A town in a marsh setting...MapOld Redoubt, Native VillageSilent Brothers MonasteryOld Ferry Landing, Distillers Village, Millers PointNomad Settlement and MarketNew Farms, Stables, Ketchup- and Fodder Production, FishmarketFuel VillageOld Central MarketsSmall TraderOverviewSome Data...ModListingColonialCharterJ.pkm
DSAleHouse.pkm
DSBridgeCrossing.pkm
DSCrestBlacksmith.pkm
DSStoneHovels.pkm
DSSmallVillageHomes.pkm
DSSmallVillageServices.pkm
DSStorage.pkm
DSCelticHouse.pkm
ForestDeep.pkm
ForestOutpost.pkm
WashingMod.pkm
WorkPlace.pkm
Tiny.pkm (mine, quarry, trader)
iSeeFire.pkm
TrainingCampDeco.pkm
TrainingCampMain.pkm
TrainingCampStorage.pkm
RKGardenWallsUtility.pkm
RKGardenWalls.pkm
Ketchup.pkm
CountryLittleHouse.pkm
wintinRoads.pkm
Majestic !!
i <3 it !!
8) ;D 8)
How did you build the irregular shaped crop fields?
it is not a crop field :)
it is a Fooder Farmers :)
Have to take a look at them.
@Paeng :)
Love how you've built up the areas, how do you start?
Currently I just have a 'bitsa town' to start, cheapest materials, then as I move out then design as I go and create the new style town, or do you set out with a pan?
Quote from: QueryEverything on March 24, 2017, 01:31:34 AMhow do you start?
You can see how I (sometimes) develop a town
here (http://banishedpeople.freeforums.org/tylertonsville-t388.html)
*
That's not "standardized" though, each new town has a somewhat different approach... :)
The Independent State of TimbledoNo trade post, no "traditional" foresters... ;)
Homestead
Woodcamp
Market
Shaman
Stronghold
Farm
Winter
Data
Production
Population
Seed:
767 639 289,
Lake Waters, med, Marine, Northern Pines medMods used:
ColonialCharterJ.pkm
DSBridgeCrossing.pkm
DSCelticHouse.pkm
DSCrestBlacksmith.pkm
DSSmallVillageHomes.pkm
DSSmallVillageServices.pkm
DSStoneHovels.pkm
DSStorage.pkm
elfStorageCarts4v104b.pkm
ForestDeep.pkm
ForestOutpost.pkm
HouseSmall.pkm
iSeeFire.pkm
RKFirewoodStorage.pkm
RKGardenWallsUtility.pkm
TinySmallBarns.pkm
TrainingCampDeco.pkm
TrainingCampMain.pkm
TrainingCampStorage.pkm
WorkPlace.pkm
these meadows look so great :)
Quote from: RedKetchup on March 29, 2017, 07:47:06 AM
these meadows look so great :)
Agree! And not only the the meadows; the whole town.
I like too, from time to time, to play without trade.
Two questions; Without "traditional" foresters; what does that mean? How do you manage to heat the houses? How do you get all these haystacks? I only have a few at the time.
Paeng, I see double entrées for the flag Minerals and Luxuries in your Townhall screen.
By looking at it again and I also see a double entrée for textiles.
Not sure but maybe a mod overwrites the NewLimit files?
Quote from: embx61 on March 29, 2017, 11:53:08 AMdouble entrées for the flag Minerals and Luxuries in your Townhall screen.
Oops... no, I messed up when I stitched the screen in photoshop... >:( :D
Sorry about that...
EDIT
Fixed that...
Anyway, good to see you back! :)
Quote from: Nilla on March 29, 2017, 09:30:15 AMTwo questions; Without "traditional" foresters; what does that mean? How do you manage to heat the houses? How do you get all these haystacks? I only have a few at the time.
Instead of Foresters I use dockworkers - the "driftwood scavengers"... for heating I use firewood and charcoal (the CC charcoal can be found in most houses, so I presume they use it for heating). But I never sell firewood anyway, I hoard it all...
The haystacks... well, when you build any structures (buildings, roads etc.) inside the fodder circle, they cut the fodder and you get multiple haystacks... If you look closely, I turned about half of my circle into fields, housing and more - trying to reduce the heavy output (which blew my "miscellaneous" limit skyhigh, preventing me from producing other misc stuff like rope and such)... not successful at all, their output stayed really high... LOL... but at least I got lots of haystacks for some really nice screenshots... ;)
@Paeng great looking towns as usual. Good to see your mod list of mods that work together. Are those themed folders? When you decide what you want to use for a map, do you then cut and paste the mods from theme folder into the WinData folder?
Quote from: Abandoned on April 07, 2017, 02:25:17 PMWhen you decide what you want to use for a map, do you then cut and paste the mods from theme folder into the WinData folder?
Yeah, I start with a few basics, then just add more mods slowly as I go along... just copying from my external straight into my windata folder.
You can read which mods I added when (for Tylerton)
here (http://banishedpeople.freeforums.org/tylertonsville-t388.html)... (year 1, 17, 25, 32 etc.) :)
Thanks again
@Paeng for all the info and for sharing views of your towns, always enjoy the view. :) That is a nice looking DS blacksmith building and I like the looks of Red's fodder fields, so natural.
Wow, new forest outpost pieces look really good in that setting and sure like that fodder field. :)
Yeah, the housing came out really well, nice variety for FO :)
@Paeng yes, and pieces from other sets blend in so nice too. Now I can recognize most other pieces and don't have to keep asking. Always nice to see the combinations. :)
Really love these new shots
@Paeng :) Some of my favourite ones so far!!
Love how all the new buildings are really working together, and there is a wonderful fluidity to the different areas & mini communities :) Love!!
Really love how all the different mods come together. I know a some were concerned that mods would look out of place with some others, but I haven't come across a mod I haven't been able to place with another piece from another mod.
I love the inspiration you bring to us as players, and to the modders :)
I always enjoy looking at your settlements,
@Paeng . It's really a pleasure. I don't recognise the 2 store houses with stones on the ground flour and halftimbered on top. Look good in a town. (But on the other hand all houses look good in your towns ;) )
@Nilla they are Medieval Houses by
@despo_20 he released them over on Black Liquid, here is the link :)
http://blackliquidsoftware.com/index.php?/files/file/172-d20-medieval-houses/
They are very nice :)
Thanks for your kind words :)
Yeah, the Despo Houses are nice to play - there are only two yet, but you can rotate them any which way so they seem to be 6 or 8 different ones... plus they have those "Accessory Storage" snap-on's which change the overall look again...
As for mixing different styles, I love going out of the box... ;)
And this town will improve once we have more decor and ghosts available (really missing CC on that account), flowery bushes, trees, fountains, walls and fences, animals, color accents, and so on - specially the plaza and markets still look a bit "bare"... :)
Quote from: Paeng on May 07, 2017, 03:33:15 AM
Yeah, the Despo Houses are nice to play - there are only two yet, but you can rotate them any which way so they seem to be 6 or 8 different ones... plus they have those "Accessory Storage" snap-on's which change the overall look again...
I plan to make other variants of houses and other "accessory buildings", but at the moment I'm at work on another project (it's a surprise! ;D )
When I release version 1.1 I'll definitely upload it also here on WoB. Hope to do it in the week ;)
The journey continues... let's see -
we have a new herbalist and apothecary, the new glass maker's chain, some new woodworks, the clay and pottery chain...
and I finally got some sheep (after waiting 35 years)... ::)
*
RNG and I will not become friends anytime soon... :-[
* To be continued...
@Paeng very nice, like the new herbalist and apothecary together and those, riffles sure bring that waterwheel to life. I just added that mod to my game but haven't tried it yet. And the log cabin will certainly be a favorite. As always, enjoy your posts. :)
New service for our fodder plantations...
:)
A the Irrigation channels are in use. :)
I truly hope that some folks have some ideas how to make them real functional in game and that those ideas are possible code wise.
Best would be to enhance crop/orchard output or something but I don't think that is possible.
Visit to the Mollusc Farm
:)
I liked the look of my attempts with this mod, but yours.......... you´re playing in another leage!
First things first... I always knew there was child labor in Banished, but this is kinda disturbing ???
------
So, I started a new town, wanting to try the
Natural Diversity... have not yet decided what mods to use, so right now it's a small section of DS, Kid, Embx, RedK, Bartender, D20, Necora, Tany - not yet in their full glory...
Here a pic of the first 10 years (pop ~60) - the usual, setting up food and other basics, building up a labor force, yaddayadda... ;)
From a builder's perspective, these first 10 years are starting to bore me a bit, lots of fiddling thumbs while waiting for kids to be born, get out of school, chasing gatherer & co through the forests, etc...
*
I'm starting to hope for new starts with like maybe 20 or 30 people, so I can get into building up chains and productions instead of waiting for a baby boom... or maybe next time I should just debug an additional 10 peeps in (?)Anyway, the thatch chain from NatDiv looks good, but there is not yet much need for thatch (except some houses by Kid, plus some vanilla stuff), so I had to curb production by letting more forest take over... I really hope that more mods will utilize thatch soon ;)
But then - this map has a super interesting lake with island (rare on a medium map) -
The island is too steep and small to build much stuff, but it should be grand to develop jetties around the area, with some type of focal point on the island... we'll see what we can fit there.
Originally I wanted to shoot for the river to build Brygge, but this river is not really inviting that type of town... yet... :)
L8er
you haven't tried the NAT DIV before? i don't find the thatch overpowering as most houses will burn it.i never build the hut to grow it either. i was suprised of how many vanilla buildings required it too. the pastures and the mine.
you could check with TOM. he has some different challenging starts setups. i am not sure if they are all tied to the north.
with your island,we need some bear caves or even the adobe houses that could be made in the side of the steep slopes.
Looking great
@Paeng :) I really do love
@RedKetchup flowers, they are stunning!
I've really gotten hooked on my NatDivPineFlora start combo that the team put together, with Necora's comaptibility mod, I now have it as my 'go to', now, if only
@RedKetchup could get some of his flowers in on that start, wouldn't that be beautiful? ;)
I can't remember where I saw it, but there was a thread somewhere requesting new start ideas, like CC, but without as many options, I would certainly like to see a few more options - but in the meantime, definitely using the DeBug tool to whisk in a few more Bannies wouldn't hurt, again, not a matter of 'cheating', but certainly a way to fill a void - left by the Dev (no custom starts), and I think - sure, why not, create the story foundation for the picture you want to create. :)
Maybe a new thread should be started with a "Starting Conditions" wishlist and see if any of them are popular enough to attract a modders enthusiasm :D
It's nice to once see an early version of a town from you
@Paeng. Somehow a relief to see that even you are "human". ;) It also shows how much work; planning, developing, rebuilding is behind your usual lovely pictures.
There are a lot of nomad attractors, if you want a fast population growth. But of cause, they are uneducated. Just use the the debug tool to give yourself a few more inhabitants? Why not? As long as you're not following it up with building material, food......it seems to be a very mild form of cheating. Many mods seem worse to me. ;)
Quote from: Nilla on June 02, 2017, 02:23:50 AMSomehow a relief to see that even you are "human". ;) It also shows how much work; planning, developing, rebuilding is behind your usual lovely pictures.
Yeah, those first 10 years eat up countless hours... remember, I only play at x2 :)
*
And no, I'm not a 'debugger', never been one - debug is for testing_only, not for cheap growth...QuoteThere are a lot of nomad attractors, if you want a fast population growth. But of cause, they are uneducated.
Yep, uneducated is my biggest "problem" - school is one of the first things I build... which of course slows down everything. But I "hate" uneducated pop... :)
Anyway, I'm not after
fast pop growth, just the opposite - for 20, 30 years I try to keep pop as low as possible... it's just that initial group of 8 or 10 adults that annoys me, because I cannot fill enough jobs to advance production in a meaningful way.
QuoteJust use the the debug tool to give yourself a few more inhabitants? Why not?
Yeah, starts to look like an appealing option... :)
Quote from: brads3 on June 01, 2017, 03:22:06 PMyou haven't tried the NAT DIV before? i don't find the thatch overpowering
I had a quick run through once, but not yet a 'serious' town...
Quotewith your island,we need some bear caves
I been contemplating a small Styth tower or so... ;)
I'll have to see first how the jetty town develops...
It's year 18, pop ~100...
Built up the flax chain and filled out some supporting productions, water, fishing, weaving and such... built a trader, not so much because I need it yet, but to start exporting all the flowery perfume :D
Here is the hamlet around the port -
*
we need a really seedy waterfront tavern yet... ;)
Waterpump and Weaver's village...
It's been slow going - for some reason I get huge framedrops on this one... not sure why, but I suspect there is too much spawning going on with fodder, natdiv, thatch (grass), new flora... debug shows me millions of triangles and vertices, which is really high for a 100 pop town that is not even decorated yet :(
do you find the flowers overpowering? how many greenhouses does 1 well feed?
Quote from: brads3 on June 02, 2017, 04:01:43 PMdo you find the flowers overpowering?
No... I'm saying that since I loaded all the above mentioned mods in one map, I take a pretty heavy hit on my frame rate...
@Paeng , village looking good as always. I don't like the sound of frame rate problem though. I'm concerned I'll update my game and not be able to use mods I'm updating for. I didn't have much luck with CC and now other mods getting bigger and more connected. They sure look good together though :)
very nice lake development :)
You are the zen master! :)
You use the imperfections of the map to your advantage.
Quote from: kid1293 on June 06, 2017, 07:51:12 AMYou use the imperfections of the map to your advantage.
:) Yeah, I definitely love to work
with the terrain...
That's more my type of challenge, finding ways to build on or around terrain that you cannot really build on... that's why I love docks, jetties and shoreline housing so much, helps to maintain the natural features... ;)
Love the village
@Paeng , as always, rather inspirational :D
Year 31, pop ~200...
The lake has been conquered!
;)
Wow.
Red surely did an awesome job with his updated canals :) and you are the master builder and screenshot taker :)
And another good news is that the Pink water is gone thanks to Discrepancy's find. :)
just sad he has an intel ^^ i see there is not alot of sky reflection on the water which is making the water looking more darker than should be :'(
how did you liked to use it ? the footprint feature was good and helpful ?
Quote from: embx61 on June 10, 2017, 09:09:09 AMthe Pink water is gone thanks to Discrepancy's find
Yep, he sure made everybody's day ;D
Quote from: RedKetchup on June 10, 2017, 10:29:59 AMmaking the water looking more darker than should be
Oh, I think it's not that bad - it's only on that last shot, which is very much zoomed out and maybe an unlucky rotation... all the ones above that look okay to me...
Quotehow did you liked to use it ? the footprint feature was good and helpful ?
The blue arrows definitely are a BIG help... I still misplaced about every second plop LOL, but mainly because I kept confusing myself - mainly when I rotate the lots and then can't remember what was the original position... it would be easier if we could see the arrow before we plop, but I remember you saying that doesn't work. Anyway, that's just a matter of practice - by the time I had this small canal done, I pretty much had the hang of it ;)
Not sure if it works with Reds canals as they are pretty deep but if you hover over a river or a lake you see the water flowing and so see the direction with my irrigation channels.
Yes, I found also out that the blue arrows sadly do not work before plopping the pieces down. The arrows are on the footprint! But at least it is visual and a player can delete the footprint if the arrow(s) are in the wrong direction before spending materials on the build :)
this is why i recommend strongly to pause your game before.
the arrows on the footprint. i cannot put it on the mesh itself or you will see it once it has been built
Tehehe... yeah, by and by we should forget the nice little perks we got used to in SC4 :D
Hey, I'm not complaining... these are tiny "hardships", compared to the HUGE gains we now have, specially on the water ways... a few more rounds, and we won't even think about it any more ;D
hi sir i try the florist building of
@RedKetchup but it seems the worker is always in idle? the florist needs flower, is the flower will grow randomly or needs to plant?
As far as I understand, you need to plant the flowers. I used the fodder farmer. As far as I know it's the only way to get flowers for the florist. At least so far. Maybe the NatDiv guys are working on something. But I haven't seen anything yet.
Quote from: Nilla on June 11, 2017, 02:27:23 AMI used the fodder farmer. As far as I know it's the only way to get flowers for the florist.
Yeah, that's right... the flowers come when you plant the fodder, and can then be gathered by the florist... and made into perfume :)
Impressive canal :)
Quote from: Whoyou13 on June 11, 2017, 01:39:24 AM
hi sir i try the florist building of @RedKetchup but it seems the worker is always in idle? the florist needs flower, is the flower will grow randomly or needs to plant?
the florist only gather and pickup flowers, does not plant them.
you cannot plant flowers by yourself, flowers are a wild spawn that appear randomly in meadows (fodder farm).
(like onion and mushrooms appear randomly in forest)
@RedKetchup So the fodder building will randomly spawn flower and fodder? And so the florist should be on the next lot of the fodder building?
@Nilla did you already try this? As I understand you, you have never seen spawn flowers by the fodder building, is that right?
Quote from: Whoyou13 on June 11, 2017, 05:40:00 PM
@RedKetchup So the fodder building will randomly spawn flower and fodder? And so the florist should be on the next lot of the fodder building?
@Nilla did you already try this? As I understand you, you have never seen spawn flowers by the fodder building, is that right?
exactly. but what i did with florist is to give an extra big range so you can if you want, place it between fodder farms if you have more than one. but yeah florist circle need to overlap the fodder farms circles.
are you looking for this?? pic shows fodder building besides RED's storage barn. there is no florist yet to collect the flowers. the florist was to be added later. i usually run the fodder a few years to build it up before building the stables,etc.
that was from BEVERSET. if you check my village blogs you will find more pics.
here is a pic with the florist highlighted even.the fodder is to the right of it.
http://worldofbanished.com/index.php?action=dlattach;topic=1771.0;attach=18908;image
Is the flower can spawn even in all weather condition? I'm using Antilles of CC Journey, warm and arid and no snow. hehehehhe
the fodder and flowers do disappear in cold and snow but you should be alright there.
Quote from: Whoyou13 on June 11, 2017, 08:47:29 PM
Is the flower can spawn even in all weather condition? I'm using Antilles of CC Journey, warm and arid and no snow. hehehehhe
yes any conditions even in winters (even if you dont see them, graphically, they always there and always spawns 365 days per year :) ^^)
Quote from: Whoyou13 on June 11, 2017, 05:40:00 PM
@Nilla did you already try this? As I understand you, you have never seen spawn flowers by the fodder building, is that right?
Yes, of cause, I've tried it. I think your questions have been answered by Red and Brads. The florist picks a lot of flowers and as far as I could see, opposite to the fodder farmer, who also produces fodder in winter, the florist picks his flowers only in the summer. But my one florist directly at only one fodder farmer, picked more flowers, than the perfume maker could process.
Quote from: Nilla on June 12, 2017, 01:50:48 AM
Yes, of cause, I've tried it. I think your questions have been answered by Red and Brads. The florist picks a lot of flowers and as far as I could see, opposite to the fodder farmer, who also produces fodder in winter, the florist picks his flowers only in the summer. But my one florist directly at only one fodder farmer, picked more flowers, than the perfume maker could process.
yeah 1 florist with big huge range... should work in 2-3 fodder farm and lose time to go see them all ^^
unfortunatly, we cannot change the time they takes to cut a flower :P
it is ... instant :P
Quote from: RedKetchup on June 12, 2017, 02:50:24 AM
Quote from: Nilla on June 12, 2017, 01:50:48 AM
Yes, of cause, I've tried it. I think your questions have been answered by Red and Brads. The florist picks a lot of flowers and as far as I could see, opposite to the fodder farmer, who also produces fodder in winter, the florist picks his flowers only in the summer. But my one florist directly at only one fodder farmer, picked more flowers, than the perfume maker could process.
yeah 1 florist with big huge range... should work in 2-3 fodder farm and lose time to go see them all ^^
unfortunatly, we cannot change the time they takes to cut a flower :P
it is ... instant :P
I don't mind, instant picking of flowers. ;) :D I find it works very well. Maybe only one thing to complain about! (You know me; always have to complain.) :-[ It is less flowers in the meadows, if you let the florist work; less beauty! :-\ But, I know, you can't both have the cake and eat eat it! Even if I would like to! ;)
yup, more efficacy the florist works... and your beautiful meadows are less... beautiful ^^
We need some of those beautiful flower bunches as ghosted deco Mr
@RedKetchup :) :) :)
The Big DigLinking the river with the great lakes...
The beginning was easy...
Connecting to the river got tricky because I could not really link in a gate, so I opted for an open entry...
The Tannery compound, ever hungry for fresh water...
The Wharf area...
On to uncharted lands...
:)
very impressive :) Wonderful how the different pieces all blend together.
look super !
these riffles and plants really add to it :)
wonderful 8)
Yeah, I agree, Paeng is the master builder :)
I have to get of my behind and finish the above ground irrigation channels so Paeng can use the ghosted pieces to fit the NMT Canals.
It looks like I can release today though :)
Quote from: embx61 on June 16, 2017, 02:21:43 AMuse the ghosted pieces to fit the NMT Canals.
No hurry... but yeah, I'm looking forward to those, and more ;)
I really enjoy mashing up things from different sets ;)
We need more greens to dress sets, specially for different heights... the CC plants are nice, but come only for upper grounds, none of them can reach down into the water (except reeds and salt rocks)... so more rocks, pebbles, driftwood and such would also be nice - Necora already added some, but you know, there's never too much :D
Oh, and a small warning to players regarding the turbulences (riffles) - normally you can delete them (via the small trashcan icon)... but when you place them inside the canals, they can't be selected anymore, you'll always select the canal piece instead - unless I missed the "neuralgic spot", though I really checked every millimeter... not an issue, just make sure you check the fit of the turbulence pieces well before plopping... ;)
Do those riffle pieces, never tried them yet, have different heights on the Z axis (Up and down)
I think Red's moving water pane of his Canals are -1.98 tile deep.
Released an update of the channels about an half hour ago Paeng.
Have fun and let the water flow LOL
i known it about people will really love the new wood one :)
cheap to make and look awesome !! :)
And now for something completely different... :D
Regards from the old continent ;)
:)
a very nice domain :) it remembers me the domains we have here for the retired people ^^ (also so called condominium hehe)
Sir
@Paeng what mod did you used for the condominium type building, the color brown one with 5 storey fronting the lake
It is a mod created by Kid1293
Stone House Addon Version 1
http://worldofbanished.com/index.php?topic=1663.60 (http://worldofbanished.com/index.php?topic=1663.60)
Actually it's the upcoming version 1.1.
Thanks
@Paeng for testing.
I have a lot more to do before release.
well... that is flashing !
need some sun glasses lol
Wanted to see if NatDiv can feed my peeps...
Built a small village to gather and hunt basically, with 3 circles for Reapers and Thrashers...
Basically I had to feed about 150 peeps (93 | 22 |34), so I had 4 gatherers (8 workers), 1 farm (beans, 1 w), 2 scavengers (mussel etc., 2 w), 4 fishers/traps (in poor spots, no docks, 4 w), 3 hunters (3 w), 1 butcher (1 w) and 2 herbalists (2 w)... together they produced ~12.5K food (with 20 workers), so a bit short of the needed 15K.
Meanwhile I had built up the three grass circles - 3 reapers (6 workers) and 3 threshers (6 workers), an additional 12 workers... in year 15 their output looked like this -
The 6 threshers produced 1500 salads from the grass the 6 reapers provided... so basically these 12 workers just fed themselves...
Considering that I could build 10 to 12 farms on the same land, with the same manpower - that's kinda poor... :(
It's good to see, that I have a replacement to check the numbers, when I'm sick! ;)
1500 food for 12 people? Not much. I guess they have to make some changes of the productivity. This mod is nice, it would be a pity if it has a limited use. I wouldn't like such a high productivity, that you could feed a whole settlement from wild salad; the area should give less food than a field.
Quote from: Nilla on July 04, 2017, 12:39:35 PMthe area should give less food than a field.
Agreed... just a testcase :)
But there needs to be
some return of investment, the way I had to denude my beloved forests :D
Thanks for testing this
@Paeng ! We've set the numbers a bit on the safe side, as we indeed didn't want it too be as productive as fields. If we'd change it to 2500 per year with your setup, would that be within proper limits?
Quote from: Bartender on July 05, 2017, 06:48:43 AMIf we'd change it to 2500 per year with your setup, would that be within proper limits?
Well, it's up to you, of course :)
Let's take it down to a smaller homestead setting - 1 reaper plus 1 thrasher (4 workers)... with the new numbers they'd produce ~600 food per season (150 per worker), while eating about 400...
For a very small (or very young) town that's still not attractive, at least on its own - but probably works okay in combination with a true crop field...
I'd suggest to make it produce 200 per worker, so at least he can feed himself plus one family member... ;)
AMAZING!!!
wow, such wow. And the river is huge
I always love your villages and get so many good ideas from them. Your use of the Embx's irrigation mod is perfect.
Glad to see you were able to post some pics, good ones as always. :) Nice to see some again.
Indeed amazing :)
I see I have to update the Above Ground Irrigation soon so the water color is the same as the Natural one. ;)
Very nice,
@Paeng25 ! Your work is always impressive. The wood canal with the rustic buildings is just perfect.
I've not played with the new canals yet, but have me curious how you were able to smoothly transition the wall height in that one spot.
Also, not sure I recognize the cemetery wall. The fountain is familiar but can't remember offhand from where. Is that RK's deco set?
Quote from: Maldrick on July 29, 2017, 04:07:43 AMcurious how you were able to smoothly transition the wall height
You mean from game water to canal water? Not much of my doing - they are made quite perfect by RedK... all you need to do is maybe to rotate the screen to find a perfect angle, at some rotation you may notice a slight difference... marginal though :)
Quotecemetery wall... <snip> ... fountain
Cemetery is vanilla, and yeah - the fountain is from RK deco set.
@Paeng I was wondering the same thing as
@Maldrick if I am thinking correctly what spot he is referring to is in the last picture next to the mill where the ground level side of canal appears to be going uphill. I like his questions and interest in the mechanics of mod making, we could have the beginnings of a new modder. :) And doesn't EB's village match nicely with Red's canal wood variant, very nicely done Paeng.
Quote from: Abandoned on July 29, 2017, 06:17:35 AM
@Paeng I was wondering the same thing as @Maldrick if I am thinking correctly what spot he is referring to is in the last picture next to the mill where the ground level side of canal appears to be going uphill
Yep, that's the spot. Although looking at the pic again, I realize now it's not a change in height. It's where the joker piece narrows and it just looks that way at that angle. If you look across the canal to the corresponding piece it brings it in perspective.
Can't believe I didn't recognize the vanilla graveyard wall. It's been so long since I built one, I'm losing it. Lol
Quote from: Abandoned on July 29, 2017, 06:17:35 AMI like his questions and interest in the mechanics of mod making, we could have the beginnings of a new modder. :)
I can't describe how much I so don't need to open that can of worms. LOL. I'm neither an artist or moddler nor a coder so it would be one big massive learning curve at every turn. But I love this game and am super curious about all of it. So, maybe. :) Still sleeping on it. Thank you for the encouragement.
@Maldrick oh yes, I see that now too. I did not use that canal piece yet so didn't recognize it.
(prying the lid off the can of worms a little bit more) you would get a lot of help and encouragement on this site but I know you just updated your game recently like I did so there are a lot of new mods to try. So you have plenty of time to get more sleep on it. :)
Quote
I can't describe how much I so don't need to open that can of worms. LOL. I'm neither an artist or moddler nor a coder so it would be one big massive learning curve at every turn. But I love this game and am super curious about all of it. So, maybe. :) Still sleeping on it. Thank you for the encouragement.
I think most of us modders, if not all, did not know squat about 3d modelling and the Mod Kit.
It is indeed a learning process and it all look overwhelming at start.
Trust me, most here on WoB don't want to be around me when something is not going right after try, try, try and try again so the curses flow to the room :)
My beloved wife had to calm me down quite a few times and urge me to just let it be for the moment and do something else.
She said, "You are so frustrated now that it will never work so just leave it alone for a bit and it will come back to you"
How right she was :)
So if you take it slow and first do some "easy" stuff it will come to you.
If you put that first mod out and it works, even when it is something easy as a little well or something you will feel the drive to take on some bigger projects.
And there is always this forum if you get stuck :)
And if Modding is just not something for you (Remember, it is not for everybody and nothing is wrong with that) you will find out soon enough and only lost some time in the process of giving it a shot ;)
Quote from: Maldrick on July 29, 2017, 06:44:24 AM
I can't describe how much I so don't need to open that can of worms. LOL. I'm neither an artist or moddler nor a coder so it would be one big massive learning curve at every turn. But I love this game and am super curious about all of it. So, maybe. :) Still sleeping on it. Thank you for the encouragement.
lol i was exactly the same !
never been an artist, never been a modder, i never been a coder !
i ve got to climb a massive learning curve for 16hrs per day for many months
I did some coding before with Object Pascal (RAD Studio Delphi) but it is different then C++ although they say if you know one coding language it is easier to get into another.
I find that statement only partly to be through although I have to say there are a lot of similarities between the languages.
My beloved wife was a artist. 1 Masters and two Bachelors degrees in Art, Painting, and Art History from the University of Louisville :)
So she helped me a lot with how to chose certain textures and stuff but beside that I was just a novice with the Mod Kit and 3d modeling software.
Quote from: Abandoned on July 29, 2017, 06:17:35 AMthe ground level side of canal appears to be going uphill
Oh I see... a little trick the eyes can play :D
I sure did enjoy the tour :)
Can I buy a season ticket? :)
Thanks,
@Paeng !
Enjoyed being a tourist, love those splashes of color. :)
a weird place to put a school ^^
are they teaching exclusively the farming technics ?
:P
Quote from: RedKetchup on July 29, 2017, 03:12:36 PMa weird place to put a school
Well, not really - that school was founded and is run by old Miss Ogilvie, a stern disciplinarian... she firmly believes that kids should be kept from the nearby market, where they would only steal sweets, and instead be put to work tending the sheep and chickens (which incidentally belong to her as well), pick dead leaves out of the irrigation ditches and bundle flowers for the perfumery (incidentally her business too), and clean her cottage every day. During breaktime you can see her sitting in her rocking chair right by the bridge, keeping a sharp eye on her charges...
;)
Nice Woman ! ;D
Quote from: Paeng on July 29, 2017, 04:06:10 PM
Quote from: RedKetchup on July 29, 2017, 03:12:36 PMa weird place to put a school
Well, not really - that school was founded and is run by old Miss Ogilvie, a stern disciplinarian... she firmly believes that kids should be kept from the nearby market, where they would only steal sweets, and instead be put to work tending the sheep and chickens (which incidentally belong to her as well), pick dead leaves out of the irrigation ditches and bundle flowers for the perfumery (incidentally her business too), and clean her cottage every day. During breaktime you can see her sitting in her rocking chair right by the bridge, keeping a sharp eye on her charges...
;)
;D ;D ;D
@Paeng thank you for your gorgeous screenshots, I enjoyed the beautiful little journey though the villages.
I felt that we were in a horse and carriage and seeing the sights, meeting those around us, it was a lovely way to spend the afternoon.
More, more, more ;) Welcome back to the forums journal Paeng, I'd say it was a triumphant return. Your ISP needs a kick in the pants if it does that again. ;)
Fantastic!!
Just one question. Does the river go around the lake ? 8)
Looking great as usual :)
Are the toolbar issues fixed Paeng since I uploaded new versions of about all my Mods?
And how is the roof from the Gatherer now that I made it thicker in the last version? (17006)
Quote from: embx61 on August 05, 2017, 06:45:18 AMuploaded new versions of about all my Mods?
Sorry bro, I have not been able to dl all of the latest updates... I'll keep trying during this weekend, hoping for an occasional ray in the still lousy bandwidth...
Quote from: kid1293 on August 05, 2017, 06:35:08 AMFantastic!!
Just one question. Does the river go around the lake ?
It runs west to east hugging the coast by that port, then turning south... so south of that fishing island is actually a lake... yeah, the river kinda runs around the lake LOL :)
i really love that ground texture !
i find it alot more natural :)
Quote from: RedKetchup on August 05, 2017, 07:53:20 AMi really love that ground texture!
Yeah, me too... I'm not really one for verdant greens... :D
Also cool the new textures for fields, orchards and pastures - I was tired of those plain vanilla ones :)
I still hope that one day we'll have a really great set of road textures that blend well into the surroundings... for now I revived those Wintin Roads (by
Downloadmyheart) - there are only few I find useful (for
my needs and taste), but at least there are a few with subtle colors... for Peak Valleys, the vanilla roads are just way too bright, actually screaming "loud" LOL...
Asburnsville Part 2After ~60 years the population has risen to more than 350 people, currently three hamlets are supported by a strong network of markets, roaming vendors and storage facilities.
The original settlement has not changed much - filled out a bit, the producers like blacksmith and tailor have nice shops now... same for the old harbor and fishing village, but you can see that development has been going towards west and south.
The salt- and leather-works have become a job motor for the region, with a hamlet starting to spill over to the southern bank. A fortified tower now protects the harbor approach.
Food-producing hubs (gatherers, hunters and herbalists) were resettled to light forests farther from the settlements.
The clerics were granted more land to tend the cemeteries and temples.
Across the old abbey, a new port was established, quickly developing into another fine hamlet.
Agriculture has been strengthened and expanded, now also raising sheep, new crops and orchards.
Natural resources, specially stone, are becoming scarce... looking east now to expand our settlements, and though we can well afford to import building materials we are planning to set up our own production - currently waiting for offers by EB & Associates to acquire mine and quarry technology... ;)
*
We would also like to expand our fisheries with more drying, smoking and salting facilities, hoping that RK Technologies will soon open offices in our area... :D
Paeng, I almost forgot the magnificence of your villages!
With 2 or 3 pictures you just refreshed the memory .. just .. just.. WOW!!
AsburnsvilleJust a quick heads-up... when we left off last time, we were talking about expanding into the east, but that turned out to be slow going. We decided to open our borders for some nomads to settle in, so first we started to prepare for more food, tools, clothes, healthcare, housing, schools etc. and sent instructions to the trade posts to import logs, small amounts of iron and stone, while setting up small mines, quarries and workplaces for additional laborers.
When we hung the red welcome lantern up near Paeng's abode, soon enough two bands of nomads - about 120 people - took up our offer to become citizens.
Our calculations turned out to be quite accurate - except for food... as the town grew to about 500 people, our food dwindled from 250K down to 50K, so expansion plans were put on hold while the farming areas were expanded to the north-west, all the way to the mountains.
The nomads planted new nut orchards and introduced oil presses, new glass-making techniques, or found work as miners, brewers, wood cutters and so on... meanwhile we had to struggle with some outbreaks of formerly unknown disease, invluding a prolonged spell of dysentery, which also claimed some lives.
It took us about 15 years before the new citizens were settled in, food became stable again, kids all went to school and housing was again distributed properly.
By then we had been able to bridge the north-eastern lake and finally establish a foodhold in the eastern wilderness.
Hopefully, new hamlets can be established soon, as our population has reached over 600 by now (~year 75)...
:)
None of the pictures are showing up here either, just large empty spaces with small box with an x inside. What a shame, they are such great pictures. I have Internet Explorer. :(
Quote from: Abandoned on August 28, 2017, 05:03:31 AMNone of the pictures are showing up here either
Well, it's already been verified that there seems to be a problem with MS browser(s)... or win 10 maybe?
I see the pics fine in mozilla, chrome, opera... :)
EDIT
I just googled
"images not showing in IE" and got 243.000.000 results of others complaining the same...
Maybe some digging will reveal what you can do about it... I don't have IE, so I won't dig... ;)
I quit using Internet Explorer years ago after I tried Firefox. I advise downloading a different browser to use instead of Internet Explorer.
I use Chrome from now on.
I get a bit tired of Micro$oft keep breaking stuff with their updates. >:(
I finally installed Chrome after getting nuked when I was on Youtube if I wanted to install and use Chrome.
Advertising is part of any business but you have to nag me every single time I go to Youtube to try Chrome Google? Really? ::)
At least now with Chrome installed that nag is gone so we can say on the other hand that freaking nagging worked for them. LOL
It is not directly windows 10 related as I am using 8.
I have windows 7 with Internet Explorer. My husband's laptop has windows 10 with Edge and I can see the pictures just fine. Maybe Microsoft will fix it with next update.
@Paeng On that last picture with diagonal jetties do you ever get bannies dropping through them for a split second? I'm getting that in my current town and only ever on diagonal pieces.
P.S.: And as always magnificent images.
Not sure but I had one time the floor object as steps and on the bridge as several boards.
Because there is a little bit of space between those boards the bannies indeed drop down for a split second,
I fixed it by deleting all the boards for the floor beside the first and last one and dragged the vertices of the first board to the end of the last board and aligned it up.
After that I deleted the two boards left over and had a solid floor and the bannies just walked without hopping like a Kangaroo.
I think that Discrepancy have the angled pieces separate from the straight on his floor.
If he ever comes back it is easy to fix by combining the two on the floor.
Quote from: Gatherer on August 28, 2017, 09:03:18 AMdo you ever get bannies dropping through them for a split second?
Yeah, there are a few pieces of jetties where that happens - mainly on diagonals, but even on some straight pieces (e.g. bridge ramps)... actually Disc is aware of them as well, hopefully he gets all of them straightened out once they get out of beta...
*
I admit I don't quite understand how Embx fixed that issue - though I'm not sure he talks about diagonal pieces... ;)
The floor has to be one piece or pieces have to overlap each other a bit.
So I had a piece in my mesh what was several boards with a cap between them.
The game see those caps (even when they are tiny) as air and the bannies hop like a kangaroo.
I copied the mesh and delete everything besides what is to be the floor.
But because all the boards are separated it did not work well and it was funny to see the bannies hopping up and down..
Then I made the floor one piece and the problem went away.
I not have DS code but I think he copied his mesh too and delete everything besides what is going to be the floor but probably have a tiny cap were the straight and triangle pieces meet.
This picture maybe explains it a bit better. The bridge have all separated boards with a cap in between.
If I copy it like that and delete everything beside the boards and use it as a floor the bannies will hop up and down.
The pink rectangles at the bottom is the floor. It is just a solid plain the same length and width as all the boards together.
If DS make them as one solid piece or overlap a little bit the problem will be fixed.
Ramps are the same. where the ramp meet the level part there can be no cap.
Oh okay - you fixed it in a 3D prog... I didn't think that far - here I was trying your tips inside the game LOL
:D
Asburnsville Part 4
After bridging the northern lake, the east was open for settlements...
First was another quaint hamlet in the northeast, supporting the nut farmers and oil pressers with more fruit orchards, a small central market with all the necessary workplaces and an apothecary making strong and useful herbal teas.
Settling was improved by a bridge around a lakeside mountain thaat became a major trade route.
It was mainly built by a band of nomads, who then settled in the far north - an area now known as Slaughterhouse5... hardy hunters making a living hunting, turning hides, cutting up and drying meat to supply the local markets.
Another group of nomads insisted to settle as far as possible away from these guys - they carved their homes out from a mountainside all the way in the far southwest.
Their cousins went heavily into glass making.
The largest part of the eastern forests turned into agriculture, to feed the masses now closing in on 1.000 people... massive new diversified crops, mills, orchard, more porkers, sheep and chicken surround a strong hamlet with more blacksmiths, tailors, tanners and leather works than ever - life is good...
Even after an extremely long and cold winter, things will pick up quickly.
So now I'm off for the 100-year bash, then I'll leave these good folks who gained the right to be an independent nation.
8)
Hi!
Never seen such a map. Rock desert.
The game lets you grow vegetables anyway but the sight of it is remarkable!
Quote from: kid1293 on September 15, 2017, 10:35:29 AMNever seen such a map.
It's a CC terrain (that bundle that was uploaded here at WoB)...
QuoteThe game lets you grow vegetables anyway
Yeah, I feel that's a field for modding right there... like starting conditions that implement different "temperature maps", and also different vegetation for different climates... CC has a number of such conditions (where only certain trees grow or only certain crops thrive)... probably needs a lot of finetuning, but it's certainly possible...
*
Also, I completely neglected irrigation, dumb me... but I had my sight fixed on mountain mansions, the quarry and such... but yeah, the terrain looks good, I'm sure to give that another try soon... :D
EDIT
Also, this journal shows that we always need matching, or better yet
transparent variants for pastures, orchards and cemeteries... those green patches are kinda - unmotivated :)
Here a quick teaser for my new town...
Trying to work with all kinds of mods I have not yet used a lot ;)
Currently in year 20, about 100 peeps... port is 95% ready, but I don't really need it right now.
In the northwest is a Forest Center, a fodderfarmer is planned somewhere south...
sadly i still can't see your pics. my comp doesn't like dropbox.tried several attempts and setting too.i can't comment cause i am blind.
Oh well, let's not start that discussion again here in the journals... last time around we figured it's something about IE/win10... :(
you know Paeng :) you can use your Galeries forum (http://worldofbanished.com/index.php?board=20.0) :)
I've been asked for the modlist of this town, attached... :)
Rumours whispering of an evil power rising in the south...
Count Dragnor ordered to strengthen the fortifications along the river, the keep was rebuilt and improved.
A mysterious dark fog settled at our border. It could not be entered, none of our scouts were ever seen again.
When the fog started to lift, a vile statue was revealed... The evil Lord Baal'Nak and his sorcerers had driven a tunnel through the southern mountains and built a stronghold right on our shore...
Misshapen creatures spawned by unholy rituals at the black cathedral, soon filling the nearby encampments.
And the raids begun.
While the villagers fought fires and raiders, the Count's mages probed Baal'Nak's defenses...
Will they drive back the dark forces?
Of course - the force is with us! A strong magic blast drives the black lord back into the vortex he came from...
:D
Thanks a lot! +++++
:)
hahaha nice story :)
Fun one! I like it! :D
good story :)
you sure have a way with planing your villages
very nice Paeng
Where you took this castle?
@Antiligent It's my Broadway Tower with some decoration around it.
Quote from: kid1293 on October 17, 2017, 07:25:57 AM
It's my Broadway Tower with some decoration around it.
Ohh! Good, thanks!
Where i can find download to RK's Fodder building? I feel kinda lost.
Quote from: DesoPL on November 02, 2017, 08:13:22 AM
Where i can find download to RK's Fodder building? I feel kinda lost.
euh if you have the flower gatherer building and the perfume maker building... then you should have the RK's fodder building ! thats the same mod !
http://worldofbanished.com/index.php?action=downloads;sa=view;down=240 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=240)
Here are some tests I ran with DS mods...
Those bridge developments (last pic) are really cool!
* unfortunately that town got 'busted' due to some unknown error...
I'll try that one later on again! ;)
These are incredible, I love the natural an realistic look of it all, very inspiring, thank!:)
Does anyone have any idea about the map seeds used in these towns? Really wanna try some of those beautiful layouts, but I couldn't find an appropriate map to build them.