You know, some grass? Nice pretty green stuff, that trees and onions don't keep popping up in? Like a farm, but just grass instead of dirt.
Yes, I think I know what you mean. A way to color nasty brown patches like when you use the flatten terrain tool, make them green.
I like this idea. maybe grass could be added as resource, and used to feed animals? don't know
I just mean to color discolored tiles. I still want to be able to build on it, plant trees, etc.
Quote from: Bobbi on October 27, 2014, 06:45:28 AM
I just mean to color discolored tiles. I still want to be able to build on it, plant trees, etc.
This would seem to be the big issue in Banished: No double layers. If you look at
@RedKetchup's "two story" houses carefully the game thinks they are next to each other. That clever devil
@RedKetchup did the graphics to extend beyond their footprints to get the appearance of a two-story building.
I'd love to build a statue or a beer-garden table and bench on top of paving, but :'(
Banished is not the only game with this issue. I use a number of SimCity 4 mods which do the same thing.
you cant build something ontop of something else.
I just want a lawn. Like a farm, only green, and grassy.
You are okay with not building on it?
Yep. I just want a little bit of grass to mow :D Seriously, just a little spot to have a picnic. :) It'll be a nice quiet spot in the middle of the town.
I know, I'm losing it ;)
Seriously though, with improved farms you can make it any size and shape you want. You could put little grassy bits wherever you like. I just don't want trees and onions growing back up thru it.
Just an alternative to the usual paved plazas.
I have a quick and dirty version. It is a crop field that can be built as small as 2x2, can require 0 workers, and has no large status icon. If you decide to plant something in it, you will have to check it explicitly.
I am going to take a shower. I will check back. ;D
Testing.
It's perfect! There's like 5 or 6 little grass farms in that park inside the stone paths. Now I no longer need to manicure my lawns. :D Thank you,
@slink!
Good to have, will try! Thanks again. :)
Love the concept... sadly, though, I could not get it to work. I placed a 5 x 5 area over top of a brown area (created by the leveling mod) and the brown area did not change to grass. When I clicked on the area, it showed a ? on the icon and gave options for changing to a farm field. Any ideas???
Quote from: bubbamcgee on October 28, 2014, 01:56:51 PM
When I clicked on the area, it showed a ? on the icon and gave options for changing to a farm field. Any ideas???
That's what mine looked like too. It was complete at this point. Possibly you cannot change the color of leveled terrain at all.
I'll test this when I get home this evening
I have no idea how the leveling mod works.
This is what it looks like when I place a lawn on a flattened hillside. It's like the lawn-farm is just transparent, which works fine on ground that was flat to begin with.
The lawn farm actually uses the grass terrain instead of the crop field terrain. I could have made it weedy, like the pasture, but I thought you'd like a nice lawn. ;D
if you want to give the 'food limit' and just hide it :) put a
Flags _flags = Hidden;
just at the right place like:
RibbonDescription resourceLimit
{
Flags _flags = Hidden;
Alignment _alignment = TopRight;
bool vertical = false;
int _topPad = 8;
int _cellPad = 8;
ElementDescription _elements
[
"labelLimit",
"editLimit",
]
Dialog _toolTipDialog = "Dialog/ToolTip.rsc";
StringTable _toolTipStringTable = "Dialog/StringTable.rsc:gameDialogs";
String _toolTipText = "FoodLimitTip";
}
/wink /wink
;D ;D ;D
Slink... that is exactly what mine looks like as well... transparent. Don't care if there are weeds or not... just want to cover over the brown ground.
Quote from: bubbamcgee on October 28, 2014, 05:01:46 PM
Slink... that is exactly what mine looks like as well... transparent. Don't care if there are weeds or not... just want to cover over the brown ground.
I can't help you with the results of using the leveling mod. I don't know how that mod works.
@slink well, it did exactly what I needed, so thank you again!
Sorry, Slink, I should have said the flatten terrain tool. If you look at the image irrelevant posted, you will see that there is still a portion of the flattened hill (in the box where the lawn is located) that is still brown. I would love to see that entire area filled in as grass.
Quote from: bubbamcgee on October 28, 2014, 08:16:12 PM
Sorry, Slink, I should have said the flatten terrain tool. If you look at the image irrelevant posted, you will see that there is still a portion of the flattened hill (in the box where the lawn is located) that is still brown. I would love to see that entire area filled in as grass.
It is from a mod, is it not? I don't recall seeing any flatten terrain tool in the standard game.
Slink, it is a mod. You can see more here: http://banishedinfo.com/mods/view/35-Flatten-Terrain-Tool
Quote from: bubbamcgee on October 29, 2014, 07:41:13 AM
Slink, it is a mod. You can see more here: http://banishedinfo.com/mods/view/35-Flatten-Terrain-Tool
I still don't know how it works. That is to say, I do not know what the code in it says, so I cannot say why my lawn won't grow properly on it. In role-playing terms, one could say the soil is all clay, but there must be a real reason why it won't take any other terrain.
I used the flatten terrain tool for a couple of maps when it first came out. It did not change the texture of the terrain it flattened: grass was grass and mountains were mountains, even when flat. The land that arose from the lake bottom was really ugly. When I built or planted crops on the former mountain, those buildings, such as fields, that have non-transparent bases kept their own texture. Some buildings must have transparent textures under them because they did not change the underlying mountain texture. But this has been several weeks and many maps ago so my memory is open to question.
Well, I could be wrong about the texture I am using, but it is called grass. Maybe that translates to transparent because the game was only supposed to be building on grassland.
I think that could explain why it seems to be transparent, that would also explain why it dose not cover the darker soil left by flattening mod. You could try the pasture texture to see if it will change the results, I'm will to test. :)
Or try
@RedKetchup's suggestion above
Quote from: Bobbi on October 30, 2014, 09:10:00 AM
Or try @RedKetchup's suggestion above
About removing everything but the food limit? I don't think that will create grass. :)
Quote from: Denis de la Rive on October 30, 2014, 08:52:14 AM
I think that could explain why it seems to be transparent, that would also explain why it dose not cover the darker soil left by flattening mod. You could try the pasture texture to see if it will change the results, I'm will to test. :)
But this helped. I was calling the wrong rsc file. The rsc file I needed didn't exist, so I had to write one. Here are two versions.
So you think this will now cover the discolored areas from the flattening tool? I will try it out later tonight (much later, unfortunately).
I do believe it will. *anticipatory grin*
Slink... this version does the trick! I have tested it and seems to work well. Could you adjust the size that it could be as small as 1x1??? It would make a huge difference in those tiny little spots that need to be filled in! Now, if we could only incorporate some type of magic like Red did with those two story houses so that a single plop of grass could overlay several squares of terrain, while keep them open to plop trees would be awesome!!!
I'll try a 1x1.
Yup, it works. 1.1 uploading in a moment.
It looks kind of funny if you put a lot of 1x1 in a square area, but you can do it.
Slink... thanks... I don't plan on putting a lot of 1x1's down... just need to fill in those little brown spots that are scattered around. Just too bad we can put anything on top of the grass now. ::)
Maybe not 1x1's, but I certainly can see 1xmany being useful. Like a grassy lane (that nothing grows up through).
@bubbamcgee, you need trees with those little mulched stone wells around them. :)
@slink Yes, that would be nice as well. I wonder if @RedKetchup would be willing to tinker around a bit with his 2 story house technology to see if he could create a decorative mod that would put a grass base down and then overlay his fountains, benches, or even trees. This would really take things to a new level with beautification of our towns.
Going to try it later today, this is perfect for when you have something in range of a forester you want to keep clear of trees, like my fenced park around a hospital. I knew you would solve it. :)
Edit: Tried it works great, since an image is worth 1000 words, here are four. I used them in an existing town so no problems in that area. ;)
PS: If you are going to edit the fountain mod which I have used extensively, I could PM you my suggestion, tell me if you want me to.
You can post your suggestion here, or send it privately, whichever you like. My idea would be to separate the elements into sensible sections, with none named the same so they won't conflict with previous installations.
Edit: Or is that exactly wrong? Should I leave them the same so people can back out the main mod and only keep parts? But then empty buttons would remain in the toolbar.
I just tried it out,
@slink. Works like a charm! Looks beautiful. ;D
Quote from: slink on October 30, 2014, 03:47:02 PM
You can post your suggestion here, or send it privately, whichever you like. My idea would be to separate the elements into sensible sections, with none named the same so they won't conflict with previous installations.
Edit: Or is that exactly wrong? Should I leave them the same so people can back out the main mod and only keep parts? But then empty buttons would remain in the toolbar.
I would prefer the former. The toolbar is getting pretty full, so empty buttons are, I think, not optimal. One of my personal issues with the current state of Fountain Lite is that the menu unfolds to four levels when you are building hedges and that interferes with where I like to put my summary and minimap windows.
@RedKetchup's Decorative Items unfolds to three levels and that works OK. Odd things sometimes happen when one window that you can click on for an action (like building) is on top of another.
That's just my opinion, of course.
Well, I am starting with the stone bridge, which branches off the basic road icon. I want to see if I can make it truly 2-lane. That should take me some time, and not interfere with anything. :)
I tested the fountain mod last evening and I was mildly amazed at the complexity of the menus.
Quote from: slink on October 31, 2014, 07:36:57 AM
Well, I am starting with the stone bridge, which branches off the basic road icon. I want to see if I can make it truly 2-lane. That should take me some time, and not interfere with anything. :)
If you could do that you would replace
@irrelevant as the saint of Banished. That is the main reason I stopped building stone bridges after the first one I tried. Cosacks said the bridge insists on centering itself on a single road, so it might require something like
@RedKetchup's two-story overlapping graphics to make it work. Maybe two half-bridges?
at my idea, quickly.... 1 or 3 width is good number, but not 2 or 4 ^^
@slink, notice how the castle walls appear to be one width, but actually take up two. I guess it is the same with the bridge. The stone walls
@RedKetchup made sit in the middle of one tile, too. Somebody had asked if they could be made along one edge of the tile, and was told it wasn't possible. If you could figure out a way to get around those limitations, you would indeed be Saint Slink.
Quote from: rkelly17 on November 01, 2014, 08:01:30 AM
If you could do that you would replace @irrelevant as the saint of Banished.
And welcome to it! :D
Quote from: irrelevant on November 01, 2014, 08:38:58 AM
Quote from: rkelly17 on November 01, 2014, 08:01:30 AM
If you could do that you would replace @irrelevant as the saint of Banished.
And welcome to it! :D
See,
@irrelevant, you are such a saint that you are even willing to give up the title!
;)
Lol ;D
Quote from: Bobbi on November 01, 2014, 08:20:55 AM
@slink, notice how the castle walls appear to be one width, but actually take up two. I guess it is the same with the bridge. The stone walls @RedKetchup made sit in the middle of one tile, too. Somebody had asked if they could be made along one edge of the tile, and was told it wasn't possible. If you could figure out a way to get around those limitations, you would indeed be Saint Slink.
it is possible to build those fences at the edge of the tile, i didnt got problem with that, the problem was, the person wanted to be able to use both side of the fence, that , it is impossible.
my very very first draw i made back in time was a fence at the edgeof the tile....
let me see if i can find up some very old screenshots here, in my album.
found it :
http://worldofbanished.com/gallery/37_05_09_14_3_40_42.png (http://worldofbanished.com/gallery/37_05_09_14_3_40_42.png)
Quote from: rkelly17 on November 01, 2014, 08:01:30 AM
Quote from: slink on October 31, 2014, 07:36:57 AM
Well, I am starting with the stone bridge, which branches off the basic road icon. I want to see if I can make it truly 2-lane. That should take me some time, and not interfere with anything. :)
If you could do that you would replace @irrelevant as the saint of Banished. That is the main reason I stopped building stone bridges after the first one I tried. Cosacks said the bridge insists on centering itself on a single road, so it might require something like @RedKetchup's two-story overlapping graphics to make it work. Maybe two half-bridges?
Yes, that is my hope. I have been struggling with it, with another model. The model in the fountain mod has no easy way to split it down the center because it is missing any vertices between the edges. This makes it more efficient for the game, but not easy to split down the middle.
Quote from: Bobbi on November 01, 2014, 08:20:55 AM
@slink, notice how the castle walls appear to be one width, but actually take up two. I guess it is the same with the bridge. The stone walls @RedKetchup made sit in the middle of one tile, too. Somebody had asked if they could be made along one edge of the tile, and was told it wasn't possible. If you could figure out a way to get around those limitations, you would indeed be Saint Slink.
As
@RedKetchup says, everything in the game takes up at least one tile, even just a thin edge. The closest one could come is by making that one tile a road-capable tile, and we all know what happens when we do that (see
@RedKetchup's gates and arches).
Quote from: slink on November 01, 2014, 10:08:02 AM
As @RedKetchup says, everything in the game takes up at least one tile, even just a thin edge. The closest one could come is by making that one tile a road-capable tile, and we all know what happens when we do that (see @RedKetchup's gates and arches).
Exactly !!!!!!!!!
Quoteit is possible to build those fences at the edge of the tile, i didnt got problem with that, the problem was, the person wanted to be able to use both side of the fence, that , it is impossible.
What does it mean, wanted to use both sides of the fence?
Quote from: Bobbi on November 01, 2014, 10:46:03 AM
Quoteit is possible to build those fences at the edge of the tile, i didnt got problem with that, the problem was, the person wanted to be able to use both side of the fence, that , it is impossible.
What does it mean, wanted to use both sides of the fence?
The fence took up an entire tile so there was no way to, for instance, plant a tree on both sides and have the fence just be on the border between the tiles.
Quote from: slink on November 01, 2014, 09:39:47 AM
Yes, that is my hope. I have been struggling with it, with another model. The model in the fountain mod has no easy way to split it down the center because it is missing any vertices between the edges. This makes it more efficient for the game, but not easy to split down the middle.
In thinking about this since I posted I'm having a hard time conceiving of how it might be done. The only way I could think of would be separate right and and left hand bridges, but then you run into the problem that only rarely can you build two bridges the exact same length right next to each other. So often the river bank dictates that one bridge is one tile longer than the adjacent bridge--and I assume that would wreck hell with the graphics of two adjacent half-bridges.
Well, the only way to know is to try. :)
Quote from: slink on November 02, 2014, 11:33:22 AM
Well, the only way to know is to try. :)
True enough. Now if I could only figure out how to use this (expletive deleted) 3d program. :'(
You could make a one-lane bridge that cantilevered over the adjacent square on one side (like
@RedKetchup's second floor) . But that would be just for aesthetics, it wouldn't actually be functional.
I just received (via the USPS, if you can believe that on a Sunday!) a 1270-page book on 3ds MAX 2014. That is the year before my version, but hopefully not too much will have changed in one year. ::)
woah 1200+ pages to read.... :-X
i hope you love to read ^^
Oh, I do, I do. :)
Quote from: slink on November 02, 2014, 12:46:39 PM
I just received (via the USPS, if you can believe that on a Sunday!) a 1270-page book on 3ds MAX 2014. That is the year before my version, but hopefully not too much will have changed in one year. ::)
Gives new meaning to RTFM. ;D