World of Banished

MODS Garage => Mod Talk => Topic started by: tanypredator on March 09, 2018, 09:28:31 AM

Title: Tanypredator - Wild grouses
Post by: tanypredator on March 09, 2018, 09:28:31 AM
Tanypredator - Wild grouses

http://worldofbanished.com/index.php?action=downloads;sa=view;down=415 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=415)
Title: Re: Tanypredator - Wild grouses
Post by: RedKetchup on March 09, 2018, 09:41:03 AM
welcome back Tany :)
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 09, 2018, 09:54:05 AM
Hello! I should note that I'm still not sure about numbers: I tried to increase size of grid, as you advised, but when I set "int _largeCellSize = 80" instead of 64, there were almost no birds.

In the next version I want to add feathers to make warm clothes.
Title: Re: Tanypredator - Wild grouses
Post by: RedKetchup on March 09, 2018, 09:57:01 AM
note you only adding +1 wild....

i noted with my setup, adding 6-8 new one, i had to do something ^^
Title: Re: Tanypredator - Wild grouses
Post by: Tom Sawyer on March 09, 2018, 11:44:51 AM
The large cell size defines a territory, where one group of animals is working around from a small cell to another. So increasing it will make them more rare. :)
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 09, 2018, 08:04:34 PM
The large cell size defines a territory, where one group of animals is working around from a small cell to another. So increasing it will make them more rare. :)

Thanks! And what will be changed with the increase of small cell? They will change small cells inside a large cell more rarely?
Title: Re: Tanypredator - Wild grouses
Post by: Tom Sawyer on March 10, 2018, 01:53:51 AM
The small cellsize defines a grid of usable areas inside the territories. Increasing it would only make it inflexible for the animals because a complete cell is unavailable as soon as it is somehow cut by mountains, water or buildings. I think it's good to keep 8 tiles or rather to make it smaller. Then your chickens would be even less sensitive to human activity.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 11, 2018, 11:18:08 PM
@tanypredator

Nice you are back and thanks for grouses!
The mod works fine. It is balanced, at least with my setup and
it adds a nice feeling to the forest.

Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 11, 2018, 11:26:24 PM
Hello, @kid1293! Thanks ) One funny thing I've just noted is that one hunter in your small Forest Outpost set has the same or almost the same yield as 2 vanilla hunters! Probably a smaller radius makes it more effective.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 11, 2018, 11:34:07 PM
Hi!
It does not always have to do with how many hunters.
If it it is a bad spot it does not matter if you have three.
But yes - smaller radius - less time walking. :)
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 02:26:39 AM
I notice that some years there are a lot of grouses and some years a lot of deer.
It shows in output from hunter. But I find it only natural and maybe it will be even
in the long run.

Do you plan for more things in the forest?

:)
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 03:34:41 AM
Do you plan for more things in the forest?

Just a little bit, but I'm not sure, how soon. I've already started to work on a down from grouses, also I want to make some new mushrooms meshes to suggest to @Bartender (hope he will get back) - champignons and honey fungus on a tree stump, because I don't like that gigantic mushrooms we have now. And I want to make some big bush, mountain ash probably.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 03:43:49 AM
Be careful with the down. It can be too much if there is no production chain.
What will the purpose be to have down?
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 03:50:34 AM
Be careful with the down. It can be too much if there is no production chain.
What will the purpose be to have down?

To make warm clothes, down jacket. I'll have to make a standalone version with leather+down recipe, and my idea is flax+down recipe.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 03:58:49 AM
Flax+down! Great!

I wish there was a way to make wild flax more compatible. It is the numbers that is the problem?
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 04:02:13 AM
Flax+down! Great!

I wish there was a way to make wild flax more compatible. It is the numbers that is the problem?
More compatible with what?
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 04:18:19 AM
 :D With flax...

No, maybe a stupid notion but I would like to have only one flax in game.
Don't misunderstand me, I love New Flora and use it all the time. :)
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 04:31:30 AM
:D With flax...

No, maybe a stupid notion but I would like to have only one flax in game.
Don't misunderstand me, I love New Flora and use it all the time. :)

Well, yes, numbers. Wild plants should have other yield than field crops, or I could not find a way to settle them.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 04:38:36 AM
Stupid me, I understand your problem. It is not solvable.

I would have put flax as

   int _lowCreateCount = 2;
   int _highCreateCount = 2;

   int _weight = 1;
   int _createChance = 1;

Do you need education in 5 years to gather flax?
This way the forest gives half as much. Maybe possible to increase spawn rate.
And crop gives double. No surprise here. Cultured flax is more efficient.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 04:42:34 AM
If you want to stay compatible with CC you get problems in the forest.
You would have to increase spawn times 3-4 and it will be beautiful blue fields :)
but maybe not anything else  :D
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 04:55:12 AM
I would have put flax as

   int _lowCreateCount = 2;
   int _highCreateCount = 2;

   int _weight = 1;
   int _createChance = 1;
Thanks, I'll try this.

If you want to stay compatible with CC you get problems in the forest.
You would have to increase spawn times 3-4 and it will be beautiful blue fields :)
but maybe not anything else  :D

I don't think that such compatibility is needed or possible. CC has so many new resources, and they've got all my sources which they can modify as needed and include into MM.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 04:59:17 AM
I am maybe thinking too much but one nice solution would be
to rename your flax to 'wild flax' and skip cultured flax.
It would be much more in style with New Flora. And much more you.
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 05:09:21 AM
I am maybe thinking too much but one nice solution would be
to rename your flax to 'wild flax' and skip cultured flax.
It would be much more in style with New Flora. And much more you.

You mean to remove it at all? I like it, since I've never actually used cultured flax :) But I'm afraid that I'll have to keep a version with it for those who use it.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 05:17:30 AM
Keep a link to old version!

I must confess I have never bought flax seeds. I like it in the forest.
Wild oats - wild flax...

One more ( I have to go)
Why not make some new mushrooms models and add to New Flora?
Bartender haven't been visible for a while.

:)
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 17, 2018, 05:21:15 AM
Yes, that is another thing to do.

I just like NatDiv grass and herbs very much.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 17, 2018, 05:50:37 AM
Back from lunch.

I like NatDiv grass, but it sometimes conquer out trees. Not so good.
Grass doesn't spawn trees...

A small tip. If you make it 'Wild Flax' - make the rawmaterial Wild Flax too, not Linen.
Let the weaver do the necessary work to make clothes.
I know about longer production chains but I don't like them very much.

I am fully prepared to change all places I have used flax to anything you come up with.
Not a big deal if we get a really good New Flora!

:)
Title: Re: Tanypredator - Wild grouses
Post by: RedKetchup on March 17, 2018, 06:14:07 AM
the problem with spawns....

you cannot ask trees to spawn grass and then ask grass to spawn trees.
the toolkit get stuck in a vicious wheel till it hit 10 times. then the toolkit end right there the resource file whatever it still has things to do :S
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 19, 2018, 07:30:04 AM
Here is a first version of grouses with feathers. I don't think that I should add new clothes, so leather+down give warm clothes. Probably I have to rework models and to add a new line in a hunter production (or 2 lines, because they pick up something wrong sometimes).
Title: Re: Tanypredator - Wild grouses
Post by: brads3 on March 19, 2018, 08:12:32 AM
if the feathers are interchangable with CC,players can use them to make survival coats with the dock reeds.Tandy you do a lot of good work.i do wish this comp would let me see more of your pics.
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 19, 2018, 08:20:39 AM
if the feathers are interchangable with CC,players can use them to make survival coats with the dock reeds.Tandy you do a lot of good work.i do wish this comp would let me see more of your pics.

If there are "feathers" in CC, they won't be compatible, since I have "down" (that was mistake in my previous comment, sorry). Anyway this mod is probably not compatible with CC at all because they both change start conditions.
Title: Re: Tanypredator - Wild grouses
Post by: brads3 on March 19, 2018, 08:45:49 AM
oh ok i thought maybe it could be added below the NAT DIV and above another start mod,thereby just adding the grouse and feathers.
Title: Re: Tanypredator - Wild grouses
Post by: kid1293 on March 19, 2018, 09:40:33 AM
@tanypredator
Works nicely in my game but textstring for Down is missing in GrouseStringTable.
Will add it later to Forest Outpost and Workplace mods.
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 19, 2018, 09:42:39 AM
@tanypredator
Works nicely in my game but textstring for Down is missing in GrouseStringTable.
Will add it later to Forest Outpost and Workplace mods.
Oh! Thank you.
Title: Re: Tanypredator - Wild grouses
Post by: Denis de la Rive on March 19, 2018, 01:32:44 PM
I agree you shouldn't worry about CC, its not worth the effort considering how few people are going to mix both, and its up to them to figure out how to make it work. Your compatibility with Nat Div is far more important, it creates a natural synergy in the game.
Title: Re: Tanypredator - Wild grouses
Post by: taniu on March 21, 2018, 01:58:55 AM
@ Tanypredator  :)Thank you for the wild grouse - I like them very much and I can hunt - it's fantastic - you can use it for RK Editor Choice and for Colonial Charter Modular. I used to ask for these Grouse -Tom Sawyer - now I have Black Grouse - for breeding and wild who walk in the forest - Thanks. If you want to correct something - I will be happy - only please with no feathers or very little - enough meat with grouse. Do not abandon of this project, if it is completed then it is OK. Cheers! :)
Title: Re: Tanypredator - Wild grouses
Post by: tanypredator on March 21, 2018, 10:51:03 AM
@ Tanypredator  :)Thank you for the wild grouse - I like them very much and I can hunt - it's fantastic - you can use it for RK Editor Choice and for Colonial Charter Modular. I used to ask for these Grouse -Tom Sawyer - now I have Black Grouse - for breeding and wild who walk in the forest - Thanks. If you want to correct something - I will be happy - only please with no feathers or very little - enough meat with grouse. Do not abandon of this project, if it is completed then it is OK. Cheers! :)
You are welcome :) You can always use the first version without down (I'll update it separately if I make better game model). I think you are right about "very little" - I'll decrease numbers for down. As a matter of fact, historically down was gathered from nests, not from game birds, but I'm not sure I want to make nests - especially since I've seen that other modders have already added them.