Kid - Medieval Grace V1.3
V1.1
Added small 1-person houses. Works for 2 persons.
Added Town Hall and Small School.
V1.2
Added Education Center.
V1.3
Added Crafters Guild.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=407 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=407)
(http://worldofbanished.com/gallery/2582_02_02_18_7_55_23.png)
(http://worldofbanished.com/gallery/2582_07_02_18_8_13_54.png)
(http://worldofbanished.com/gallery/2582_08_02_18_9_21_52.png)
(http://worldofbanished.com/gallery/2582_20_02_18_10_22_01.png)
wow awesome !
a REAL Postcard :)
@kid1293 :D support fantastic mod, beautiful postcard - Thank you :D
It does look wonderful all together, in the snow with the evergreen trees as Kid placed them in his picture.
Very nice. Thank you. :)
Updated with some 'monk' houses. 1 person!
Well it does not work that way. If they find a spouse, the spouse will move in.
I also give you a Hall of Records. A small town hall.
and a Small School for 10 students. It is also small.
I want a larger school but later. Maybe something more.
A lot of thanks to
@Abandoned for this add-on.
Spread some flowers and thank her!
Yay! Thanks!
Lovely Romanesque building in the back!
Hey kid! Love the monk's house - really handy and the set looks great in game! Thanks again, another great set!
:)
A little teaser.
Well, it is not a small building. An Education Center driven by the monks.
Now that most is done, thoughts are slow. But maybe a little more to come...
Lovely building!
Quote
Now that most is done, thoughts are slow. But maybe a little more to come...
I have a fast thought. A house that is smaller than the first one you made, and a bit larger than the 2 person only "monk house". Something on the same scale as the "Twilight Herbs" house or the medium house from the Stone Addon mod. Or, maybe the monk house that can have a family with children.
The monk school (academy? monkademy?) looks great. Perhaps a few too many windows, but overall it looks great. :)
How many monks/teachers and students will it take?
Quote from: elemental on February 08, 2018, 01:16:49 PM
Perhaps a few too many windows ....
They are using natural light to see what they are doing, so they need many windows. Real schools have lots of windows.
'Real' schools have a lot of windows. Sounds great! :)
The Education Center has 1-2 monks as teachers and max 88 students.
They study on a rotating schedule so there is plenty of room. ;D
It is 7x5 tiles large and not too expensive. (log and stone)
edit -
@galensgranny - Why not combine it with More Houses or
Gothic Fantasy? A little bit of variation. They all come from the same
source of inspiration and are well suited for each other.
I have done so many houses I feel like a construction worker.
I wasn't expecting anywhere near 88 students but that sound great. Good for towns with lots of people.
Maybe a bit generous but hey, it is easy to forget building new schools all the time.
I made some calculations. 7x5 = 35 square tiles. 2 floors and some xtra on 3rd.
I don't build large cities, I stick to small towns. I find it a bit silly that even in a small town you sometimes need to build 3 schools all within a 10 minute walk from each other. So for me, having the option of a larger school is a good thing. :)
The map I'm currently playing has 10 schools. LOL!
This mod would be great! ;D
not sure i should say this.KID might kick me out. there is a mod, xp schools. it is suppose to increase the size of the school to 50 students.it always shows white,oes not over ride any modded school.it does work on the vanilla school though.
Don't worry
@brads3 ! I won't kick you. :)
In the beginning I made an override for chapel. 2000 bannies!
Fun for a while. Build one chapel and that's it. Now I like the
diversity and don't mind several chapels/schools...
The new school is in download.
I can't get myself together to make more right now.
It was a lot of work, yes, but I also had fun making it. :)
You have to be happy with with the mod as it is.
I take a break and think of what's next.
Everything turned out gorgeous, kid !
Can't wait to build a new medieval town.
With all these beautiful mods you guys keep tossing at us, it's hard to decide which stuff to build first.
Banished is getting better and better every day... big smooches to all you awesome moddlers for keeping this game alive !!
*happy dance*
:)
Does the wine/ale automatically move from the Monastery to the Garden Center?
I have 70 wine in the Monastery and it hasn't moved out yet. I did build the MG Storage.
I do not have your problem.
Do you have any other mod that tamper with flags?
The Ale moves from the Monastery to the MG Storage but nothing moves to the Garden center.
Here's a list of mods I have installed, in the right load order.
RKEditorChoiceEdition
banishedUImaps
banishedUImt
banishedUImod
banishedUIprofessions
banishedUI
DebugMenu
stopcoalburn
DSFences
DSJettyAndBridge
DSRoads
DSStoneBridge
DSTunnels
KidHouseBoat
KidMedievalGrace
KidTwilightHerbs
RKOldBakeryHouse
RKOldBlacksmith
RKOldHunterHut
OldTailorHouse -
@RedKetchup's - http://worldofbanished.com/index.php?action=downloads;sa=view;down=235
warehouse -
@RedKetchup's - http://worldofbanished.com/index.php?action=downloads;sa=view;down=242 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=242)
Ah, You have to read my disclaimer!
The wine goes to the nearest storage.
You must have some storage closer to the monastery than the garden. :)
edit - the garden must be closest if you want your bannies to drink.
Ah! Yea! That's what it is. The MG Storage is closer to the Monastery. LOL!
Never mind. :-[ ;D I'll move things around.
The thought slipped my mind too. :)
I was sure something was messing with the flags. :-[
I actually remember reading that before I installed the mod, but forgot. :-[ LOL!
I moved a couple buildings and now the Bannies are happy because now they can stop by the Garden Center for an afternoon 'relaxer', and boy - are they. ;D
Thought you might like a screenshot. ;)
@kid1293 Hi Kid,
I love the concept of 88 students taught by Monks! However, I must be doing it wrong! The school won't accept any students. the small school in the series works, my regular vanilla school works but no students at the MG Education Center!
I didn't notice it until you mentioned it but I have 2 Education Centers built and neither one has any students, and I built them a couple of game years ago.
I also have 4 of the smaller MG schools built and they are all full.
Edit 1: Here's a screenshot that might help.
I can confirm that monks are no good teachers! :(
Changing back to vanilla teacher solves the problem.
I will upload fix shortly.
I have uploaded a bugfix!
I am so sorry for not checking properly first!!! :-[
I don't know if it will solve the problem without rebuilding
the Education Center.
Thanks Kid, going to try it out now... will let you know about rebuilding...
OK, It needs to be demolished and rebuilt. I'm doing the demo now, will test the new building as soon as my lazy bannies get off their tushes!
New School built and taking in pupils! WTG Kid
Just to confirm with
@adelegarland, the fix works. :) I did not try to add the fix without demolishing the two I had built, since adelegarland said they needed to be demolished.
Thanks for finding this. :)
Some professions in Banished need special treatment.
Teacher is obviously one of them.
Quote from: kid1293 on February 13, 2018, 11:04:55 PM
Some professions in Banished need special treatment.
Teacher is obviously one of them.
It is a pity about that. Another teacher type would be good.
it is set in the Template/Citizen.rsc file:
CitizenDescription citizen
{
Profession _schoolingProfession = "Game/Profession/Profession.rsc:teacher";
Profession _churchProfession = "Game/Profession/Profession.rsc:priest";
Profession _doctorProfession = "Game/Profession/Profession.rsc:doctor";
...
? I wonder if multiple code like this would work:
CitizenDescription citizen
{
Profession _schoolingProfession
[
"Game/Profession/Profession.rsc:teacher",
"Profession/Profession.rsc:monk",
]
Profession _churchProfession = "Game/Profession/Profession.rsc:priest";
Profession _doctorProfession = "Game/Profession/Profession.rsc:doctor";
...
(probably not)
Thanks for info. I thought it was hardcoded.
Multiple statements will probably not work.
Just a heads-up for new version.
V1.3 adds Crafters Guild which is a combined smith, tailor, baker and butcher.
You can have 9 monks working there!
You provide rawmaterial and the monks make the goods.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=407 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=407)
:)
:) Wow, that Crafter's Guild is an impressive building with a nice selection of items to choose from. Those monks will be busy.
:)
KID,are you trying to confuse me on purpose? some blacksmiths make stone and wood tools and work with the blacksmith mod,some don't.i know you threatened to change them all,so i kept older mods. i disabled CC today to do some checking on different mods.now i have new blacksmiths that make stone tools and old BS's that need iron.which way is up? LOL.
i do like the option of wood or stone tools. then you build up to rough and iron and then steel.if i am short on 1 material the other BS's make tools so i never run out. it is a nice safety.
Sorry for confusion. I am not changing any blacksmiths. I don't even downgrade them.
I am using iron as always, and I have heard so many requests for wood and stone tools
that I always include them now. If you want iron ore or something, I am sorry, this is
the way I do it.
it is o'k glad for the explanation. thank you for reconsidering and adding stone tools. that helps. it is strange how the blcksmith mod overrides and helps some but doesn't affect all mods.
because the recipes are linked to the building, not linked to the profession.
Kid. Love your work!. Took me a while to download all of them so I cannot nearly imagine how much time it took you to create them. Big thanks!
:) You're welcome,
@Sunndae !