World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: pricepay on July 15, 2015, 02:46:06 AM

Title: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 15, 2015, 02:46:06 AM
Im testing the Canal System and i wanted running water with in it. So I placed It above A stream using Flatten terrain Tool. Jackpot! Now i have running water inside it.

But sadly, I realize that Sir RK Canal doesnt have diagonals part to fill those space properly. So I place quayside for the time being and for preview. I really like Sir Rk Canals Mod, It looks good specially the Trading Post. Damn if only we can make our own "real river", which i think is not possible if Luke doesnt  update the modkit or the game. Sob.

Well anyway what do you guys thinks? I think Sir Rk lowering terrain Got a lot of hidden Potentials!!!

Oh and also the Canal Gates which you can place anywhere, even in the middle of the lake without raising terrain is Fantastic LOL!!
Does that mean we can make Water villages, Floating market, and Other Floating Objects in the future?  ;D

ps*  I attach pics for viewing but i dont know if i did it correctly, and am I in the right forum for this post? LOL

Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: bubbamcgee on July 15, 2015, 03:29:59 PM
The potential is there to widen narrow streams; but, nothing else.  I have tried manipulating the canals to branch off of streams kind of like you posted.  Once you the stream to the width of a normal river, it becomes a dark blue (like what is shown in your pic) and not navigable by a trader boat.  Which is disappointing to say the least! 
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 15, 2015, 11:42:46 PM
Quote from: bubbamcgee on July 15, 2015, 03:29:59 PM
The potential is there to widen narrow streams; but, nothing else.  I have tried manipulating the canals to branch off of streams kind of like you posted.  Once you the stream to the width of a normal river, it becomes a dark blue (like what is shown in your pic) and not navigable by a trader boat.  Which is disappointing to say the least! 

Well I'm sorry to disappoint you my good sir and yep the trader crash which is sad(but can be fixed with mods if someone wanna make it).The river and streams got a pre made width to them and hard coded to the game so i think we cant change it that much. we can only widen it a little. The dark blue can always flatten up for now(but can be tweak to make it look like a normal terrain, maybe?)
but that's not what i meant!

I'm talking about the LOWERING TERRAIN TECHNOLOGY of sir Rk. Like you said the best use i can think of it is widening streams and clearing those extra ground so you can make submerge castle walls at the center of your lake or making fences and other buildings float on the lakes. but c'mon people use your imagination!  Now we got 2 floors to work on. We can make a downtown. We can make a city which is not that flat. A Crap i cant explain myself well, sorry....

So basically what i'm saying is the POTENTIAL of THIS TECHNOLOGY to improved the game play for banished. Making more design possibilities for future modding.  That's why i posted this on "Suggestion and mods idea" Forum not on "Tips and Tricks" Right?

Sorry if i cant express my self well I'm bad with English. LOL  :D
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 16, 2015, 12:07:06 AM
Oh and here is what i meant about castles walls on river and lakes. You'll notice it doesnt have excess ground, Yup i remove it using lowering terrain.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 16, 2015, 10:10:41 AM
unfortunately not much can be done with canals, i agree it is a new technology that can give some new design but extremly hard to make it do what you want. very hard to manipulate cause the game is doing its hole a bit like it wants.
and it is sad we cannot reproduce the river graphics.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 17, 2015, 01:23:21 AM
Quote from: RedKetchup on July 16, 2015, 10:10:41 AM
unfortunately not much can be done with canals, i agree it is a new technology that can give some new design but extremly hard to make it do what you want. very hard to manipulate cause the game is doing its hole a bit like it wants.
and it is sad we cannot reproduce the river graphics.

I see, But is it actually possible to use the lower terrain technology to lower a building? I mean this building do have attach paths to it and paths are design to be put on flat terrain. Ehr what do you call that? Those arrow signs attach when erecting buildings? Sorry i forgot whats it called. LOL

And is it possible to change the texture below the arrow signs with stoneroad texture, pre built. I mean when you built it, it will already have a road with it. like with attach pic below.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 17, 2015, 03:38:02 AM
sorry , i didnt understood of nothing of what you asking
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 17, 2015, 07:05:15 AM
Quote from: RedKetchup on July 17, 2015, 03:38:02 AM
sorry , i didnt understood of nothing of what you asking

Like i thought. Im really having a hard time Expressing what i mean in English.  :-\

Well, nevermind for now but thank you anyways.  ;D
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 17, 2015, 10:35:33 AM
you can retry with different words :)

a little bit i understand is about... the stone road. unfortunatly, the road system is working abit different, i wouldnt be able to 'attach' the same road design as the game. i can put stone one the ground like in my hobbit houses... but not the same one the game use. unless i find a texture very similar.

and yes an house isnt obligated to be a ground level, as i can make them stand in the air, i can make them underground ^^
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 17, 2015, 11:42:19 AM
I mean the Green arrows when placing a building that shows where the building will overlap the road.(1st pic found it on google)   ;D

And Its possible to place it inside the building not in the front right?(2nd pic Tighterroads By OwlAlchemist)

And we can see in both pictures that under those green arrows are the ground of the terrain.

So my question is, it is possible to put some texture under the Green arrows? So if we place the building, It will already have a Stone/other texture Built with in the Building Green Arrows?













Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on July 17, 2015, 02:34:44 PM
Quote from: pricepay on July 17, 2015, 11:42:19 AMSo my question is, it is possible to put some texture under the Green arrows? So if we place the building, It will already have a Stone/other texture Built with in the Building Green Arrows?

Even if that is possible (I'm not a modder so I can't say for sure) those road texture tiles would not offer the speed of a stone road. Citizens walking on them would have the same speed as if there was no road there. You would still need to build a road over those tiles.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 17, 2015, 05:24:59 PM
ok now i understand what you are asking :)
and the answer would be : No.

reason : the way a building is set up and imported in game is not the same technic the game draw a road. a building is made of pieces and the whole is called : mesh. and the mesh is intended to be a 3d form. x,y,z
the road is totally different, it is a 2d draw painted on the ground texture, on the floor. in fact it is a simple .png of 1024x1024 where has been draw thousands of little rocks or stones. and when you build a 1x1 tile, the game is 'painting' a very little little part of these pixels. and when you ask to do another 1x1 tile side of it, it draws the group of pixels side of if which are a little part of the big .png
and when you arrive at the edge of this big picture, it simply put another big picture side by side and restart at the tile no1 at bottom of this picture.
the 2D png of the stone road can maybe cover like 64 by 64 tiles width and long.

thats 2 different technic.


to have a stone effect floor made by the 3d buildings, it needs to be a real box (like 1x3 by 0,1 thick) where you painted and textured as a stone floor. exactly like my hobbit houses.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 17, 2015, 05:29:10 PM
but also , like Gatherer said. it is not a real road and would be same speed as the green grass. you would need to build a road there ontop of it to get the +15% bonus speed.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 18, 2015, 06:51:06 AM
Quote from: RedKetchup on July 17, 2015, 05:24:59 PM
to have a stone effect floor made by the 3d buildings, it needs to be a real box (like 1x3 by 0,1 thick) where you painted and textured as a stone floor. exactly like my hobbit houses.

Yah thats what i meant, I doesnt have to be a "True road", Just a texture that looks like a road,a part of the design of the building itself.  ;D

Cuz i was thinking, If you actually lower a building underground, The building Green Arrows should be at ground level or it will show red if its not. Also, Underground Color is blueish not like the terrain.

Example If we think that the quayside is a building(a House) the green arrow Is on ground level where we can put the road(Pic1)

And In (pic2) we can see that we can't actually lower the road. It just float.  What if we Dont actually use a "True Road" Just a A Fake road  that will Cover The Blueish texture Under ground.  Like the plaza thing from CC.

So what if we can make the Green arrows, Inside the building. I mean The building Design overlaps with the green arrows.  is that possible?

And (pic3) that Stone road that looks like an arrow is from CC(plaza) And i think thats not a Real road, More like a building design to look like a road.

LIke Mr. Gatherer said, It will not speed up banished citizen walking speed because we cant actually make True roads under ground level, but i think thats better than seeing the blueish texture underground


Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 18, 2015, 06:52:44 AM
Quote from: RedKetchup on July 17, 2015, 05:24:59 PM
ok now i understand what you are asking :)
and the answer would be : No.

Oops sorry i miss that one, Hahaah. That was a sad ending LOL  :-[
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: DesoPL on July 18, 2015, 06:56:18 AM
When i look to this thread, i started thinking. WHERE IS GOD DAMN DAMS?!
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 18, 2015, 07:44:07 AM
but the blueish only appear if we dig enough down. if the lower terrain would be only 1 tile down, it would still be green
as you can see, lowering the terrain isnt great after all.

but my question is : where do you want to go with all these ? what is the goal ?
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 18, 2015, 10:50:23 AM
Quote from: RedKetchup on July 18, 2015, 07:44:07 AM
but the blueish only appear if we dig enough down. if the lower terrain would be only 1 tile down, it would still be green
as you can see, lowering the terrain isnt great after all.

I see. so it only appears that way but i think thats the right height for a downtown area :D

Quote from: RedKetchup on July 18, 2015, 07:44:07 AM
but my question is : where do you want to go with all these ? what is the goal ?

I think i said it before at the first post. This is just a suggestion. More Likely just my fantasy LOL. With all the forts and walls Thats coming out in banished mods today. Oh wait thats your mod and CC mod hahahaha

I think we should consider, A downtown area like a slum or something, Midtown average banished citizen(i dont know what it was called)
and hightown(which is very possible with your 2nd floor technology or was that called Graphic Overlap Technology? ;) ) And then seperate the towns with walls, fort, Like a Huge fortified City on LOTR or something. This make it more realistic. But i guess, thats too much too ask for.  :P

Not to mention, That with the lower terrain we can actually build Ships floating in the lake, a lighthouse, A floating market/village and many more water buildings?   8)

But as you mentioned before, this might not be possible because it affects the path of the building. Which i think, a building without a Path(green arrow) doesnt work?(did i get that right? sorry im still confused ???)

Well Anyway thank you for patience and your time explaining this things to me Sir Rk, even though i barely made sense. Haha.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 18, 2015, 11:12:39 AM
so if i understood ....

you want me to add another floor, another story ... but underground ?
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 18, 2015, 11:31:22 AM
Quote from: RedKetchup on July 18, 2015, 11:12:39 AM
so if i understood ....

you want me to add another floor, another story ... but underground ?

Yes!  ;D
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on July 18, 2015, 12:07:44 PM
now we understand each other ^^
;D
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: pricepay on July 18, 2015, 12:19:11 PM
Quote from: RedKetchup on July 18, 2015, 12:07:44 PM
now we understand each other ^^
;D

Haha Sorry about that, Im really bad at explaining things, making it complicated.  8)

If your gonna make one in the future. That's gonna be awesome, and i know your quite Busy right now with the development of your current mods. Best Regards!  :D
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: DesoPL on July 18, 2015, 01:15:49 PM
I want wooden dams, might be like alternative bridges. :P
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on November 08, 2015, 11:16:23 AM
I posted here since it is an issue with NMC.

I keep getting crashes when selectng NMC trading post if the boat is docked. It works for the first or first 2 boats that come and then it's just crashes after crashes. If there is no boat docked it does not crash. I've tried rebuilding the thing and still crash. Anyone else experiencing this?
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on November 08, 2015, 11:27:18 AM
is it from NMC or included in NMT ?

maybe something with the merchants ? have you tried an old boatfix to see if the problem comes from there ?
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on November 09, 2015, 08:07:06 AM
The one included in NMT.

I have Traders Complete Fix enabled though it is placed below NMT.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on November 09, 2015, 08:30:51 AM
try to place it on top. gonna ask @kralyerg  if he has an idea because me, i dont know why. all the code is from the original TP, just the links for the 3D graphic is different.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on November 09, 2015, 09:10:45 AM
I've changed the load order.  No difference. With 2 NMC trading posts built it works just once per each. When the second boat arrives at any of them it crashes the game.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on November 09, 2015, 09:43:08 AM
Quote from: Gatherer on November 09, 2015, 09:10:45 AM
I've changed the load order.  No difference. With 2 NMC trading posts built it works just once per each. When the second boat arrives at any of them it crashes the game.

I've done an experiment: I've left Traders Complete Fix at #1 of the load order and added General Goods Merchant Fix at #2. There was conflict showing for both of them. Then the game was left running for 6 yrs at highest speed and there were no crashes at all this time. Currently I'm operating 4 vanilla tp's, 2 specialized tp's and 2 NMC tp's.
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on November 09, 2015, 11:14:46 AM
Quote from: Gatherer on November 09, 2015, 09:43:08 AM
Quote from: Gatherer on November 09, 2015, 09:10:45 AM
I've changed the load order.  No difference. With 2 NMC trading posts built it works just once per each. When the second boat arrives at any of them it crashes the game.

I've done an experiment: I've left Traders Complete Fix at #1 of the load order and added General Goods Merchant Fix at #2. There was conflict showing for both of them. Then the game was left running for 6 yrs at highest speed and there were no crashes at all this time. Currently I'm operating 4 vanilla tp's, 2 specialized tp's and 2 NMC tp's.

so this is a general merchant problem. an overflow of ressource to sell that exceed the limits.
General Goods Merchant Fix <= is 'my' fix i made last year ??
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on November 09, 2015, 11:20:43 AM
Quote from: RedKetchup on November 09, 2015, 11:14:46 AM
General Goods Merchant Fix <= is 'my' fix i made last year ??

Yup that's the one. Is it possible to include it in NMT?
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: RedKetchup on November 09, 2015, 11:28:08 AM
i guess. i would need to go back and see what i did for this fix and apply it to NMT 2.0
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: chillzz on November 09, 2015, 04:09:06 PM
uhm didn't luke fix that problem with the beta 1.0.4 Build 141001 version? (so like 3 builds ago)
Title: Re: I think im using Sir Redketchup Canal System Wrong.
Post by: Gatherer on November 10, 2015, 11:43:43 AM
I guess I was premature with joy as the crashes have started again. It doesn't matter which one of the two trade fix mods I have enabled or if both at the same time. So I had to shelve the 2nd trade area in my newest town.