i count on people (like @irrelevant  for crops to do something like this : http://worldofbanished.com/index.php?action=downloads;sa=view;down=2 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=2) for the new crops...)
i would need someone too for the numbers of orchards :)
Title: Re: RedKetchup work in progress....
Post by: irrelevant on August 30, 2017, 06:19:47 PM
@elemental  There are three parameters that determine crop performance: Temperature, Range, Months

Temperature is the median temperature at which the crop will grow. Range is the width of the temperature band in which the crop will grow, with the midpoint of the range set at the median temperature. Months is how many months of growth it takes a tile planted with the crop to mature.

All crops begin to die when the temperature falls below 32, unless the low end of the range is below 32, in which case the crop will live until the temperature falls below that limit.
Title: Re: RedKetchup work in progress....
Post by: feneris on August 30, 2017, 07:52:34 PM
Looking good, I'm very excited to try these for myself. Question though, is it just going to be fruit trees or are you going to include some nut trees as well? (Almonds and Hazelnuts would be nice.)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 30, 2017, 07:58:33 PM
(Almonds and Hazelnuts would be nice.)

will do of course :)
Title: Re: RedKetchup work in progress....
Post by: taniu on August 31, 2017, 12:31:19 PM
@RedKetchup :)This may help you - pineapples? Cheers!
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on August 31, 2017, 01:16:55 PM
so i took my plant and since it was very very low poly... i multiplied it by 3 in a triangle formation :)

and i am very happy of it. it look so awesome :)
btw the plant will stay green all year (and swing a bit with wind); it is a hot temperature plant... i dont see it disappear since it is a plant, not a tree. and i think it is cool.
Title: Re: RedKetchup work in progress....
Post by: taniu on August 31, 2017, 05:44:48 PM
RedKetchup :)Fantastic pineapples really try to look like in nature. Thank you for launching the fantastic NMT3.0 series: MultiFloors. I am very happy, I really like it. For 3 weeks I tested version of "The North v5.3".
I have a small problem, and the time is up, the pity that the day is not 48 hours - I will write about it later - many questions and conclusions? . Cheers!
Title: Re: RedKetchup work in progress....
Post by: irrelevant on August 31, 2017, 06:45:37 PM
Wow! The pineapples look great! Reminds me of agave; we need tequila!
Title: Re: RedKetchup work in progress....
Post by: feneris on August 31, 2017, 07:57:45 PM
We're going to need a good tropical starter at this rate. It is kind of jarring to see coconut palms interspersed among the pine trees.
Title: Re: RedKetchup work in progress....
Post by: taniu on September 01, 2017, 02:15:40 AM
Personally, I do not mind that palm or pine trees grow side by side - it can be an interesting challenge for palm trees to put them over a lake or a river. We have palm trees - modsCC - Jungle Rivers. Incidentally, on WOB there are many talented people - maybe someone will be willing to create a map, tropical climate + tropical plants - nice to have such a map in Banished. I do not know how the project "Egypt" - home and industrial projects @ RedKetchup are fantastic and beautiful?Regards :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 02, 2017, 12:40:50 PM
i was kinda off of drawing meshes yesterday because i was surfing through all the CC "fruit" resources :)
they are mostly only added as resources available from merchants and not used as orchards (it was planned but not made yet)...

so i took all the day to make the right files and do all 5 icons for each "new orchards" resources.
the screenshot show all the icons i ve got to make for those (along with those already made)

the incomming list of items going to be added next are : Acai, Blackberry, Cranberry, Date, Grapefruit, Guava, Kiwi, Kumquat, Nectarine, Papaya, Tamarind, Mulberry, Olive, and Quince.
after doing all those meshes from that list, ill check what i need to add from nuts category.
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 02, 2017, 12:57:13 PM
Holy smoke

Going to look like you going to be busy for a while :)
Title: Re: RedKetchup work in progress....
Post by: brads3 on September 02, 2017, 01:03:58 PM
some of those crops are from the tropical greenhouse.cranberries was added from NECORA with the pine mod. i will post pics of most of the orchards and fruit crops tomorrow for you,RED.i did the grains the other day.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 02, 2017, 01:07:56 PM
RED.i did the grains the other day.

yeah i will need to go back to crop after to add those i missed like rye and else..
Title: Re: RedKetchup work in progress....
Post by: brads3 on September 02, 2017, 01:35:01 PM
TOM should have the rye already to make things easier.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 02, 2017, 04:22:11 PM
TOM should have the rye already to make things easier.

if he reads this.... then he already know i would maybe like to get it....
if he want me to use his design ^^
Title: Re: RedKetchup work in progress....
Post by: taniu on September 02, 2017, 07:21:52 PM
@ RedKetchup :)You are wonderful and your colleagues to create such a fantastic orchard. As for the "Tropical Grennhouse CC" it contained : Acai, Avocado,Banana,Cauliflower,Coconut,Date,Grapefruit,Guava,Honeydew,Kiwi,Kumquat,Lemon,Lime,Mango,Nectarine,Papaya,Pineapple,Tamatind.
Please -SOYBEANS =Mod "Soup Kitchen" -there is a position - Miso Soup [Seaweed +SOYBEANS +Fish]. Please.please,please.Thank you and best regards
Title: Re: RedKetchup work in progress....
Post by: Tom Sawyer on September 03, 2017, 01:36:06 AM
Here is my Rye model. The crop icon is also included. It can be used by all modders. :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 03, 2017, 01:55:13 AM
Here is my Rye model. The crop icon is also included. It can be used by all modders. :)

Thanks you Tom !!!
Title: Re: RedKetchup work in progress....
Post by: taniu on September 03, 2017, 03:26:29 AM
@ RedKetchup :) - --curio ---Here is the Fruit Tree 40. This is because it actually produces as many as 40 different fruits.
For most of the year this New York tree looks rather ordinary, but in spring its flowers form a true orgy of color, combining a single crown of white, pink, purple and red. In summer, the tree also surprises, producing plums, peaches, apricots, nectarines, cherries and ... almonds of many varieties, most rare and exceptional. When summed up, it gives round 40 - so many varieties and types have been pushed on one tree.
This tree is a masterpiece of fruitfulness. He created them in five years of hard work American artist and professor of arts academy SamVan Aken
 Different varieties ripen on the tree gradually, from July to October, so that it does not expose the owner to the failure of the crop.Cheers!

 Edit: [ Invalid YouTube link ]
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 03, 2017, 04:22:14 PM
Acai tree done :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 03, 2017, 04:43:06 PM
heres a picture full growth (grown??) and giving up fruit (100% mature)
Title: Re: RedKetchup work in progress....
Post by: taniu on September 03, 2017, 05:38:19 PM
@RedKetchup :)I sent you pictures about the subject - nuts and soybeans. You be interested?. Cheers!
walnut
Title: Re: RedKetchup work in progress....
Post by: taniu on September 03, 2017, 05:42:10 PM
@RedKetchup :)coconut .Cheers!
Title: Re: RedKetchup work in progress....
Post by: taniu on September 03, 2017, 05:46:24 PM
@RedKetchup :)Hazelnuts Cheers!
Title: Re: RedKetchup work in progress....
Post by: taniu on September 03, 2017, 05:51:28 PM
@RedKetchup :)Almonds Cheers!
Title: Re: RedKetchup work in progress....
Post by: taniu on September 03, 2017, 05:57:05 PM
@RedKetchup :)Cashew nuts.Cheers!







Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 03, 2017, 06:23:11 PM
@RedKetchup :)I sent you pictures about the subject - nuts and soybeans. You be interested?. Cheers!
walnut

yes i'll add some nuts after those :)
walnuts though are already in game by the developper.

@RedKetchup :)coconut .Cheers!


coconuts are already added there : reply 699 : http://worldofbanished.com/index.php?topic=1568.msg37160#msg37160 (http://worldofbanished.com/index.php?topic=1568.msg37160#msg37160)

@RedKetchup :)Hazelnuts Cheers!
@RedKetchup :)Almonds Cheers!
@RedKetchup :)Cashew nuts.Cheers!

yes i'll add some nuts after those :)
Title: Re: RedKetchup work in progress....
Post by: DesoPL on September 04, 2017, 12:22:38 AM
Habanero seeds?  :D
Title: Re: RedKetchup work in progress....
Post by: taniu on September 04, 2017, 04:29:11 AM
@RedKetchup :)Thank you for the quick reply. You are gorgeous and very creative - I want  to send still pictures of pistachio and peanut but error on this site - I do not know why? about nuts @ twilightbreeze. Cheers!
Title: Re: RedKetchup work in progress....
Post by: taniu on September 04, 2017, 04:57:29 AM
@RedKetchup  :)Photos of pistachios and peanuts - are on "Ach Nuts!"  . Question - Will it be Soybeans? Cheers! :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 04, 2017, 05:21:27 AM
I want  to send still pictures of pistachio and peanut but error on this site

yeah it happends sometime... usually the next is ok
we never succeeded to know how this thing happends
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 04, 2017, 09:01:03 PM
blackberry done

screenshot compare the blueberry and the blackberry. i used same mesh but with different colors /size , and blackberry fruit png instead of blueberry
Title: Re: RedKetchup work in progress....
Post by: feneris on September 05, 2017, 02:05:44 PM
Looking good Red, I'm eagerly anticipating seeing it all done.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 07, 2017, 10:15:39 PM
i am doing a little something presently.... (something different) since yesterday...
i will probably have to work on this tomm too...

i try to resist to give any hints or screenshots to keep the surprise ....
but i am so excited about this little thing lol

that was something that missed for the NMT30 set :)
 ;D  :D  ;D
Title: Re: RedKetchup work in progress....
Post by: Savidan on September 08, 2017, 01:48:45 AM
what, what, what ?????
Title: Re: RedKetchup work in progress....
Post by: Abandoned on September 08, 2017, 02:03:28 AM
oh how intriguing, and you are going to keep us in suspense. What could it be?  I guess we will have to wait and see.  :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 08, 2017, 02:11:02 AM
oh how intriguing, and you are going to keep us in suspense. What could it be?  I guess we will have to wait and see.  :)

hehe yup :)

it is sooooooo HARD to keep the secret !!

LOL

i ... need..... to resist .....
 ;D  :D  ;D
Title: Re: RedKetchup work in progress....
Post by: Abandoned on September 08, 2017, 02:28:11 AM
 ;D :D ;D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 08, 2017, 04:27:34 AM
;D :D ;D


5 on 7 done :)
tomm (tonight) i ll do the 2 left to do ^^


this thing will be completly ... customized  :o
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 08, 2017, 06:21:13 PM
5 on 7 done :)
tomm (tonight) i ll do the 2 left to do ^^



7/7 done :)

just need to do all the little things like footprints... icons.... all those little details :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 08, 2017, 10:21:43 PM
NMT3.0Series: Forest Center for 1.0.6-1.0.7

http://worldofbanished.com/index.php?action=downloads;sa=view;down=358 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=358)

NMT3.0Series: Forest Center

(http://worldofbanished.com/gallery/37_08_09_17_9_31_09.jpeg)

Description:
This is a mod that adds a NMT Forest Center to your game that will allow you to build up to 4 forest districts from the choice of 6 diff ones.


- Building:

Forest Center : 11x11 tiles. cost 24 wood. 1 worker.
A NMT30 Forest Center is used to set a center with districts for forest work. Also can be worked to help to get resources. A forest center allow you to build up to 4 districts. The worker also will help your districts by providing extra resources.

To be able to build districts, you absolutely need to cover all the "road tiles" inside with a very specific path tool. Roads wont allow you to build districts. It is mandatory to use the specific tool provided in the toolbar.


- Tools:

Forest Center Path: This is the tool you need to apply in the appropriate tiles inside the Center to allow you to put districts. Cost nothing to apply out of 1 building unit work.


- Districts:

Hunter District: A NMT30 Hunter District is used for hunting wild animals. Cost 30 wood, 8 stones to build. This hunter district allow you to hire up to 3 hunters and has a range of 40 tiles. This special District allow you to kill deers more often than the vanilla one.

Gatherer District: A NMT30 Gatherer District is used for gatherering wild foods. Cost 30 wood, 8 stones to build. This gatherer district allow you to hire up to 4 gatherers and has a range of 40 tiles. The extra range allow you to possibly get more food or be more constant.

Herbalist District: A NMT30 Herbalist District is used for gatherering wild herbs and restore citizen health. Cost 30 wood, 8 stones to build. This herbalist district allow you to hire up to 2 herbalists and has a range of 40 tiles. The extra range allow you to get more herbs.

Forester District: A NMT30 Forester District is used to define an area to selectively cut down trees and plant new seedlings. Cost 30 wood, 8 stones to build. This forester district allow you to hire up to 4 foresters and has a range of 40 tiles. It will cover more range than usual and can possibly plant something different in very rare case. (fruit trees looking)

Barn District: A NMT30 Barn District is used to store alot of different things available from a forest center. Cost 48 wood, 12 stones to build. This special district barn allow you to store all the food, tools, herbs, textiles, and it allow you to store wood and fuel. it has a capacity of 12,000 weight to compensate the logs/firewood burden. It is kinda a barn and storage yard in same time.

Woodcutter District: A NMT30 Woodcutter District is used to make firewood from logs. Cost 24 wood, 4 stones to build. This woodcutter district allow you to hire up to 3 woodcutters. A woodcutter district will allow you to chope alot of firewood quicker than usual.


Enjoy !!

(http://worldofbanished.com/gallery/37_08_09_17_10_12_20.jpeg)
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 08, 2017, 10:53:42 PM
That looks very nice :)

Nice way to get it going too with the center and the roads.

Great job Red :)

Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 08, 2017, 11:00:03 PM
oh i forgot to tell :

all the models have been made inside the upper right corner and they all have a road toward south and west...
so if you put a district in the other quarters, please, don't forget to TURN "R" your model so you get the clear path towards roads inside the Forest Center :)


That looks very nice :)

Nice way to get it going too with the center and the roads.

Great job Red :)



thanks . there is a screenshots of the inside road map :)
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 08, 2017, 11:19:44 PM
When I placed 1 building I almost had it wrong but I could see it on time to turn the building.

But thanks for the heads up. :)

That wood looks so good with Peaks Valley :)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 08, 2017, 11:26:52 PM
the thing is i made a medieval apothecary ... but i never never made any : gatherer huts, foresters lodge, nor any cutter yards. ( i did 2-3 hunters though)

so they were buildings that always been missing from NMT.

and since we talked lately to get all forest building in one place... with 1 orange circle...
the occasion was too good :)
Title: Re: RedKetchup work in progress....
Post by: Abandoned on September 09, 2017, 06:27:06 AM
Absolutely fantastic  :)
Title: Re: RedKetchup work in progress....
Post by: JM on September 09, 2017, 09:42:09 AM
More than one district can be placed in the same slot
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 09, 2017, 03:18:16 PM
yeah but dont do it !

be fair !
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 09, 2017, 03:53:22 PM
Are the buildings semi ghosted?

Not a big deal. All ghosted items currently in the game can be stacked upon each other and if the player wants to create a weird looking tangled poly mesh so be it :)

It is the same with the three story houses were some players decided to emit the first floor.

It is the little drawback of using hacks in the game because the mod kit is too limited to do it another way then ghosted.

The only way I see it can be beneficial to place some ghosted scrubs/plants over each other what sometimes can give a nice effect.

Your grass and flowers from the Garden set are a good example when I made those ghosted :)
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on September 10, 2017, 08:39:56 PM
@RedKetchup wow, what a neat idea!!  I really like this, I might have to play on a larger map so I can use the larger buildings (you know how I like small ones), but, genuinely - these are really very nice!!

Would love to see the ability to also have your flowers be planted as well, like fields etc.  I know we spoke about it before - I just think they're pretty :D  They could really add something to a lovely field setup. 

*sits on hands
I won't say another word about that today

But, I think this idea of a mix n match set is excellent, I look forward to trialling it!!
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 10, 2017, 08:42:02 PM
You mean Reds flowers from the Garden Utility Mod?

If so they are in my Irrigation Deco addon. Ghosted so you can place them everywhere.
Title: Re: RedKetchup work in progress....
Post by: QueryEverything on September 10, 2017, 08:44:51 PM
@embx61 which means that I don't have to have a person harvesting them, and they don't take up resources in the barn.
Win/Win, you are a clever chipmunk :D  Thank you, that's fairly awesome too.

I now seem to recall you telling me that previously as well.  I wish my memory would stay put.  hahaha.  It's with my glasses, I swear. ;)
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 10, 2017, 08:51:51 PM
I made them because I liked the flowers and grass as well and they fit nicely with the irrigation channels what I made them for.
But they can be placed everywhere of course.

I even used them at the Town Hall in the Village Mod. :)

Yeah, I know, you and your glasses are not a good match  :D
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 11, 2017, 04:59:00 AM
doing some fixes for the NMT3,0Series : Forest Center ....

someone told me and reminded me that i forgot to put a trash icon on the districts.... and you can't remove them .....

that is fixed : screenshot 1 : you can see a trash icon on the header of the windows. i placed it there cause in case if people want to remove before it has been built (screenshot 2-3)
i also made sure all the windows (built/not_built_yet/or_being_destroy) are enough large to make the "name of the building" fit in the window and not overwriting the workers spinners.
i also took that opportunity to add all limits to the Forest Center itself since it helping all the districts. (screenshot 1)

i also changed the way the ground is displayed. instead to have a defined footprint (my ground texture i love in Peak's Valley).. i made it to follow the ingame pasture. if happends your pasture texture change (in Peak's Valley or EB GreenValley or even Tom's North??) it should follow it (screen 4-5-6)

i am in the process to add stand alone "non-" district for the people who wished i add those as standalone :) but i ll need to up the production of the Center itself to have people to still wish to use it and use the districts.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 11, 2017, 05:24:17 AM
of course, the standalones will still follow the pasture textures :)

(Edit: i also added +1 worker to the Forest Center. production should double if you double the workers^^)
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 11, 2017, 05:59:58 AM


3.1 UPDATE:
- Added and fixed the Districts with a trash icon for remove purpose.
- Added limits on the Forest Center window and added +1 worker
- Changed the footprint so it follows the pasture footprint depending on the ground texture set you are using.
- made sure all the name of the building fits and not overwrite the workers spinners.
- Added all the districts as standalone for people who wished and asked for. they will have a 6x6 footprint as standalone. the standalone will have a radius of 30, same as vanilla.
- fixed a bug about the forester district that didnt had its 40 tiles radius.

Enjoy !!!
Title: Re: RedKetchup work in progress....
Post by: galensgranny on September 11, 2017, 09:44:58 AM
Wow!  This is nice!  I am glad you also made stand alones also.
Title: Re: RedKetchup work in progress....
Post by: The Pilgrim on September 11, 2017, 12:55:43 PM
Red... I would love to see a version of this as an iron works. It would have a small mine for iron or coke, a fuel furnace to make fuel (obviously), a smelter to turn ore to iron, a blacksmith for tools, storage... And I can't think of what the 6th district would be.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 11, 2017, 06:58:30 PM
Red... I would love to see a version of this as an iron works. It would have a small mine for iron or coke, a fuel furnace to make fuel (obviously), a smelter to turn ore to iron, a blacksmith for tools, storage... And I can't think of what the 6th district would be.

what is difference between coke and coal ? (in my north america mind: coke always = coke/pepsi or coke = cocaine ^^)
Title: Re: RedKetchup work in progress....
Post by: embx61 on September 11, 2017, 07:27:56 PM
Not sure but I think coke is a enhanced coal.
Title: Re: RedKetchup work in progress....
Post by: irrelevant on September 11, 2017, 07:54:45 PM
@RedKetchup do I need the latest version of NMT to use these? If I get the latest version, will that be compatible with my old NMT town (the one I did the crop testing on)?

This is wonderful stuff, thanks for your tireless work! :)
Title: Re: RedKetchup work in progress....
Post by: irrelevant on September 11, 2017, 07:55:40 PM
Not sure but I think coke is a enhanced coal.
Coke is made from coal in the same way that charcoal is made from wood, by heating to burning temperature in the absence of oxygen.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 11, 2017, 08:40:43 PM
@RedKetchup do I need the latest version of NMT to use these? If I get the latest version, will that be compatible with my old NMT town (the one I did the crop testing on)?

This is wonderful stuff, thanks for your tireless work! :)

absolutely no need of any NMT other parts


all the NMT parts are standalones and have everything to be fully functional? by itself.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 11, 2017, 09:17:12 PM
for sure i wont make a mining district set up *now* !
i will need to let it simmer (nurture??) in my brain 2nd half (subsconcious) and let it draw some raw models overall concepts ?? ^^ for a couple of weeks like i did for forest center

this can be something along those lines:

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


back = mountain
3back districts = mining
4front districts = advanced buildings

mining = iron mine/ coal mine/ gold mine/ silver mine/ gems mine
3 mines from a list of 5 poss.

iron mine = iron ore + rocks (drop both in same time)
coal mine = coal + rocks (drop both in same time)
gold mine = gold ore + rocks (drop both in same time)
silver mine = silver ore + rocks (drop both in same time)
gems mine = gems + rocks (drop both in same time)

advanced  buildings = foundry / stone cutyard / furnace / jewel maker / blacksmith / storage yard
4 advanced from a list of 6 poss.

iron ore need to be process to make iron (foundry)
coal no process but can be processed to give coke (furnace?)
gold ore need process to make gold (foundry)
silver ore need process to make silver (foundry)
gems can be added to gold/silver to make jewelry (jewel maker)
rocks can be cut to give the ingame stones (stone cut yard)
iron can be process to get tools (blacksmith)
wood+coal can be process to get charcoal (furnace)
can have also a storage building

the mining center can randomly give iron/rocks every 2, + coal/gold/silver/gems more rarely

this game need + 1 more special map caracter ^^ like $ or & which would be and can be "shared" between buildings like a road  :-X but not allowing to road/walk

EDIT:
so we can have something like that for advanced:

foundry = iron ore + fuel to make iron, gold ore + fuel to make gold, silver ore + fuel to make silver,
stone cutyard  = take rocks and make real ingame stones
furnace  = take coal and make coke, take wood and coal to make charcoal ?
jewel maker = take gold+gems to make jewelry, take silver+gems to make jewelry ?
blacksmith = take wood+iron to make tools, take wood+iron+coal to make steel tools ?, take wood+iron+coke/charcoal to make hardened tools ?
storage yard = can store: iron ore / iron / gold ore / gold / silver ore / silver / gems / jewelry / tools / coal / coke / charcoal ?
Title: Re: RedKetchup work in progress....
Post by: The Pilgrim on September 12, 2017, 12:31:26 PM
@RedKetchup   I love it.
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 12, 2017, 01:18:18 PM
more my subsconcious think about it... and more i think i ll need to modify that design.

the center is already very very big....
and the districts are way too small for foundry/mine concept 3D mesh.
if you take the ingame mine itself, the mesh has been drawn for a 11x11 footprint...
not sure how big is Disprecancy's mining mod buildings... but i think a 6 tiles foundry is a bit short....

so i dont think i can put 4 districts side by side. what if i put 3 only... and what if i make the Mining Center as the storage building instead ?


i still have to send it back to my subsconcious with that ^^ LOL
Title: Re: RedKetchup work in progress....
Post by: Antiligent on September 16, 2017, 12:13:26 AM
Any districts from Forest Center doesn't working. It can't be place anywhere. https://imgur.com/a/FhTM0
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 16, 2017, 01:29:09 AM
Any districts from Forest Center doesn't working. It can't be place anywhere. https://imgur.com/a/FhTM0

they can only be placed inside a Forest Center

you need to put down a forest center. build it. and then you need to "paint" by using the specific "road texture" i provided and once these road built, you can put up to 4 districts (in the 4 corner of the forest center).

Title: Re: RedKetchup work in progress....
Post by: Antiligent on September 16, 2017, 01:39:59 AM
Thanks!! Cool!
Title: Re: RedKetchup work in progress....
Post by: feneris on September 16, 2017, 09:06:26 AM
You can also just put down the road texture in a 3*3 square if you want to forgo the forest centre itself
Title: Re: RedKetchup work in progress....
Post by: RedKetchup on September 16, 2017, 03:12:10 PM
You can also just put down the road texture in a 3*3 square if you want to forgo the forest centre itself

yeah but by respect of my work done... i prefer not.
i released standalone district with a 6x6 footprint for the non-Center building. they look exactly same, they take the exact same "visual" space as the districts and it will prevent bad trees clipping.