World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: slink on October 11, 2014, 01:22:56 PM

Title: BETA of the Brewery
Post by: slink on October 11, 2014, 01:22:56 PM
I need to fix the smoke locations, and add another worker.  Any other suggestions?  Other than barley and hops, that is?   ;)



Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 01:34:40 PM
everything is awesome but the roof. need to change that roof, the roof is ugly and dont fit.

i would see also, the house bigger, feel too small to fit with the look, i would say +1 x +1 more. but without to make height bigger

but the roof, definetly cant let it like that. pickup and capture some roof of the game. you ll make it blend into the game
(your first draw i was extremly polite and respectful cause it was your very first draw, just an excercise but this one you need to fix ^^)
Title: Re: BETA of the Brewery
Post by: Pangaea on October 11, 2014, 01:54:24 PM
I'd agree with the comment about the roof. No idea how one would capture something like this from the game when the 3d models are unavailable, but how about the roof from the woodhouse?

Didn't like the big footprint that is coloured either, so would it possible to change that so it looks more in tune with the grass besides it? Or make the brewery fill the footprint a bit better so the farming-like ground appears smaller?

Other than that it looks really good. You're learning fast :)
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 02:21:19 PM
oh ya the footprint need to be = to the foundations of the building.

about how i get the roof texture of the game ? start game , build the building , zoom at max closely , put my camera at good angle ... and ... printscreen !
and then i go in an image prog like photoshop, i cut a square that i resize 64x64, or 128x128, or 256x256 and i save and i use it


like this cathedral roof :
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 03:04:17 PM
Are these proportions and this roof more pleasing?   :)

The roof I am now using is shown below.  This is the way it renders.

The footprint is as close as I can make it to the size of the building without the building overlapping neighboring buildings.  My problem is in the texture I am using, but I have not yet figured that out.  The best I can do right now is to make the footprint a more-or-less neutral color.
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 03:24:17 PM
try this one, your own roof 256x256, copied and then resized to 512 , pasted 4 times at 4 corner, and then resized back to 256 (so 4x the amount of tiles)

about proportions now they are good. just your footprint. footprint way too large, you need to not see at all the footprint going out of your house foundations, you need to not see all the muds all around the house

also your 'createplace' is a bit too big. surely you can cut 2 width and maybe 3
Title: Re: BETA of the Brewery
Post by: Pangaea on October 11, 2014, 03:33:36 PM
That roof texture looks excellent, so hopefully you manage to get it onto the model in-game too.

Wouldn't be able to do this myself, don't have the knowledge, but it's still interesting to learn more about the process from these posts, so thanks to both of you.

Of course, with a brewery and red wine, now we need a wine cellar to store it all...  ;D j/k
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 03:46:03 PM
hahaha @Pangaea  ;D
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 03:59:31 PM
Much better, thank you @RedKetchup.  It could stand to be even smaller, but I know how to do that now.

The smokes are still evading me.  They are perfectly in line right to left, but dislocated behind and upward of the location of the boxes.  This is even after they were re-created and moved down into the smokestacks like they are for the apiary.

I made the footprint as narrow as I can.
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 04:04:16 PM
Also, here is Version 0.2 of the Brewery.
Title: Re: BETA of the Brewery
Post by: Nilla on October 11, 2014, 04:20:46 PM
Thanks for the nice brewery!

Opposite to @RedKetchup and @Pangaea, I liked the first roof. At the small pictures it looked like a thatched roof (maybe not perfectly executed, but the idea is great).

As we so oft look at the buildings from above, we need a more variety of roofs and one made of reed wold be very nice.
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 04:32:32 PM
i would suggest to make again abit smaller your roof tiles, another shot and should be good.

still need to fix your footprint.png, and cut all those muds all around that go further than your building, i made some paint.exe with big red X to show you.


Quote from: slink on October 11, 2014, 03:59:31 PM

The smokes are still evading me.  They are perfectly in line right to left, but dislocated behind and upward of the location of the boxes.

then you need to move the boxes while ungrouped. if they are behind then take the boxed and bring it a bit toward the front of the build, about upward, i dont understand the meaning. but if they are too much in a direction, bring the box opposite of it, like an horse that pull a cart.


the screenshot #2 is to show you where i need to put my 2 smoke dummies of my college so they really get out of my chimneys in game. see how far they can be ? need to find where to put them in your screen and verify in game and adjust as needed
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 04:43:16 PM
I'm tired for today.  I make silly mistakes if I work when I am too tired.  Like last night when I struggled for two hours with a supposedly missing file that I could see clearly was there.  This morning I realized it was there, only with one small error in the filename.  The file SJGLBreweryRoofTexture.rsc was actually named SJGLBreweryRoofTexture .rsc - which is much easier to see on this screen than it was in the tiny directory font.

So I will give it a rest tonight.   :)

Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 04:49:36 PM
you worked well today, made some progress. and no worries we all pass there, losing 5-6 hrs on an non-significient stupid mistake we dont see. it's part of the game.

in 2 month from here.... it will go better and faster ^^


and when you ll be done with that ... you will go back and fix those very ugly market building and do better ! thats horrible ! ^^
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 05:16:08 PM
Quote from: RedKetchup on October 11, 2014, 04:49:36 PM
and when you ll be done with that ... you will go back and fix those very ugly market building and do better ! thats horrible ! ^^
Ah yes, your famous polite and respectful regard which has been obvious since your shocked comment in that thread when I released the mod.   ;D

The only thing I may do on that mod is to find away to make the color not so dark.  If it were made of polygons and had lights, I would say the inside was out on some surfaces, but it's not and there aren't.  However, it was polygons to start with and it did come with lights, so perhaps parts of it are inside out and the mesh somehow remembers.  It's been almost twenty years since I used a modelling program, and I never learned more than how to be a draftsman with it.  I made some nice overhead graphics transparencies for a presentation that my husband gave, illustrating some products on shelves among other things.  I was very proud of them.  They were printed with a color inkjet on a special transparency material, that my employer said didn't exist and could not do that.  He was an idiot, and I did not stay his employee for more than a few months.  I kept my husband, however.   ;)
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 11, 2014, 05:36:01 PM
then put this mesh in the recycle bin, and start over with a fresh new design :) or draw some box 1m x 1m by 0,1m over it, just let them get out enough they overwrite and see your new textures instead of these horrible colors :)

you are starting to be better, i m starting to push you :)

do you know where i started ?
i was trying to find the pencil of paint.exe in 3ds max and i was raging really blue cause nowhere i could find it and i was insulting with loud voice all the developper of this stupid program made for nerds. and i was telling them all the fleas the earth can hold ^^

it is there i started :)
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 05:52:26 PM
I really liked the blue.  I didn't think it was that horrible.  It just wasn't appropriate for the time and the place.  :)
Title: Re: BETA of the Brewery
Post by: slink on October 11, 2014, 08:02:21 PM
The model is perfect now.  The mod isn't.  So far I've been unable to get anyone to bring herbs to the building and leave them there.  At first that was because I had forgotten to let them store herbs there.  I changed that.  Then it was because there was no room with all of the wheat, so I increased the storage.  Now ... it is my bedtime and I have not yet relaxed in a hot bath.  *sigh*  Tomorrow I will pursue the issue.  I know it should be possible to combine two things because the toolmaker does so, but there is no sign in the toolmaker code how it is prevented from using all the storage for one thing and leaving no room for the other.  Perhaps it simply divides by the number of things being used.
Title: Re: BETA of the Brewery
Post by: irrelevant on October 11, 2014, 08:26:26 PM
The toolmaker doesn't have storage, nor does the tailor. It's different from the tavern that way. I notice that the smith, tailor, and chopper never take in more than 9 of each raw material at one time. The tavern though takes in 100, and also self-stores its output, where the others just put them on the ground outside (the coats get hung on the clothesline). So it's a completely different model.
Title: Re: BETA of the Brewery
Post by: Pangaea on October 11, 2014, 09:15:53 PM
This appears to be somewhat unique for the tavern - at least I can't find it in the files for the blacksmith, market, hunter or gatherer.

StorageLocationDescription storagelocation
{
    RawMaterialFlags _storageFlags = Alcohol;
}


Think that the others mentioned only carry 9 because they can't carry more, and at that time they already have e.g. logs, so no need to get more of that until it's empty. If there was more than 1 worker per building, perhaps it could get messed up. With 1000 storage for the toolmaker there is a lot of leeway, though.
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 12, 2014, 04:00:10 AM
a citizen can carry 50 weight i think. and wheat worth 0,5 so he can carry 100. logs has a different weight.



btw slink, i see you didnt fixed your footprint, you simply changed and took another one innapropriated ^^

photoshop ! or even windows paint.exe if you have nothing !
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 05:03:45 AM
Quote from: RedKetchup on October 12, 2014, 04:00:10 AM
a citizen can carry 50 weight i think. and wheat worth 0,5 so he can carry 100. logs has a different weight.



btw slink, i see you didnt fixed your footprint, you simply changed and took another one innapropriated ^^

photoshop ! or even windows paint.exe if you have nothing !
I think the footprint looks fine.  It doesn't go all the way to the posts on the edges, but it is close enough and can hardly now be mistaken for a large, artificially square, section of farming land.  I call it appropriate and I call the graphics finished.   ;)

BTW, I use Picture Publisher 8, in a VMWare copy of WinXP, for anything Paint can't handle.  It's a shame that Corel bought out Micrografx and then sank the program.  I guess they wanted to eliminate the competition.
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 08:44:14 AM
Today's progress so far is that they will stock the brewery with Wheat and Herbs, for making Ale, or with Honey, for making Mead, but not then actually do anything with those resources.  They will happily switch back and forth, but not ever begin brewing.  More examination of code is required.   :)

Aha!  The building's window doesn't have the up-and-down arrows for allocating workers, because the file I copied from only allows for one worker.  There's something I can fix.   :)
Title: Re: BETA of the Brewery
Post by: Bobbi on October 12, 2014, 10:17:16 AM
@slink, I downloaded the brewery version 2 and I have a question. Why is it listed under food? Does that maybe have something to do with the problems stocking? Not a modder, so don't know what is involved here, but the tavern is not listed under food.
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 11:04:33 AM
I guess it's because I think of beer as food.  It certainly has calories.   ;D

But no, where it shows up in the menu system doesn't change how it works.
Title: Re: BETA of the Brewery
Post by: Pangaea on October 12, 2014, 11:38:59 AM
Quote from: RedKetchup on October 12, 2014, 04:00:10 AM
a citizen can carry 50 weight i think. and wheat worth 0,5 so he can carry 100. logs has a different weight.



btw slink, i see you didnt fixed your footprint, you simply changed and took another one innapropriated ^^

photoshop ! or even windows paint.exe if you have nothing !

It's 100 weight btw. Logs/stone/iron weigh 11, so they can take 9 of that. Leather is apparently 10, so they could carry 10 I guess (not paid attention to leather going to the tailor), but as a hunter will get max 6 per kill, that is what they'll take most of the time. Vendors have 500, and one can see them carry off 500 apples, or 125 firewood (weight 4).

Oh, there is also a _carryscale set in many files, but I've no idea what that does. Is it just for the model itself, that is maller when people carry it as opposed to when it's stored somewhere? No idea really.

@slink : GIMP (http://www.gimp.org/) is a free program for photoediting, so perhaps that could be a viable alternative. Often use Paint myself, but also have an old version of Photoshop which is good when Paint does not suffice. But think GIMP is good, although not as great as Photoshop for more professional editing tasks. Amusingly, sometimes Paint is better than Photoshop. Does my head in that there isn't an easy way to draw those colour 'frames' in Photoshop, for things you want to highlight in a picture very quickly. The most expensive isn't always the best :)
Title: Re: BETA of the Brewery
Post by: Bobbi on October 12, 2014, 11:42:29 AM
Beer is good food, grain (carbs) none of that light low calorie beer for me, give me some Sly Fox Dunkel Lager or Phoenix Pale Ale. Of course, wine is even better. Penn's Woods Traminette or Ameritage Reserve, Black Walnut 2010 Merlot, Amethyst or even Apple wine, Galer Estates Alberino or Chardonnay....mmmmm......
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 12:12:20 PM
Quote from: Pangaea on October 12, 2014, 11:38:59 AM
@slink : GIMP (http://www.gimp.org/) is a free program for photoediting, so perhaps that could be a viable alternative. Often use Paint myself, but also have an old version of Photoshop which is good when Paint does not suffice. But think GIMP is good, although not as great as Photoshop for more professional editing tasks. Amusingly, sometimes Paint is better than Photoshop. Does my head in that there isn't an easy way to draw those colour 'frames' in Photoshop, for things you want to highlight in a picture very quickly. The most expensive isn't always the best :)
Is there something wrong with Picture Publisher 8?
Title: Re: BETA of the Brewery
Post by: Nilla on October 12, 2014, 12:25:17 PM
Quote from: Bobbi on October 12, 2014, 11:42:29 AM
Beer is good food, grain (carbs) none of that light low calorie beer for me, give me some Sly Fox Dunkel Lager or Phoenix Pale Ale. Of course, wine is even better. Penn's Woods Traminette or Ameritage Reserve, Black Walnut 2010 Merlot, Amethyst or even Apple wine, Galer Estates Alberino or Chardonnay....mmmmm......

Have you ever tried a oak-barreled-stored Tempranillo Reserva from Spain? That is something good!!!!!!!  ;D
Title: Re: BETA of the Brewery
Post by: Pangaea on October 12, 2014, 12:39:48 PM
Quote from: slink on October 12, 2014, 12:12:20 PM
Quote from: Pangaea on October 12, 2014, 11:38:59 AM
@slink : GIMP (http://www.gimp.org/) is a free program for photoediting, so perhaps that could be a viable alternative. Often use Paint myself, but also have an old version of Photoshop which is good when Paint does not suffice. But think GIMP is good, although not as great as Photoshop for more professional editing tasks. Amusingly, sometimes Paint is better than Photoshop. Does my head in that there isn't an easy way to draw those colour 'frames' in Photoshop, for things you want to highlight in a picture very quickly. The most expensive isn't always the best :)
Is there something wrong with Picture Publisher 8?

Probably not, I haven't tried it myself so don't know anything about it, but just offered an alternative that is quite popular if you wanted to check out alternatives. If it works well, no reason to change of course.
Title: Re: BETA of the Brewery
Post by: Paeng on October 12, 2014, 03:04:28 PM
Quote from: Pangaea on October 12, 2014, 11:38:59 AMan easy way to draw those colour 'frames' in Photoshop

Pull a frame around the desired area, then: Edit | Stroke  :)
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 03:25:43 PM
Quote from: Pangaea on October 12, 2014, 12:39:48 PM
Quote from: slink on October 12, 2014, 12:12:20 PM
Quote from: Pangaea on October 12, 2014, 11:38:59 AM
@slink : GIMP (http://www.gimp.org/) is a free program for photoediting, so perhaps that could be a viable alternative. Often use Paint myself, but also have an old version of Photoshop which is good when Paint does not suffice. But think GIMP is good, although not as great as Photoshop for more professional editing tasks. Amusingly, sometimes Paint is better than Photoshop. Does my head in that there isn't an easy way to draw those colour 'frames' in Photoshop, for things you want to highlight in a picture very quickly. The most expensive isn't always the best :)
Is there something wrong with Picture Publisher 8?

Probably not, I haven't tried it myself so don't know anything about it, but just offered an alternative that is quite popular if you wanted to check out alternatives. If it works well, no reason to change of course.

It's worked well for me in anything I have successfully done, which is kind of a circular argument.   ;D
Title: Re: BETA of the Brewery
Post by: Pangaea on October 12, 2014, 03:26:34 PM
Yeah, I found something similar to that too, but that is way too complex when I can do the same with one simple action in Paint in 2 seconds, without going deep into this or that submenu ;)

Got crossposted, but this was to Paeng.
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 03:51:35 PM
I understood.   :)

The answer to how to create the slider for the number of employees was easy.  Just change this:

WorkDescription work
{
int _defaultWorkers = 3;
}


to:

WorkDescription work
{
int _defaultWorkers = 2;

bool _allowCountChange = true;
int _minWorkerCount = 1;
int _maxWorkerCount = 3;

}


Voila, instant slider.
Title: Re: BETA of the Brewery
Post by: rkelly17 on October 12, 2014, 03:56:06 PM
@slink, here is version 0.2 in a town. It is lovely and really adds to the town.

My brewers seem somewhat challenged when it comes to stocking herbs. They brought in one batch and it disappeared very quickly. Then they just didn't, even though the general goods vendor right across the street had 130 or so in stock. Next they went and got ale from elsewhere and began stocking that, so the citizens regularly stopped in for a drink. Wheat was in inventory the whole time. As a result no Hefeweizen has been produced.  :'(  :'(

By the way, I was able to add it to a saved game with no problems.
Title: Re: BETA of the Brewery
Post by: slink on October 12, 2014, 04:43:49 PM
Here is oh ... about version 0.5 ... for you, @rkelly17.  They also don't make mead in this version.  The roof is nicer, and the footprint is both smaller and muddier.  If you have an apiary, place this mod in after it so the brewery does not override the apiary's honey definition.  To do that, use the small up and down arrow keys in the mod screen.  You can use the "..." button to see what is being de-activated in the mods.  It will say that it is using the definition in the apiary, and not in the brewery, when they are in the correct order.  Be sure to save the version 0.2 mod in case your colony crashes with the new one.
Title: Re: BETA of the Brewery
Post by: Pangaea on October 12, 2014, 05:21:17 PM
Quote from: Pangaea on October 12, 2014, 11:38:59 AM
Oh, there is also a _carryscale set in many files, but I've no idea what that does. Is it just for the model itself, that is smaller when people carry it as opposed to when it's stored somewhere? No idea really.

Heh, it was indeed  ;D

Title: Re: BETA of the Brewery
Post by: RedKetchup on October 12, 2014, 05:47:14 PM
mwahahaha

thats real logs !
Title: Re: BETA of the Brewery
Post by: rkelly17 on October 13, 2014, 10:26:12 AM
Quote from: slink on October 12, 2014, 04:43:49 PM
Here is oh ... about version 0.5 ... for you, @rkelly17.  They also don't make mead in this version.  The roof is nicer, and the footprint is both smaller and muddier.  If you have an apiary, place this mod in after it so the brewery does not override the apiary's honey definition.  To do that, use the small up and down arrow keys in the mod screen.  You can use the "..." button to see what is being de-activated in the mods.  It will say that it is using the definition in the apiary, and not in the brewery, when they are in the correct order.  Be sure to save the version 0.2 mod in case your colony crashes with the new one.

Thanks, @slink. I'll give it a go and report back. You are the best.
Title: Re: BETA of the Brewery
Post by: slink on October 13, 2014, 12:09:00 PM
I've been toying with the notion of separating brewing from drinking, despite the ancient tradition of the landlord selling his own brews, but my first attempt crashed for me last night.  We just spent a futile half-day attempting to buy groceries locally, so I'm only now cooking our midday dinner and getting back to my computer.  How dare our two local supermarkets stop carrying 13 oz Friskies catfood!   >:(

Title: Re: BETA of the Brewery
Post by: assobanana76 on October 14, 2014, 12:45:59 AM
Quote from: Pangaea on October 12, 2014, 05:21:17 PM
Quote from: Pangaea on October 12, 2014, 11:38:59 AM
Oh, there is also a _carryscale set in many files, but I've no idea what that does. Is it just for the model itself, that is smaller when people carry it as opposed to when it's stored somewhere? No idea really.

Heh, it was indeed  ;D
ROFL  ;D ;D ;D
Title: Re: BETA of the Brewery
Post by: rkelly17 on October 14, 2014, 08:23:02 AM
Quote from: slink on October 13, 2014, 12:09:00 PM
I've been toying with the notion of separating brewing from drinking, despite the ancient tradition of the landlord selling his own brews, but my first attempt crashed for me last night.

:'(

Actually you may already have done it--I can't get my brewers to brew even when they have the right inventory. Here are a couple of screen shots which tell the story. The first shows complete inventory and the second shows lack of production--these pictures are taken about a year or two after building was complete. Meanwhile they do bring in ale from other sources and the citizens do consume it--to the extent that it was hurting my export operation.

I do love the new brewery--it looks very good in my town. If I could just figure out why the brewers are on strike.  :(
Title: Re: BETA of the Brewery
Post by: slink on October 14, 2014, 09:30:26 AM
Quote from: Pangaea on October 12, 2014, 12:39:48 PM
Probably not, I haven't tried it myself so don't know anything about it, but just offered an alternative that is quite popular if you wanted to check out alternatives. If it works well, no reason to change of course.

It turns out, that for making footprints, there is something wrong with Picture Publisher 8.  It does not handle transparency in any file type other than GIF.  I had a copy of the Gimp install files from 2008 and that program works just fine with footprints.  I'm not sure it will supplant PP8 with me for other aspects because I have a printed manual for PP8.
Title: Re: BETA of the Brewery
Post by: slink on October 14, 2014, 07:58:09 PM
It's very frustrating.  The same recipes, when placed in the tavern, make ale and mead.  I even made ale from potatoes and hide coats, as well as mead from potatoes.  Mead is a new item, and it worked with the tavern.  But simple ale from potatoes would not happen in the brewery.

One thing I determined is that the number of build00x dummies placed in the model file sets the number of builders that can work on the construction.  Also, using the points from another model may trap the builders inside the new building.  Oops.
Title: Re: BETA of the Brewery
Post by: irrelevant on October 14, 2014, 08:03:58 PM
Mmm, mead from hide coats. Around here, we call that Natty Boh. ;)
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 14, 2014, 10:10:23 PM
can you make ale from dead toes from cemetary dead bodies ? ^^

about builders , i explained it there : Oct 07 : http://worldofbanished.com/index.php?topic=524.msg7858#msg7858
Title: Re: BETA of the Brewery
Post by: Pangaea on October 14, 2014, 11:50:22 PM
Quote from: slink on October 14, 2014, 07:58:09 PM
It's very frustrating.  The same recipes, when placed in the tavern, make ale and mead.  I even made ale from potatoes and hide coats, as well as mead from potatoes.  Mead is a new item, and it worked with the tavern.  But simple ale from potatoes would not happen in the brewery.

(You've probably done this, but) have you compared thoroughly with the tavern.rsc code? To me it seems like it's pretty unique, both in performance and code. These segment appear to be important.

HappinessDescription happiness
{
HappinessType _happinessType = Entertainment;
bool _requireWorker = true;
bool _requireStorage = true;
RawMaterialFlags _requiredTypes = Alcohol;
int _idleRange = 3;
}

StorageDescription storage
{
RawMaterialFlags _storageFlags = Alcohol | Edible;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 300;
}

StorageLocationDescription storagelocation
{
RawMaterialFlags _storageFlags = Alcohol;
}

ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialApple.rsc";
int _count = 30;
}
]
ComponentDescription _produceMaterial = "Template/RawMaterialAle.rsc";
ResourceLimit _resourceLimit = Alcohol;

String _requirements = "AleAppleRequire";
}
//etc for each product
]
}


I've not tried it myself yet as I'm busy with a game I've spent weeks on, so not sure exactly how it works in-game, but I suppose one problem might be that now there are two buildings that produce alcohol, and in the vanilla game there is only one, which may mean there is a bigger chance now of workers taking alcohol from one into the other type. It's the only place alcohol can be stored after all, besides the TPs (and warehouse mod).
Title: Re: BETA of the Brewery
Post by: slink on October 15, 2014, 06:06:23 AM
Quote from: Pangaea on October 14, 2014, 11:50:22 PM
(You've probably done this, but) have you compared thoroughly with the tavern.rsc code? To me it seems like it's pretty unique, both in performance and code. These segment appear to be important.
The brewery's code is just an edited copy of the tavern's code, so in theory the only things that were changed were, at various times, the recipes, the building's ability to to store types of items for consumption (I had to add "Clothing" to try to make ale from hide coats), the building's ability to store Alcohol permanently (the toolmaker doesn't store Tools on a permanent basis, and I added Alcohol to the barn for that experiment), the building's generation of happiness and its radius, and the variability of the number of employees (as opposed to a fixed number in the tavern).

Now that I know the recipes work, today I'm going to try the brewery with the tavern graphics.  I can't quite get out of my mind the thought that the locations of the useXXX and createXXX points may be to blame.  If the brewery fails to work using the tavern graphics, then the blame is back on the code.  I might also test the standard tavern code with the brewery graphics.  One or the other, has to be to blame, since the tavern works and the brewery doesn't.  The worst case will be that neither one works.

Or, as you pointed out, having two buildings in the game that produce alcohol is like having two churches, in that the demand for the goods or services stops with the first available type.  If this turns out to be the case, there is not much we can do because we can't touch the executable.  Actually, there is something we might be able to do.  We might be able to override the standard tavern with one that uses the "F" key to get different appearances, assuming the model tests out not to be the problem.  That would not get the label "Brewery" or "Winery" into the game, but it would get the appearances and functionality there.
Title: Re: BETA of the Brewery
Post by: slink on October 15, 2014, 08:24:17 AM
Thanks to all of my testers for their patience.  I finally located the problem.  My create points were named wrong.  They were missing the vital underscore, as in create001 instead of create_001, etc.  Once I had the figured out, it was only a matter of taking out all of the debug code and adjusting the use and create positions in the model.

The brewery mod is now live at version 1.  Hurrah!  *hiccup*
Title: Re: BETA of the Brewery
Post by: Fellow Villager on October 15, 2014, 08:52:11 AM
so post the new version!
Title: Re: BETA of the Brewery
Post by: slink on October 15, 2014, 09:27:55 AM
It is posted, under MOD Downloads.  The link is under Mods Discussion.
Title: Re: BETA of the Brewery
Post by: rkelly17 on October 15, 2014, 09:46:37 AM
Quote from: slink on October 14, 2014, 09:30:26 AM
It turns out, that for making footprints, there is something wrong with Picture Publisher 8.  It does not handle transparency in any file type other than GIF.  I had a copy of the Gimp install files from 2008 and that program works just fine with footprints.  I'm not sure it will supplant PP8 with me for other aspects because I have a printed manual for PP8.

I use GIMP, but I hate that it doesn't have a printed manual (Does anything any more?). I sadly remember so many occasions of figuring stuff out by having the manual open next to my keyboard as I worked through learning what I needed to learn. I'm old.  ::)

I've been trying to learn Blender (Don't want to put out any money--I'm not only old, I'm cheap) without a printed manual.  >:(  :'(
Title: Re: BETA of the Brewery
Post by: slink on October 15, 2014, 10:04:39 AM
Quote from: rkelly17 on October 15, 2014, 09:46:37 AM
Quote from: slink on October 14, 2014, 09:30:26 AM
It turns out, that for making footprints, there is something wrong with Picture Publisher 8.  It does not handle transparency in any file type other than GIF.  I had a copy of the Gimp install files from 2008 and that program works just fine with footprints.  I'm not sure it will supplant PP8 with me for other aspects because I have a printed manual for PP8.

I use GIMP, but I hate that it doesn't have a printed manual (Does anything any more?). I sadly remember so many occasions of figuring stuff out by having the manual open next to my keyboard as I worked through learning what I needed to learn. I'm old.  ::)

I've been trying to learn Blender (Don't want to put out any money--I'm not only old, I'm cheap) without a printed manual.  >:(  :'(

I'm using my old version of GIMP because it at least has a help executable.  I could not believe that for nearly $4000 3ds MAX doesn't come with either a manual or help files.  You have to download the 300MB-plus help files, unless you want to keep paying to read it online.  Then the tutorial is another 300MB-plus for the working files that go along with the online-only text.  I can only think that Autodesk has holdings in communications companies.
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 15, 2014, 10:09:47 AM
when something should work and it doesnt ... and you know it should... it is always a little stupid mistake, a stupid typo wrong somewhere... but we cant never never find ^^

remember i asked you to look at 1 of my code ? a little 1 somewhere and i couldnt find it.

a little underscore .... is same ^^
Title: Re: BETA of the Brewery
Post by: RedKetchup on October 15, 2014, 10:11:42 AM
autodesk has SoftImage too, something at 10k$
Title: Re: BETA of the Brewery
Post by: slink on October 15, 2014, 10:35:35 AM
Quote from: RedKetchup on October 15, 2014, 10:11:42 AM
autodesk has SoftImage too, something at 10k$

I looked it up, and they are offering 2015 SoftImage for the last year of the product.  They will support it with patches until 2016.  Whoopee.

If you are a subscriber (!!!) to the product they will convert your contract to either 3ds or Maya, your choice.  Who in their right minds rents software these days?  That was the way it was in the bad old days of mainframes.
Title: Re: BETA of the Brewery
Post by: Fellow Villager on October 15, 2014, 11:02:58 AM
i totally missed this section! sorry..however, only the brewery zip gives me some problem....can you upload in the original format?
Title: Re: BETA of the Brewery
Post by: slink on October 15, 2014, 11:34:27 AM
The forum doesn't support upload of pkm files.

"Allowed file types: doc, gif, jpg, mpg, pdf, png, txt, zip, sav, bmp"
Title: Re: BETA of the Brewery
Post by: rkelly17 on October 15, 2014, 01:56:16 PM
Quote from: slink on October 15, 2014, 10:35:35 AM
Who in their right minds rents software these days?  That was the way it was in the bad old days of mainframes.

Checked out Microsoft Office 360 (or whatever they call it). They don't call it "renting," they call it "subscribing."  Another reason not to use Word. Now that I no longer work someplace that buys a site license, I use LibreOffice for those times when I have to open a .doc or .docx file.
Title: Re: BETA of the Brewery
Post by: Denis de la Rive on October 17, 2014, 08:44:26 PM
I tried version 2 it conflicts with Red's apiary mod, have I missed something here?
Title: Re: BETA of the Brewery
Post by: slink on October 18, 2014, 05:52:36 AM
Quote from: Denis de la Rive on October 17, 2014, 08:44:26 PM
I tried version 2 it conflicts with Red's apiary mod, have I missed something here?
It shares the honey resource.  Check with the "..." button and you will see which version of the honey is in use.  you can adjust the order in which the mods are applied to change which version of the honey is being used.  You probably want to use @RedKetchup's honey, but it probably doesn't matter very much.
Title: Re: BETA of the Brewery
Post by: Denis de la Rive on October 18, 2014, 08:26:02 AM
Then I will try it.
Title: Re: BETA of the Brewery
Post by: Denis de la Rive on October 18, 2014, 12:00:09 PM
It works well as you can see below, except for the conflict, you are aware of and the problem with the name of the product in the inventory window of the Town Hall and the TP, where it is listed as ale, but appears correctly as mead and wine in the building. Also had no problem selling it. Since I use almost all of the non cheat mods, I can clear it for compatibility with other mods. Thanks for such a good job on all your mods, my next test is your markets.  :)
Title: Re: BETA of the Brewery
Post by: slink on October 18, 2014, 01:15:08 PM
That's funny, that the game can only see alcohol as "Ale" at the trading posts and in the Town Hall.  I guess "Alcoholic Beverages" was too long.  ;D
Title: Re: BETA of the Brewery
Post by: Bobbi on October 19, 2014, 10:39:25 AM
Hi, @slink. I tried to start a new game including the lovely brewery. It is showing a conflict with the apiary with mead option, and with your snug houses. If I understand earlier posts correctly, you are suggesting that apiary mods should be loaded before your brewery, but what about the sung houses?
Title: Re: BETA of the Brewery
Post by: Nilla on October 19, 2014, 11:31:43 AM
For those who don't read my latest blog; I had this conflict with the snug houses (and the apiary) as well. Also had a crash, as I tried to start a save with the brewery. ;)
Title: Re: BETA of the Brewery
Post by: slink on October 19, 2014, 12:15:14 PM
Quote from: Bobbi on October 19, 2014, 10:39:25 AM
Hi, @slink. I tried to start a new game including the lovely brewery. It is showing a conflict with the apiary with mead option, and with your snug houses. If I understand earlier posts correctly, you are suggesting that apiary mods should be loaded before your brewery, but what about the sung houses?
The roof and walls are shared between the brewery and the houses.  Since the graphics files are the same, it does not matter in which order you load the brewery and the snug houses.  :)
Title: Re: BETA of the Brewery
Post by: downloadmyheart on October 19, 2014, 06:12:54 PM
can u add suffix of the Ale, just like the other mod, example: Ale[local] ; Ale[Mead]; ??
Title: Re: BETA of the Brewery
Post by: slink on October 19, 2014, 07:16:51 PM
I think I can cause the correct name to be displayed, but I was otherwise occupied today.  I will test that tomorrow.   :)
Title: Re: BETA of the Brewery
Post by: assobanana76 on October 20, 2014, 01:19:43 AM
5 whole pages to be translated are a bit too much on Monday morning!  ;D
stupid question .. This mod replaces the tavern?
Title: Re: BETA of the Brewery
Post by: slink on October 20, 2014, 05:39:48 AM
Quote from: assobanana76 on October 20, 2014, 01:19:43 AM
5 whole pages to be translated are a bit too much on Monday morning!  ;D
stupid question .. This mod replaces the tavern?

It can replace the tavern, if you wish that.