World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: assobanana76 on September 24, 2014, 02:08:32 AM

Title: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on September 24, 2014, 02:08:32 AM
I will publish this thread on worldofbanished, banishedmods and forum shiningrocksoftware because even on the forums used you are divided !!
ok .. very simple! you are doing the same job !!
we have two mod beautification and three mod for water!
we have four fountains about two modders, a collector of water and a water tower!
would not be easier to make a mod only ??
the collector of water takes water from the four fountains and leads to the water towers!
it would be better to unify the mod embellishment adding hedges and walls?
do a video conference !!

here your work:
http://worldofbanished.com/index.php?topic=470.0
http://shiningrocksoftware.com/forum/discussion/4262/the-fountain-mod
http://banishedmods.com/showthread.php?tid=219
http://banishedmods.com/showthread.php?tid=1026
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Pangaea on September 24, 2014, 09:20:01 AM
Sorry if this is harsh to whoever made that mod, but I think it's a bit pointless to introduce water as a resource for gathering when it seems to have zero actual use in any buildings. With a baker, sure, then I can see the sense. But I'd be loathe to use water from a fountain when making food... I'm sure it's possible to alter the Well to do that though.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on September 25, 2014, 01:28:08 AM
Quote from: Pangaea on September 24, 2014, 09:20:01 AM
Sorry if this is harsh to whoever made that mod, but I think it's a bit pointless to introduce water as a resource for gathering when it seems to have zero actual use in any buildings. With a baker, sure, then I can see the sense. But I'd be loathe to use water from a fountain when making food... I'm sure it's possible to alter the Well to do that though.
Well water may be used like any other form of food present in the game! I would say the most important! that, in case of absence, makes a carnage!
and then could be introduced as a resource to irrigate the fields, prepare the bread and in any process that will be present in the game (eg the tannery, etc. ..)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 01, 2014, 03:41:14 AM
no reply from then..
each holds its own small garden ...  :'(
we will never have a giant mod decorative and even a great mod for the water ..
the water will remain a resource that comes from the fountains, which is collected, stored, and that is that no one will ever use it to do anything ...
missed opportunity ..
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: RedKetchup on October 01, 2014, 03:45:55 AM
it s because we cant work together, it isnt blizzard.com her or ubisoft.com ^^. we cant pass our time to wait the others do this or do that. we need our freedom and do our things on our side without waiting the other agreements :P
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 01, 2014, 03:57:28 AM
then we need someone to take charge of the various mod unify them and to make them operational ..
e.g. to create the chain water..
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: RedKetchup on October 01, 2014, 04:00:41 AM
once someone started a chain, nobody can work on it, cause when it s time to compile, we cant tell the compiler to : Hey don't worry ! this resource is available somewhere else in an other mod made by someone else! so pass your way and dont look! :P

it wont compile unless we recreate the same ressource with same name : which is a Big Red Conflict with other mods..
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 01, 2014, 04:06:42 AM
Quote from: RedKetchup on October 01, 2014, 04:00:41 AM
once someone started a chain, nobody can work on it, cause when it s time to compile, we cant tell the compiler to : Hey don't worry ! this resource is available somewhere else in an other mod made by someone else! so pass your way and dont look! :P

it wont compile unless we recreate the same ressource with same name : which is a Big Red Conflict with other mods..
maybe Luke will be able to do when he decides to close the beta?
what will the mods created until then?
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: RedKetchup on October 01, 2014, 04:09:49 AM
no idea :P
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 01, 2014, 04:12:32 AM
Quote from: RedKetchup on October 01, 2014, 04:09:49 AM
no idea :P
amazing!
I asked in every forum as beta versions work .. what happens at the end ..
and it seems no one knows .. or is it a big secret ...
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: irrelevant on October 01, 2014, 04:15:12 AM
Personally I prefer to have a large number of more limited mods to choose from. I don't want everything all wrapped up in one big mod. Things you like, I may have no interest in, and vice versa.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 01, 2014, 04:17:35 AM
Quote from: irrelevant on October 01, 2014, 04:15:12 AM
Personally I prefer to have a large number of more limited mods to choose from. I don't want everything all wrapped up in one big mod. Things you like, I may have no interest in, and vice versa.
well .. from the menu you could choose to build the fountain but not the water tower and vice versa ..
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: irrelevant on October 01, 2014, 04:18:55 AM
And all the crops I have no interest in, yet which take up space in the merchants' boats? ;)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 01, 2014, 04:22:36 AM
Quote from: irrelevant on October 01, 2014, 04:18:55 AM
And all the crops I have no interest in, yet which take up space in the merchants' boats? ;)
well .. I hope that sooner or later Luke remove the cap!
I created a ironic post on his forum hoping he read it!
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Bobbi on October 01, 2014, 05:20:15 AM
In general I do not prefer compiled mods, they usually have stuff I don' want or conflict with other mods I do want. Example: Extra Exile. It has:
Coal is no longer used as fuel for homes. Hopefully.
Changed some cursors.
Forester now produce more wood. Because it will be needed in the future.
Fishingdocks now catch more fish.
Added a new climate. A lot of citizen perished testing this.
Pigs! With actual models and sound!
A new proffession and building to butcher pigs, cows and chickens.
A new cold climate.

Out of all that, the only things I want are slaughterhouse and pigs. Fortunately, she released those separately.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: RedKetchup on October 01, 2014, 05:21:35 AM
gah sorry guys /shrug
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: RedKetchup on October 01, 2014, 05:28:51 AM
but there is another problem to make everything separated. if i dont build a new toolbar and I fill all the bars already created .... people wont like neither or maybe the game will bug if we have 103 items in 1 bar, so i tried to make my own bars. i take only one spot, but it opens like a box, i have my own toolbars in my own toolbars :)

so if i do seperated MODs, 2 things.

or i cant compile because part 2 need to place the icons on a 'ghost' toolbar made inside another MOD and I get 'Error!!'
or i redo the same toolbar over and over and then : 'Conflict!!' with another part. and you know how conflicts can be bad and give whatever resuts and bad crash results.

and we definitly cant satisfy everyone !
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: slink on October 01, 2014, 06:00:53 AM
The main thing I find difficult about mods in Banished is the changes made to the game mechanics which we, as users, can't alter because the rsc files are not distributed with the mod.  However, the mods are personal efforts of people willing to share their results with the community.  If we don't like it, we can learn to do it ourselves.

I am a little amazed that the game can be modded at all, frankly, since it wasn't written with that in mind.  I guess that must be the result of object-oriented programming methods.  It's not so hard now to insert a new instance into the toolbar.  Thirty years ago it would have been harder, or even impossible, to add things to in-game menus.   :)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: rkelly17 on October 01, 2014, 08:57:43 AM
Quote from: assobanana76 on October 01, 2014, 04:17:35 AM
Quote from: irrelevant on October 01, 2014, 04:15:12 AM
Personally I prefer to have a large number of more limited mods to choose from. I don't want everything all wrapped up in one big mod. Things you like, I may have no interest in, and vice versa.
well .. from the menu you could choose to build the fountain but not the water tower and vice versa ..

I think that I'm with @irrelevant here. With Banished mods once you load the mod you can't really pick and choose what to build or which products to use. They are all there and the merchants carry them all whether I build the facilities or not. For example, I like fountains for their looks, but I don't want water as a product. I'd much rather pick and choose before I install the mods, not after. So I am for "module" mods rather than "comprehensive" mods. Obviously, if someone wants to introduce a whole supply chain (such as @RedKetchup's dairy products) they need to do the whole supply chain. But with a "modular" approach I can choose not to include the whole mod but still use some little piece (such as @slink's Holstein cows) if I want.

It is the modder's option how to proceed and I respect their independence and creative integrity. I'm just expressing my personal hopes. And if, as @slink says, I want to get really worked up about it I need to create my own mods.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: RedKetchup on October 01, 2014, 09:00:55 AM
/agree about doing their own mods :)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: irrelevant on October 01, 2014, 09:51:43 AM
 :( but....but....

;)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Bobbi on October 01, 2014, 10:13:22 AM
When I speak of not particularly wanting mod collections, I am talking about mods that collect many disparate things, such as , in the example I gave, a new climate, no coal for heating, more fish, etc. They do not go together and introduce elements I do not want. Another one on BanishedMods is [All in One] Unified Collection [70+ Mods / Tweaks] by ApophisXP. Would never use, prefer to create my own collection.
The mod creators that have their own vision, such as @RedKetchup's Creamery, I don't mind. It is up to us if we ant to use or not. Red's decorative pack is all decorative elements, again I don't mind (in fact perfect). It would be better if the mods that add new resources that would be brought by merchants would offer "lite" versions of their mods which did not include these things, at least until the merchant bug has been squashed, whenever possible. Sometimes it is an integral part of the mod, like the Creamery. Again, there it is our choice if we want it or not. The Fountain Mod has a "lite" version but it does not yet have all of the decorative elements included in it, although I believe Cosacks intends to eventually. If he does, I will use that instead to not have water.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: irrelevant on October 01, 2014, 11:07:31 AM
@Bobbi I agree with this entirely.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Pangaea on October 01, 2014, 12:07:21 PM
I agree with @Bobbi, @irrelevant and @rkelly17 as well, I prefer to have more modular mods, so I can pick and choose what I want in the game. Eventually I'd like water for making breads for instance, but I don't want the "Fountain" mod when it includes more things I don't want than features I want. Water with no purpose is useless, and the same with the stone collector. @RedKetchup's decorative items are great, but when it comes to buildings, crops and game functions, it's better to package them individually so people can pick and choose. That said, I liked the creamery mod, and it has to be all in one mod there, or the various parts won't work (right?). Something similar with just a butcher shop/pigs and bakery/mill/floour/bread/water would be great too.

Hopefully with time it will be possible to integrate more of the mods so they work in tandem. I notice that a few people have shared the source code, and that is great. Then we can change things ourselves if there is something we don't like. Think it was @ShockPuppet who shared his source, for the General Store mod, or perhaps that was Elfecutioner? In any case, I've seen some people do it, and that is great. Means we other plebs can learn how to do it more easily, and the collected knowledge among modders will be greater, and it will be easier to integrate various mods (this is one of the reasons I love open source software). Perhaps right now it's more a case of raising a name and "see what I can do?", but with time I hope the excellent modders are able to cooperate more, either directly or from sharing the source code.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 02, 2014, 01:13:24 AM
ok .. I thought that the collaboration between modders (with chat, mail, etc. ..) it was an easy thing ..
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: slink on October 02, 2014, 06:00:07 AM
Collaboration between modders on the Internet is never an easy thing.  As Pangaea mentioned, there is first a sorting out of the abilities between complete strangers who have never actually met each other.  Then there must be a tenuous formation of trust, which is likewise scarce in Cyberspace.  And finally, teamwork amongst volunteers is never easy, even in real-life.  Without the incentive of the paycheck, it is very much about personalities.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: rkelly17 on October 02, 2014, 09:48:50 AM
Quote from: slink on October 02, 2014, 06:00:07 AM
Collaboration between modders on the Internet is never an easy thing.  As Pangaea mentioned, there is first a sorting out of the abilities between complete strangers who have never actually met each other.  Then there must be a tenuous formation of trust, which is likewise scarce in Cyberspace.  And finally, teamwork amongst volunteers is never easy, even in real-life.  Without the incentive of the paycheck, it is very much about personalities.

Even in the SC 4 world where modders have had years to learn to collaborate and communities of modders have formed around specific projects, etc., there are still conflicts that rage and seem unresolvable. Something like sectarian conflict.  ;)

Ah, the joys and pitfalls of being human.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: slink on October 02, 2014, 10:05:45 AM
Quote from: rkelly17 on October 02, 2014, 09:48:50 AM
Ah, the joys and pitfalls of being human.
Indeed.   ;D
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 03, 2014, 12:23:19 AM
we do not have to wait the necessary time for they to start to know each other ..
then we hope that Luke does not cut quickly versioe the beta ..
As usually lasts?
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: rageingnonsense on October 20, 2014, 06:44:14 PM
Honestly, I would LOVE to collaborate with a few people to work on a grand mod project. I have an ambitious idea that in no way could I POSSIBLY finish myself.

The idea is to make the game have a second technology tier. Rough idea:

It's a huge huge undertaking, and most mods would not work in conjunction with this. It would need to be something that stands on its own.


That being said though, I have too much going on in my life to commit to such a project. The best I can do is slowly but surely work on mods that I can later combine into this (which is what I am doing now; log cabins being created because I made the sawmill, which I would like to be a lumber producer if this ever got anywhere). They are stand-alone, but if I ever found the free time, I could easily tweak them to be part of this.


Anyways, I digress. The whole point of this is that as much as I would love to collaborate, I don't have the time to be a good partner!  :P

Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 21, 2014, 12:43:59 AM
Quote from: rageingnonsense on October 20, 2014, 06:44:14 PM
Honestly, I would LOVE to collaborate with a few people to work on a grand mod project. I have an ambitious idea that in no way could I POSSIBLY finish myself.

The idea is to make the game have a second technology tier. Rough idea:

  • wood resource converted to log resource
  • lumber added as tier two wood type
  • stone brick added as tier two stone type
  • fine parts added as tier two iron type
  • alter all stock resources to use the appropriate resource type
  • fill in the gaps. for instance, if wood house takes lumber; add log cabins for tier one housing

It's a huge huge undertaking, and most mods would not work in conjunction with this. It would need to be something that stands on its own.


That being said though, I have too much going on in my life to commit to such a project. The best I can do is slowly but surely work on mods that I can later combine into this (which is what I am doing now; log cabins being created because I made the sawmill, which I would like to be a lumber producer if this ever got anywhere). They are stand-alone, but if I ever found the free time, I could easily tweak them to be part of this.


Anyways, I digress. The whole point of this is that as much as I would love to collaborate, I don't have the time to be a good partner!  :P
and yet I think it would be a feasible thing ..
reddit on the forum I read about a team of modders are building a large project (30 new crops more buildings and more ...)
they were able to cooperate!
however would be a good job!
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Fellow Villager on October 21, 2014, 02:24:30 AM
totally agreed with you. it will add a deeper way of playing, you have all my support (ideally, cause I'm not a modder :P)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Bobbi on October 21, 2014, 05:19:01 AM
I think 30 new crops will overwhelm the trading post, especially if they have new production chains with new products to go with it. I am still in favor of smaller mods where you can pick and choose. For instance, I am pretty sure I am not interested in all 30 crops. Breaking it up into "region packs" would be a good idea. My bet is that when they release this major mod project, it will not work with a lot of the mods already created.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: assobanana76 on October 21, 2014, 05:25:06 AM
I hope no!
however we stay on windows because it realese soon..
it's in test phase!
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Fellow Villager on October 21, 2014, 06:04:51 AM
the problem of trading post could fixed generating more kind of traders, eliminating general good merchant too
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Bobbi on October 21, 2014, 08:52:36 AM
I personally do not enjoy having too many different traders, which is why I use the new trade mod, @JamieIdle's, instead of the other "complete" traders mod.  But the problem I am referring to is in the trading post itself. Luke made some kind of adjustment but I do not know how far reaching it is, if it will accommodate 50 or more new products.
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: JamieIdle on October 21, 2014, 08:55:00 AM
@Bobbi If you don't want Any new merchants or changes to vanilla merchants go try my new Trade Fix mod. I found the underlying problem that was still unfixed, which was a hard limit on the number of items in the Order section of the Trading Post. http://banishedinfo.com/mods/view/674-Jamie-s-True-Trade-Fix
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Fellow Villager on October 21, 2014, 08:58:44 AM
your mod is very good. more than 250 slots...difficult to make so many items! I surely try it
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: Bobbi on October 21, 2014, 09:07:01 AM
It sounds like exactly what I am suggesting  ;D. Sadly, I will not be able to check it out until around 10PM. Is noon where I am now....
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: slink on October 21, 2014, 09:45:48 AM
Quote from: JamieIdle on October 21, 2014, 08:55:00 AM
@Bobbi If you don't want Any new merchants or changes to vanilla merchants go try my new Trade Fix mod. I found the underlying problem that was still unfixed, which was a hard limit on the number of items in the Order section of the Trading Post. http://banishedinfo.com/mods/view/674-Jamie-s-True-Trade-Fix
Thank you very much for this, @JamieIdle.   :)
Title: Re: Brainstorming RedKetchup, mathieuso, GimmeCat, rageingnonsense
Post by: JamieIdle on October 21, 2014, 09:47:54 AM
@slink no problem just one tiny number needed changing from 16-64 in the trade.rcs file. The Dev really needs to make that part of the menu dynamic as well and my fix wont be needed at all.