World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on October 22, 2018, 06:54:20 AM

Title: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 22, 2018, 06:54:20 AM
Kid - Old Town Ports & Pirates

!!
I have posted a fix for a graphical glitch with the trader. Same name on the mod.
!!

http://worldofbanished.com/index.php?action=downloads;sa=view;down=493 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=493)

(http://worldofbanished.com/gallery/2582_22_10_18_6_50_25.png)


Title: Re: Kid - Old Town Ports & Pirates
Post by: galensgranny on October 22, 2018, 07:10:26 AM
So glad this is released now.  I am have my coffee and am ready to settle in for a long time making a new town!
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 22, 2018, 07:20:47 AM
Sit tight @galensgranny !
I am about to make a Granny Neighborhood !  :)
Friendly Neighborhood with Granny Park textures
original park - with green roof - vanilla thatch - vanilla stone.

Thank @Abandoned for making the suggestion!
I know what's best for me! I don't want to fight both of you.  ;D
Title: Re: Kid - Old Town Ports & Pirates
Post by: zak4862 on October 22, 2018, 07:41:52 AM
That, dear sir is a gorgeous set of new buildings. Thank you.  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: galensgranny on October 22, 2018, 09:47:30 AM
Sit tight @galensgranny !
I am about to make a Granny Neighborhood !  :)
Friendly Neighborhood with Granny Park textures
original park - with green roof - vanilla thatch - vanilla stone.

Thank @Abandoned for making the suggestion!
I know what's best for me! I don't want to fight both of you.  ;D

Wow!!  OMG!  I can hardly wait!  ;D
Title: Re: Kid - Old Town Ports & Pirates
Post by: Goblin Girl on October 22, 2018, 05:30:02 PM
This is just gorgeous!  Thanks once again, Kid. 
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 04:35:13 AM
Thanks :)

Nice to share things that make people happy :)

About Granny Neighborhood - Real Life is disturbing the perfect peace of modding  ;D
I will be on it as soon as I can. I look forward to it.
I will think about adding vanilla textures. Are they really needed? I have so many!
Instead I could add a new exciting texture. We'll see. :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 23, 2018, 04:48:27 AM
Great mod ! Thanks Mr Kid !

Sit tight @galensgranny !
I am about to make a Granny Neighborhood !  :)
Friendly Neighborhood with Granny Park textures
original park - with green roof - vanilla thatch - vanilla stone.

Thank @Abandoned for making the suggestion!
I know what's best for me! I don't want to fight both of you.  ;D


What about an unfriendly neiborhood with the dark red texture of the pirates houses ? I like these a lot.

And btw, teaching Bambi how to climb ladders, was it absolutely necessary ? :D

(http://worldofbanished.com/gallery/10838_23_10_18_4_35_21.jpeg)
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 05:17:45 AM
shhh... that dark red is that new exciting texture.... :)

edit - @hopledor , you build the tower, your animals  ;D
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 23, 2018, 05:45:52 AM
edit - @hopledor , you build the tower, your animals  ;D

Going to train a pirate hunter to unteach them >:(

Also built sugar mill and rum distillery. The sugar mill doesn't seem to work and the distillery makes rum barrels from sugar canes. But maybe it's because of other mods i'm using, I don't know.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 23, 2018, 05:47:38 AM
 :)  dark red, I heard that @kid1293  :) thanks

@hopledor  deer on tower is so cool, thanks for showing us  :)

@galensgranny , glad you like OTP&P and the stories.  And don't worry, you will not have to wait for Granny Neighborhood, it will be released when Kid is finished.  I am glad there will be more of original park texture, thanks for requesting.  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 23, 2018, 05:51:18 AM
Must be other mods @hopledor .  I had no problem with rum chain in Riverboat Junction story.  I do not know if CC has rum but The Fountain Mod by Mathieuso does, so if you are using that mod, that maybe your problem.
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 05:52:16 AM
@hopledor - I checked. My resources are okay. Must be some other mod.
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 23, 2018, 06:24:30 AM
Ok I understand what happened now.

(I have CC in my list, not the fountain)

I have 2 kinds of sugar canes. I was thinking the one provided by the booty ship was intended to be processed by the mill but in fact it's the one from the crop field which is needed.
The mill make the other kind of cane.
So it works.
And CC has an other kind of sugar made in it's sugar house.

(http://worldofbanished.com/gallery/10838_23_10_18_6_14_19.jpeg)
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 06:31:33 AM
I think you have found a problem.
The booty ship does not give sugar canes. Only processed sugar.

If it does give canes, some other mod mixes the names up.
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 23, 2018, 06:39:28 AM
Yes that's it.
And it's better if i put Old town ports & pirates above CC in the mod list.
This way the booty ship gives sugar, there's only one type of sugar cane and 2 types of sugar if using the sugar house from CC.
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 06:45:26 AM
Okay! :)

Nice it was an easy solution. Resources and their use have changed over time.
It is hard to make something that fits everywhere.

Bon jeu!
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 23, 2018, 06:47:08 AM
Merci  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: JM on October 23, 2018, 07:45:16 AM
To hopledor:

What is the map? I would like to try it. Can you write it here, please? I'm just going to try this mod and pirates should live on the island, isn't it?

Your picture resembles the Anno 1602 game.  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 23, 2018, 08:19:00 AM
To hopledor:

What is the map? I would like to try it. Can you write it here, please? I'm just going to try this mod and pirates should live on the island, isn't it?

Your picture resembles the Anno 1602 game.  :)

I indeed tried several maps to start on an island

It's a very large CC water world map
Map seed is 321668594

Title: Re: Kid - Old Town Ports & Pirates
Post by: galensgranny on October 23, 2018, 08:48:32 AM
Thanks :)
About Granny Neighborhood - Real Life is disturbing the perfect peace of modding  ;D
I will be on it as soon as I can. I look forward to it.
I will think about adding vanilla textures. Are they really needed? I have so many!
Instead I could add a new exciting texture. We'll see. :)
Vanilla texture is not needed.  An exciting new texture is certainly welcome!   :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Maldrick on October 23, 2018, 10:01:36 AM
Very nice!  Excited to check this out.  Thank you, kid.
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 23, 2018, 01:45:09 PM
Hi kid1293. I really liked this mod and the two stories associated with it. Yesterday I activated this mod, after this mod came out and immediately entered the game. I liked the MoD very much and stands with all your other mods. And today when I tried to enter the banished game constantly Crash with activated this mod. Why I don't know. Can be a big incompatibility with other mods. Without this mod everything else starts normally. :(
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 23, 2018, 01:47:31 PM
@galensgranny I disagree, vanilla texture needed.  The park was updated with vanilla and those players picking and choosing mods would most likely use both Granny Park & Granny Neighborhood together, so best with vanilla in both. Friendly Neighborhood has models that will look good in vanilla texture.  The new texture is the red/slate texture from pirates and that will also mix and match with granny original.  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 01:51:29 PM
@tuggistar
I have not added any start conditions or changes to terrain or not anything like that.
Crash on start sounds like something is either A. corrupt or B. have been removed.
I haven't tested with any other mods. All combinations is too much to test.
Maybe you are unlucky or something got broke.

I am in no position to see or guess anything.  :(
Title: Re: Kid - Old Town Ports & Pirates
Post by: brads3 on October 23, 2018, 02:06:23 PM
GRANNY's mod needs more parks.always find myself looking for more of them or a different 1.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 23, 2018, 02:09:26 PM
Granny Park mod is not being redone, only Friendly Neighborhood is being retextured to match.  :)

And actually this is the Old Town Ports & Pirates thread. :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 23, 2018, 02:11:51 PM
kid1293 times the problem can not be found, so this mod I can not use. Most of all I liked the ships there. :(
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 02:18:39 PM
Obviously a conflict of some kind.
Abandoned used this mod with several other mods and no problem.
I have tested it for weeks (to check models).

Did you load it in a save-game?
Title: Re: Kid - Old Town Ports & Pirates
Post by: brads3 on October 23, 2018, 02:23:45 PM
TUGG,did you try loading the mod higher in the mod order?
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 23, 2018, 02:48:36 PM
kid1293 I ran the banished activated mods and immediately entered the game, then had no problems in the game and exit completely banished. the problem is when I go into banished from desktop.
brads3 list of mods:
Banished UI Mod
Buxton Scetch Font
Real Calendar en
Russian Translation (Lucy Bextor)
Better Stock Piles (DS)
Cold Realism
EB Tuggistar Tombstone Override
SeasonFX
Tree Daydream
Pine Set
RK Ducks as Livestock
RK Editors Choice Edition
Maritimes Riffle
Natural Diversity v1.1
Horse Wagen
Infections +
Bakery Plus
Blacksmith Tools
CC Castle Storage
Unhappiness Radius
Magazine Materials
Happiness Radius
Statue Of Plus
Colonial Charter Journey 1.76
Orchard Foresters
Brick Tunnel
Build Monuments
Cathedral
San Miguel Belltower
Stable
Tool Shed
Tropical GreenHouse
Soup Kitchen
Fast Food Stand
PirateCove
Grow Roots
Grow Ginger
Seed Diversity
Brown Horse Livestock
White Horse Livestock
Marble Quarry-A CC Mod
Jade Quarry-A CC Mod
The Fountain-Highborn Society
Ivisible Add Collision
Color Roads
Grassy Roads
Covering
Irrigate Beta
Mini Buildings
Renewable .resources Beta 2
Terraform Super BETA
Greener Environment
Hires Terrain Textures
The Emporium Building
All DS Mods from 1.0.7
All ambx61 Mods from 1.0.7
All Necora Mods from 1.0.7
All Kid Mods from 1.0.7
City Roads 1.0.7 I See Fire 1.0.7 Ketchup 1.0.7 Warehouse Inc. 1.0.7 ChooChoo 1.0.6 Smugler'S Cave 1.0.6 Settlers Tents 1.0.4 New Medieval Castle BETA 0 .2A 1.0.4 Tom Sawyer,
separated from the North of Mods
Decorative Plants-V Voeille Narrow Row Houses-AzemOcram D20 Medieval Houses-D20 Despo20 SmallTipi-triangle South African Miscellaneous-A8 angainor88 South African Housing-A8 angainor88 Wood Cottage-MD
Color Tile Road Mod Canal New Roads add-on wintin roads Coastal House Japanese Fasilities Japanese Houses Stone Bridge NanashiXiMoai MrFlopsiesStoneBridge
Tent Village School With Fire Water and Other Decorations Soapairy zSoapairy
Mush zCrop Masher zMash
Wasabi Rename zWasabi
This list of mods I have for a long time. The problem with this list I haven't.
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 23, 2018, 03:04:42 PM
Wow, I have no idea!
I run ten-fifteen mods at a time and I do that to avoid problems.
I am sorry but I do not think I am capable of helping you.  :(
Title: Re: Kid - Old Town Ports & Pirates
Post by: brads3 on October 23, 2018, 04:00:07 PM
that sounds strange. so you can get to banished via the folder but the desktop icon crashes? wonder if somehow the desktop is pointing to an older version. did you try to make a new desktop icon? if it keeps doing this go to regedit and clear the banished completely from the registry. this is where the mod manager helps. it can keep a list of the mods and order.
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 24, 2018, 02:59:07 AM
I just noticed a small issue with the pirates den.
When the luxuries limit is reached and there is no more rum in the tavern, bannies stop drinking because no one ever bring back to the den the rum stored elsewhere.
Sure to solve this i can raise the limit or send some rum to a warehouse or a trader and then the production and consumption of rum will restart but well, it's a lot of work :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 24, 2018, 05:20:04 AM
@hopledor - You have to tell Pirate's Den to 'produce' rum by opening a barrel of rum.
 input=barrel / output=rum and happy bannies.

If you have set luxuries limit too low they will, of course, not open the barrel.
To me luxuries flag is still alcohol and it works as such. CC and many other have changed it, though.
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 24, 2018, 06:40:43 AM
I understand how it produces rum and how the limit works.

What I mean is the limit can be reach very quickly because some of the rum is taken by the market workers and then stored outside the tavern.
As it seems bannies can drink only in a tavern, the stored rum is not used and the tavern stop working at some point.
Could the tavern also been ordered to bring in some rum or alcohol or luxuries ?

I've seen different behaviour for tavern depending on the mod.
In CC i'm not sure how it works, some tavern produce alcohol, others just take luxuries from outside. But it seems most of time, they all offer diiferent kind of alcohol if available in a storage or market.
I believe taverns from DS work the same.
In the North, there is a choice between producing or offering alcohol from outside in the tavern UI.

So I just assumed that there is somewhere parameters that allow a tavern to fill its inventory with something not used for its production.
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 24, 2018, 06:50:13 AM
Sure there are ways to make taverns work different from each other.
I don't think I have seen bannies go and take the alcohol from a tavern.
If that is the case, it use to be another tavern stealing.
I only have one other drinking place which does not produce. In Medieval Grace.
The monastery produces wine and ale which can be stored and use in the 'Garden Corner'.

Alcohol flag is not often used in storage buildings. (except CC which I know little about)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 24, 2018, 06:51:46 AM
@hopledor this mod has several different factors to take into consideration.  Pirates have still to make rum and pirate's den to serve it.  The port part of mod have distillery and regular tavern.  There is also rum from booty ship.  There is nothing wrong with the rum production chain as it is in this mod.
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 24, 2018, 07:29:46 AM
@Abandoned I was just telling how it works in my game. But ok I'll try it without CC. I'm sure you're right and there won't be any problem.

@kid1293 In my case, the rum was going to the market. The vendor should have taken it but i have not witnessed it.  But like you say it's probably because of a CC interaction.
Title: Re: Kid - Old Town Ports & Pirates
Post by: hopledor on October 24, 2018, 10:01:41 AM
Ok, I've made another game with only a limited number of mod (Multiple starts, LaborWindow, BanishedUIEventlog, banishedUImaps, and a few others all from kid: Chopchop, Workplace, AnimalshedSA, BakeryGarden, Tiny, AmongTrees, MoreHousesVanilla, GrannyPark, StorageCarts and StorageCrates)

Nothing that can hurt Old Town & Pirates I guess.

Even then vendors from Pirates Stash have been gradually taking rum from Pirate Den until the amont in Pirate Stash was just a bit superior to the alcohol limit.
And of course at this point the tavern stopped producing.
So It's not a CC matter.

I'm suspecting the vendors to be dishonest. Keeping rum in the stash like this, they must be trying to increase its price Such an organized shortage shouldn't be tolerated !  :P
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 24, 2018, 10:16:07 AM
kid1293 don't know how to say but without CC 1.76 the game started but when clicked on the theme MoD icon at once Crash. I'm just talking for information. Conflicts are basically a chain of rum production and files associated with the town hall. Also for information.
Title: Re: Kid - Old Town Ports & Pirates
Post by: brads3 on October 24, 2018, 10:31:01 AM
does the crash happen with the mod both above and below the CC?
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 24, 2018, 10:43:32 AM
Brads3 I tried to put the MoD at the bottom of the list and on top of CC 1.76 Crash in both cases.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 24, 2018, 11:03:57 AM
@tuggistar, you have so many conflicting mods in your mod list and ones that would overwrite others.  Why don't you try disabling all mods and play with Old Town Ports & Pirates, it has everything needed for a nice no problem town.  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 25, 2018, 12:42:31 PM
@NIKOLINA - An alternate download at Nexus!

http://www.nexusmods.com/banished/mods/62/?

Title: Re: Kid - Old Town Ports & Pirates
Post by: Paeng on October 25, 2018, 09:57:02 PM
Hey,

just spent some time with this set - lots of fun  ;)  chasing after ye olde treasures...

Brilliant idea to "buy" maps and finding "treasure" that can be changed into goods...


For me that works much better than the booty off the ships - I have the same problem like Discs Styth tower or CCs Bootleggers etc., I never really get much out of them as most of the time they are not producing anything, because I like to keep my limits low.

Maybe there is a way to make them generate stuff off the less used flags? Instead of tying them to "basics" (lumber, tools, clothes etc.), make them generate stuff off the 'lesser' flags, where we are are not so concerned about over-producing - like luxuries, crafted, materials, miscellaneous, booze...  or bring back silver, gold, precious stones etc...

I don't want huge benefits, but I hate using them without any return (or having to jack up all my limits, which is counter-productive)  :P


Anyways, it's a welcome little extra and distraction, with ships to boot... great stuff!   :D
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 26, 2018, 01:04:22 AM
Hi @Paeng !
Thanks for nice words. I have a relevant answer to booty ship. Not all stuff is 'realistic' on such a ship.
But I agree that coins and gems could be used. IF we could have a working strategy for using them.
As they are now, they are only a (not needed) trade item. An economy based on money would open
new ways to mod. Many have tried but money is still in the outskirts of trading.

Be well! :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Paeng on October 26, 2018, 02:36:54 AM
booty ship. Not all stuff is 'realistic' on such a ship.

Oh sure, I understand that  ;)
On that one my point was just to keep "basic" goods out and give only the more 'exotic' items as a reward...


Quote
But I agree that coins and gems could be used. IF we could have a working strategy for using them.
As they are now, they are only a (not needed) trade item. An economy based on money would open
new ways to mod. Many have tried but money is still in the outskirts of trading.

I know that's hard, not really in the system...

Let's say you start with a small group of prospectors on a mountain(ous) map. On the map there is mostly mines (to be built) with gold, silver and diamonds, with a little iron maybe, not too many trees... most of it needs to be dug up (not lying out in the open)... you start without livestock or seeds.  You live on berries and roots, maybe a little hunting. But mainly you need to go after the precious stuff... piling up gold, silver and gems, which you soon need to turn into edibles.

Maybe a small "banker", who accepts only precious things, and in return gives you only papermoney, coins, deeds or whatever - still nothing you can eat right off, but flagged as edible so it can then be exchanged for food (from a trader)...

So instead of the usual "get food fast, then set up all the productions", you would need make do with as little food as possible while getting some production (mostly mining) going up quickly...

Or so...  ;D
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 26, 2018, 09:23:57 AM
@Paeng the purpose of the booty ship was to supply pirates with the basics.  Pirates don't work chopping wood when someone else can do the work and they can then take it.  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Paeng on October 26, 2018, 09:44:14 AM
the purpose of the booty ship was to supply pirates with the basics

Oh yeah, I do understand what they are doing (or not)  ;)


Actually I was already shooting off in a completely different direction... so much for staying on topic  :-[   :D
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 26, 2018, 09:54:21 AM
 :) well, pirates would sure like gems but most regular traders would not want do business with them so all they could do with the stuff is bury it  ;D ;D ;D ;D
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 28, 2018, 11:54:21 AM
Hi kid1293. I checked this mod again. But turned off CC 1.76 and added on top of all your mods Short Toolbar V1 and everything else started without problems and all the mods work perfectly together. Any imbalance comes with this mod cc 1.76. Check it out.
Here are the files that conflict to shorten the time to find the problem:
Dialog\NewLimit 6 files
Dialog\StatusBar All files
Dialog\StingTable_graphTypes.crs
Dialog\TownHall All files
Dialog\Trade_tablePurchase.crs
Game\3 files
Models\BreadflourMesh_resource.crs
Models\MaterialInstance\Breadflour 3 files.
Models\MaterialInstance\Dummy 4 files.
Models\MaterialInstance\RumAO_resource.crs
Models\MaterialInstance\SugarAO_resource.crs
Models\NaturalResource\FruitTrees\LimonMesh_resource.crs
Models\NaturalResource\FruitTrees\MaterialInstance\Limon 3 Files
Model\RumMesh_resource.crs
Model\SugarMesh_resource.crs
Profession\Profession_baker.crs
Profession\Profession_worker.crs
Template\Citizen_storage.crs
Template\Market_market.crs
Template\Market_storage.crs
Template\RawMaterialBreadhardtack 6 files
Template\RawMaterialLimon 6 files
Template\RawMaterialRum 6 files
Template\RawMaterialSugar 6 files
Template\StorageBarn_storage.crs
Template\StorageCart_storage.crs
Template\StorageYard_storage.crs
Template\Townhall_ui.crs
Template\TradingPost_storage.crs
Template\TradingPost_trade.crs
Template\UtilityLimit 11 files

If at all possible to find a problem. And that banished without CC 1.76 for me a little empty. :(
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 28, 2018, 02:36:38 PM
@tuggistar - I downloaded CC 1.76 and started with only CC and my mod.
I found no problem...  :-\ 

I checked the yellow conflicts one by one and could not find what went wrong.
Some things are different but one of the mods will be prioritized and load it's
version of things, the other won't bother.

I don't know what to do...

Kid
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 28, 2018, 02:39:23 PM
@tuggistar try taking out The Fountain High Society.   :)  There were a lot of problems with that mod, it is not, 1.07, and it has rum.

You have so many big mods in list, CC the biggest, maybe one more is just too much.
Title: Re: Kid - Old Town Ports & Pirates
Post by: brads3 on October 28, 2018, 04:04:19 PM
since KID said it worked with the CC,it sounds like a 3 way conflict. this has happened since the 1.07 upgrade 2 mods by themself work but when mixed with a 3rd something goes wrong and the game gets confused. 1 of the give and takes we players must live with.can take a lot of trial and error time to find which mod is screwing with the 2. i have dropped a couple mods out of my setups lately. nothing anyone has done wrong but since the last upgrade the game is touchier about mod orders and does come back with these odd conflicts.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 28, 2018, 04:20:51 PM
And there is nothing the modders can do about that.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Paeng on October 28, 2018, 04:30:31 PM
Dialog\StingTable_graphTypes.crs

I'm really not the expert here, but shouldn't this be

Dialog\StringTable_graphTypes.crs


Just fishing in the dark, disregard if I'm totally off  :D
Title: Re: Kid - Old Town Ports & Pirates
Post by: taniu on October 29, 2018, 05:30:11 AM
@kid1293  :D I was not on the forum for 2 weeks - I had to leave - and here is a surprise - Thank you very much for this mods "Old Town Port & Pirates" and "Pizza Hat" - Great mods  - I knew you would create a fantastic pizza, you're an expert in creating mods with dishes - a witty building, I have them in the game. I am very happy that you always add something new and especially, new parks like it very much because 1 give food and after 2 take up little space .You are a great moderator expert, thank you very much for creating mods and favorable fulfillment of my request, despite the fact that there is no pasta and ketchup - it's Ok - all your ideas are great. Cheers! :D :D :D
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 29, 2018, 09:41:48 AM
I will try then then remove the Fountain High Society MoD and try again.
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 29, 2018, 08:39:29 PM
Thanks kid1293 for this stunning mods about pirates and I especially liked the new ships. :) Treasure map features a striking idea. :)

The problem I found, thanks to Council Abandoned thanks.
I removed mods-The Fountain Mod Highborn Society (v 1,544 beta) and The Fountain Mod (Add Invisible Collision). Instead, I put The Fountain Mod Lite (v 1.52) (Small Wood Houses) that without these industrial buildings and only houses and decoration.

brads3 thanks for the tip about the Mod manager from JM this helped to quickly test many combinations without the need for 10 times run Banished.

kid1293 thank you for work. :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on October 30, 2018, 04:21:54 AM
 :) Nice to hear the problem is solved  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on October 30, 2018, 06:22:29 AM
Late back from train ride.
Good to hear you solved it. Is Fountain Lite compatible, you say?
Title: Re: Kid - Old Town Ports & Pirates
Post by: tuggistar on October 30, 2018, 10:10:58 AM
All your mods I have are shown and pressed normally. About the functionality of Fountain Lite is all right. Only the castle and Castle in the mountain as the town Hall will function without new limits. Otherwise all fine. But a decorative hedge looks beautiful you can build your maze out of it. You can build your castle from 4 parts. In this mod only the decoration and houses.
Title: Re: Kid - Old Town Ports & Pirates
Post by: zak4862 on October 30, 2018, 12:42:43 PM
Hi tuggistar!
It also include two of his stone houses with production. One is Stone Gatherer and the second is Iron Gatherer.
         Regards zak 4862  :)
Title: Re: Kid - Old Town Ports & Pirates
Post by: jarl_carl on November 27, 2018, 02:27:33 PM
build a tropical city along with CC harbour
Title: Re: Kid - Old Town Ports & Pirates
Post by: Wuik on January 25, 2019, 09:46:37 PM
Hi everybody and happy new year !! it's yet possible.

Sorry for my English I need a lot of update .

First I m keeping to congratulate  Kid1293 for this last theme mod on the pirate !!it 'was awful !!

I was testing all your theme and that was so creative.

there two little things i had noticed not a  bug but enough weird.

for this game my mods are in order : On year is one year, kid old town Port and Pirates, megamod 8.01

this mod was good integrate in you're theme mod.

for the sugar cane seed Like others , you may buy the two seed and  one gave normally sugar cane and the other : directly sugar  ;D

my booty ship are too limited by the number of  log.. not a trouble when you found it and knew it
.
that's really two littles things..and seems coming from the associated two mods.

Thanks  one more time for your work.


To Hopledor :Like you  I was testing a very  long time  to find an island …. and finally I kept your map !   ;)

And it gave me one idea for a challenge..











 
Title: Re: Kid - Old Town Ports & Pirates
Post by: RedKetchup on January 26, 2019, 02:41:22 AM

First I m keeping to congratulate  Kid1293 for this last theme mod on the pirate !!it 'was awful !!


Salut. es-tu sûr tu voulais dire "aweful" ? parce que cela veux dire terrible - horrible
le contraire serait "wonderful" :) (merveilleux)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Wuik on January 27, 2019, 10:19:13 PM
Heu !  :-\

Bah en français terrible est synonyme aussi de excellent, incroyable , fantastique … etc

 ;D
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on January 27, 2019, 10:50:24 PM
 ;D In that case - Thank you @Wuik !
Title: Re: Kid - Old Town Ports & Pirates
Post by: RedKetchup on January 28, 2019, 01:17:43 AM
Heu !  :-\

Bah en français terrible est synonyme aussi de excellent, incroyable , fantastique … etc

 ;D

oui je sais :) c'est pour cela que j'ai ajouté une petite note ^^
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on June 18, 2019, 08:35:10 PM
Hi. @child_of_air found an ugly graphical error in the trader. I have uploaded a fix for it.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=493 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=493)
Title: Re: Kid - Old Town Ports & Pirates
Post by: Artfactial on June 22, 2019, 02:10:00 AM
I love these, and had to add them to my save after some internal bickering, thanks for these.:)
Do you know if the sugar is compatible with the CC recourse?
Title: Re: Kid - Old Town Ports & Pirates
Post by: kid1293 on June 22, 2019, 02:25:49 AM
Hi. The sugar is not compatible with CC. They call their sugar cane 'Sugar'
and their sugar is 'SugarRefined'. (the name of the model files. In game it may be different)

I have made 'SugarCane' and 'Sugar'. It will be messed up.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Artfactial on June 22, 2019, 02:36:38 AM
Hmm, alright, for this save it's probably best to stick to Maple Syrup sugar refinement then, and only use your beats ( I am assuming those are separate from CC's as well?) for your Rum distillery.
Or am I going to run into problems regardless with the identical naming for different products?:\
Sorry to bother, but do you have any idea if the Rum is cross compatible?:)
Title: Re: Kid - Old Town Ports & Pirates
Post by: brads3 on June 22, 2019, 04:04:57 AM
i don't think there is any issues with the sugar.i did use the colonial mod with CC.i would test it above the CC since the sugar cane comes with this mod. you should test to see if you have a doube tag of sugar just in case. with the 1.07 changes there are differences in salt n some mods.the older Bakery plus mod would no longer work. KID's sugar is different than from the NORTH mod.
Title: Re: Kid - Old Town Ports & Pirates
Post by: Abandoned on June 22, 2019, 04:16:47 AM
The Ports & Pirates mod includes seeds to grow sugar cane which goes to the refinery to make sugar.  Sugar can also be obtained in small quantities from the Booty Ship.  The pirate still also uses the sugar to make rum.