World of Banished

MODS Garage => Mod Talk => Topic started by: JamieIdle2.0 on November 14, 2014, 09:08:27 AM

Title: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 14, 2014, 09:08:27 AM
Hi all, it appears a tiny overlooked section of the Townhall code means that if you exclusively use specialized market or trading post mods and do not use the vanilla versions you wont get any nomads. The code section is below. This is easy to fix simply build a vanilla Market and vanilla Trading Post along with the Townhall in your town. Of course if you don't want to do that I can create a simple mod that removes those requirements, but why stop there? I can think of all kinds of interesting tweaks to how players get nomads that are possible.

One idea that I really like is to tie immigration to the Boarding Houses. See the thing is that since you can only have one Townhall you can only have one group come at a time. If the code is tied to Boarding Houses then you could say make nomads come more regularly but in fixed amounts ie no more than each Boarding House can hold. So if you want more than that amount you need to build more Boarding Houses.

ImmigrationDescription immigration
{
   ComponentDescription _nomad = "Template/Nomad.rsc";

   int _requiredPopulation = 8;
   ComponentDescription _requiredStructures
   [
      "Template/Market.rsc"
      "Template/TradingPost.rsc"
   ]

   float _minGroupPercent = 0.05;
   float _maxGroupPercent = 0.15;
   float _timeDelayMonths = 24;
   float _timeDelayMonthsTol = 48;
   int _arriveMinMonth = 1;
   int _arriveMaxMonth = 3;
   int _leaveMonth = 7;
   int _spawnRadius = 5;

   float _sicknessAmount = 1.0;
   int _sicknessTimeInMonths = 6;
}
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: RedKetchup on November 14, 2014, 09:19:22 AM
personally i would do that :

   int _requiredPopulation = 0;
   ComponentDescription _requiredStructures
   [
   ]

Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 14, 2014, 09:21:05 AM
Quote from: RedKetchup on November 14, 2014, 09:19:22 AM
personally i would do that :

   int _requiredPopulation = 0;
   ComponentDescription _requiredStructures
   [
   ]



Of course that is the simplest solution, but I think the Boarding House idea is more fun ^.^
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: chillzz on November 14, 2014, 09:27:09 AM
Oeh! that would be a welcome addition :)
Nomads showing up without having to need the 3 vanilla buildings, but to a (new?) boarding house. Maybe even with the values from 'Nomads Zero Pop', required population 0, to have a go at ghost towns :P


Title: Re: MOD: Modding Friendly Nomad Generation
Post by: Mahnogard on November 14, 2014, 09:41:08 AM
I really like the boarding house idea! :)
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: RedKetchup on November 14, 2014, 10:25:46 AM
bah you would still require the townhall itself :P
if it isnt built, the code for the 'immigration' isnt ticking
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 14, 2014, 10:37:17 AM
@RedKetchup not so :P one side effect of the Fountain mod is that you hand two sets of nomads because you got one set from the Castle and one from the Townhall...it is just getting the nomad button into the boarding house that is the trickier part.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: RedKetchup on November 14, 2014, 10:41:00 AM
? what the relation with boarding house ?
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: RedKetchup on November 14, 2014, 10:43:32 AM
wait , you added it to boarding house ??
people with have now double nomads ? and triple if they also have the castle mods too ??
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: salamander on November 14, 2014, 04:00:17 PM
I have to agree with the boarding house idea.  If I understand it right, with no boarding houses, you would get no nomads, and if you have boarding houses, you would get incoming groups of nomads proportional to the number of boarding houses you have.  Is this right?

If so, that would give a little more control over how much you want to deal with incoming nomads, and how big a part you want them to play in your town.

Just sounds like a nice approach to me.  :)
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: rkelly17 on November 15, 2014, 06:37:04 AM
@JamieIdle2.0, I like the idea of linking nomad appearance and number to boarding house capacity. Maybe you could talk to @slink about adding the same mechanism to the "Fountain Mod" inn which functions as a small boarding house. I also like de-linking nomads from the town hall because I can envision situations where it would be nice to have the town hall stats without having nomads appear. I can also imagine situations later in the game where I have 8 or 900 people but could use 20-30 nomads rather than a massive influx.

The other option would be a new "immigration" building which would have to be be built to have nomads appear. Once the new building is built nomads appear.

Another random thought: Include hospital in buildings necessary for nomad generation. Helps prevent bad habits.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 06:48:35 AM
I'll take a look at it.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: rkelly17 on November 15, 2014, 06:50:28 AM
Quote from: slink on November 15, 2014, 06:48:35 AM
I'll take a look at it.

Thanks. I note that I'm now a "Banished Expert"! I love getting rewarded just for shooting off my mouth.  ;D
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 07:36:56 AM
Okay, I got it.  I don't know if it draws nomads or not, but it requires only Methieuso's Inn and a hospital, and the nomad page is showing.

Edit: Setting the minimum population for immigration to zero would accomplish nothing, since the number who immigrate is a percentage of the population.

Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 08:02:38 AM
@slink were you able to get the nomad tab on the inn???
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 09:12:28 AM
Yes, @JamieIdle2.0.

I added the following code to the UIDescription section.

{
ObjectType _type = ImmigrationUI;
ElementDescription _element = "Dialog/Immigration.rsc";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/TownHall.rsc:buttonNomad";
}


Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 09:48:55 AM
@slink how bizarre I did the same thing and it didn't work. I will re try.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 10:00:40 AM
@slink you must have did something else beyond add that bit of code. That was what I tried and never got the tab.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 10:26:21 AM
Here is my entire Inn template file.

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;

// declare types that will be used
Description _descriptions
[
"ui",

"map",
"zone",
"toolbar",
"createplaced",
"decal",
"model",
"highlight",
"picking",
"interact",
"particle",
"storage",
"work",
"statusicon",
"ambientemitter",
"Common.rsc:fireWoodHouse",

"statemachine",
"cleararea",
"build",
"workplace",
"destroy",
"residence",
"immigration",
]
}

AmbientEmitterDescription ambientemitter
{
bool _addOnCreate = false;
SoundEffect _soundEffects
[
"Audio/Effects/FireEffect.rsc"
"Audio/Effects/CrowdEffect.rsc"
]
}


ClearAreaDescription cleararea { }
StateMachineDescription statemachine { }
ZoneDescription zone { }


DestroyDescription destroy
{
int _damagedSkin = 1;
int _damagedDecal = 1;
}

StatusIconDescription statusicon
{
SpriteSheet _spriteSheet = "StatusIcons\BuildingIconSpriteSheet.rsc";
bool _fixedSize = true;
float _size = 0.04;
float _zoffset = 1.33;
}

ToolbarDescription toolbar
{
SpriteSheet _spriteSheet = "UI/MathieusoHousesSpriteSheet.rsc";
String _spriteName = "BuildInn";

StringTable _stringTable = "UI/MathieusoHousesStringTable.rsc";
String _stringName = "Inn";
String _stringNameLwr = "InnLwr";
String _toolTip = "InnTip";

String _statusStrings
[
"CreateOk",
"CreateBlocked",
]

int _group = 2;
}

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 7;
int _height = 10;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"0000001
0000001
0000001
0000001
0000001
0000001
0000001
0000001
0000001
1111111";

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"######.
##__##.
##__##.
##__##.
##__##.
#____#.
#____#.
#____#.
###_##.
.......";

bool _addToOverhead = false;
Color _mapColor = 0xFF545454;
}

DecalDescription decal
{
MaterialInstance _materials
[
"Models/MaterialInstance/InnFootprintMaterial.rsc"
"Models/MaterialInstance/InnFootprintDamageMaterial.rsc"
]
bool _tiled = false;
float _initialAlpha = 0.75;
float _mapWidth = 512.0;

DecalLocation _decalLocations
[
{
float _x0 = 0.0;
float _y0 = 0.0;
float _x1 = 360.0;
float _y1 = 512.0;
}
]
}

PickingDescription picking
{
MaterialInstance _selectMaterial = "Material/SelectionMask/SelectionMask.rsc";
PickingGroup _meshes
[
{
PickingMesh _mesh
[
"Models\InnBuild01Picking.rsc",
"Models\InnBuild02Picking.rsc",
"Models\InnPicking.rsc"
]
}
]
}

ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\InnBuild01Mesh.rsc",
"Models\InnBuild02Mesh.rsc",
"Models\InnMesh.rsc"
]
}
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

HighlightDescription highlight
{
EdgeGroup _meshes
[
{
EdgeMesh _mesh
[
"Models\InnBuild01Mesh.rsc:edge"
"Models\InnBuild02Mesh.rsc:edge"
"Models\InnMesh.rsc:edge"
]
}
]

// materials for drawing selection with no mesh
MaterialInstance _maskMaterial = "Material/SelectionMask/SelectionMask.rsc";
MaterialInstance _edgeMaterial = "Material/SelectionEdge/SelectionEdge.rsc";
}


InteractDescription interact
{
PointList _pointList = "Models\InnPoints.rsc";
}

ParticleDescription particle
{
PointList _pointList = "Models\InnPoints.rsc";

ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireLarge.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke1";
}

]
}

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Fuel;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 1000;
}

WorkDescription work
{
int _defaultWorkers = 1;
}

WorkPlaceDescription workplace
{
// no actual work done here once the building is built
//Profession _profession = null;
//Profession _pickupProfession = "Game/Profession/Profession.rsc:laborer";
}

BuildDescription build
{
int _workRequired = 150;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
int _count = 80;
}
{
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
int _count = 40;
}
{
ComponentDescription _rawMaterial = "Template/RawMaterialIron.rsc";
int _count = 15;
}
]
}

ResidenceDescription residence
{
int _maxApartments = 3;
int _maxOccupants = 5;
float _temperatureForFuel = 48.0;
float _fuelPerResource = 60.0;
}
//SJGL
ImmigrationDescription immigration
{
ComponentDescription _nomad = "Template/Nomad.rsc";

int _requiredPopulation = 8;
ComponentDescription _requiredStructures
[
"Template/DoctorHouse.rsc"
]

float _minGroupPercent = 0.05;
float _maxGroupPercent = 0.15;
float _timeDelayMonths = 24;
float _timeDelayMonthsTol = 48;
int _arriveMinMonth = 1;
int _arriveMaxMonth = 3;
int _leaveMonth = 7;
int _spawnRadius = 5;

float _sicknessAmount = 1.0;
int _sicknessTimeInMonths = 6;
}

UIDescription ui
{
int _displayPage = 1; // set to 1 for tab layout
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";

ElementController _controllers
[
{
ObjectType _type = ResidenceUI;
ElementDescription _element = "Dialog/Residence.rsc:residenceLong";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Residence.rsc:buttonTabResidence";
}
{
ObjectType _type = StorageUI;
ElementDescription _element = "Dialog/Storage.rsc:storageShort";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Storage.rsc:buttonTabStorage";
}
//SJGL
{
ObjectType _type = ImmigrationUI;
ElementDescription _element = "Dialog/Immigration.rsc";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/TownHall.rsc:buttonNomad";
}

{
ObjectType _type = BuildUI;
ElementDescription _element = "Dialog/Build.rsc:build";
String _insertAt = "pageBuild";
}
{
ObjectType _type = DestroyUI;
ElementDescription _element = "Dialog/Destroy.rsc:destroy";
String _insertAt = "pageDestroy";
}
{
ObjectType _type = WorkPlaceUI;
ElementDescription _element = "Dialog/Work.rsc:workPlace";
String _insertAt = "userTitle0";
}
{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userTitle1";
}
]
}
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 10:42:30 AM
Here's mine and yet no tab :/

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;

// declare types that will be used
Description _descriptions
[
"ui",

"map",
"zone",
"toolbar",
"createplaced",
"decal",
"model",
"highlight",
"picking",
"interact",
"particle",
"storage",
"work",
"statusicon",
"ambientemitter",
"Common.rsc:fireWoodHouse",

"statemachine",
"cleararea",
"build",
"workplace",
"destroy",
"residence",
"immigration",
]
}

AmbientEmitterDescription ambientemitter
{
bool _addOnCreate = false;
SoundEffect _soundEffects
[
"Audio/Effects/FireEffect.rsc"
"Audio/Effects/CrowdEffect.rsc"
]
}

ClearAreaDescription cleararea { }
StateMachineDescription statemachine { }
ZoneDescription zone { }

DestroyDescription destroy
{
int _damagedSkin = 1;
int _damagedDecal = 1;
}

StatusIconDescription statusicon
{
SpriteSheet _spriteSheet = "StatusIcons\BuildingIconSpriteSheet.rsc";
bool _fixedSize = true;
float _size = 0.04;
float _zoffset = 1.33;
}

ToolbarDescription toolbar
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
String _spriteName = "BuildHostel";

StringTable _stringTable = "Dialog/StringTable.rsc:objects";
String _stringName = "Hostel";
String _stringNameLwr = "HostelLwr";
String _toolTip = "HostelTip";

String _statusStrings
[
"CreateOk",
"CreateBlocked",
]

int _group = 2;
}

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 7;
int _height = 14;
int _footprintRotation = 270;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000
1000000";

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"._#####
._#####
._#####
.######
.######
.######
.######
.######
.######
.######
.######
._#####
._#####
._#####";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}

DecalDescription decal
{
MaterialInstance _materials
[
"Terrain/TiledDecals/BuildingFootprint8Material.rsc"
"Terrain/TiledDecals/BuildingFootprint8DamageMaterial.rsc"
]
bool _tiled = false;
float _initialAlpha = 0.5;
float _mapWidth = 2048.0;

DecalLocation _decalLocations
[
{
float _x0 = 1024.0;
float _y0 = 0.0;
float _x1 = 1408.0;
float _y1 = 768.0;
}
]
}

PickingDescription picking
{
MaterialInstance _selectMaterial = "Material/SelectionMask/SelectionMask.rsc";
PickingGroup _meshes
[
{
PickingMesh _mesh
[
"Models\Buildings\Hostel\HostelBuild01Picking.rsc",
"Models\Buildings\Hostel\HostelBuild02Picking.rsc",
"Models\Buildings\Hostel\HostelPicking.rsc"
]
}
]
}

ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\Buildings\Hostel\HostelBuild01Mesh.rsc",
"Models\Buildings\Hostel\HostelBuild02Mesh.rsc",
"Models\Buildings\Hostel\HostelMesh.rsc"
]
}
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

HighlightDescription highlight
{
EdgeGroup _meshes
[
{
EdgeMesh _mesh
[
"Models\Buildings\Hostel\HostelBuild01Mesh.rsc:edge"
"Models\Buildings\Hostel\HostelBuild02Mesh.rsc:edge"
"Models\Buildings\Hostel\HostelMesh.rsc:edge"
]
}
]

// materials for drawing selection with no mesh
MaterialInstance _maskMaterial = "Material/SelectionMask/SelectionMask.rsc";
MaterialInstance _edgeMaterial = "Material/SelectionEdge/SelectionEdge.rsc";
}


InteractDescription interact
{
PointList _pointList = "Models\Buildings\Hostel\HostelPoints.rsc";
}

ParticleDescription particle
{
PointList _pointList = "Models\Buildings\Hostel\HostelPoints.rsc";

ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireLarge.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke01";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke02";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke03";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke04";
}
]
}

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Fuel;

bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 5000;
}

WorkDescription work
{
int _defaultWorkers = 3;
}

WorkPlaceDescription workplace
{
// no actual work done here once the building is built
//Profession _profession = null;
//Profession _pickupProfession = null;
}

BuildDescription build
{
int _workRequired = 150;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
int _count = 100;
}
{
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
int _count = 45;
}
]
}

ResidenceDescription residence
{
int _maxApartments = 5;
int _maxOccupants = 5;
float _temperatureForFuel = 45.0;
float _fuelPerResource = 60.0;
}
//add nomads
ImmigrationDescription immigration
{
ComponentDescription _nomad = "Template/Nomad.rsc";

int _requiredPopulation = 8;
ComponentDescription _requiredStructures
[
]

float _minGroupPercent = 0.05;
float _maxGroupPercent = 0.15;
float _timeDelayMonths = 24;
float _timeDelayMonthsTol = 48;
int _arriveMinMonth = 1;
int _arriveMaxMonth = 3;
int _leaveMonth = 7;
int _spawnRadius = 5;

float _sicknessAmount = 1.0;
int _sicknessTimeInMonths = 6;
}

UIDescription ui
{
int _displayPage = 1; // set to 1 for tab layout
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";

ElementController _controllers
[
{
ObjectType _type = ResidenceUI;
ElementDescription _element = "Dialog/Residence.rsc:residenceLong";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Residence.rsc:buttonTabResidence";
}
{
ObjectType _type = StorageUI;
ElementDescription _element = "Dialog/Storage.rsc:storageShort";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Storage.rsc:buttonTabStorage";
}
//add nomad tab
{
ObjectType _type = ImmigrationUI;
ElementDescription _element = "Dialog/Immigration.rsc";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/TownHall.rsc:buttonNomad";
}

{
ObjectType _type = BuildUI;
ElementDescription _element = "Dialog/Build.rsc:build";
String _insertAt = "pageBuild";
}
{
ObjectType _type = DestroyUI;
ElementDescription _element = "Dialog/Destroy.rsc:destroy";
String _insertAt = "pageDestroy";
}
{
ObjectType _type = WorkPlaceUI;
ElementDescription _element = "Dialog/Work.rsc:workPlace";
String _insertAt = "userTitle0";
}
{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userTitle1";
}
]
}
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 10:49:12 AM
@slink try it with the boarding house and not the inn may there is something in the sprite sheets? I don't know this seems odd to me.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 10:58:36 AM
Okay, I will have to make an override.  In the meantime, here is the Inn with the nomad tab.  I also tried it with a new start, in case having a Town Hall was important.  The Inn in the new start also had the nomad tab.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 11:13:04 AM
Quote from: slink on November 15, 2014, 10:58:36 AM
Okay, I will have to make an override.  In the meantime, here is the Inn with the nomad tab.  I also tried it with a new start, in case having a Town Hall was important.  The Inn in the new start also had the nomad tab.

Yeah I tried the file you sent the Inn works and I saw the tab. Not sure why it wont show up with the Hostel/Boarding house the only template file differences are in the Toolbar referencing different sprite sheets, but that should effect the building UI
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 11:17:41 AM
You are correct, the hostel override doesn't have a tab.
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 11:26:18 AM
Ah, but the override does work in the non-kit version of the game!
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: JamieIdle2.0 on November 15, 2014, 11:32:29 AM
Quote from: slink on November 15, 2014, 11:26:18 AM
Ah, but the override does work in the non-kit version of the game!

Wow and here I was banging my head away wonder why on earth it wouldn't work! lol
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: Mahnogard on November 15, 2014, 02:09:42 PM
I just got my first group of nomads from @slink's "Room at the Inn" mod. :D (I needed them, too. I don't often take in nomads, but sometimes stuff happens.)
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: Fellow Villager on November 15, 2014, 04:28:04 PM
when release?
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: slink on November 15, 2014, 06:13:06 PM
If it is working, now.   :)
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: Herrbear on August 11, 2015, 06:02:46 PM
Did this get released?
Title: Re: MOD: Modding Friendly Nomad Generation
Post by: rkelly17 on August 14, 2015, 08:03:28 AM
Quote from: Herrbear on August 11, 2015, 06:02:46 PM
Did this get released?

It's part of Mathieuso Houses Version 3 which is available on the Mod Downloads Page here.