World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Discrepancy on April 03, 2017, 04:54:27 AM

Title: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: Discrepancy on April 03, 2017, 04:54:27 AM
NEW v1.0.1 (updated 11 Jan 2018)

**requires Banished v1.0.7**


DS Small Village: Production


I always recommend starting a new game.

The mod contains code that alters the vanilla storage, market, trading post, townhall & civilians to allow the use of the New Limits & Flags.

adding:
- Village Crop Field -- alternate texture & smaller and larger placement than vanilla field.
- Village Orchard -- vanilla 2x3 spacing, semi-transparent & smaller and larger placement than vanilla
- Village Orchard, tight -- 2x2 spacing, semi-transparent & smaller and larger placement than vanilla
- Village Orchard, large -- 3x4 spacing, semi-transparent, when tended, has a higher growth rate, also disease is less severe. & smaller and larger placement than vanilla
- Village Pasture, fenceless -- semi-transparent, smaller and larger placement than vanilla
- Gather Food with Basket -- small 1 gatherer work location
- Gather Acorns with Basket -- small 1 gatherer work location to 'gather' acorns, using a supply of baskets
- Gather Herbs with Basket -- small 1 herbalist work location, to gather herbs only
- Village Forest Food Gathering -- Small Gatherers Hut, 3 different radius builds
- Waterside Fishing -- small 1 fisherman work location
- Village Fishing Dock -- 1-5 fisherman, radius 21
- Village Water Pump -- 1-2 workers produce water
- Village Bee Shelters -- beekeepers harvest honey, comb honey, beeswax & royal jelly
- Village Windmill -- 1-2 millers process grains into flour
- Hunt with Hunting Gear -- small 1 hunter work location, double kills per month
- Village Hunting Cabin -- 1-3 hunters, 34 radius
- Village Gruel Kitchen -- employs a worker to produce gruel
- Village Kitchen -- employs a worker to produce a range of meals
- Village Bakery -- employs a baker to bake bannocks, bread, cakes & meat pies

- Village Firewood Yard -- 1-2 woodcutters
- Village Forester -- employs 1-4 foresters, 30 radius
- Small Workshop -- 1 worker: iron tools, hide coat, gathering baskets, fishing and hunting gear
- Village Workshop -- 1 blacksmith: iron tools, gathering baskets, fishing and hunting gear
- Village Blacksmith -- 1-2 blacksmiths: iron tools, steel tools, hardened tools, fishing and hunting gear
- Village Tailor -- 1-2 Tailors: Hide Coats, Wool Coats, Winter Coats, Canvas Coats
- Weaving Guild -- 1-3 Tailors: Canvas, Linen, Cloth, Canvas Coats, Winter Coats
- Village Flag Maker -- 1 Tailor make Flags -- usage not fully implemented yet
- Village Candle Maker -- 1 Chandler uses Beeswax to make Candles and Ear Candles
- Village Flag Pole -- decorative, usage not fully implemented yet

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


the list of resources:
Crops: Brussels Sprouts, Hemp Plant, Horn Carrots, Lentils
Food: Acorns, Barley, Brussels Sprouts, Comb Honey, Fisherman's Catch, Flour, Gruel, Honey, Horn Carrots, Hunter's Stew, Lentils, Mushroom Soup, Oat, Vegetable Stew, Water, Wild Oats
Bannock/HardTack, Bread, Cake, Meat Pie
Tools: Hardened Tool
Clothing: Canvas Coat
Health: Ear Candles, Royal Jelly
Luxuries/Alcohol: Mead, Mulled Mead
Textiles: Cotton, Flax, Hemp
Crafted: Candles, Fishing Gear, Flag, Gathering Basket, Hunting Gear
Fabrics: Canvas, Cloth, Linen
Misc: Beeswax



Download from here. (http://worldofbanished.com/index.php?action=downloads;sa=view;down=258)


thanks and credit goes to: elemental, tanypredator, kralyerg & BlackLiquid, RedKetchup, Kid1293, Necora, Gatherer, Tom Sawyer, Paeng and many more for resources, sprites, ideas, production numbers, source-code help, testing, as well as all the sharing of modding and 3d knowledge.

:)


Change Log:
DSSmallVillageProduction.pkm

-- v1.0.1    (11 Jan 2018)   -- File sizes:      .pkm size = 44,506 KB (43.4 Mb)    |    .zip size = 29,569 KB (28.8 Mb)
      - fixed issue causing a crash with vanilla Trading Post.
      - fixed issue of the Village Windmill not accepting Hemp.
      - added Remove buttons to the single gathering, fishing and hunting spots.
      - updates to DStoolbar.



-- v1.0    (17 Dec 2017)   -- File sizes:      .pkm size = 44,505 KB (43.4 Mb)    |    .rar size = 21,052 KB (20.5 Mb)
      - initial v1 release.
      - profession file name changes.
      - edited Water Pump model and the water material.
      - added 2 styles of decorative flags to the game.

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

-- BETA 3    (15May2017)
      - adjusts rawmaterial file names of Candles (now RawMaterialCandle), Hemp (now RawMaterialHempLeaf) and Bannocks (now RawMaterialBreadHardtack) to be compatible with CC resources.
      - adds the generic Molluscs (RawMaterialMollusc), a trade item from DS Jetty & Bridge.
      - removes all of the rawmaterial 'fishmonger' fish & unique molluscs.
      - Hemp plant model poly reduction.
      - adjustments to production numbers of village kitchen, gruel kitchen & bakery recipes / tailor & weaver recipes.
      - increased production rate of Comb Honey.
      - lowered cost of producing Candles & Ear Candles.
      - single worker buildings (gatherers, hunter, fisher) now cost 1 work to build.
      - tight orchard now has even higher increased chance of disease and spread.
      - large orchard has increased better growth when tended.
      - slowed production of firewood yards.
      - added water to the water pump model (thanks to Gatherer for how to do this).
      - fixed issues with this mod causing some professions to double in UI.
      - altered types of professions working in buildings.

-- BETA 2    (12April2017)
      - adds 2 new buildings: Village Forester, Village Bakery
      - adds 4 new resources: RawMaterialBannock, RawMaterialBread, RawMaterialNMCake, RawMaterialMeatPie
      - changes to the tailor and weaving guild production
      - AO fixes, texture fixes, UI fixes, occasional crash with village kitchen fixed

-- BETA 1    (03April2017)



Stringtable download:
(for translation modding)
DSSVProductionStringTable.rsc (https://mega.nz/#!qV9UwZoQ!-TC8cl9QkP9_akuFs-chOPC2IUZEbeT1qAjEW_BdFUI)v1.0.1
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: adelegarland on April 03, 2017, 08:02:28 AM
 8) This is a great addition!   Lots of work, Thanks!   Any known incompatibilities?
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Turis on April 03, 2017, 09:24:12 AM
Just test it. Report any bugs and/or dislikes. I'm going to find out if it works or not with the North mod. *crosses his fingers*
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 03, 2017, 02:16:41 PM
Woah... that's a big one  :o   :)

Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Manabloom on April 03, 2017, 06:04:24 PM
it crashed twice on me when combined with Medieval Town and other smaller mods that offers similar production tree
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Settler on April 03, 2017, 06:07:17 PM
Wow this looks great. I've played it a little today with CC and several other mods, and it seems to be working fine.
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Discrepancy on April 04, 2017, 12:04:26 AM
it crashed twice on me when combined with Medieval Town and other smaller mods that offers similar production tree
Hello Manabloom, could you please tell me what other mods you are using, and order? and also when did the crash happen? start of game, or when clicking on a certain building?



I myself have spotted a few issues that escaped me:

The Village Blacksmith's smoke/flame point is no longer correctly aligned and is now in the middle of the model.
When used with the DSSV Services mod the Village Hall AO is showing incorrectly because of shared texture resources - this will be an issue that will be rectified in that mod.
Missing Work sprites in the Waterside Fishing spots.

any more?

... I also think I may have under-powered the Water Pump too much.
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Turis on April 04, 2017, 04:33:23 AM
Excellent mod, @Discrepancy . Unfortunately, playing the North mod is hard as it is to add extra stuff to gather or hunt. It's just easier to disregard these and keep playing with the features provided by Tom sawyer's mod. Besides, I'm not going to ask every modder to add rheindeer hide or iron ore into their mods. ;)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 04, 2017, 09:38:25 AM
Just did a round with the beta plus all your mods, but no other mods (yet)...

Runs really nice, just a few very minor things and comments -

* townhall - graphic glitch (turns black on rotation) (iirc you mentioned that)
* fisherman's catch - missing icon in inventory (townhall)
* hemp - lovely crop, pretty heavy on polys though (but should be only a problem if one builds plenty on a map)  ;)
* crafted goods - jetty general merchant does not seem to get them into port?
* gear-equipped gatherers, hunters etc. are really hard to find in a forest LOL
* all the gear has really different numbers (rate of production), any reason?
e.g. fishing gear I quickly have 1000, hunting gear less, baskets much less... with baskets needing to be replaced, shouldn`t that be the same for all?
* canvas coats seem to be pretty cheap (high output)
* Waterpump - personally I don't find the output too low...

I guess the building upgrades announced in some of the tooltips are not yet there?


Now to add some mods...  ;)


EDIT

Oh, and we have a new mill and new grain (acorn)... but no baker?  :)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: adelegarland on April 04, 2017, 11:46:42 AM
Loving this mod!    ;D ;D
Issue with the gather acorns with basket person.   when I placed him on the terrain, the pop-up for it where it says number of workers...  the amount of workers shown is the amount of builders, not workers.  Either the building is still building, or the pop-up is using the wrong number. I haven't made any baskets yet, so maybe there is the problem?  Waiting for Hemp.   
But so far so good - Love it!
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 04, 2017, 12:59:13 PM
the pop-up for it where it says number of workers...  the amount of workers shown is the amount of builders, not workers.

Hmmm... I stumbled over that too - but thought it's on purpose, to kinda simplify the UI  :-[
* it's the same on the other basket gatherer, too...

Disc? (see attached)  :)

Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: RedKetchup on April 04, 2017, 01:08:11 PM
this is because the UI part of show status isnt "assign" to the good "String _insertAt" or the DialogController is messing up :P
it has something like :
         String _insertAt = "userTitle2";
         DialogControllerConfig _config = "CropField.rsc:titleBuildStatus";   

this error comes from the vanilla gatherers, foresters buildings. they are usually there but the other side , to the right. and not in the title bar as should be

and probably , you have 2 of those.

if you have copied from gather/forester.....

find both of the          ObjectType _type = StatusIconUI;

the first one put a // in front of          DialogControllerConfig _config = "CropField.rsc:titleBuildStatus";   
and delete the 2nd one or put between /* and */

like :
Code: [Select]
{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userTitle2";
//DialogControllerConfig _config = "CropField.rsc:titleBuildStatus";
}
/*{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userButton3";
}*/


i dont think the dialogController has a significative part to play and would bug out. but to be tested
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Manabloom on April 04, 2017, 03:13:11 PM
it crashed twice on me when combined with Medieval Town and other smaller mods that offers similar production tree

Hello Manabloom, could you please tell me what other mods you are using, and order? and also when did the crash happen? start of game, or when clicking on a certain building?


I don't have a consistent time, it doesn't immediately crash after I place anything from this set.   
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 05, 2017, 05:16:53 AM
Started adding mods, 1 by 1...

Had not built much, just a village well, a barn, sheep pasture... added EBWell, worked... then EBSaltworks - crash...

Also, apparently the Village Production set needs to be on top of other DS mods, else we get that empty menu bubble...
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: RedKetchup on April 05, 2017, 05:44:44 AM
Started adding mods, 1 by 1...

Had not built much, just a village well, a barn, sheep pasture... added EBWell, worked... then EBSaltworks - crash...

Also, apparently the Village Production set needs to be on top of other DS mods, else we get that empty menu bubble...

so when you added salt it crashed ?
what is the flag of salt ? it is stored in barns or stockpile ? (because usually my salt was stored in barns and has no graphic files to be stored in an open view stockpile)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 05, 2017, 07:39:11 AM
Okay, I now tested most items (hopefully) that produce/use salt and water (no CC yet) -

DS well, village production
NMT water tower, saltery, saltmine
EB well, saltworks, tannery

in that load order, too... so far, ~8 years in, crash-free... could it be a load order thing?

I'll now start building other structures in earnest, see what happens...


@RedK - I need to look again where your salt is stored... normally it now goes to the "Minerals" stockpile... but that was not the problem last time around, I only tested NMT salt now...

EDIT

Okay, I looked where the salt is stored - it all goes to barns, none to a stockpile (sure, NMT was above EB)... when I changed load order (EB above NMT), it immediately crashed...

EDIT2

So, started a new town with DS on top, then EB, last NMT...
Built a saltmine and a minerals stockpile, a worker picked up the first batch of salt, went to the proper stockpile and... crashed.
Something salty fishy about the salt...?   :D

Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: RedKetchup on April 05, 2017, 09:04:48 AM
my salt is a textile (i think CC had salt too as textile....)
and textile are going to barn.

now with DS ?
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: RedKetchup on April 05, 2017, 09:28:58 AM
DS doesnt have salt at all !! so it doesnt matter.


my salt was a textile as it was in old CC versions.
so if now the salt is going to mineral stockpile.... my salt is not prepared for that.
a stockpile needs 3 more graphic files : to be placed at low on a stockpile, at medium height, and a full stockpile column.
my salt doesnt have that.

in game switching graphics usually can be done easily without crashing... but presently, you are switching a salt pile for another one without problem. but you cannot switch a stockpile graphic with another one cause it simply doesnt exist in my salt. it is like dividing by 0 ^^

you need to start the game with EB on top. but...

Quote
So, started a new town with DS on top, then EB, last NMT...
Built a saltmine and a minerals stockpile, a worker picked up the first batch of salt, went to the proper stockpile and... crashed.
Something salty fishy about the salt...?

but how they can go in stockpile ? why EB tells the game salt to stockpile ? it has salt for sure....
then if EB tells the game to go in stockpile it surely has its own 3x stockpile graphic files !
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: RedKetchup on April 05, 2017, 09:43:30 AM
yup it doesnt have its 3 stockpiles mesh graphic files  :'(
and needs to be done if it continue to be a mineral and go to stockpile.
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 05, 2017, 10:50:42 AM
DS doesnt have salt at all

Yeah, that's why the first "suspect" was water, what some other users reported  :)
But that was eliminated quickly, so salt was next LOL

Well, looks like you found the little bugger - fingers crossed  ;)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: DesoPL on April 05, 2017, 11:25:13 AM
I didin't kept my attention so i apologize for asking.

Is not compatible with megamod for 1.0.7 right?
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: embx61 on April 05, 2017, 10:29:24 PM
Quote
Yeah, that's why the first "suspect" was water, what some other users reported  :)
But that was eliminated quickly, so salt was next LOL

Well, looks like you found the little bugger - fingers crossed  ;)

Yep, Red informed me about the storage pile and send me a sample how to make those in 3ds Max.
I had it go to the barn and forgot about CC stores in at a storage yard.

What I think happened is that DS have included the newlimit file in his mod and that one is the same as CC.
Mine (Personal one) was slightly altered to allow salt to go to the barn instead.
Never thought about that it is of course working on my system but not on anyone else who uses the CC newlimit files what tells the game to bring salt to the storage yard.

It should be fixed now, thanks to Red's sample files, and uploaded new versions of the Saltworks and Tannery what uses the storageyard for salt with their own meshes..

Sorry for hijacking your thread @Discrepancy
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Discrepancy on April 06, 2017, 02:39:43 AM
Yes the NewLimits I included are the one that kralyerg has made.

I didin't kept my attention so i apologize for asking.
Is not compatible with megamod for 1.0.7 right?
Yes it should work... in theory, I have not tested as I haven't downloaded latest megamod.
But if you place my mod above megamod in the load order it should work.

And you need latest beta version of Banished: 1.0.7. 170320.


Also, apparently the Village Production set needs to be on top of other DS mods, else we get that empty menu bubble...
Yes, sorry about that, I added another menu to my toolbar. I will update all the other mods in due course.
From now on, always place my latest mod above all my others.


Runs really nice, just a few very minor things and comments -

* townhall - graphic glitch (turns black on rotation) (iirc you mentioned that)
* fisherman's catch - missing icon in inventory (townhall)
* hemp - lovely crop, pretty heavy on polys though (but should be only a problem if one builds plenty on a map)  ;)
* crafted goods - jetty general merchant does not seem to get them into port?
* gear-equipped gatherers, hunters etc. are really hard to find in a forest LOL
* all the gear has really different numbers (rate of production), any reason?
e.g. fishing gear I quickly have 1000, hunting gear less, baskets much less... with baskets needing to be replaced, shouldn`t that be the same for all?
* canvas coats seem to be pretty cheap (high output)
* Waterpump - personally I don't find the output too low...

I guess the building upgrades announced in some of the tooltips are not yet there?

Oh, and we have a new mill and new grain (acorn)... but no baker?  :)

Nice feedback, thanks :)

* townhall -- has now been fixed on my end. I just want to finish the hospital to include and then re-release DSSV: Services.
* fisherman's catch -- good find :) for some reason I had disabled the sprites in the SpriteSheet with // in front of the code.... silly me.
* hemp -- yes a bit too high poly, I will make lower in the next update.
* crafted goods (and any new flag) and jetty merchants -- Yes I had forgotten to add the new traders and flag to the traders. I promise Jetty & Bridge will be updated again soon.
* gear-equipped gatherers, hunters etc. are really hard to find in a forest LOL -- I know :) what can we do? should we give them a campfire? probably not a good option as it will just add more smoke.
* regarding all the specialized gear (Fishing Gear, Hunting Gear & Gathering Baskets) I am still in a bit of a pickle about how to include them properly in resource chains.
        Production rates currently:
        depending on who is making the gear, will alter the quantity made in a year.
        Small Workshop - work required is 21, at a work time of 5.0
        Village Workshop - work required is 8, at a work time of 4.0
        Village Blacksmith - work required is 5, at a work time of 4.0
       
    -- to make 7-8 Fishing or Hunting Gear, 1 log + 1 iron is required - valued at 3 , profit of .71 each unEducated & profit of 1 each Educated
    -- to make 4-5 Gathering Baskets, 1 log is required - valued at 3 , profit of 2.5 each unEducated & profit of 2.6 each Educated
balancing does need to happen.
     - Currently Fishing & Hunting Gear, both do not have a use except for construction of the small buildings: Hunt with Hunting Gear and Waterside Fishing. Because both of these are producing natural resources, I haven't been able to get the code to accept a production cost. That is why I'm in a pickle about how to use them. In the next Jetty & Bridge I have included them in a way to catch the new fish, from specialized fishing spots, that will require a supply of fishing gear. This has always been an issue that I've been struggling to resolve for months.

* canvas coats -- 1 canvas will make 1-2 Canvas Coats at the tailor or the weaving guild will make 1-2 Canvas Coats from 4 Hemp.
       I do find most tailored goods making too high a profit in vanilla, but still I based my numbers upon being slightly better than that.
for example, while an uneducated person is loosing value making hide coats, educated they are making 5 profit each. Wool coats uneducated will make 5 profit and educated will make 10.
the village tailor will make 7 uneducated profit and 11 educated - looking at the numbers, if I double the input to 2 canvas, and change the production to 1-3 coats, it will be maybe a better -1 loss uneducated rate and a profit of 9.67 educated.
The weaving guild can have it's input doubled also, with output 1-3, the profits will be the same as the tailor, though the weaving guild works slower as it is skipping making the canvas and instead weaving the hemp straight into the coats.

* water pump i might make a cheap upgrade option to increase output just in-case.

Another good spot... some of my stringtable texts were getting ahead of what I had done  ::)

The baker has been started, it will be coming soon, plus some butchers and better options for the fish.

The Acorn is like a survival food... the gathering spot is really only generating them, not collecting them. That is why it can use gathering baskets as a production cost. It could be exploited, but the trade value is 0, so useless to sell like that, it would need to be processed further into flour or gruel.



a side about all the other comments :) I don't mind a thread hijack.
And, I like that you put your salt in barrels @embx61 .
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 06, 2017, 04:43:07 AM
Yes, sorry about that

No sweat, that's what beta testing is for...  ;)
And thanks for the explanations - all makes sense, and I'm sure you find ways to iron out the wrinkles... As for the hard to find gatherers, don't worry too much about them, we can find them  with the "demolish" button...
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Nilla on April 06, 2017, 05:46:02 AM
I have started a test game. I know myself: I use to write long, so I will not spoil your threads @Discrepancy. You can find what I write in the blog section.

 
Yes, sorry about that
As for the hard to find gatherers, don't worry too much about them, we can find them  with the "demolish" button...

I use the large footprint from the vanilla market. Works very good. :)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: TheOtherMicheal on April 06, 2017, 06:16:11 AM
I've only just started using the Production set, I really liked the honey production from Small Villages so I was keen to have them back in my towns and I was also keen to use the alternate texture for the crop fields.
However, it seems that the crop field and the orchards are not in the Production beta set or am I just looking in the wrong place?

I'm looking specifically in; Community Toolbar --> DS mods --> Food Production, Farming, Hunting & Gathering
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Discrepancy on April 06, 2017, 06:27:05 AM
@TheOtherMicheal , you are in the right spot. they will then be in another menu button 'Crops, Orchards & Pastures' on the very left. if the button image isn't showing up just a small dot, alter the mod list to have DSSV Production on top of all my other mods.
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: TheOtherMicheal on April 06, 2017, 07:13:42 AM
@Discrepancy Cheers for that, I had read in another thread about placing Production above the other Small Village mods and I had done that but the Crops etc. menu button still wasn't showing up.
So now I have placed Production near the top of my load order so, as per your instruction, it's above every one of your mods and now the Crop etc. button is showing up properly. Very happy  ;D
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Discrepancy on April 08, 2017, 10:21:55 PM
(http://i.imgur.com/ZKdsCgu.jpg)

The Village Forester is done, now onto the bakery.
Then after some tests with new production numbers I'll release another beta update (couple of days).

:)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: RedKetchup on April 08, 2017, 10:27:46 PM
you are so much productive !!! :)
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: embx61 on April 08, 2017, 10:39:03 PM
What a cute little building.

It is nice to see more buildings without walls.

Great work!
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: kid1293 on April 08, 2017, 10:42:20 PM

I've said it before and it can be said again -
I really love your Small Village!
The atmosphere in it is spot on!
I can go so far: I wish this was the vanilla game!
Title: Re: BETA - DS Small Village: Production (beta 1)
Post by: Paeng on April 09, 2017, 03:53:55 AM
What a cute little building.

Indeed  :D


Quote
It is nice to see more buildings without walls.

Yeah, so true... specially since none of the production buildings can be housing at the same time...

I still love the tower of the vanilla Forester, but not that clunky fat "house" attached to it...  ;)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Discrepancy on April 12, 2017, 02:54:37 AM
Updated new beta version.

BETA 2, available from downloads, link in first post.


added the Village Forester which I showed earlier.
and the Village Bakery, producing Bannocks, Bread, Cake & Meat Pies:
(http://i.imgur.com/dojCBWq.jpg)

made a few adjustments to tailor, and village kitchen code, also changed footprintmaterial code for all models.

update should be save-game compatible, just delete the tailor and village kitchen first to be on the safe side!



now onto DS Jetty & Bridge. oh, how it feels like I'm running in circles sometimes.  ;)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: tanypredator on April 12, 2017, 10:27:41 AM
Hello!

I'm completely out of process now, but I'm trying to get bact at least to play :) I wanted to say that your models are absolutely beautiful, thank you for your mods!

If this part now include those new fish types, would it be excluded from Jetties part? I'm sorry to say that, but I try to keep as few resource types as possible, because, for example, in my current game I hadn't received any meat or milk from traders, only fish.

And one more question - does Jetty general trader bring animals?

I too had that bug with townhall texture, but I've thought it was connected with 1.0.6 game version.

Also your Ale House doesn't use wild honey. I suppose it is connected to the name - it is 'Wild Honey' there, while I used 'Wild honey'. Maybe there is some other reason. By the way, I dont understand at all, how you are able to make your buildings to use resources from other mods :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: RedKetchup on April 12, 2017, 11:03:12 AM
By the way, I dont understand at all, how you are able to make your buildings to use resources from other mods :)

you ask the other moddler a copy of his resource and integrate it :) this is how we do :)



and Hello Tany :)
how are you ? we miss you  :-*
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: tanypredator on April 12, 2017, 11:11:54 AM
Hello! Thank you :)

I'm Ok, I've just gone to real life and some other games. And all that was done since I was modding (this new game version and all that great new mods) I need some time to get used to all that.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: elemental on April 12, 2017, 02:42:11 PM
now onto DS Jetty & Bridge. oh, how it feels like I'm running in circles sometimes.  ;)

It's all progress, that's the main thing. Just don't get dizzy. I like the new buildings.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: embx61 on April 12, 2017, 03:39:44 PM
Quote
I'm Ok, I've just gone to real life and some other games.

Other Games ? Blasphemy!!!  :D

LOL Good to see you back Tany and you will get used to all the new stuff :)

Quote
how you are able to make your buildings to use resources from other mods :)

That is why I asked your permission to add your Flax sources to my Oil Press. :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on April 12, 2017, 03:57:48 PM
Thank you for the update @Discrepancy :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: taniu on April 12, 2017, 10:44:58 PM
Thank you for the update @Discrepancy :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Discrepancy on April 13, 2017, 01:32:47 AM
If this part now include those new fish types, would it be excluded from Jetties part? I'm sorry to say that, but I try to keep as few resource types as possible, because, for example, in my current game I hadn't received any meat or milk from traders, only fish.
Hello tanypredator :)
I have been thinking this over some more and I will do this. I will completely remove the fishmonger and all the added fish from the Jetty & Bridge mod, as well as all the resources from the next DSSV Production beta.
I will then release the fishmonger and fish as a standalone mod once it is worked out how they should work.
I don't think it is working as we planned @elemental , I also don't really like the (fishmonger) building model and do want to change it.
So should I still keep the model and update it into something else?


And one more question - does Jetty general trader bring animals?
No it doesn't as I didn't make a holding pen for them - I will have to remember to write this in tooltip. I am going to make some more traders though for the set.

Quote
I too had that bug with townhall texture, but I've thought it was connected with 1.0.6 game version.
Really? so i must have done something previously.... well it is fixed now. I released a new version of DSSV: Services the other day with the fix included.

Quote
Also your Ale House doesn't use wild honey. I suppose it is connected to the name - it is 'Wild Honey' there, while I used 'Wild honey'. Maybe there is some other reason. By the way, I dont understand at all, how you are able to make your buildings to use resources from other mods :)
Ah, I will have to look into that. Thanks for informing.

To make the buildings accept other resources from other mods, we must have the same named RawMaterial template file - as long as it is named the same it will work, but it helps to have the same production numbers so as not to break other mods resource chains.
Along with the RawMaterial file we must also have the 3d model files, string texts and sprites - so the whole resource file.



Also back onto Resources, the next release I am going to change the RawMaterialBannock.rsc to RawMaterialBreadHardtack.rsc - I am already using the same production numbers and it is a similar recipe and RL food. But, I will still call it Bannocks in the stringtexts - to players it won't appear different, unless CC is loaded over DSSV Production, it will then be called Hard Tack Bread.

I am also going to rename my hemp rawmaterial name same as CC for compatibility.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: tanypredator on April 13, 2017, 02:15:18 AM
Thank you very much, Discrepancy, for your answers and your mods! They are great!
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: TheOtherMicheal on April 13, 2017, 04:17:24 AM
Hi @Discrepancy and welcome back @tanypredator   :)
So Discrepancy, while I might not be @elemental I do have an opinion about the fishmonger building. I like it as a building so I would like to see it re-purposed if it isn't going to be used as a fishmonger. Perhaps as a dock storage facility?
Your mod, your decision -- but I'll put in one vote for keeping the building for some other purpose  ;D
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Discrepancy on April 13, 2017, 04:48:40 AM
Oh that is fine, I'm after anyone's input, so thank you @TheOtherMicheal .
 
I have no problem with it being re-purposed and would have only sent it to the scrap heap if no other use was found ;)  I think it would work well as a storage area - what kind of storage are you thinking?

There will still be a fishmonger of sorts, I think it is a good idea for players that want more diversity in resources, but we need to make it more interesting in the process of fishing for them, sorting them and preparing them.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: brads3 on April 13, 2017, 09:42:36 AM
DS,your explanation to using items from 1 person's mods to another is good. however,it is a double edged sword.it can compliment another mod and work with it,but it can also stop another mod or building from working at all.
           for example take furniture which in CC is wood+wood,say a table and a bench. this makes sence and fits the banished time period. now say i create a mod that furniture is a couch=wood+cloth+feathers for stuffing but i name it at the end "furniture". all buildings that use furniture have to decide which one they can use. the probability is those buildings will be confused and stop producing.or a player will make the couch furniture and since it shows in game that they have furniture,but it won't work in the next set of production buildings.what a player sees a n item named and what the game sees can be different also.just like if i made a mod of field corn to feed animals with. if i tag it corn,players will think it is food yet their bannies will starve. modding can be a delicate process.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: The Pilgrim on April 13, 2017, 01:55:21 PM
@brads3
The buildings decide which product to use based on which mod is higher in the load order. A furniture in a higher mod will override and replace a furniture from a lower mod if the filenames are identical.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: elemental on April 13, 2017, 02:57:57 PM
Hi @Discrepancy and welcome back @tanypredator   :)
So Discrepancy, while I might not be @elemental I do have an opinion about the fishmonger building. I like it as a building so I would like to see it re-purposed if it isn't going to be used as a fishmonger. Perhaps as a dock storage facility?

@TheOtherMicheal the only reason I got a specific mention here is because the fishmonger was my idea, from when I was testing the bridge/jetty beta. Everyone else is welcome to offer ideas about this too.  :)

@Discrepancy I'm fine with making the fishmonger as a separate mod to cater for those who don't want more variety. A gourmet foods mod might be one way to do this. I quite like the model you have made but if you can come up with something better then, well... even better.  :) Perhaps a bridge fishmonger?  8)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: TheOtherMicheal on April 13, 2017, 08:21:18 PM
Hi @Discrepancy and welcome back @tanypredator   :)
So Discrepancy, while I might not be @elemental I do have an opinion about the fishmonger building. I like it as a building so I would like to see it re-purposed if it isn't going to be used as a fishmonger. Perhaps as a dock storage facility?

@TheOtherMicheal the only reason I got a specific mention here is because the fishmonger was my idea, from when I was testing the bridge/jetty beta. Everyone else is welcome to offer ideas about this too.  :)

@Discrepancy I'm fine with making the fishmonger as a separate mod to cater for those who don't want more variety. A gourmet foods mod might be one way to do this. I quite like the model you have made but if you can come up with something better then, well... even better.  :) Perhaps a bridge fishmonger?  8)
My first thought was storage because it looks like a dockside platform where you could stack barrels, crates etc. etc. but other than that, I didn't have any ideas about specific storage type (although I suppose some sort of food storage would be appropriate?)
I like the building overall because it is unique and I am a glutton for variety!

@elemental and I would say you deserved the mention too because I think it's a great addition that adds some interesting variety to the foods available. It was a brilliant idea and I'm very happy to see it in the game - we have such a diversity of land-based foods but there was hardly anything on offer from water-based foods. Now thanks to the modding community (and by that I also include those people who help with ideas/inspiration) we have a good diversity  :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: elemental on April 13, 2017, 08:41:28 PM
Generic "fish" was just too boring. The idea came up in the early stages of the bridge/jetty mod. Discrepancy asked for ideas for buildings and the first "water" thing that came to mind was fishmonger. Possibly maybe we don't need 10 or 12 different fish. Perhaps 5 or 6 might be enough. I like variety though. Adds realism. :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on April 17, 2017, 12:24:44 AM
Generic "fish" was just too boring. The idea came up in the early stages of the bridge/jetty mod. Discrepancy asked for ideas for buildings and the first "water" thing that came to mind was fishmonger. Possibly maybe we don't need 10 or 12 different fish. Perhaps 5 or 6 might be enough. I like variety though. Adds realism. :)

I like it as a Fishmonger too :)  Perhaps also adding an option for preserving fish?  (drying, salting etc).
Like the number of butchers available, a dropdown menu with "Sorted, dried, salted, filleted, canned" as options?
It was such a shame I felt it was very under powerered or I'd have built it in all of my fishing villages.
I tried it a couple of times, but the numbers weren't there (which I know has been discussed previously).  I do like the look of it.  :) 
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on April 21, 2017, 07:46:30 AM
@Discrepancy hi there, bug report :(

When I build the new type of orchards (Village orchard tight), it's ok, and stays dormant without a problem.  As soon as I choose a plant, in this case Walnut & Pecan, and allocate a farmer the game hangs.  It sits and 'thinks', only when I press the menu button does it show in the upper title bar Banished (not responding), when I press the red X it then asks me what I want to do - close or hold on whilst it tries to run.  I always tell it to close, I waited 10 mins yesterday and it didn't budge.

Notes:

- This mod is listed below @Necora tree mod & @Bartender NatDiv mod.
- Does do this when a full CC map is loaded (ie NatDiv & Tree mod isn't the primary mod)
- orchards are 10 x 20
- I have started new maps and just built the orchards and this happens
- your farming fields are all ok, no issues there


I watch the farmer do about 4 or 5 'actions', then it hangs


I haven't checked vanilla orchards, if you need to, I will check tomorrow - but can someone else please also try & replicate.


Cheers :)


{update} just did one more reload, new CC map, and laid out 3 x(10x20) orchards, all of yours.  1 'normal', 1 tight, 1 large.
The 1 normal planted ok, to the point of seeing the budding trees
The 1 large had the planting motions, but no trees sprouted - it timed out here too, crashed.


I am sure I had it working the other week, but that was before I downloaded NatDiv & the new Trees mod.  I don't know if the clash is in there.
I will disable both mods later, but for now it's nearly 1am, I had my flu vaccs done today and I need sleep, haha. 


Can someone else please try this whilst I'm AFK. 

Cheers & Good night :D

Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Discrepancy on April 21, 2017, 11:16:20 PM
I just did a 10 year test with nothing but DSSV: Production loaded and they work fine, I had no issues. I planted the same as you mentioned: Walnut & Pecan, both grew fine and produced a harvest from year 3 onwards.

I will load it up with Natural Diversity and Necoras trees after I do some work outside :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Nilla on April 22, 2017, 02:53:47 AM
The problems with the orchards must be because of some of the other mods. I use the orchards in my present game and have had no problems. I have a lot of other mods loaded but not CC (except the separate maps) and not Nat Div or New trees.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on April 22, 2017, 07:13:28 AM
Found it!  After hours & hours of testing, I found the single mod that was causing the problem!  It certainly lived up to its name.
I remember now, when I added in the last couple of mods from here over Easter I also enabled a couple of the other mods that I'd had disabled for testing other mods ...  I had completely forgotten that this mod hadn't been enabled since 107 update!!  Gah ... 

Sorry @Discrepancy it was just a coincidence that I was using your new orchards at the same time I enabled this mod again.

Shame it's this mod, lol, I enjoyed seeing random wheat & corn popping up around my map!!  I supposed I could enable it and just not use the orchards, and just buy in my fruit & nuts.  :)

I present to you, the Pesky Produce, pesky mod ...  :) ;)   By @Owlchemist :) 
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on April 26, 2017, 08:28:07 PM
Was having a play around with different gatherer's circles and build layout, and I came across this little sweet setup, using 3 little mods.  I wanted to share :)


1)  BETA - DS Small Village: Production (beta 2 - updated 12April2017) by @Discrepancy the lovely "Large Forest Food Gatherer, large"
2)  Forest Deep V4 - for Banished 1.06 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=172) by @kid1293 "Mother Tree"  (this is by far one of the most used tress I have in game)
3)  Maritimes Pine Set V103 (http://blackliquidsoftware.com/index.php?/files/file/166-maritimes-pine-set-v103/) by @Necora "Food Cellar"


First:  New build; second: playing hide & seek :)



Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Discrepancy on April 26, 2017, 09:21:15 PM
 ;D nice. I like when the buildings disappear into the forest.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Nilla on April 27, 2017, 02:15:27 AM
Didn't I say so in some other thread? @QueryEverything, you have something to show us! Very nice, indeed!
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on April 27, 2017, 03:20:28 AM
Thank you both @Discrepancy & @Nilla :)
I really like the feel to the buildings, and how they work together, I am expanding that area now :)
Adding in the Hunters Market from @embx61 & the tiny butcher from @kid1293 :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: taniu on April 27, 2017, 04:18:56 AM
@Discrepancy.Great idea of the village on the water is also fishing or food industry.I do not mind that in the game you can repeat the same buildings to process fish as "sorted, dried, salted, filleted, smoked, preserved" as options?  villages must be self sufficient. I support@QueryEverything :)thank you
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Gatherer on May 02, 2017, 10:55:43 AM
@Discrepancy

I have 2 Village Workshop icons:

(http://shrani.si/f/1B/142/4hiHEuAz/screenshot18.jpg)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Paeng on May 02, 2017, 11:04:19 AM
Yep, confirmed... just saw that too  ;)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on May 02, 2017, 05:33:25 PM
I saw that, and had wondered if it was because of the change with the new "wagon parts" mod, so I completely didn't think anything of it.  (I know, smack be, haha, should've reported it), but I'm kinda used to seeing duplicates randomly when I change a load order, so figured that's all it was. 

Have you built both at the same time?  Did it cause a problem, did 1 have the wagon parts, and one not?
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Discrepancy on May 02, 2017, 05:44:08 PM
They shouldn't be doubling up. Do you have DS Wagon Vendor above DSSV:Production ?

Unless i overlooked something. Im at work so cannot look at the code for a few hours yet.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: QueryEverything on May 02, 2017, 07:36:05 PM
I have the new Wagon mod over the Production mod, as in the screenshots :)


I have built both and they both work perfectly, just twins @Discrepancy :D


When you're looking at the code, is it at all possible to please have the Blacksmiths be able to produce Wood & Stone tools as well please?
I use your Village Workshop in my starting area because of the wagon parts, hunting, fishing etc ...  And I would like to have the ability for Wood & Stone tools, especially on maps where the start area has limited iron.
I use Kid's as well, but I do like to run 2 workshops.


Kral's Blacksmith's mod I believe used to affect one your Smith's but not your new ones, so I no longer have an override.

Thank you for your consideration :O)







Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Gatherer on May 03, 2017, 03:08:43 AM
In my load order DS Wagon Vendor is below DS Production.
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Paeng on May 03, 2017, 08:38:40 AM
Hmmm... just realized than none of my DS Blacksmiths makes/offers wagon parts... I'll check my load order...  :-[


Another thing - traders bring full loads of 1(!) Acorn... LOL
* If you did that to prevent spamming, bring at least a 100, for my spare change...  ;)

Also the trader still brings all these different fish (eel, carp etc...) - are those meant for the large village kitchen (which still has recipes for fisher's catch)...


I just got my first "derelict" driftwood building... Hmmm. Surprise.  :-\   :D


EDIT

Yeah, fixed load order and now get wagon parts... but the double entry for the workshop persists, see attached...

Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Gatherer on May 03, 2017, 09:22:05 AM
What was the conflict if I may ask?
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Paeng on May 03, 2017, 09:26:14 AM
What was the conflict if I may ask?

I didn't have the Wagon Vendor on top of (above) "Production"...  :)
Title: Re: BETA - DS Small Village: Production (beta 2 - updated 12April2017)
Post by: Gatherer on May 03, 2017, 09:38:05 AM
Thanks for the info.
Title: Re: BETA - DS Small Village: Production (beta 3 - updated 14May2017)
Post by: Discrepancy on May 16, 2017, 12:56:25 AM
Updated to beta 3


Change Log:
-- BETA 3    (15May2017)
      - adjusts rawmaterial file names of Candles (now RawMaterialCandle), Hemp (now RawMaterialHempLeaf) and Bannocks (now RawMaterialBreadHardtack) to be compatible with CC resources.
      - adds the generic Molluscs (RawMaterialMollusc), a trade item from DS Jetty & Bridge.
      - removes all of the rawmaterial 'fishmonger' fish & unique molluscs.
      - Hemp plant model poly reduction.
      - adjustments to production numbers of village kitchen, gruel kitchen & bakery recipes / tailor & weaver recipes.
      - increased production rate of Comb Honey.
      - lowered cost of producing Candles & Ear Candles.
      - single worker buildings (gatherers, hunter, fisher) now cost 1 work to build.
      - tight orchard now has even higher increased chance of disease and spread.
      - large orchard has increased better growth when tended.
      - slowed production of firewood yards.
      - added water to the water pump model (thanks to Gatherer for how to do this).
      - fixed issues with this mod causing some professions to double in UI.
      - altered types of professions working in buildings.



 :( I was hoping to have fixed the issue with the decorative flags, but it seems I will have to completely redo them as I am having crashes from some of the variants while others are fine.
Changes made with my toolbar and the different resource filenames now associated with my 2 latest mods (DSBlastFurnace & this mod) means I need to make the same changes to all my other mods. Expect a gradual roll-out of minor updates over the coming days for a few of my mods.... and maybe something else new.
Title: Re: BETA - DS Small Village: Production (beta 3 - updated 14May2017)
Post by: QueryEverything on May 16, 2017, 01:59:06 AM
Thank you @Discrepancy :)  A huge amount of work went into this :)  Love it!


**secretly hopes to read that the flags have some fun ones :)  Maybe an Aussie one?  hehehe
Title: Re: BETA - DS Small Village: Production (beta 3 - updated 14May2017)
Post by: mistresswitch on June 16, 2017, 08:31:42 PM
Hi @Discrepancy I have this mod and I see in the mods load screen all the other mods have a version number but this one has a 0, is this correct?
Version 0 (Version 1.0.7B)
Or have I got an incomplete mod, possibly but it unzipped ok.
Because it is beta I thought it may be 0 but it is best to ask first to make sure :)

Many thanks for your answer.
Title: Re: BETA - DS Small Village: Production (beta 3 - updated 14May2017)
Post by: Paeng on June 17, 2017, 02:40:17 AM
Version 0 (Version 1.0.7B)
Or have I got an incomplete mod, possibly but it unzipped ok.

I have learned that this usually indicates an incomplete download - it unzipped, but won't show in-game...

Just DL again  :)



Quote
~Danzig

"Mother...!"   :D
Title: Re: DS Small Village: Production (v1.0 - updated 17 Dec 2017)
Post by: Discrepancy on December 16, 2017, 07:08:22 PM
Updated - v1.0

Not many changes, mostly just taking out of beta and updating a few files and menu icons.
That said, with the changes to profession files and other file names, it is not save-game compatible.



-- v1.0    (17 Dec 2017)
      - initial v1 release.
      - profession file name changes.
      - edited Water Pump model and the water material.
      - added 2 styles of decorative flags to the game.


(https://i.imgur.com/Aoiobkn.jpg)
Title: Re: DS Small Village: Production (v1.0 - updated 17 Dec 2017)
Post by: Gatherer on December 17, 2017, 03:21:24 AM
Thanks.

Nice looking flags.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: Discrepancy on January 10, 2018, 04:40:42 PM
Updated to v1.0.1    (11 Jan 2018)

      - fixed issue causing a crash with vanilla Trading Post.
      - fixed issue of the Village Windmill not accepting Hemp.
      - added Remove buttons to the single gathering, fishing and hunting spots.
      - updates to DStoolbar.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: twilightbreeze on February 13, 2018, 08:49:31 AM
One question: is Hemp a vegetable or protein?

I like the addition of hemp because industrial hemp has almost no THC, it would be pointless to smoke it, but is so useful and can be made into many products, which I use some of in RL. Just an old hippy lady here, lol.

Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: Hawk on February 13, 2018, 11:30:04 AM
Hemp was one of the main cash crops grown in the US in the early years, during the time around the founding of the democracy.
Hemp rope is one of, if not the best rope you can get. As is hemp clothe for making clothes.
There's a lot of other uses for hemp too, aside from smoking.  ::)
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: twilightbreeze on February 13, 2018, 11:32:35 AM
I use hemp shampoo, and a hemp body lotion....haven't found better! And I've seen many products made from hemp. It's a shame that thanks to pot, this very productive and easy crop is no longer popular.

Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: RedKetchup on February 13, 2018, 11:45:01 AM
but soon it will fully legalized in here.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: Hawk on February 13, 2018, 01:15:57 PM
but soon it will fully legalized in here.

They're slowly going state by state here and legalizing it, but I've not heard anything about the non-THC variety. Just the smoking kind.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: elemental on February 13, 2018, 01:28:04 PM
The non-THC hemp was huge until the cotton industry decided they didn't like the competition and had it banned on the pretense that all hemp is a drug, when this is most definitely not true. Hemp requires much less water than cotton, so it's actually far better as a crop in many places where water is not so abundant.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: twilightbreeze on February 13, 2018, 01:54:30 PM
And it has many many more uses than cotton too!
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: RedKetchup on February 13, 2018, 04:58:01 PM
but soon it will fully legalized in here.

i mean, that will be the government who will sell it through their "government controlled" stores :P
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: Discrepancy on February 13, 2018, 10:23:53 PM
...as long as it can be taxed and controlled. Which open up the can of worms like elemental hinted at.

The hemp industry is a direct threat to the established industries of Medical, Forestry(paper & more), Plastics, Fuels, Paints, Clothing, etc, etc...


To answer your question @twilightbreeze , Hemp is grown and stored as a Textile. It can be used in the weaving guild to create canvas and clothing. Or it can be processed in the Windmill to become edible Flour, or used to make Gruel in the Gruel kitchen.
It will also be used to produce a seed oil in the near future.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: twilightbreeze on February 14, 2018, 05:09:08 AM
Thanks, hon.  :)
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: Hawk on February 14, 2018, 05:21:59 AM
Just an old hippy lady here, lol.

@twilightbreeze - I was part of that old Sunset Strip/Haight-Ashbury scene myself.
Title: Re: DS Small Village: Production (v1.0.1 - updated 11 Jan 2018)
Post by: twilightbreeze on February 14, 2018, 12:09:32 PM
Never made it to Frisco....although I did spend part of my college years in a small local commune.  :P