World of Banished

MODS Garage => Mod Talk => Topic started by: RedKetchup on September 28, 2014, 04:57:15 PM

Title: MOD : Steph's Grain Silos v 2.0 - Redketchup
Post by: RedKetchup on September 28, 2014, 04:57:15 PM
Hello everyone !

This MOD : Steph's Grain Silos v 1.0 is a special request from a friend :)

This mod introduce a new building in the game : Grain Silos. This special high capacity building allow you to store more grains (or coal) than any storage building. It has a capacity of 40,000 weight units and it accept only the food that has been labeled " Grain " (or coal if placed near a coal mine)

this high building has 5x7 and cost 64 wood 36 stones and 12 iron. It require no workers like the common barn.

I hope everyone will like this new building built at 100% with my hands ^^ Be indulgent about my draw skills ^^

Enjoy !!!

(http://worldofbanished.com/gallery/37_28_09_14_4_56_05.jpeg)

***************


Steph's Grain Silos v 2.0.zip

no idea if compatible with old save games. at your own risks.

changelog:

seperated grain and coal silos. they have their own building now. same building , different color.

(http://worldofbanished.com/gallery/37_23_10_14_8_34_55.jpeg)





Magic Link will appear once you are logged ON on the forum !!
If you want to download it .... you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)
(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)
Title: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 04:59:02 PM
MOD : Steph's Grain Silos v 1.0

http://worldofbanished.com/index.php?action=downloads;sa=view;down=13 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=13)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: mellowtraumatic on September 28, 2014, 05:07:29 PM
It's so beautiful! Thank you!  8)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 05:12:36 PM
You are very welcomed :)

;D
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: slink on September 28, 2014, 05:14:31 PM
It looks beautiful!  That's an odd combination though, grain and coal.   :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 05:22:46 PM
thats what i ve got asked. She told me they originaly built for grain but they can also use it for coal. personally i never heard of that before but it s most likely possible :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: slink on September 28, 2014, 05:37:18 PM
We used to play with coal that fell out of the chute when it was being delivered to one of the apartment buildings I grew up in.  That was before they cleaned up the city and made everyone use fuel oil.  I don't remember it very well except that my mother would scold me and take it away from me if she caught me with it.  It was great for drawing on sidewalks.  I seem to recall that it is more dense than charcoal, which would make sense because it is formed by pressing plants very tightly rather than by burning wood.  Still, it might not be as dense as, say, limestone, which is the shells of water animals pressed very tightly.  That is, limestone is calcium carbonate rather than carbon.  So ... maybe coal is not too much heavier than grain and won't make the silo split apart.

I could look up the numbers, but rambling on about it is so much more fun.   ;D
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 05:40:02 PM
i just hope citizens will wash it alot before being recycled from grain to coal to grain :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: slink on September 28, 2014, 05:41:02 PM
I fear they will store both in there together, unless you found a way to prevent that.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 05:45:59 PM
nan i didnt. it s a 1.0 so ... maybe they will be some changes :) like 1 seperatly for grain and 1 for coal. or if i find how to deal with it as storage and like trading post management :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 05:47:24 PM
but ....... i like it to be able to complete a mod every 2-3 days :) it gives some action :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Bobbi on September 28, 2014, 05:49:00 PM
Incredible, @RedKetchup. When I pop back in to see how you are doing on new houses, BAM. You have another swell mod ready for download. Looks awesome. Hope I don't have to restart again...prolly have to anyway when new houses are done. Right now testing Shockpuppet Town and textiles.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 05:56:53 PM
yeah.... i optimized my production IMO , working on 2-3 projects in same time hehehe
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Bobbi on September 28, 2014, 06:07:26 PM
Weeeellll, as long as you are doing special requests, can you help out Elfecutioner with a "skin" for his general store? He said he was willing to accept help, and I love his smaller vendor buildings, but I hate that the general store looks like the tavern.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: slink on September 28, 2014, 06:26:30 PM
Reskinning the original buildings will have to wait for Luke to give us the original skins.  They are a patchwork.  The skin for the apiary is below.

(http://worldofbanished.com/index.php?action=dlattach;topic=493.0;attach=3940;image)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 07:13:46 PM
no need of this apiary skin anymore, i learn to do it without it :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 28, 2014, 07:22:35 PM
i have a market in my files :)

but maybe he would find it ... too much colorful haha
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Bobbi on September 28, 2014, 07:42:39 PM
It is....a bit gaudy
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: assobanana76 on September 29, 2014, 12:40:29 AM
wow!! another great job!!
u must put it on workshop!!!  :D
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: slink on September 29, 2014, 05:57:27 AM
Yes, @RedKetchup, you have learned thankfully to do without the patchworks but the original buildings still use it and we can't see the patches.

Is that an AK-47 the man in the market is holding?  (just kidding)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on September 29, 2014, 08:30:34 AM
Quote from: slink on September 29, 2014, 05:57:27 AM
Yes, @RedKetchup, you have learned thankfully to do without the patchworks but the original buildings still use it and we can't see the patches.

Is that an AK-47 the man in the market is holding?  (just kidding)

I don't know how @RedKetchup are doing the mods, but what exactly is the advantage to these patchwork *.pngs? Is there less strain on the computer when there are hundreds of the same building when the .png is used? Many in here are building massive towns afterall, so if it starts lagging at earlier sizes, that might not be so fun.

That grain silo looks great btw. Would be excellent if you could select what type of  good was inside it, though, either by those dropdown boxes, similar to production by the blacksmith for instance, or by different version of them. Elsewise I reckon coal and grain will be stored in the same silo.

Would also be great with something similar for 'normal' storage of other food types, tools, clothes and so forth. Perhaps then we could have some central storage locatations, that store much more than barns, and then the vendors can take stuff from these to barns which need it, or markets.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 29, 2014, 02:06:25 PM
of course grain and coal wil be stored in same building :(
but i did what asked :) maybe i should have pushed some arguments against it :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: mellowtraumatic on September 29, 2014, 04:25:57 PM
Is there a way to make them like the Specialized Storage Barns mod where you would have two building options, a silo for grain and a silo for coal?
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: rkelly17 on September 29, 2014, 04:26:50 PM
Quote from: RedKetchup on September 29, 2014, 02:06:25 PM
of course grain and coal wil be stored in same building :(
but i did what asked :) maybe i should have pushed some arguments against it :)

Don't feel so bad, @RedKetchup. Back in the days of steam locomotives the structures the railroads used to store coal looked a lot like silos. Coal dealers had similar structures in pretty much every town in Eastern and Central North America (Us crazy Westerners used oil for our locomotives and gas for heating--we didn't have coal nearby). Maybe the citizens are looking ahead to the day when someone builds a railroad through the settlement.  ;D
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 29, 2014, 04:30:06 PM
yes i can also seperate them making 2 building same mesh but maybe ... color different ?
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: mellowtraumatic on September 29, 2014, 04:32:17 PM
Sounds like a good plan to me.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on September 30, 2014, 05:17:26 AM
Yes, some type of visual difference would be preferable, so they stand out from each other. And different names, obviously :p
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 30, 2014, 06:17:09 AM
bah i ll call it Grain Silo and the other Coal Silo :P
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on September 30, 2014, 08:47:50 AM
One question that caught my mind, will vendors put grain from overflowing barns into this silo, or will stuff just get there if farmers and such happen to put it there originally?

An other alternative, more for a new mod really, would be to create a Trading OP-like building, but that can be constructed inland, with similar storing capacity, with vendors/merchants working there, with similar limits capability as the TPs. That way we could choose e.g. 10,000 apples, and the workers would put it there from nearby markets and barns. With such inland storage capability, we could construct fewer barns, and thus get more room for other buildings. I sometimes use the TPs simply for temporary storage ("storage room for logs, etc is overflowing"), and it would be excellent to have such buildings elsewhere too.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on September 30, 2014, 09:54:35 AM
yeah it s kinda in my project list. cant do hundred of things in same time ^^ specially when the 3D-game laugh at me in the face and i lose tons of hours cause it doesnt want to understand want i want or what i did :S
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: slink on September 30, 2014, 10:00:30 AM
For what it is worth, I have yet to see fig seeds come with a trader, so maybe your red cabbage is okay.  Have you tried looking at a crop planted with seeds from the debug option?  I made a mod to turn on debug mode in the game.  You can give yourself all of the seeds and test stuff.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: rkelly17 on September 30, 2014, 10:14:19 AM
Quote from: Pangaea on September 30, 2014, 08:47:50 AM
One question that caught my mind, will vendors put grain from overflowing barns into this silo, or will stuff just get there if farmers and such happen to put it there originally?

An other alternative, more for a new mod really, would be to create a Trading OP-like building, but that can be constructed inland, with similar storing capacity, with vendors/merchants working there, with similar limits capability as the TPs. That way we could choose e.g. 10,000 apples, and the workers would put it there from nearby markets and barns. With such inland storage capability, we could construct fewer barns, and thus get more room for other buildings. I sometimes use the TPs simply for temporary storage ("storage room for logs, etc is overflowing"), and it would be excellent to have such buildings elsewhere too.

One option would be to build a TP on an inland lake that can't be reached by merchants. Several people were doing this early on in Banished to get more focused storage or to draw materials to different parts of the map.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on September 30, 2014, 11:50:40 AM
Quote from: rkelly17 on September 30, 2014, 10:14:19 AM
Quote from: Pangaea on September 30, 2014, 08:47:50 AM
One question that caught my mind, will vendors put grain from overflowing barns into this silo, or will stuff just get there if farmers and such happen to put it there originally?

An other alternative, more for a new mod really, would be to create a Trading OP-like building, but that can be constructed inland, with similar storing capacity, with vendors/merchants working there, with similar limits capability as the TPs. That way we could choose e.g. 10,000 apples, and the workers would put it there from nearby markets and barns. With such inland storage capability, we could construct fewer barns, and thus get more room for other buildings. I sometimes use the TPs simply for temporary storage ("storage room for logs, etc is overflowing"), and it would be excellent to have such buildings elsewhere too.

One option would be to build a TP on an inland lake that can't be reached by merchants. Several people were doing this early on in Banished to get more focused storage or to draw materials to different parts of the map.

Thanks, that's a way to do it too. Unfortunately I don't have such a lake in my current save, but it's something to think about for the future. Unless @RedKetchup makes it before of course :D Your work is really good, and so fast as well.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: irrelevant on September 30, 2014, 11:58:43 AM
@Pangaea Sometimes you can find a spot on one of the smaller streams where you can fit in a TP. Not possible on all maps, but on my Sink Mill map I was able to find two of them. This can take some frustrating trial and error and fussing around  ;)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on September 30, 2014, 12:07:54 PM
Quote from: irrelevant on September 30, 2014, 11:58:43 AM
@Pangaea Sometimes you can find a spot on one of the smaller streams where you can fit in a TP. Not possible on all maps, but on my Sink Mill map I was able to find two of them. This can take some frustrating trial and error and fussing around  ;)

Cheers, I'll look out for a spot. It would be excellent to re-route logs closer to the town centre. Some woodcutters can get up to 1000-1100 firewood a year, while others only have 4-500, and I think the key difference is lack of easy log access.

Though in fairness I can actually use one of the three existing TPs for this, as it's close to some low-producing woodcutters.

Sorry for this little off-topic comment, but I honestly don't get how people can bare to manage 20-30+ trading posts (unless you automate everything, which has its own pitfalls). I only have three, and it's a pain to supply them, and especially to micromanage them when the merchants arrive. 30 would be a complete nightmare!  :o :o :o
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: mellowtraumatic on September 30, 2014, 05:48:39 PM
Finally getting to use it. I love it!

(http://worldofbanished.com/gallery/186_30_09_14_5_47_19.jpeg)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: assobanana76 on October 01, 2014, 01:19:38 AM
so many ideas in my head and so little time to make !!
I have to create the angle bread! with crops of corn and wheat, mill, bakery, grain silos!
angle with textile fields of cotton and linen, farm and tailor!
I have to decorate my whole city with decorative pack !!
placing the new general store elfecutioner !!
build all new homes!
aaaaaggggghhhhhh
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 01, 2014, 02:00:06 AM
do you know guys what someone told me as comment tonight ????

LOL

Quotefrom: thewanderingoutsider 1 hour ago

This is a good mod, however I'm not sure if it's glitch free...anything that gets stored there mysteriously disappears after a while. :(


ROFL
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: mellowtraumatic on October 01, 2014, 03:22:50 AM
Quote from: RedKetchup on October 01, 2014, 02:00:06 AM
do you know guys what someone told me as comment tonight ????

LOL

Quotefrom: thewanderingoutsider 1 hour ago

This is a good mod, however I'm not sure if it's glitch free...anything that gets stored there mysteriously disappears after a while. :(


ROFL

Oh, dear. *lol*
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on October 06, 2014, 10:36:16 PM
Have played a little test game with this mod now, and I really, really like it. Probably my favourite @RedKetchup mod so far, which is saying something :P It fits the default artwork really well too, which I like.

However, would it be possible to create something similar for fruits and vegetables, or food more generally? Suppose they ought to have lower storing capacity, as fruits and vegetables can't be packed as tightly (or so I would think), but it would be excellent to have similar buildings for those too.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 06, 2014, 11:11:45 PM
k, i ll see
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 01:51:51 AM
i ve checked some images and read a bit, looks like in the past people making root cellars to store big quantities of vegtables and fruits. looks like they were mainly underground and they were making a little hill over it. kinda an hobbit house, mainly :)

i ll see what i can do :P maybe kinda doing it you need to put it at the bottom of a mountain/hill kinda like a mine but smaller and less mandatory. smaller and require less mountain part as a mine does.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: michaelrym on October 07, 2014, 02:03:21 AM
They still do here (I'm in Poland).

When you go to a fruit and vegetables market, you can choose from two kinds of carrots: standard, washed carrots and what are called, um, 'pile' carrots: they stack them in a pile for the winter in a covered ground pit. It's claimed they have a better taste and more vitamins than those that are washed and thrown into a refrigerator. Have bought them once out of curiosity (they're always caked with soil) and indeed, they do have a stronger 'carroty' taste. But that might also be due to the fact that vegetables and fruit in general are tastier here than in NA (I've lived in Canada for over 20 years).
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: assobanana76 on October 07, 2014, 02:11:43 AM
I can not wait to re-start with a new small map (when the larger mods will be finished) to create the angle grain!
with crops of wheat and corn, windmill, grain silos, bakery!
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 07:28:52 AM
i think i all be able to come up with something cool @Pangaea
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on October 07, 2014, 07:49:19 AM
That sounds great, I look forward to it :)
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 08:26:33 AM
these screenshot looks .... ok ? interesting ?
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on October 07, 2014, 08:39:43 AM
Looks good, though I hope it won't be tricky to find places for them given that they need to be set into the mountain-side.

An alternative for the roof could be green or sod roof, which has been fairly common in Norway and Scandinavia. Here is a picture from a Wikipedia article, which happens to be from Farao Islands. Maybe the transition between mountain and building/roof would look better?

Hmm, this forum didn't like the quarky URL, so here is the indirect link instead: https://en.wikipedia.org/wiki/File:Nor%C3%B0rag%C3%B8ta,_Faroe_Islands_%282%29.JPG
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 08:52:19 AM
i can try

Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 08:57:35 AM
the big giant mine is tricky to place cause it s huge, this , the placebits arent that big, the graphic overflow alot cause it needs to enter inside the mountain.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 09:09:44 AM
hmmmm not sure :S  :-X


Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: Pangaea on October 07, 2014, 09:13:33 AM
Oof. That looked very odd indeed, and it doesn't really look like grass on top either. Just go with what you feel is best, it was just an idea based on buildings we have here.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: rkelly17 on October 07, 2014, 09:13:43 AM
Very nice, @RedKetchup.

Here in Region of Waterloo (Southern Ontario, Canada) even many new suburban tract houses have root cellar rooms in one corner of the basement, so it's not just Poland or Scandinavia. Of course, we do have Old Order Mennonites and Amish and traditional farmers' markets here, so maybe it is that influence.
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 09:24:22 AM
4-5 times i m trying to find something but ... it always looks odd  :-X
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: RedKetchup on October 07, 2014, 10:19:33 AM
finally after an hour........

came back where i was :)

it is perfect like that :) even rdy to release it ^^

30000 weight storage. or fruits or vegetables only.
36 wood, 58stones, 12iron
need 3x3 row depth of mountain :)
poeple can directly put the fruits/vegs into it, and grab them if they are starving or hungry ^^

all ok for you ?


ps. i even took time to make old age curves in it. people reproach me i am making my building too much ... straight (too new from IKEA^^) while all the game buildings have 'curves'  :P
Title: Re: MOD : Steph's Grain Silos v 1.0
Post by: mellowtraumatic on October 07, 2014, 11:03:41 AM
Looks great! Can't wait to build one. :D
Title: Re: MOD : Steph's Grain Silos v 1.0 - Redketchup
Post by: Pangaea on October 07, 2014, 12:15:15 PM
It does indeed look great, and like the grain silo, fits very well within the original game's artwork.

I'm humbled you named it after me as well. Thanks a lot :)

Very impressive how fast you work too, you must have learnt a lot during these last few weeks.
Title: Re: MOD : Steph's Grain Silos v 1.0 - Redketchup
Post by: RedKetchup on October 07, 2014, 12:20:59 PM
oh it would have took me an hour lol
but i lost like 3-4 hrs just to try to find a way to always make it look good whatever the mountains looks like. i know there are still some cases.... but it is mostly good.

the stones are from ... the hospital's walls and the roof is from... the tailor's roof
Title: Re: MOD : Steph's Grain Silos v 1.0 - Redketchup
Post by: RedKetchup on October 23, 2014, 10:28:30 AM
Steph's Grain Silos v 2.0.zip

no idea if compatible with old save games. at your own risks.

changelog:

seperated grain and coal silos. they have their own building now. same building , different color.

(http://worldofbanished.com/gallery/37_23_10_14_8_34_55.jpeg)
Title: Re: MOD : Steph's Grain Silos v 1.0 - Redketchup
Post by: Bobbi on October 23, 2014, 11:27:03 AM
Will try out tonight!
Title: Re: MOD : Steph's Grain Silos v 1.0 - Redketchup
Post by: mellowtraumatic on October 23, 2014, 05:51:29 PM
Quote from: RedKetchup on October 23, 2014, 10:28:30 AM
Steph's Grain Silos v 2.0.zip

no idea if compatible with old save games. at your own risks.

changelog:

seperated grain and coal silos. they have their own building now. same building , different color.

Alright! :D
Title: Re: MOD : Steph's Grain Silos v 2.0 - Redketchup
Post by: sunsstorm on October 24, 2014, 07:23:43 AM
I have waited that change ;)