World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: Maldrick on April 21, 2017, 02:36:12 PM

Title: Stand Alone Iron Smelter?
Post by: Maldrick on April 21, 2017, 02:36:12 PM
Wasn't sure which sub-forum this was most appropriate for, but it seemed to fit here.

Not a request, but just a question...Is anyone aware of an Iron Smelter in existence outside of CC?  After searching, I'm reasonably certain there isn't one as a single building, but wondering if one might be part of a larger mod set I've missed.

Basically, I've gotten into using Discrepancy's Tunnel Mine because of the flexibility it offers, the CC version, but it produces iron ore not iron.  Which is fine, because it has other uses, but I was thinking it would be cool to have that option.  Plus I love adding new production here and there.

Thanks!
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on April 21, 2017, 04:25:01 PM
Quote from: Maldrick on April 21, 2017, 02:36:12 PMit produces iron ore not iron.  Which is fine, because it has other uses, but I was thinking it would be cool to have that option.

Yep, that's my main (luxury) "problem"... when I mix any mod(s) with CC, I get Iron Ore from the ground, which can only be processed with the whole CC chain of charcoal - furnace fuel - smelter... not really a problem, but I don't always want to build all that "hi tech" look, but simpler structures like e.g. the North "Bloomery" or such...

I second that question / request... an option to process CC Iron Ore...  ;)
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on April 21, 2017, 10:31:36 PM
well I did start a 3d model of a smelter the other month, had no real plans for it. So I will get to texturing it and coding it up after the Jetties update as a standalone iron ore to iron smelter.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on April 22, 2017, 01:26:39 AM
Quote from: Discrepancy on April 21, 2017, 10:31:36 PMa standalone iron ore to iron smelter.

That's cool...  :)

Because generally I find the iron ore concept sound, picking up 'finished' iron from the ground never really appealed to me... else I could have just used the "iron is iron" mod...  ;)
Title: Re: Stand Alone Iron Smelter?
Post by: Nilla on April 22, 2017, 02:44:38 AM
I agree. The idea of finding iron, that a blacksmith can process as easy as in Banished is weird to me, too. I agree with @Paeng, that the CC-way is too high tech, at least for a smaller settlement. It's also a bit historically incorrect, as least how they produced iron here in Sweden: furnace fuel is basically charcoal, it's just a more efficient way of making coal from wood, to use for iron processing. It makes no sense to make it from charcoal, like you can do in CC. To me it's like taking buns from a small bakery to make bread in a big one; weird. The North way is more correct, at least in my part of the world. However, it's a long chain and as far as I know, only to use, if you play the full North mod. Something a bit more simple to use outside the North would be good.
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 22, 2017, 05:07:05 AM
Quote from: Discrepancy on April 21, 2017, 10:31:36 PM
well I did start a 3d model of a smelter the other month, had no real plans for it. So I will get to texturing it and coding it up after the Jetties update as a standalone iron ore to iron smelter.

That would be awesome, Discrepancy.  Thank you!  But please don't go to any major trouble.  From reading other threads it sounds like you have a lot on your plate.  I was really just asking if anyone knew of one because it would be cool to be able to use your mine for iron production on top of the other uses and I like adding new production where I can.

Love that mine, by the way.  I've always traded for iron and coal because of what happens to mines when they are depleted but yours gives them an afterlife of sorts.  The mushroom farm is a really great idea and, while I haven't used it in a game yet, testing showed if you combine two of your mines with three NMT drying shacks you can get a nice little shot of vegetable production with a relatively small footprint. Nothing overpowering...Fully staffed on all buildings I think it was like 500 or 600 food per worker per year for like 14 workers...can't remember if that included market support or not...but it's just the kind of thing that would have made a difference at the end of a saturated map in the past.  Love it when buildings synergize like that.  And less trading required = good in my book.

Speaking of your Jetties....I played around with them a bit last night and they are awesome.  The flexibility it offers is great and the fishmonger is a really cool addition.  And the stone bridge is an absolute work of art.  Haven't upgraded to 1.7 yet but, when I do, I plan to give your whole village mod a go on its own.

Quote from: Paeng on April 22, 2017, 01:26:39 AM
Quote from: Discrepancy on April 21, 2017, 10:31:36 PMa standalone iron ore to iron smelter.

That's cool...  :)

Because generally I find the iron ore concept sound, picking up 'finished' iron from the ground never really appealed to me... else I could have just used the "iron is iron" mod...  ;)


To be clear, I'm still getting iron in the normal vanilla way, it's just that one mine that produces ore with my current package of mods.  But I agree, the smelting ore concept is really great and something I've been looking forward to down the line with CC.  When I saw ore coming from the DS Tunnel Mine, it got me curious if there was a way to smelt it outside of CC.

Quote from: Nilla on April 22, 2017, 02:44:38 AM
I agree. The idea of finding iron, that a blacksmith can process as easy as in Banished is weird to me, too. I agree with @Paeng, that the CC-way is too high tech, at least for a smaller settlement. It's also a bit historically incorrect, as least how they produced iron here in Sweden: furnace fuel is basically charcoal, it's just a more efficient way of making coal from wood, to use for iron processing. It makes no sense to make it from charcoal, like you can do in CC. To me it's like taking buns from a small bakery to make bread in a big one; weird. The North way is more correct, at least in my part of the world. However, it's a long chain and as far as I know, only to use, if you play the full North mod. Something a bit more simple to use outside the North would be good.

The more I read about The North the more I want to play it after I get a few plays out of the package I've been putting together the past month or so.  And Discrepancy's village.  And Maritimes.  And CC.  And...And...I held off on modding the game for so long because I knew I would be like a kid in a candy store with what's available and turns out I had no idea.  The creativity and talent of the modders just blows me away on a daily basis, really.
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on April 22, 2017, 10:22:11 AM
i like the NORTH;s way of dealing with iron but sadly it is the reason for glitches when trying to use the NORTH with CC.CC does have the mini smelter that kinda works like this,you use firewood to make fuel and then smelt the iron ore. so it does bypass a step of making charcoal and then fuel.you can also mine for iron instead of ore.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on April 22, 2017, 10:32:33 AM
Quote from: brads3 on April 22, 2017, 10:22:11 AMCC does have the mini smelter that kinda works like this,you use firewood to make fuel and then smelt the iron ore. so it does bypass a step of making charcoal and then fuel.you can also mine for iron instead of ore.

That's all different from what I know... or is that maybe MM?
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on April 22, 2017, 10:59:34 AM
no that is CC. the small furnace makes fuel and then a mini smelter to process the ore. it was done to be able to get the iron earlier in games.the furnace icon looks like the large furnace but is a smaller icon. the smelter is a wrench with a line below it i believe. i use them in my forts.being small they fit there nicely.with the mini lumber maker,i have options to make different houses and other buildings earlier in games.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on April 22, 2017, 11:55:24 AM
just a reminder.... the Old Blacksmith for 1.0.7 ... can process these iron ores and make iron with it !!!!
another new mesh is nice, but you already have that feature too easily with the Old BS with its residence :)
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 22, 2017, 12:32:11 PM
Quote from: RedKetchup on April 22, 2017, 11:55:24 AM
just a reminder.... the Old Blacksmith for 1.0.7 ... can process these iron ores and make iron with it !!!!
another new mesh is nice, but you already have that feature too easily with the Old BS with its residence :)

Really?  Very good to know. Thank you, Red Ketchup!  Exactly what I was searching for.

As it happens I'm using Old Blacksmith now, but the older version as I haven't bumped up to 1.07 yet.  Guess I should do that, but I didn't know when I started putting mods together that the older ones are compatible with the new version. Or so I think I read?  I've just been getting started with mods so figured I would stick with 1.06 stuff until I got a feel for everything better and maybe 1.07 is out of beta.

By the way, I consider NMT the centerpiece of my modset.  Not sure I saw a 1.07 version. Any gotchas with it and 1.07 I should be aware of?

This is great news.  Didn't even think to look at the new version of the Old Blacksmith. I think I'll go ahead and move on to 1.07 and run another round of tests today.  Thank you again.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on April 22, 2017, 01:00:29 PM
Quote from: brads3 on April 22, 2017, 10:59:34 AMthe furnace icon looks like the large furnace but is a smaller icon.

Yes, I'm familiar with that chain, it's my standard...  ;)

Your words were misleading -
Quote from: brads3 on April 22, 2017, 10:22:11 AMso it does bypass a step of making charcoal and then fuel
which I read as we don't need furnace fuel... yeah, you can skip charcoal if you have enough substitutes to burn (though I think charcoal is the better deal)...

Anyway, the chain is still as complicated as with the large buildings, the smaller structures just have lower output and smaller footprints... you still need to burn something to make furnace fuel and take it thru the smelter to make iron that the smith can finally turn into tools...  :)

* And you do need to build a small hamlet to fully support that chain... see attach  :D
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on April 22, 2017, 02:32:10 PM
Quote from: Maldrick on April 22, 2017, 12:32:11 PM
By the way, I consider NMT the centerpiece of my modset.  Not sure I saw a 1.07 version. Any gotchas with it and 1.07 I should be aware of?

This is great news.  Didn't even think to look at the new version of the Old Blacksmith. I think I'll go ahead and move on to 1.07 and run another round of tests today.  Thank you again.

NMT isnt in 1.0.7 yet but will be eventually and it will be split into parts and will be called like the first part i started :
NMT Series 3.0 : ClayChain for 1.0.7

which will have the claypit, the kiln, the pottery makers. the resources: Clay, Bricks, Rooftiles, Pottery. and as usually, it will use : Stonecutters for the clay pit, workers for all the other buildings.

it is not ready yet though, i am still in wait to decided if i add some features to this or not. also i want to have most parts already made before releasing any parts.
All the parts will have this naming convention or procedure. :)

NMT Series 3.0 : xxxxxxxxxxxxxx  for 1.0.7
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 22, 2017, 03:03:37 PM
Quote from: RedKetchup on April 22, 2017, 02:32:10 PM
Quote from: Maldrick on April 22, 2017, 12:32:11 PM
By the way, I consider NMT the centerpiece of my modset.  Not sure I saw a 1.07 version. Any gotchas with it and 1.07 I should be aware of?

This is great news.  Didn't even think to look at the new version of the Old Blacksmith. I think I'll go ahead and move on to 1.07 and run another round of tests today.  Thank you again.

NMT isnt in 1.0.7 yet but will be eventually and it will be split into parts and will be called like the first part i started :
NMT Series 3.0 : ClayChain for 1.0.7

which will have the claypit, the kiln, the pottery makers. the resources: Clay, Bricks, Rooftiles, Pottery. and as usually, it will use : Stonecutters for the clay pit, workers for all the other buildings.

it is not ready yet though, i am still in wait to decided if i add some features to this or not. also i want to have most parts already made before releasing any parts.
All the parts will have this naming convention or procedure. :)

NMT Series 3.0 : xxxxxxxxxxxxxx  for 1.0.7

Very cool.  Whatever you decide to do, I'm sure it will be awesome.  NMT is such a gorgeous mod.  I catch myself stopping and just looking at buildings at times.  Incidentally, I've gotten a lot of use out of your 2 story Little Houses.  They were perfect for what I was doing and look amazing with the different colored roofs.

Appreciate the heads up about the Old Blacksmith. I've got a great set of mods put together and all tested...Thinking I may hold off on moving up to 1.0.7 for the time being and get some play out of this then dive in soon.  So many new and updated mods for that I'm looking forward to checking out.  I stopped a play yesterday because I decided to make some changes so was thinking before I started a new map I would ask about the smelter.

Thanks again!
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on April 22, 2017, 05:09:38 PM
Quote from: Nilla on April 22, 2017, 02:44:38 AM
I agree. The idea of finding iron, that a blacksmith can process as easy as in Banished is weird to me, too.

All that iron lying around on the ground is from meteorites. Lots and lots and lots of meteorites. That's why the lakes are round - impact craters.  ;)  But seriously, it really is very strange that there is iron lying around. I much prefer the iron ore system that CC introduced.
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on April 22, 2017, 06:57:41 PM
PAENG,why you using a bundler with the small fuel refinery?? you can just burn the firewood.that's is only 2 buildings to make iron.o no i don't need a hamlet i just need a couple rowhouses inside my fort.a row of about 10 of those small rowhouses works good there to support all the fort functions.
Title: Re: Stand Alone Iron Smelter?
Post by: TheOtherMicheal on April 22, 2017, 07:05:26 PM
Sometimes you don't want to use the firewood for the refinery because you can't supply enough firewood to homes. I've used the bundler when I had lots of reeds or I had bamboo specifically because it means less demand on the timber/firewood production chain.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on April 23, 2017, 07:15:35 AM
Quote from: brads3 on April 22, 2017, 06:57:41 PMwhy you using a bundler with the small fuel refinery?

I don't. I make charcoal, burning logs.  ;)
* The bundler is just one of the CC options.
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 23, 2017, 07:17:44 AM
@RedKetchup

So, just being curious, I loaded the 1.0.7 Old Blacksmith into my 1.0.6 game.  Tested it out and found no problems.  I'm assuming the newer versions are mostly about the new limits, so since the blacksmith uses the same ones it works okay.  Didn't test anything else, though.  Are there any problems I should expect with using this in a  1.0.6 game?

Also, are there any problems with NMT and 1.07?  I understand you are working on an updated version, but does the current version work with 1.0.7?  Still debating if I should go ahead and bump up to the beta or not.
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on April 23, 2017, 10:09:49 AM
oh we do have options with CC .it's funny though we still want different styles or options don't we?lol
       as to mod problems crossing from 1.07 to 1.06. some will work well with no differences noted. some can be affected depending on the other mods you use. a 1.07 mod that has any item in its coding that is changed probably won't work.possibly and should cause a crash on game load.may hold til you actually build the changed building thou. say you add NECORA's pine mod to 1.06. you might get lucky and the trees grow and the maple forester parts will work. if you try to build the pine forester and it has the pine boughs under the new limit tags then it should crash.most likely it would crash when the game decides to add the pine bough onto the map.right when you are thinking it is working.i do know his charcoal is under the new tags.had problems when i tested the mod between CC charcoal and his. different buildings both his and CC's got confused. even though i had charcoal some would use it others would not.
   if you take a 1.06 mod and use it in a 1.07 upgraded game,by themself they will work without any problems. the problem is if you have CC above the other mod. CC changed the items to the 1.07. say bricks,CC they are under construction tag where as NMT brick is not. if NMT is below CC and CC changed the clay then the NMT brick maker will not work.it isn't set to use clay under the new limit tag.if you had NMT above CC,then the game should leave  NMT items under the old tag. so NMT clay pit and brick maker combined will work. but if you use an item from a CC building to a NMT building or vise versa they will conflict. i doubt it would crash though.
   it is trial and error. it does matter how many mods and the placing. if you are confused just imagine how the program is handling it all. while playing a map, it will get confusing since items look the same on menu's but they act different.if you build a production chain and keep it all from the same mod then you will have less problems.
   
   i have upgraded the game to 1.07,as well as the CC. i have added just a small amount of 1.07 mods.i i left most mods still 1.06 including the NMT.it will load and play. i have not played a long game since all the changes though. most has been to test new mods or upgrades to them. i'm still trying to get used to some of the changes and how it affects my own play style. i am sure if i tried to play a long game i would have conflicts.
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 23, 2017, 10:44:55 AM
@brads3

Thank you for the clarification.  Makes sense.  I'm pretty new to using mods with this game so still getting a feel for the ins and outs.

I don't use CC yet, so I'm thinking that eliminates a lot of the major potential conflicts.  I've built my modset around NMT, so I keep it above just about everything that does anything besides New Flora and, off the top of my head, Market Soup and BBQ because those bring new things.  At whatever point I tested those, that's where they needed to go, basically.

Just ran another test and everything I have loaded related to smiths seem okay.  The 1.0.7 Old Blacksmith turns Iron Ore into Iron...It's the only building I have that does anything with it, aside from DS Tunnel Mine producting it, of course, and the output isn't anything new.  Markets stock it as well as traders.  I guess I could test all the other smiths just to be thorough but seems solid.  The only anomaly I noticed was vanilla stockpile won't store the ore, but the modded specialized coal stockpile does.  Well, that and the vanilla trade post will stock ore but the traders don't bring it.  All of the other modded ones do, though.

As far as moving up to 1.0.7...Been going back and forth with this.  I'm thinking I may stick with what I've got loaded and get some play in before upgrading.  Will probably check out CC then, too.  I've just been like a kid in a candy store with all of these mods available and there are a bunch in the 107 section here I'm dying to play with.  But I did spend a couple weeks testing and tweaking and it's a good set of mods I have right now.  About half the megamod minus CC, it seems. lol  Played for a few days and decided to restart the big map I was working on because of a minor issue I didn't catch before and there were some things I'd like to do a bit differently. Which got me back under the hood and looking to add things and I need to just stop and have some fun playing the game.  Really curious about these new limits though.  But either way, 1.0.7 is on the way and there's plenty of time to get into all that and check out these amazing new mods and updates.

Thanks again. :)

Edit- Correction: Vanilla tradepost lists ore but does not stock it.  All of the modded ones do and their traders sell it.
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on April 23, 2017, 05:16:42 PM
since you are new,i will recommend keepina writing tab or scratch paper handy. if you find a map you like jopt the code down. you might also find it is a good reference for mod orders later. i had my game crash erro and the computer re-wrote the order. without realizing it did that, i got involved into a map only to find out things were not working right. without CC,you should not have conflicts unless you have a building that uses charcoal in an older mod. no food buidings will cause conflict. other than to make special menus not work if placed wrong in the omod order.any 1.06 should have the same limits for coal,iron ,or or. none of the buildings use lumber. a few might use roof tiles or brick. but with NMT being the main mod,they will work fine.
    i did keep my 1.06 until i started adding more of the 1.07 mods.even after i upgraded the game to 1.07,i kept most of my mods to 1.06. the only reason i actually upped my CC ,was the charcoal conflicts with NECORA's sets. at least this way i kow where most stuff is.it took 2 compatability mods added to the CC to get several storage buyildings back.if i get serious to play a long map ,i'll have to move the NMT above CC and see hoow many conflicts i find then.i am waiting on a fix for a glitch or 2 and to see what CC does next.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on April 23, 2017, 05:18:16 PM
i think you really need an upgrade to your vanilla trading post
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on April 23, 2017, 05:59:14 PM
i think his TP is too updated.lol.the trader is working from the new limit menu and won't ship from the older menu.kinda like ordering eggnog out of season.orr maybe it was too heavey for the boat.
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 26, 2017, 12:05:45 PM
Quote from: brads3 on April 23, 2017, 05:59:14 PM
i think his TP is too updated.lol.the trader is working from the new limit menu and won't ship from the older menu.kinda like ordering eggnog out of season.orr maybe it was too heavey for the boat.

Ha, yeah, I rarely if ever use it anymore because I have like 7 or 8 awesome modded ones and now that I'm using mods I try to stay away from vanilla buildings as much as I can, market and tradepost in particular.  Looked at them for so long it's nice to have other options.  I just had it up when testing how ore was handled and noticed that.

@brads3

Not new to the game, just to using mods with it and funny you say that...My notes are ridiculous.  I write down everything.  After being away from the game for a few months, when I got back and saw there was a new version in beta my immediate thought was "what about seeds?!"  I've got pages and pages of seeds written down.  Need to clean a lot of it out actually.

I loaded up 1.0.7 and screwed around a bit.  Tried different mod combos, with / without CC, etc....See what you are talking about now.

Really appreciate the help, guys.  I'm still getting my sea legs with all of this and it's been really interesting playing with different combos and seeing how it all works together.  And there are a lot of really amazing mods around.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on April 30, 2017, 06:27:21 AM
(http://i.imgur.com/Ly4UiGy.jpg)

I'm finalizing the textures for my Blast Furnace,
then onto the code and resources for iron ore - iron production.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on April 30, 2017, 07:24:35 AM
Holy Smoke
@Discrepancy get nukes into Banished. :D

That chimney need that huge Doom smoke screen from Necora 
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on April 30, 2017, 07:45:08 AM
Quote from: embx61 on April 30, 2017, 07:24:35 AMnukes into Banished

:D

Yeah, you keep up with this, I'll soon want my steampunk engines, too...  :P
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on April 30, 2017, 07:00:31 PM
Oh wow.  That looks amazing!
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on April 30, 2017, 07:40:30 PM
That looks like it would be the centrepiece of my mining community, wow, impressive @Discrepancy :)



With something like this as well ...  my, what a large community one could build :)
https://youtu.be/YRnGeYcrg_s?t=7s
or .... http://on-walkabout.net/2008/02/12/on-walkabout-at-the-central-deborah-gold-mine/


:)
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 01, 2017, 12:12:39 AM
in game, I'm not happy with some of these textures yet:

(http://i.imgur.com/GT4QOGC.jpg)

Should I add decorations like crates, barrels, piles of iron? or leave it up to player to decorate with 'ghost' pieces?


And the bigger question.

What should we use as Fuel?

Firewood is really out of the question, it would never get hot enough. Even coal as too impure.
Do I make a coke oven for Coke Fuel? or something else? I should probably include options to use Furnace Fuel...


@Tom Sawyer , looking at your wiki you have changed the production of Iron? from 1-2 to 3-4? . I think I will just have to let your mod override mine.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on May 01, 2017, 01:10:41 AM
Quote from: Discrepancy on May 01, 2017, 12:12:39 AMnot happy with some of these textures

Hmmm...  maybe they could be somewhat rougher - for the roof a dark slate, like the stonehouses?
Have you thought about placing a scaffold to one side, that always looks pretty cool, and breaks the straight faces...

It ought to be not a "nice" place to work in, rather a hellish spot of hard labor...  ;)


QuoteShould I add decorations like crates, barrels, piles of iron?

Looks like you made it "traffic-enabled", so players can decorate easily... maybe some small touches with your new coal bins, an occasional barrel...


Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 01, 2017, 01:25:45 AM
I agree with @Paeng on this too :)  It needs to be a little rough and dirty.  Maybe have 2 F-variants - dark & broody, coal faced, hard labour, and 1 lighter (like this one), for those that play with darker lighting settings, and shadows, so the details aren't all lost in the textures.

As for decorations, definitely your new iron & coal bins (shame they aren't ghosted, perfect place to use them now), placed & odd angles.  Also plenty of room for our own decorations, a nice balance. :)

Fuel wise - a couple of choices:  coke, furnace fuel, let the player choose from the heavy hard burning fuels.
I normally end up with more than I need with one, so I swap to it whilst another is being made, then back again.  :)

I could almost imagine a dragon lying against it, rubbing it's belly on it for warmth :) 
Maybe too much imagination happening there ... lol
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 01, 2017, 08:19:52 AM
Quote from: Discrepancy on May 01, 2017, 12:12:39 AM
in game, I'm not happy with some of these textures yet:

(http://i.imgur.com/GT4QOGC.jpg)

Should I add decorations like crates, barrels, piles of iron? or leave it up to player to decorate with 'ghost' pieces?


And the bigger question.

What should we use as Fuel?

Firewood is really out of the question, it would never get hot enough. Even coal as too impure.
Do I make a coke oven for Coke Fuel? or something else? I should probably include options to use Furnace Fuel...


@Tom Sawyer , looking at your wiki you have changed the production of Iron? from 1-2 to 3-4? . I think I will just have to let your mod override mine.

I guess it would depend on your intended use of the mod, really.

The reason I was asking about a standalone smelter is I've been piecing together mods rather than using CC or MM and I ran across a building that brought ore into the picture.  Your tunnel mine, actually.  So I thought it might be fun to play with if I could find a building that processes it. Didn't know at the time that the updated version of RK's blacksmith did this, which was why I was asking.

Point being, in this case it would need to be something accessible like firewood, logs, or coal.  I believe coal is still used in the modern production of steel, but I think it's converted to coke first for consistency, as you say.  But then I would be looking for a standalone coke burner. Lol

Might also be an opportunity to put to use oils @embx61 has brought into play with his standalone oil press.  But then, as a player, you are getting into having to farm to produce a material that can be traded for with one building as has always been the case even in vanilla just to avoid having to mine.  Production chains are my preference, but depending on map it's often better to just cut to the chase and trade for something, especially when the jobs are dangerous like mining or if space is tight, if farming would be needed.

Actually, when RK mentioned his Smith made iron I ran some tests.  Was planning on limited mining but mostly trading for ore as its cheaper than iron.  If the resource was included, trading for coke would work even without a building that made it, assuming the costs were in line with just trading for iron.

If you are intending for the smelter to be used with CC the fact that furnace fuel is required for the smelters with that is a consideration. You'd have to decide if you are going more for an alternate building in line with CC or offering an alternate that bypasses the established order of things there.

And, of course, any intentions you have for this with your own modsets.  You mentioned when I posted you were already working on this, so I assume you had a use for it in mind already.  How would it best address what you planned it for, fuel-wise?

Just some food for thought from a player's perspective.

Aesthetically, I think it looks great. Could fit a medieval or colonial / early industrial revolution setting. Maybe even an earlier period.  F-variants are always great, though. :)
Title: Re: Stand Alone Iron Smelter?
Post by: Nilla on May 01, 2017, 11:20:08 AM
I would suggest charcoal as fuel. That's historically correct. It could be made in a smaller scale in piles like those from @Tom Sawyer or rather for a big smelter like yours, in furnaces. It's basically the same product; raw material wood. The only thing that's different is the production rate. Coal from mines has to be purified to before it can be used to make iron and steel.
Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 01, 2017, 02:17:16 PM
@Discrepancy yes iron is changed from 2/1 to 4/3 to reduce the penalty for uneducated workers to 25%. So if you keep the vanilla values it will be twice as efficient in the North. But it would not be a big problem. We can overwrite the input of your furnace in the North to balance it. And Nordic people would probably feet this machine with something from wood, so charcoal. But I found your model in Wikipedia and it's the first German coke blast furnace from 1794, right? :)

Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 01, 2017, 03:51:06 PM
Furnace fuel sounds good to me. But why not have options to use a few different fuels?

I like the idea of having a couple of texture variants. Dark and dirty and also something a bit cleaner. I also like the idea of decorating it myself. If you can provide some deco pieces (raw materials, finished product) that would be perfect. They could be used around docks, too. Actually - and this would be a bit of work, but what about some deco railway pieces? Not like the choochoo mod, but mining railway. Small rail carts, coal stockpiles, that sort of thing. As purely decorative items they could link mining, industrial, and trade areas. (why does one building always lead to 5 more ideas and hours of more work???  ::) )

I'm not keen on brown grass as a ground texture on any building. The sharp lines between green and brown look bad. Looks like we can pave it with road, so that's good, so do we need the brown grass? Under a real industrial building you'd expect very little grass.

Overall though, so far it looks great.  :)
Title: Re: Stand Alone Iron Smelter?
Post by: TheOtherMicheal on May 01, 2017, 06:05:22 PM
I remember that @Discrepancy had a link at one time to some information about the blast furnace he was modelling.
After reading about it, I learnt that these early blast furnaces could operate with any of the earlier fuel types we are talking about because, as I understand it, the most important change they made from being a simple bloomery, was that they significantly increased the air flow into the furnace.

So I think that any medieval blast furnace like the one Discrepancy is modelling could use any of the fuels in Banished, the most important aspect of the blast furnace is increasing the air flow which allowed hotter temperatures within the furnace which results in higher purity of the iron.
I think that making the furnace use any fuel - I know that this will add your workload Discrepancy, sorry about that  :( - or making it just use the basic Banished fuels would be suitable.

Edit: In an effort to learn more about blast furnaces, I found this item about the earliest one in Sweden. @Tom Sawyer it may interest you, it's only a small article but it mentions a specific time period of AD 1250-1300
http://www.sciencedirect.com/science/article/pii/S2352409X1530170X
Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 02, 2017, 02:12:20 AM
@TheOtherMicheal That's what I found. https://en.wikipedia.org/wiki/File:Germany_First_Coke_Blast_Furnace_Miniature_DM.jpg Look at the details. :)

I also think that a few options for it would be the best. I would suggest charcoal and coke. Both are realistic and more or less the same (pure carbon). Just the one made from wood and the other from coal. Of course coke would need to be produced by a coke oven and we don't have it yet. In the North I would just fill it with charcoal. CC probably needs an option for "furnace fuel".
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 02, 2017, 03:09:23 AM
@Tom Sawyer & @TheOtherMicheal , it is made from that image :)
I couldn't find any more images of the model from different angles, the original links seem to be broken.

Yes I think a few different fuels. Coke / Charcoal / Furnace Fuel

Coal will have to be turned into Coke, so yes I will also make a Coke Oven for the set.
... what else. I'm undecided.


A few F variants :) of course for the Blast Furnace. The code was already written with that in mind.



@elemental , the footprint is only temporary. As most would know by now, I'm lazy with footprints, most I have as nothing. But for this building I will add one, and it won't be brown grass.
Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 02, 2017, 03:33:36 AM
I can go to this museum and make some more photos of the miniature, just a few km. ;D

But no need of it, your model is already great. And also great you make a coke oven to complete the chain. It becomes a historical project.^^ And it has a nice effect to bring coal a bit more in the game again. If you have charcoal and "home made" coke then you actually don't need the third option of "furnace fuel" which is actually just the category.

And if you are lazy with footprints, I can make a nice one from Nordic terrain to match it in when loaded in the North. If you like.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 04, 2017, 12:20:06 AM
Thanks for the the offer @Tom Sawyer to take more pictures of the model. But you are right. I think it looks nice enough as is, I will add a scaffold like @Paeng suggested also.
But the Blast Furnace looks too small. I think I'll make it bigger.

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

a work in progress on the Coke Oven

I should say ovens. Modular build, 1 worker operates two ovens in a single 5x4 module. There is a floor above and work point, so the ramps on the end allow a nicer looking travel up to the top, though I don't like how square edged it all is. They are still pretty low-poly so I will 'bulge' the stone out a bit and arch the ramp slightly.
I'm also making a 1x4 Ladder piece to get to the top.

I'm not happy with the turf roof texture, it looks too nice for an industrial oven. I'm not sure if they would have ended up getting grass on them anyway until afterwards, in disused life.
I'll change it to a rocky soil texture, fading out to turf on the ramps.

@elemental , I'm thinking of the railway carts etc. They will match well with the coke oven.

So what does everyone think though?
Does this style Coke oven fit that well with the Blast Furnace? I'm not sure.
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 04, 2017, 12:28:19 AM
I don't know much about this sort of engineering, coke fuel makers etc, so I can't offer on the reality of it, or anything along those lines - so, let me just say:
I like the basis of them, I like how they are forming, you know I'm not into big buildings, but I think perhaps (and in reality I may be very wrong), that the scaling between the 2 is out a bit, but, I'm not sure on that.

Again, maybe a couple of F-variants so people can have pretty green, and mucky charcoal green.  The viking storage wouldn't look out of place near here, camo'ed :D

Will you be working with @embx61 & Tom (as above), and possibly @Necora to get all the charcoals interusable, or are you introducing your own new version of it (I don't mind, either way, it's a question is all :D )

Your grungy new dock housing textures would't look out of place here either for workers' housing.  :)

As for railway tracks - definitely!! And carts, I wonder if it's possible to somehow have a transition piece between yours (if you do it) and Red's, that way for people who are making large settlements with rail roads, they can transition from your mining district to the transport & merchants district.  :)  Just a thought ....  :D
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 04, 2017, 01:22:49 AM
I am open to any suggestions about the values of the charcoal. how much logs to produce how much charcoal.

As longs as we keep the Raw material file the same name it will be alright and all our buildings will take the materials to process them.
Even if some values are different the Mod highest in the mod list values will be taken so in that case it is up to the player what values they want.

But I agree that trying to get our numbers the same or close would be the best but some mods want more difficulty like Tom's Nordic Mod and so I can see where Tom maybe decide to have some different values because it fits his mod more.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 04, 2017, 02:18:39 AM
I increased the size of the Blast Furnace to 1.4x.
It now sits on 10x10.

The ladder piece is made for the ovens, though I'm still getting lines where the modular pieces meet. I might have to disguise them somehow.

(http://i.imgur.com/jgxOlUZ.jpg)
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 04, 2017, 02:25:15 AM
@Discrepancy

For modular Pieces you need a seamless texture. If you scale your UVW piece just make sure they exactly end up at each side of that seamless texture.
You have to play with the size of the texture a bit to get it right looking (Not too big or small).

The selected Red color is the piece of the roof on a seamless texture.

(http://worldofbanished.com/gallery/474_04_05_17_2_29_25.jpeg)

Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 04, 2017, 03:38:41 AM
Your coke ovens is/are impressive. :)  I'd agree that it's probably wrong to have grass on top. How hot would it get up there? Dirt or gravel would probably be more appropriate. I hope the build costs are fairly high for both the coke ovens and blast furnace.

I can visualise narrow gauge railway/mining carts (maybe pulled by horses?) going under your blast furnace tower. Not sure if that's where they should be going but I think it would look cool.  8)  I don't see them as being heavy gauge railroad like Red's train mod. Definitely smaller tracks, small carts.
Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 04, 2017, 03:59:47 AM
I found another image (http://c8.alamy.com/comp/D939FM/the-first-german-coke-oven-diorama-18th-century-deutches-museum-munich-D939FM.jpg) of the furnace but it gives not really more info. Looking at the workers in this photo I guess the pillars are about 1.2 meters and the width of the tower with two pillars and entrance between is about 5 meters at the bottom. That means in game about 3 tiles. Scaled to this size it should be original and people can walk exactly between the pillars. So it was in your first pictures and I think it was right. Maybe better to scale it back to your first size. It also would be more suitable in game if it is not too massive. The texture is great, the left one my favorite.

Your coke oven I like too. And much better without grass. I agree with elemental, if you see grass there in photos it's probably because of beeing a ruin. I tried to find something original for this furnace but its hard. The picture here is a ruin of an old german coke oven (https://upload.wikimedia.org/wikipedia/commons/thumb/3/39/Neu_Iserlohn_Kokerei.JPG/1024px-Neu_Iserlohn_Kokerei.JPG) which was in use 1860 (at the same time like your furnace). The construction is similar to yours.
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 04, 2017, 05:09:52 AM
Thank you to @Tom Sawyer for describing what I could not, re the scale :) 

@elemental I like the idea of the tracks, it would look extremely excellent!!  Being the different sizes between the 2 sets, as you said, a transition section would be needed, for any connections.  :) 

Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 04, 2017, 05:11:35 AM
 :) Thanks everyone.

Thanks for that extra picture Tom Sawyer. I will make the furnace smaller again.

I have also made a warehouse building that kind of matches the outer buildings that will probably be an industrial market for coal, iron, minerals, fuels.

I will keep the coke ovens with the set, slightly edited though. If I reduce the Blast Furnace size again, I think I might rebuild and adjust the size of the ovens.
They are beehive ovens under the dirt, you see them in the build model, but I might make another variant that has it noticeable but still usable.

BL/CC's Coke output is 45/55 valued 3, produced at the Stacks Burner for 5 Coal valued at 6 (vanilla coal value).
To me, that is too high an output. 1 Coal maybe = 2-3 Coke.
I was/am tempted to add a water cost to the process...
why does CC make the game easier? and why do the vanilla numbers make no sense?
sometimes I get rather frustrated at this game.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 04, 2017, 05:46:30 AM
Yeah, some of the Vanilla values are not that right.

Most modders don't want to mess too much with the Vanilla values though is my understanding but I think we should just do it in certain cases and just share our numbers so all modders can put the overrides in their mods.

Some stuff in Vanilla is already changed like the Vanilla Barns to accept the new Custom flags, same for Trade Post, Stock piles.

If people decide to play with mods anyway what does it matter that some Vanilla values get changed to make it more inline with production?

Title: Re: Stand Alone Iron Smelter?
Post by: Gatherer on May 04, 2017, 06:02:51 AM
Here is some info on coke manufacturing at Salem No. 1 Mine Coke Works in Pennsylvania.

http://patheoldminer.rootsweb.ancestry.com/coke2.html (http://patheoldminer.rootsweb.ancestry.com/coke2.html)
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 04, 2017, 06:54:19 AM
Quote from: QueryEverything on May 04, 2017, 05:09:52 AM

@elemental I like the idea of the tracks, it would look extremely excellent!!  Being the different sizes between the 2 sets, as you said, a transition section would be needed, for any connections.  :) 



Short answer is NO! You can't do that!

Long answer is...

I'm imagining small mining carts on narrow gauge rails because it just seems to fit better with a low-tech society. The exact time period of the game is a bit fuzzy but most of what we have is very low tech. A big question is how will these carts be moved? Steam engine (relatively high tech), horse/donkey, or pushed by people? (fun job,  ::) ) Obviously this will affect how big the carts are.

I haven't actually played with Choo choo mod so I'm not familiar with the scale of it but just from the screen shots the engine and carriages look a lot bigger than small mining rail carts. You could certainly have small mining carts that fit on Red's tracks but it might look out of proportion. So ultimately that's up do Discrepancy.

If his tracks do end up being narrower than Red's then you can't join them up because narrow gauge train wheels just won't fit on the wider train tracks and vice versa. This was a real world problem here in Aus. Each colony (pre Federation) built their own railways and they were different sizes and thus incompatible with each other. According to wiki it wasn't until the 1990s that all mainland capitals were linked by a single rail gauge network.




Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 04, 2017, 07:34:45 AM
actually i think you have 2 sets of tracks. the carts go out and dump into the train cars. the carts don't have to go on the same tracks.i don't want to push the heavy carts up onto the platform to be dumped though.dump onto an elevator,elevator feeds the hopper that sits over a trian track section.train car filling station.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 04, 2017, 08:20:37 AM
i sent a copy of the choochoo tracks if needed :)
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 04, 2017, 03:29:34 PM
I'd like to see rails and carts coming out of a mine. We haven't got anything like that. It doesn't have to be a completely new mine, it could be a ghost deco piece that sits next to the existing mine. Could also have some tracks sitting next to a quarry. CC has some great decorative cranes for lifting stone out of quarry and onto rail carts. It would certainly add a bit more of an industrial flavour to the game. Those poor labourers don't even have wheelbarrows. They carry everything by hand.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 04, 2017, 06:36:25 PM
I want my blast furnace to operate on Coke or Charcoal, because historically they were. On the other hand Furnace Fuel seems like a strange thing, I don't know why BL didn't just make the production of Charcoal or Coke harder, not making such huge output profit.

I don't know if I should flag Coke as Fuel or Custom3? it was also used to heat homes anyway, like charcoal and peat - those of you living in the low countries of Europe live with the effects to the environment from that particular industry still today.

Do we want to burn Coke in homes?
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 04, 2017, 06:57:09 PM
Quote from: elemental on May 04, 2017, 06:54:19 AM
Quote from: QueryEverything on May 04, 2017, 05:09:52 AM

@elemental I like the idea of the tracks, it would look extremely excellent!!  Being the different sizes between the 2 sets, as you said, a transition section would be needed, for any connections.  :) 



Short answer is NO! You can't do that!

Long answer is...

I'm imagining small mining carts on narrow gauge rails because it just seems to fit better with a low-tech society. The exact time period of the game is a bit fuzzy but most of what we have is very low tech. A big question is how will these carts be moved? Steam engine (relatively high tech), horse/donkey, or pushed by people? (fun job,  ::) ) Obviously this will affect how big the carts are.

I haven't actually played with Choo choo mod so I'm not familiar with the scale of it but just from the screen shots the engine and carriages look a lot bigger than small mining rail carts. You could certainly have small mining carts that fit on Red's tracks but it might look out of proportion. So ultimately that's up do Discrepancy.

If his tracks do end up being narrower than Red's then you can't join them up because narrow gauge train wheels just won't fit on the wider train tracks and vice versa. This was a real world problem here in Aus. Each colony (pre Federation) built their own railways and they were different sizes and thus incompatible with each other. According to wiki it wasn't until the 1990s that all mainland capitals were linked by a single rail gauge network.

Yes, well, those that know Aus politics can understand why that might be ;)

Perhaps a platform, such as Flinders or Spencer St stations (here in Vic) where the overlanders VLine & the State lines meet, different platforms etc.  Have in 'ingoing' and an 'outgoing' platform. 

I completely agree with you about the decos @elemental :D
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 04, 2017, 07:06:02 PM
@RedKetchup was kind enough to send me the train track models from ChooChoo. The size of them are not too big anyway, so already can be used with this. There is no point me making my own tracks. But I will make some deco carts that sit on the tracks, and maybe (that is a maybe) a way of having the tracks on top also.

I thought of making a small mine that only extracts iron ore also.
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 04, 2017, 07:26:42 PM
Quote from: Discrepancy on May 04, 2017, 06:36:25 PM
I don't know if I should flag Coke as Fuel or Custom3? Do we want to burn Coke in homes?

I don't know what custom3 is but if coke is industrial then perhaps it's best to keep it separate from domestic fuel. Isn't that the whole point of those new flags?

Edit: and now I just read your reply in the other thread about CC coke being fuel and furnace fuel being Custom3. Confusing! I guess their furnace fuel is basically industrial coke, except that you can make it from more than just coal. I think from memory you can even make furnace fuel from firebundles which to me doesn't seem very realistic.
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 04, 2017, 07:49:36 PM
Quote from: Discrepancy on May 04, 2017, 07:06:02 PM
@RedKetchup was kind enough to send me the train track models from ChooChoo. The size of them are not too big anyway, so already can be used with this. There is no point me making my own tracks. But I will make some deco carts that sit on the tracks, and maybe (that is a maybe) a way of having the tracks on top also.

I thought of making a small mine that only extracts iron ore also.

Haha, you all are going to have a few days of piece peace next week :)  Another 5 days with mixed connections ...  I'll be around, but not enough to be a deco nuisance ;) 

Sounds good, thank you both @RedKetchup & @Discrepancy :D :D

Oh, and no comment on Coke - not my ball ;)
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 04, 2017, 10:46:21 PM
Not yet working on the rail parts. But here is the Industry Market:
(http://i.imgur.com/0esoI2i.jpg)

I made the Blast Furnace smaller again, though still slightly larger than firstly. It is sitting on 8x8 again.

The ovens I am going to make slightly smaller.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 05, 2017, 12:55:31 AM
wow looking GREAT !!!!  :D
Title: Re: Stand Alone Iron Smelter?
Post by: Nilla on May 05, 2017, 01:08:56 AM
I like this one, too. Early industry! Great!

I see one tiny little problem= something to think and work on. This is an industry. It would be logical if it occupied several worker. In that case, it needs a lot of iron and coal. Mines are very unproductive and get empty quite fast, if you put a lot of laborers in it. I guess it will need more efficient, larger/deeper/upgradable(?) mines.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 05, 2017, 02:03:22 AM
Looks indeed great.

Scale is much better too now.

I like that roof tile texture a lot.
Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 05, 2017, 03:26:11 AM
Yes, very nice picture! The new market building fits very well to the furnace. Industrial revolution for banished people in perfect design. This mod will be a favorite. And I agree with Nilla, balancing will be a bit tricky.

To the charcoal/coke. I never heard of using it for heating homes in real. If people have a pile of firewood they can heat the home with it. For making charcoal they went to the forest to burn it there and to produce a lot of heat too but it was blown into the air. After burning away the half of the wood the rest was carbon which was not oxidized under the special conditions in the pit. So it was a loss of energy but a win of the carbon in its pure form how it is necessary for iron processing. To carry it back home and to heat the house would be a fault because the half of its energy was leaved in the forest after doing a huge effort. So I think people did not do this. They used it for what it was made for.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 05, 2017, 10:32:26 AM
@Tom Sawyer

Yeah, I have a dilemma now how to flag charcoal. Some charcoal will end up in peoples homes as it is flagged Fuel/WoodFuel.
Custom3 would be a good choice to avoid that but it will probably screw with CC as they have it as a end product in a production chain and they use charcoal, and other fuels to produce Industrial Fuel(Custom3)

Title: Re: Stand Alone Iron Smelter?
Post by: kid1293 on May 05, 2017, 11:08:36 AM
@embx61 - set flags in houses as 'WoodFuel' only.
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 05, 2017, 03:08:54 PM
Quote from: kid1293 on May 05, 2017, 11:08:36 AM
@embx61 - set flags in houses as 'WoodFuel' only.

Good idea but the problem is some people will be playing with CC, and only BL can change their houses.

What about asking @kralyerg to make an override mod to change charcoal in CC?
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 05, 2017, 03:51:49 PM
does the stop burning coal mod need upgraded to work?
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 05, 2017, 06:36:33 PM
all the CC mod is made about stop to use coal as fuel.... about pushing citizens to use charcoal instead of simple firewood.
and why would you want to specifically prevent the citizens to use charcoal ?

changing all mod from all the moddler house from fuel to woodfuel isnt a viable option.
i am not even sure if woodfuel would work as intented cause it is possible the code about use flag"fuel" to "consume" is hardcoded.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 06, 2017, 01:00:47 AM
From what I have tested, the use of WoodFuel does work. If you set the storage to only WoodFuel & Edible, there can be coal in the piles, but it will never get into the house and the people freeze.

I am going to go to Custom3 for Coke.
There really is not point in people using it in their homes, there is enough opportunity to produce firewood, and I think the way I will work this production it will end up being more expensive than firewood production to heat.
We have good foresters in Banished, the can easily keep up a supply of firewood.

Afterwards I will make an override mod that will allow players to make a version of Coke to heat homes, for those that perhaps want to make a mining only community, with a treeless map...




I have made the Coke Ovens smaller by about 10-15%. They look a lot better next to the furnace, and even in proportion to the citizens. I've added a scaffold, I'm not sure about it yet. A couple of alterations. I think I will offer variants with/without.

I've started some small carts, that will be sit well with @RedKetchup's ChooChoo mod, same size track, they will offer a small amount of storage for either Industrial Fuel (Custom3) or CoalFuel (Minerals), I will also offer some normal early wagon type carts that don't sit in a rail-line, I haven't made these yet. Then onto making the Coke resource model, my own Iron Ore model and then some crates and boxes for decorative additions.


I will post some pictures later.
Title: Re: Stand Alone Iron Smelter?
Post by: Nilla on May 06, 2017, 01:23:24 AM
I don't think you need to make that override mod to make it possible to heat coke in homes. As far as I know, in real, people used firewood or in areas where you have coalmines, coal to heat homes; not the more expensive industrial products charcoal or coke. If you'll make an override mod for treeless mining communities, it would be better to use unprocessed coal as fuel.

Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 06, 2017, 02:16:28 AM
The flagging of charcoal and coke is clear for me too. Producing it is turning fuel for heating houses (firewood and coal) into industrial fuel for smelting and blacksmithing. It would be annoying if people take away the hard produced material. And we should use a special limit for this turn. So if custom3 is reserved for industrial fuel then why not to put the resources in. But I would do one thing. Give your blast furnace the storage flag Fuel in addition to make it able to consume charcoal and coke also if CC is on top and re-flags your coke to fuel. The same with EB Glassworks. This way it should be compatible.

And I think Red is right about fuel. People always want to carry in Edible + Fuel and it's hard coded. If a house has not the fuel flag then they fall in this bug running between pile and house unable to store the fuel there. They will not burn it but they become crazy.^^ So better not to remove the fuel flag from houses.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 02:48:26 AM
Thanks guys for all the input.

Still not know what to do though besides not tampering with the Vanilla houses Fuel flag.


I have this from the CC spreadsheet.

In CC Custom3 is Industrial Fuel which is produced from FireBundles, Coke, Charcoal, Coal, and Firewood.

They make charcoal from Logs instead of Firewood as it is in Tom Sawyer's the North Mod. That is maybe a good option too as even when people take it into their homes to burn at least not Firewood was used in the producing process.
Otherwise it would have been two steps for CC. Firewood into charcoal and then charcoal again into Industrial Fuel.

My guess is that everything in CC can be burned in the homes besides Custom3 (IF).

I think that CC should thinking about it to add the produced Fuels besides Firewood, Firewood Bundles (What is the difference between those 2 besides they are bundled?) and maybe coal.

Then the IF(Custom3) flag will contain Industrial Fuel, Charcoal and Coke and the problems are solved.

What happens if I add charcoal to the Custom3 flag and players play with both mods?

Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 06, 2017, 06:43:57 AM
EMBX,i can answere that question. that is the main problem. if an item is flagged 1 way and CC flags it another, in a game there will be 2 different items.and 1 won't work as the other.this has happened. at the moment it happens with items still under the 1.06 tag and the same item under the new tags in a 1.07 mod. the player will produce charcoal that shows in the inventory but it will not work the same as the other charcoal.
   example: tanys flax is different that CC flax. hence any mod using her flax will not use CC flax. in game if you try to make clothing with a mod based on her flax, the building will not function.if you look at the TH inventory, it will show that you have flax. it will not show you why it won't work and that the flax is different.
   example 2: RED NMT not updated to 1.07 can make roof tiles. those tiles can be used to build TOM's nordic houses and school. once RED upgrades that mod to 1.07 any mod needing roof tiles that is 1.06 will no longer be useable. tto the game the tile will be different.
   i have had this in game. NECORA has charcoal from the pine mod. that charcoal would not work to make refined fuel in CC.nor would CC charcoal be used to boil NECORA's maple sap. on screen the game reads that you have charcoal. when playing, you find out buildings aren't functioning and processing.
      to me this is where the compatability of a mod matters. it also could ,depending on load order,cause a blank tag item at the trading post.
that is why i mentioned the stop burning coal mod. if that has to be updated to work with the new limit tags,it is a better fix.instead of having modders code each house,there should be a mod to override and stop them all from using coal or charcoal.keeping things the same stops confusion. if you put the charcoal under custom3 then i would recommend a line on the mod download page stating the mod will not work with CC.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 07:56:33 AM
Forgive me but I don't get the Industrial Fuel chain from CC at all.

Why make another chain to produce that stuff? It seems to me sometimes us modders (me included) just make stuff because we want to cram more stuff in the game and/or just want to appease to those who ask for that kind of stuff but gameplay wise it don't make much sense.
Is the produced coke and charcoal not enough as a Industrial Fuel and put those under the Custom3 flag/limit?
Then all the problems with the burning fuel in houses will be solved. Even when I make sometimes stuff what gameplay wise not do much I never would make another fuel chain above the other produced fuels as it serves no purpose at all.

Let take sand as an example, I gather sand and that sand is used in the glass works. I not even thinking about going to make just another chain in between and call it cleaned up sand or something what the glassworks then need instead of just sand. LOL It is overcomplicating to do stuff like that.

I don't want to steer into any trouble as I have great respect the BL team but they can have the wrong approach sometimes to. I just state my opinion on the Industrial Fuel chain in CC what make us other modders limited with our use of the Custom3 limit/flag.
Why make first charcoal out of logs and then make Industrial Fuel out of that charcoal? A bit over the top if you ask me.

It is even funnier that Industrial Fuel can also be created by just using Firewood as input.

So logs ===> (Firewood/Charcoal) = Fuel ===> (Industrial Fuel) = Fuel or Coal(Fuel) ===> (Coke)=Fuel ===> (Industrial Fuel)=Fuel to name just 2.

See, it is all Fuel, beside the logs, in the first place and 2 chains to produce Industrial Fuel is just too much IMHO were 1 chain will do to produce better fuels for industry.
So coal ===> Coke
Logs ===> Firewood/Charcoal and the coke and charcoal are then flagged as Industrial Fuel(Custom3)

I can understand that CC maybe have their reasons for the Industrial Fuel chain even when I don't see it. Maybe kralyerg can chime in and give his opinion on the matter.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 06, 2017, 08:21:13 AM
Quote from: brads3 on May 06, 2017, 06:43:57 AM
   example 2: RED NMT not updated to 1.07 can make roof tiles. those tiles can be used to build TOM's nordic houses and school. once RED upgrades that mod to 1.07 any mod needing roof tiles that is 1.06 will no longer be useable. tto the game the tile will be different.

it will be same in NMT3.0 ^^ NMT3.0: ClayChain  will still make rooftiles and rooftiles will be needed to upgrade the housing in NMT3.0: Residences and also the buildings and services in  the other parts.
Title: Re: Stand Alone Iron Smelter?
Post by: Gatherer on May 06, 2017, 09:12:57 AM
I thought this debate about how everything just needs to be compatible with CC was to die after the modular toolbar. And now it's getting even worse. Doesn't make sense to me. Why does everything need to work together? And some people who are not modders even demand it (at least that's how it sounds to me).

Each modder has his/her own vision. And all of them are open to suggestions and I thank them for that because we players can be a bit crazy with the amount of ideas, suggestions and requests. Makes me wonder if we need a Banished anti-trust law that prevents every mod to be compatible with the game's community modding monopolist.

Perhaps harsh but that's how I see things regarding this matter.

Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 06, 2017, 09:22:22 AM
Quote from: Gatherer on May 06, 2017, 09:12:57 AM
Each modder has his/her own vision. And all of them are open to suggestions and I thank them for that because we players can be a bit crazy with the amount of ideas, suggestions and requests.



haha agree ^^
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 09:50:43 AM
I agree too that we all have our own visions but I thought we also try to be as compatible as possible.

The least I can do is throw it in the open instead of just going my own way (Just flag my charcoal Custom3) without mentioning it at all.
If I change my Charcoal to Custom3, and Tom Sawyer will probably too, we probably get overloaded with questions from people who also play CC why it is not working right.

I have stated my opinion and maybe BL will see in that that whole Industrial Fuel chain in CC is just too much overhead and other mods what are also using charcoal/coke don't want those fuels used to keep Bannies houses warm,because in CC it is flagged as Fuel/Woodfuel instead of custom3.

I am sure they have their reasons for Industrial Fuel, but it also possible it was a oversight it would create problems if other mods who also use charcoal/coke and not want them flagged as Fuel/WoodFuel.

Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 06, 2017, 10:31:08 AM
i wasn't trying to demand anything. sorry if it sounded that way. i was trying to point out how and why conflicts happen with an item tagged 1 way and then the same item tagged another. it could happen with or without CC. it happens sometimes with the north even.i wwas actually trying to be informative.i have no idea why it was done that way.i seldom grow large enough to need much of the fuel.there are some buildings i do make that require the building supplies which is a mixture of several materials:glass,brick,lumber,etc. and i find by the time i make enough to build a couple buildings then i have a huge surplus of mixed items that aren't needed elsewhere. don't get me wrong, i agree with many of the points others here have made.
     there are conflicts now also. if a player uses 1.06 still some new mods will not work. as textiles is a new limit tag.in older mods many things were tagged different than now. it looks on screen as the same item though. that didn't say "all mods need to be updated". nor does it say " all mods have to be developed twice so they work 1.06 and 1.07 both".it is just a stated fact. some will read it wrong though. the modders and people who play all the time are aware of these conflicts and work with them. or have redesigned their game and mod lists.
   what a modder might want to realize is a new player or someone who hasn't played banished much is the 1 who will have problems. with all mods turning red there is no quick fix to mod orders. if a new player installs a mod and their game has conflicts, they most likely will toss the mod back out.
someone who opens the game for an hour or 2 isn't going to work or read much to find and fix a conflict.
      some conflicts are needed at the moment.i think RED took me sarcastically the other day when i actually was serious. i do hope he does not hurry with the NMT upgrade. as that is a huge mod and will affect many others. tiles made with the NMT mod 1.07 may or may not be the same as tile made by 1.06.that is up to RED. if tiles are tagged with the new limit tag "construction" and the old tag was stone. then they are not the same.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 06, 2017, 10:38:19 AM
oh ya the tag will be different .....
but i guess i can make both
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 06, 2017, 10:45:40 AM
i want to take a minute to say i am surprised by the huge number of mods and discussions and requests of the last few months. when the new community icon idea came up and the 1.07 changes all at the same time,i figured the modders would need time to regroup and recode mods that had been created already. i figured they would be very busy for a month or 2. i did not expect any new mods would be developed.  with all the work you had,i didn't think then was the time for us players to throw requests at you.you modders have been amazing at dealing with both at the same time.it is quite interesting to see how much the game has changed just in the last 6 months.
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 06, 2017, 10:53:04 AM
LOL,RED,i didn't mean to confuse you. is it possable to label the new NMT different so a player could in fact load both old and new at the same time?  TON said he was holding up on upgrading mods until the beta run is over a finalized version of 1.07 is out. at the moment i actually have most of my mods still 1.06. it works and i can build both new and old mods.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 10:59:04 AM
@brads3

Indeed some bigger mods need more time to update.

I was fairly fast done updating for 1.07 because I don't have that many buildings and it was mostly only a case of changing some flags/limits for some materials and some was just a case of compiling in the 1.07 Mod kit after adding the community bar stuff.

Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 06, 2017, 11:07:27 AM
the thing is i have alot of mods, and some like NMT, a very very huge one.

1. redo and reupdate always the same mods is 1. very boring. 2. very hard sometime to relearn your own old files and structure.
2. since 1. is boring, often is more fun to just create something new ^^
3. even these days, i dont spend my 16hrs per day on this. i want to do other things once i did a 1-2-3-6-8 hrs on that in my day :P

i didnt finished yet to update everything. specially NMT ask so much courage to do :S
Title: Re: Stand Alone Iron Smelter?
Post by: Nilla on May 06, 2017, 12:09:35 PM
I absolutely agree with @Gatherer; every mod doesn't have to be compatible with every other. And it's certainly not good, if every modder has to adapt their ideas to fit into the CC- concept.

I agree @embx61, I don't understand the thoughts behind the fuel in CC eather and I will ask every modder, not to look all too much on it. I can confess; this is one of the main reasons, I don't play much CC.

Yes, @RedKetchup I can understand, that it's not much fun upgrading your "old" mods. Take your time. It looks like NMT also work on 1.0.7, so if you prefere making new things; do it!
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 12:32:07 PM
Thanks @Nilla  @Gatherer  @RedKetchup 

I am glad not standing alone in this and at least some players understand that it is not always possible to be compatible with CC unless we do something we rather not do and then I speak of having Bannies having the precious charcoal and Coke burn up in their homes.

I just going to assign the charcoal to the Custom3 flag/limit.
I think that @Tom Sawyer is also planning to do this with his the North Mod.

So Production Set 2 will not be fully compatible with CC after I release the Beta of it hopefully tomorrow.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on May 06, 2017, 02:05:58 PM
Quote from: embx61 on May 06, 2017, 12:32:07 PMSo Production Set 2 will not be fully compatible with CC

If it leaves me a choice, e.g. via load order, and does not crash the game, I will live with it.

I only regret when things become exclusive of each other, to a point where it means either one or the other...
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 02:25:49 PM
@Paeng

It will not crash the game but my charcoal cannot be used in CC 's Refinery buildings (Unless they have the Custom3 flag as input storage, what I don't think they have) and their charcoal not in my glass works as I set the intake flag to Custom3 and Custom4(Sand) for making glass.

I like to add that I try to be as compatible as possible with CC but it is sadly not always possible unless I decide to let charcoal burn up by Bannies to heat their homes by just giving it the Fuel/WoodFuel flag just as in CC. Quite a few players are not very happy with that (I still remember the "complaints" that the Bannies took the precious coal into their homes to burn it) and it is not realistic either according to @Tom Sawyer and I believe Tom is right.

I personally see no need to mod a refinery and produce Industrial Fuel as it has no impact to the game, and then still the Bannies will take charcoal/Coke to their homes. IMHO charcoal and coke are already Industrial Fuel in itself and so the Custom3 flag for those items is IMHO justified.

I am not sure what load order going to do as the buildings set flags/limits too and I am not sure buildings get overwritten by highest in load order but I can be wrong.


Title: Re: Stand Alone Iron Smelter?
Post by: Tom Sawyer on May 06, 2017, 03:32:24 PM
I still think it will work below CC if your glassworks gets the Custom3 and Fuel flag to be able to store and consume charcoal in both cases. It has to be tested and maybe it is not really a big conflict.
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 06, 2017, 03:58:27 PM
@embx61 You asked about firebundles. They aren't just firewood, they can be made from a number of different things including crops like sorghum and bamboo (unless this has changed recently - I haven't used them in quite a long time). Firebundles are basically a way of growing fuel in a crop field. The idea of making industrial fuel out of food crops and bamboo just seems silly to me. I doubt it would be possible in real life.

I also have to agree, I think CC has got it wrong in allowing coke etc to be used in homes. Keeping mods as compatible as possible is a good idea. CC is still the biggest mod out there. If some of you modders want to change how CC does it, then talk to kral about it and see what he says.  :)
Title: Re: Stand Alone Iron Smelter?
Post by: brads3 on May 06, 2017, 04:30:38 PM
EMBX, pulling up RED's post of the new limit flags, sand is custom 4 materials. to my knowledge reading the chart all fuel not burned by a house is custom 3 industrial fuel. is that enough to stop houses from burning it i can not say. i use the stop burning coal mod and it is still in my mod list.thatch is tagged construction but houses do burn it. i actually thought part of the reason for the tags was so houses didn't burn the charcoal and coal. the only fuel i have made in a long time is charcoal when testing NECORA's pine mods.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 05:07:38 PM
@brads3

I think Industrial Fuel is the only fuel with the Custom3 flag in CC
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 06, 2017, 07:11:35 PM
Loaded CC with my Production Set 2 Mod
I build my charburner and a small CC refinery and it seems the refinery was taking the charcoal so I guess they have a storage flag for Custom3 in the Refinery?

Only thing is that in the Townhall my charcoal is of course added to the Industrial Fuel limits and are counted together with CC's Industrial Fuel.

But at least it seem to work with CC.

I release Production Set 2 tomorrow as a beta and hopefully get some feedback about the workings with CC from players who play with both.
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 06, 2017, 08:16:29 PM
Quote from: embx61 on May 06, 2017, 07:11:35 PM
Loaded CC with my Production Set 2 Mod
I build my charburner and a small CC refinery and it seems the refinery was taking the charcoal so I guess they have a storage flag for Custom3 in the Refinery?

Only thing is that in the Townhall my charcoal is of course added to the Industrial Fuel limits and are counted together with CC's Industrial Fuel.

But at least it seem to work with CC.

I release Production Set 2 tomorrow as a beta and hopefully get some feedback about the workings with CC from players who play with both.

I will give it a go @embx61  , I have a few appointments in the AM here, but if you tag me I will know when it's up & I can at least download and see what happens :D 
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 06, 2017, 10:54:48 PM
please guys, it doesnt matter if your production building have all the flags set up in their storage location !
even if your glassworker has that line with everything:
   RawMaterialFlags _storageFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | CoalFuel | Fruit | Vegetable | Grain | Protein | Alcohol | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;

they wont start to put ale or cabbage in your glasswork!!!
and that way, even if the sand is custom 3 or custom 7 or custom_whatever....
your glasswork industry, or whatever industry, will always accept your consome produce material and will always work, whatever will happends to your sand or anything :)
and that way it will always be compatible anytime with every mods made so far or made in the future.


you really should take that habit. it costs nothing, it doesnt break nothing. and it always trouble_proof.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 07, 2017, 03:54:09 AM
I learn more and more each day.

But thinking about it more deeply what you say make sense Red.

I just copy too much of Luke's template files and just change some values, string table links, spritesheet links etc without thinking about the rest too much. :)

Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 07, 2017, 07:34:12 PM
Interesting read.

I'm still going to go with Custom3 for the Coke, it makes sense.

I've been slow with news and updates, life is getting busy.
But here is a picture:
(http://i.imgur.com/NkAZsDJ.jpg)
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 07, 2017, 08:34:25 PM
Carts look good. I love the mine entrance too.  :)

Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 07, 2017, 10:31:58 PM
Quote from: elemental on May 07, 2017, 08:34:25 PM
Carts look good. I love the mine entrance too.  :)

everything is looking so great !!
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 08, 2017, 03:36:53 AM
It matches in very well with your railways @RedKetchup , thanks for sending me the files so everything fits perfect :)

@elemental  is right. There is a small mine there.
I am adding two specialized mines, both will be upgrade-able, though not never-ending in resources:
(https://lh5.googleusercontent.com/RqtG8ziEc3OUf8mVQ4jdXw01XfGTPDok9_SwAF6BP1wR1pvQYZsNHvM5lMXKnhuolAY-xiO68KtoOQ0=w1920-h947)

The Coal Bell Pit is easily built, though will only last for 350 production (vanilla Iron Mine has life of 2000) it is also slower than the vanilla mine, it is upgrade-able once to a slightly faster mine with the pulley system, this extends life by 500. After which it will be depleted and remain as a derelict hole covered with wooden boards, same as when demolished. The first version will require a minimum of 3 miners to operate - one down in the hole, the other 2 are required to hoist the coal and miner out ;)
The picture above shows the pit mine on a 7x7 footprint all other tiles road-build-able, though this will be increased to 9x9 to limit spamming an area.

The Small Iron Ore Mine, with rail tracks extending inside fit very well with @RedKetchup's Choo Choo Mod. The mine has a limited life of 800, it will also have an upgrade option to further usefulness. Same as bell pit, when depleted or demolished the footprint will remain unusable and a derelict/destroyed building will be in its place.

So what else to do before release ready?

- resource models for the Iron Ore and Coke.
- upgrade model for the Small Iron Ore Mine.
- fixes and additions to the modular Coke Ovens.
- AO & texture fixes to to the Blast Furnace.
- footprints.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 08, 2017, 03:59:29 AM
glad to see you are using them :)
if need anything else... just ask :)

gonna talk with @The Big Chihuahua   :-\ We kinda need an hidden part of the forum with only us, moddler so we can "share" our codes, fbx, graphic files, entire mod code between us, moddlers. a place we can have for us to share without being scared to be steal by non-moddlers (so they dont steal, compile, put on steam, or put graphics for money on turbosquid and other 3d selling place.
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 08, 2017, 04:19:10 AM
Was it you, @Discrepancy who made a mine that consumes logs/lumber to produce coal/iron? Or was that only talked about and never made into a mod? The consumption of logs (and maybe also lamp oil or candles or some other light source) reflects the mine being continually dug deeper and it doesn't have a production limit like a normal mine.

Could you please make a decorative version of that mine rail tunnel?
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 08, 2017, 04:40:21 AM
@Discrepancy All looks amazing. Can't wait to check it out.
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 08, 2017, 04:44:31 AM
Quote from: elemental on May 08, 2017, 04:19:10 AM
Was it you, @Discrepancy who made a mine that consumes logs/lumber to produce coal/iron? Or was that only talked about and never made into a mod? The consumption of logs (and maybe also lamp oil or candles or some other light source) reflects the mine being continually dug deeper and it doesn't have a production limit like a normal mine.

Could you please make a decorative version of that mine rail tunnel?

If you know of an upgradable mine that doesn't deplete I'd love to check it out.  I'm generally going for villages that run unattended so limited life buildings don't really work.  Always setting up the same trading model gets a little boring, though.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on May 08, 2017, 04:54:04 AM
Quote from: Maldrick on May 08, 2017, 04:44:31 AMso limited life buildings don't really work.

Yeah, I'm not too keen on that either...  :)

I really like the CC mines and quarries... they can be upgraded twice (first with candles, then with lamp oil), and after that they are unlimited... at that time you would normally be able to import all the stone you need anyway, but as you said - "the same trading model gets a little boring"...  ;)
Title: Re: Stand Alone Iron Smelter?
Post by: Abandoned on May 08, 2017, 04:59:37 AM
@Maldrick there is a mod called One Stop All Mining that is never ending removeable mine or quarry from Banished Info that might be what you are looking for.

I'd like a separate deco mod of that tunnel and maybe a few of the carts also, please.  Nice set  :)

Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 08, 2017, 05:12:51 AM
Quotegonna talk with @The Big Chihuahua   :-\ We kinda need an hidden part of the forum with only us, moddler so we can "share" our codes, fbx, graphic files, entire mod code between us, moddlers. a place we can have for us to share without being scared to be steal by non-moddlers (so they dont steal, compile, put on steam, or put graphics for money on turbosquid and other 3d selling place.

Wonderful idea!
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 08, 2017, 05:30:59 AM
@Paeng I've only briefly played with CC but I think the mines are one of the cooler parts of the mod. Multiple types of each of several kinds of mines and they are upgradable through interesting production chains.  I had forgotten how dangerous it is though.  With one of each and a quarry they were killing more bannies a year than most plagues do. Lol

@Abandoned Thank you.  I'm pretty sure I've seen that mod someplace. Thinking it was on steam.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 08, 2017, 05:42:05 AM
Quote from: elemental on May 08, 2017, 04:19:10 AM
Was it you, @Discrepancy who made a mine that consumes logs/lumber to produce coal/iron? Or was that only talked about and never made into a mod? The consumption of logs (and maybe also lamp oil or candles or some other light source) reflects the mine being continually dug deeper and it doesn't have a production limit like a normal mine.

It was @Tom Sawyer who has made his mine consume logs. I am thinking of this for the iron ore mine. the bell pit normally weren't shored so regularly caved in, hence the reason for short production life. But they are very cheap to build.
I also want to use candles.
But the problem is the vanilla resource outputs are very low for coal (3-4) and CC's numbers for Iron Ore are also very low (2-3). To have a constant cost would mean it would cost at least 1 log or 1 candle to produce such a small amount it would be unprofitable.

The more I look at them, the more I like the numbers that are in The North (coal 24-32 & iron ore 9-12), they seem better to work with.

Maybe I make 2 versions?

The more realistic version will be The North version. The mines will require a constant life-cycle cost of logs and/or candles.

The other version, to fit better with Vanilla and CC will have the upgrade build costs incorporate a high number of candles & logs.

QuoteCould you please make a decorative version of that mine rail tunnel?

Good idea. Also included will be options for some decorative resource crates, boxes and barrels.



Quote from: Maldrick on May 08, 2017, 04:44:31 AM
If you know of an upgradable mine that doesn't deplete I'd love to check it out.  I'm generally going for villages that run unattended so limited life buildings don't really work.  Always setting up the same trading model gets a little boring, though.

I'm pretty sure there are some override mods for the vanilla mine that do that.  here on nexus i found this: http://www.nexusmods.com/banished/mods/47/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fbanished%2Fajax%2Fmodfiles%2F%3Fid%3D47&pUp=1

@Maldrick & @Paeng , I can understand from a players perspective the desire for a non depleting mine. To be honest I never liked it when playing either. But it only becomes essential in later game anyway. The two mines I'm including in here I won't make everlasting. They are cheap to build, take up little room and the destroyed model is not some hugely ugly model. The Small Iron Ore Mine looks the same but has the entrance closed with logs. The Bell Pit like I said covered with planks.
Both of these mines I have added not as replacements for the larger mining options around, but as examples of past primitive mining; cheap to undertake (low construction cost, smaller footprint), though this cheap outlay means harder production (longer work cycles), and uneconomical use of land/resources (shorter mine lives, eventual depletion).

One day I will maybe make a larger industrial style mine for this, but not in this release.
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 08, 2017, 05:43:41 AM
Quote from: Abandoned on May 08, 2017, 04:59:37 AM
I'd like a separate deco mod of that tunnel and maybe a few of the carts also, please.  Nice set  :)

Okay, the carts also  :)


Quote from: embx61 on May 08, 2017, 05:12:51 AM
Quotegonna talk with @The Big Chihuahua   :-\ We kinda need an hidden part of the forum with only us, moddler so we can "share" our codes, fbx, graphic files, entire mod code between us, moddlers. a place we can have for us to share without being scared to be steal by non-moddlers (so they dont steal, compile, put on steam, or put graphics for money on turbosquid and other 3d selling place.

Wonderful idea!

I agree.
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 08, 2017, 06:20:53 AM
@Discrepancy Obviously, build your mod as you think best.  It looks great and it's definitely going to be a fun addition.  I was just talking about mines, in general really, since it came up.  Mining, for me at least, has always been a bit of a dilemma.  Like, I want to do it because it's part of the game and adds production, but it has so many negatives...so many workers required, it's dangerous, the mines themselves have an unhappiness radius...and then at a certain size you often have to trade for the resources to keep up anyway if you don't want to build more of all of that.  So it's usually just better to trade for them and be done with it.  Although I do love your tunnel mine.  Being able to repurpose it for mushroom production is really cool.

But that's why I'm stoked about your mod.  Trading for ore is something new and with the coke conversion it adds a couple steps of production. Definitely more interesting than just trading for iron and coal to make tools.  Plus the buildings look amazing and the carts and tracks are a nice touch.  Will be a great centerpiece for an industrial district.
Title: Re: Stand Alone Iron Smelter?
Post by: Admin on May 08, 2017, 06:23:21 AM
Quote from: RedKetchup on May 08, 2017, 03:59:29 AM
glad to see you are using them :)
if need anything else... just ask :)

gonna talk with @The Big Chihuahua   :-\ We kinda need an hidden part of the forum with only us, moddler so we can "share" our codes, fbx, graphic files, entire mod code between us, moddlers. a place we can have for us to share without being scared to be steal by non-moddlers (so they dont steal, compile, put on steam, or put graphics for money on turbosquid and other 3d selling place.

Done. PM me for details; you should be able to see the new board right now.
Title: Re: Stand Alone Iron Smelter?
Post by: embx61 on May 08, 2017, 06:45:05 AM
Thanks @The Big Chihuahua

PM send.
Title: Re: Stand Alone Iron Smelter?
Post by: RedKetchup on May 08, 2017, 07:43:11 AM
Ha ! @The Big Chihuahua  is so fast !!! i didnt got even time to email him !!!

THANKS YOU !!
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on May 08, 2017, 08:12:44 AM
Quote from: Discrepancy on May 08, 2017, 05:42:05 AMthe desire for a non depleting mine.

Oh, I'm not complaining  :)

I probably have a "weird" play style, partly because I'm super stingy with natural resources, parly because I immensely dislike dead spots like the depleted vanilla mines and quarries... so I have always tried to avoid them as much as possible - for example, I rarely have more than two workers assigned (bonus: not many deaths, slow depletion)... and I always manage to have enough iron and stone (except on really forbidding maps), maybe augmented by some trade...

The better if your depleted mines will not become huge and obscene dead spots, then it will be possible to turn them into scenic spots, that's cool  ;)


* I have not tried the mine turned mushroom facility yet... is that already 107-ready?
Title: Re: Stand Alone Iron Smelter?
Post by: elemental on May 08, 2017, 04:00:40 PM
I'm not keen on dead buildings either. On the other hand, unlimited quarries aren't very realistic. Re-purposing a mine as a mushroom farm though... that was a brilliant idea.
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 09, 2017, 12:55:50 AM
Quote from: Discrepancy on May 07, 2017, 07:34:12 PM
Interesting read.

I'm still going to go with Custom3 for the Coke, it makes sense.

I've been slow with news and updates, life is getting busy.
But here is a picture:
(http://i.imgur.com/NkAZsDJ.jpg)

Just caught this now - wowsers!  Looks great, excellent work @Discrepancy :D
Title: Re: Stand Alone Iron Smelter?
Post by: Nilla on May 09, 2017, 01:07:58 AM
QuoteThe Coal Bell Pit is easily built, though will only last for 350 production (vanilla Iron Mine has life of 2000) it is also slower than the vanilla mine, it is upgrade-able once to a slightly faster mine with the pulley system, this extends life by 500. After which it will be depleted and remain as a derelict hole covered with wooden boards, same as when demolished. The first version will require a minimum of 3 miners to operate - one down in the hole, the other 2 are required to hoist the coal and miner out ;)

It seems to contain very little material. Your smelter is large, industrial looking. The production ought to be high. How high do you plan the production? I don't like if the mine is empty after only a few years.

I like the Nordic way of mining. It makes sense to me. In a vanilla game, I seldom build mines. In a Nordic game, I always build mines.
Title: Re: Stand Alone Iron Smelter?
Post by: Abandoned on May 10, 2017, 12:05:26 PM
@Discrepancy any chance of getting a possible release date for the deco mod with tunnel and mining carts  :) please.  No pressure but would like to take them North with me soon.  thank you
Title: Re: Stand Alone Iron Smelter?
Post by: despo_20 on May 11, 2017, 12:26:44 AM
Mining wagons look amazing!
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 11, 2017, 05:31:20 AM
Quote from: Abandoned on May 10, 2017, 12:05:26 PM
@Discrepancy any chance of getting a possible release date for the deco mod with tunnel and mining carts  :) please.  No pressure but would like to take them North with me soon.  thank you

It won't be long. A few more days hopefully.
It isn't going to be a separate mod, at least not for now. This will all be a single mod: DS Blast Furnace & Industry Mining.



and for those that thought the 2 mines I showed you were too small an output, I have increased their maximum production/life. They are still primitive, so slow production rate and do still eventually run out - well, they all run out, nothing lasts forever. All of the mines will have a use-by-date eventually, even this one I made to keep you hopefully happy with larger output:
(http://i.imgur.com/E42RDAf.jpg)
It's the Thadd Surrel & family Industry Mine (they also have a market & storage in the mod), matches well with the Blast Furnace, it is capable of a maximum life of 55,000. Extract Coal or Iron Ore. 1-55 miners. Slightly shorter work-time & work-required to extract minerals. It sits on a slightly narrower but slightly higher footprint than the vanilla mine.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on May 11, 2017, 06:16:50 AM
Wow, what a beast  :D


Does the black smoke have the same density on all buildings or does it vary a bit with the different sized buildings? Just wondering, because the black stuff can really spread quite far...  :)
Title: Re: Stand Alone Iron Smelter?
Post by: Discrepancy on May 11, 2017, 06:25:38 AM
 :) that smoke is just temporary. It will be changed to a normal chimney smoke though slightly altered. The mine isn't a smelter/furnace or coke oven, so doesn't need the giant plumes of black smoke, I agree.

Glad you like it.
I'm finishing the upgrade options now: the mine will upgrade 3 times in the vanilla/cc version of the mod requiring a mixture of construction items each time.
In the north version it will have a constant cost of logs until a certain point before requiring an upgrade, it will then cost candles & logs for constant operation afterwards until it's ultimate demise.
Title: Re: Stand Alone Iron Smelter?
Post by: Abandoned on May 11, 2017, 06:30:42 AM
@Discrepancy , thank you, this mod is really looking good  :)  Will it be compatible with The North? I was hoping for separate deco mod of those pieces but if not I can work around it.  No rush on my account, I am still trying to come up with a mod combination for the next map that doesn't freeze up.  LOL it must just be too cold up there in the north for my mod combos.

edit, you just answered North compatibility -  smiley face

edit again, oops, new flags my game not updated. Oh well.
Title: Re: Stand Alone Iron Smelter?
Post by: Paeng on May 11, 2017, 07:19:43 AM
Quote from: Abandoned on May 11, 2017, 06:30:42 AMoops, new flags my game not updated.

Come on, take the plunge...   :D

Can't keep our modders working "backwards", they're like race horses raring to go... even the North will have new limits sooner or later (I hope)   ;)
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 11, 2017, 07:51:43 AM
Looks amazing!
Title: Re: Stand Alone Iron Smelter?
Post by: Abandoned on May 11, 2017, 11:03:10 AM
@Paeng, LOL not plunging till Luke's update, don't want to take the plunge twice.
Title: Re: Stand Alone Iron Smelter?
Post by: ancientmuse on May 11, 2017, 01:34:13 PM
Quote from: Abandoned on May 11, 2017, 11:03:10 AM
@Paeng, LOL not plunging till Luke's update, don't want to take the plunge twice.

Actually all you have to do is make a copy of your game folder, rename it to something like "Banished 107" and then install the update in that folder... it literally only takes a few minutes.

This way you can have a Banished 106 game with all of its mods, and a separate Banished 107 game with all of its mods.  No need to get rid of one to have the other and you can choose which game you want to play whenever you want.

I have 4 separate game files for my Banished game and make shortcuts to my desktop for each one:

- Banished 106
- Banished 107
- Banished CC Journey
- Banished Nordic North 5

Each one has their own mods and I pick and choose which mods I want to add for that specific Banished version.

(Actually I have a Banished 104 beta folder also, but I never play that one anymore)

I prefer doing it that way for each update just in case something is seriously wrong with the update and its too buggy to play... then I can just go back and play the original version previous to that instead.


Seriously, it only takes a few minutes to set up a separate Banished 107 folder for a completely separate game from 106 !

Give it a try.... I think you'll be happy to discover a great new way of playing Banished games.

;D
Title: Re: Stand Alone Iron Smelter?
Post by: Abandoned on May 11, 2017, 02:31:38 PM
@ancientmuse , thank you, I will definitely keep that in mind for when Luke updates. I would like to get cc and its mods out of my main data folder.  I'm hoping we get more cc stand alones.  When you made the copy and updated it, did the mods stay in the same order you had them?
Title: Re: Stand Alone Iron Smelter?
Post by: ancientmuse on May 11, 2017, 05:24:13 PM
Quote from: Abandoned on May 11, 2017, 02:31:38 PM
@ancientmuse , thank you, I will definitely keep that in mind for when Luke updates. I would like to get cc and its mods out of my main data folder.  I'm hoping we get more cc stand alones.  When you made the copy and updated it, did the mods stay in the same order you had them?

If you keep all the mods as is when you copy it over, then yes they'll stay in the same order because your basically making an exact duplicate of the other game folder.

Otherwise, you can delete all of the mods from the new folder and start from scratch adding in whatever mods you want.  The new game will only have the specific mods for that particular game folder and, interestingly enough, if you add a bunch of the same mods as the other folder (but only some and not others) they'll still sit in the same order that they appeared in your old game folder too.

Also note:  all 106 mods work in 107 (I've tried all of them) without any problems, so if you want to keep everything you have already just simply copy your entire game folder (and rename it of course) then all of your mods with be the same and will show in the same order on your mod list.

Easy peasy !
Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 11, 2017, 06:50:16 PM
@ancientmuse Really glad you mentioned this as I've been thinking about having separate instances of the game like this.  Haven't tried it yet as I'm using the steam version and thinking I'm going to pick up a drm-free version in a couple weeks when I build my new box.  Great to see others are doing it with no problems.
Title: Re: Stand Alone Iron Smelter?
Post by: QueryEverything on May 13, 2017, 08:13:59 PM
Quote from: ancientmuse on May 11, 2017, 01:34:13 PM

Actually all you have to do is make a copy of your game folder, rename it to something like "Banished 107" and then install the update in that folder... it literally only takes a few minutes.

{{snipped}}

;D

Do you run Steam @ancientmuse ?  If so, ho does Steam cope?

I purchased Banished when it was first released on Humble Bumble and when I came back to it last year I installed, then linked it to Steam.
Now I'd like to run the game without Steam as a backup :)  But haven't figured out how to get them to be unentwined now.  :(  I know there is an answer somewhere, just haven't gotten into hunting it down as I'm happy with Steam, but really would like to have some other 'versions' installed, beta testing etc.

@Paeng hubby still has customers who ask for version F, even though it's 10 yrs old now - backwards compatibility is not an option, we were good though, all our products was in dual format for 2yrs, but it was costing more to offer the service so we ended up just new version only.    I do have to wonder, if this is the modders holding back, what are we in for when the next version is in full release, oooo the mischief!  ;)  LOLOL
Title: Re: Stand Alone Iron Smelter?
Post by: ancientmuse on May 14, 2017, 03:02:37 PM
@QueryEverything

No sorry, I don't use Steam at all.  I bought Banished when it first came out and wasn't a part of Steam.  To be honest, I don't like running games from Steam, I don't like depending on the internet to play a game nor do I like the idea of having to depend on some other app in order for that game to work.

Stand-alone games are more my cup of tea.

The only thing I can think of is for you to maybe purchase the non-steam version of Banished and keep that one completely seperate from Steam ?

Wish I could give you some help in that area, but I honestly have no idea how Steam works or how to get around it otherwise... if you linked it to Steam then there must be a way to unlink it, surely ?

I'll bet if you searched the interet long enough you'll find your answer somewhere.



Title: Re: Stand Alone Iron Smelter?
Post by: Maldrick on May 14, 2017, 08:10:12 PM
Reasonably certain there's a way to outright delete games from your steam library.  In theory, if you have your original discs or can re-download from where ever you got the game originally it would have the same effect of unlinking.  But that's just a theory.  Steam is ridiculous and wouldn't shock me if it caused problems.  Guaranteed, it's going to want to delete its version of the game from your box.  Who knows, beyond that.  You could try uninstalling via steam, shutting down steam, then re-installing from your original source and see if they conflict in any way.

I like steam for some particular things, but I hate the way it takes over everything.  And the CS is terrible.  Most of the time it's not a problem but, man, it's irritating when it is.