World of Banished

Conversations => General Discussion => Topic started by: solarscreen on February 07, 2017, 07:32:10 AM

Title: Finally, an update from Luke
Post by: solarscreen on February 07, 2017, 07:32:10 AM
Posted yesterday, called the mega-update.

http://www.shiningrocksoftware.com/2017-02-06-mega-update/

Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 07, 2017, 08:20:08 AM
Hey ! Hi @solarscreen :)

How are you going ??
Title: Re: Finally, an update from Luke
Post by: solarscreen on February 07, 2017, 08:26:51 AM
Good!  I have been lurking, checking in from time to time, running updates and pruning the site from time to time. 
I haven't had a lot of playing time in awhile; life has been keeping me busy!  Thought I would ease back into the forum and see what's going on and try to get some playing time in again.

I see you have been keeping things running while I've been quiet.  Nice work! 


Quote from: RedKetchup on February 07, 2017, 08:20:08 AM
Hey ! Hi @solarscreen :)

How are you going ??

Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 07, 2017, 08:34:49 AM
Quote from: solarscreen on February 07, 2017, 08:26:51 AM
Good!  I have been lurking, checking in from time to time, running updates and pruning the site from time to time. 
I haven't had a lot of playing time in awhile; life has been keeping me busy!  Thought I would ease back into the forum and see what's going on and try to get some playing time in again.

I see you have been keeping things running while I've been quiet.  Nice work! 


oh ya ! still very active... i keep them buzy :)
but now i am far to be alone now ! we have GREAT GREAT talents in here now :)

and also, we have more poeple online too :)
QuoteMost Online Today: 103. Most Online Ever: 142 (January 11, 2017, 06:31:41 PM)


thats awesome !


btw.... @solarscreen  talking about... server maintenance....
it doesnt happends you have an update for the forum for people to "Like" (http://worldofbanished.com/Themes/default/images/post/thumbup.gif) or "dislike" (http://worldofbanished.com/Themes/default/images/post/thumbdown.gif) posts ? something like that ? a feature so people can vote ?
Title: Re: Finally, an update from Luke
Post by: solarscreen on February 07, 2017, 09:17:11 AM
If people really want the Like / Dislike "voting" feature, I can add it on. 
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 07, 2017, 09:33:02 AM
Quote from: solarscreen on February 07, 2017, 09:17:11 AM
If people really want the Like / Dislike "voting" feature, I can add it on.

sweet. many people asked for it :) and i agree. it is a good feature :)
Title: Re: Finally, an update from Luke
Post by: Tom Sawyer on February 07, 2017, 09:46:49 AM
It's up to you as admins but do we really need a like system? I like WOB as open and neutral discussion board for Banished modding. Slim, clear and without social media gimmicks. It's a very nice and variegated community here. No need to like or dislike our content and opinions via buttons. Better to talk about it. Just my thought. :)
Title: Re: Finally, an update from Luke
Post by: kid1293 on February 07, 2017, 10:10:44 AM
Quote from: Tom Sawyer on February 07, 2017, 09:46:49 AM
It's up to you as admins but do we really need a like system? I like WOB as open and neutral discussion board for Banished modding. Slim, clear and without social media gimmicks. It's a very nice and variegated community here. No need to like or dislike our content and opinions via buttons. Better to talk about it. Just my thought. :)

I like that!
Title: Re: Finally, an update from Luke
Post by: QueryEverything on February 07, 2017, 12:24:40 PM
@Tom Sawyer @solarscreen (hi there :)) @RedKetchup & @kid1293

I think a "like" feature is a great idea. Sometimes when we're scrolling through a topic and there are some awesome points made, or even better, screenshots of WIP and then of course the release announcements, it's doesn't hurt to press "like" and create a little bit of feedback, and love, for the devs work.  Especially for those that don't post all of the time, they read and leave, it might be an easy way to get them to engage with a post.

Not so keen on a 'dislike' or downgrading system, as I had thought it would be more about positive feedback, certainly don't want a reddit style feedback system, just more like the one over at BL site. 

I don't think 'liking' a post by an author would change the way the board works, or cause an issue, or take any neutrality away. 

I see so many posts that are read X times, but only 2 or 3 people engaging in the conversation, or even the downloads section, the download has been viewed X times, downloaded Y times, but only 3 people leave feedback, I think the problem is that there is less engagement with the devs, and that's why I think it's important that even if just a simple 'like' is placed, that may be just a way to show some love.  :D
Title: Re: Finally, an update from Luke
Post by: Paeng on February 07, 2017, 01:14:43 PM
Quote from: Tom Sawyer on February 07, 2017, 09:46:49 AMNo need to like or dislike our content and opinions via buttons. Better to talk about it.

My sentiments precisely...  :)

Like/dislike buttons don't do anything to further communication - people need to use real words to express a wide range of feelings,  best in full sentences...  ;)

Title: Re: Finally, an update from Luke
Post by: Abandoned on February 07, 2017, 01:57:41 PM
I agree too, no need for forum change.  Speaking of change, is this update going to mean a lot of mod changes and updates? 
Title: Re: Finally, an update from Luke
Post by: brads3 on February 07, 2017, 02:32:50 PM
abandoned don't say such scary things.it'll probly kill all our other mods, me hopes not. but it should make new stuff better anf hopefully help organize toolbars.
Title: Re: Finally, an update from Luke
Post by: Paeng on February 07, 2017, 02:52:11 PM
Quote from: Abandoned on February 07, 2017, 01:57:41 PMSpeaking of change, is this update going to mean a lot of mod changes and updates?

In short: Yes.

Every mod that wants to use these new limits will need to be updated. And I bet they all want to...
That's tough, but they (we) all will benefit from it...  :)
Title: Re: Finally, an update from Luke
Post by: purringcat on February 07, 2017, 02:54:06 PM
I hope you discuss having like/dislike buttons before implementing them.    Personally am opposed to them, especially the dislike button.   Constructive comments win over a button every time.   

I'm just thrilled to see all the custom content and know how much effort goes into creating it.       
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 07, 2017, 03:09:50 PM
well... i am kinda alone to like the like button LOL
Title: Re: Finally, an update from Luke
Post by: Nominix on February 07, 2017, 04:04:00 PM
Looking forward to the update. Be very nice to be to able single out each item vs the lumping together we have to do now.Much better management overall, especially when the towns get big and sprawly.

And while im thinking about it- perhaps fix the camera so we can go street level without having to hack the game. That would be awesome.
Title: Re: Finally, an update from Luke
Post by: Abandoned on February 09, 2017, 09:54:29 AM
Regarding update from Luke: so when Banished gets updated the general statistics box that now tells population, season, weather and resource totals, logs, firewood, food, et.  which I usually keep open in the top corner of the screen, is going to be twice as big and if you don't use CC the extra spaces will be empty.   If mods are updated, then you can't use them or new mods without updating Banished.  So one could not update or download anything and just keep playing as is?
Title: Re: Finally, an update from Luke
Post by: Hawk on February 09, 2017, 10:17:14 AM
This is just speculation so don't hold me to it.  ;D

My thoughts are that when Luke gets done it will be released as a patch, which means you would have to update Banished with the new patch to be able to use any updated mods that have utilized the new flag options.

That said, it's very possible that the CC modders will use up all the new flags, but for folks like me, that can't run the CC mod, I'm hoping other modders will still try and take advantage of the additional flags to update their mods, such as Tom Sawyer and his The North mod.
I realize that if you run the CC, it will conflict with other mods that have also taken advantage of the additional flags, but that's something that's gong on now anyway.
Title: Re: Finally, an update from Luke
Post by: brads3 on February 09, 2017, 11:35:06 AM
the conflicts will start if we don't use the new tags somewhat the same. say CC sets 1 to a specific food and 1 to building materials. if someone mods and tags the CC food space as bricks then you will have food and bricks under that tag.instead of the bricks being under the building materials. can cause confusion to a player but my understanding is even then both mods should function. what might help the situation is if we get a crossover modder to take the tag sets from CC and make a mod that sets the tags,then new mods use the same tag list. i have more i hope luke changes or adds to help our games. i did read he is planning some graphic changes to the maps. hopefully it is sooner than later and we get much bigger maps with more abilities,better. i guess its a wait and see and be thankful we have some news.it will be interesting for the modders for sure.
Title: Re: Finally, an update from Luke
Post by: Hawk on February 09, 2017, 11:48:43 AM
Quotei did read he is planning some graphic changes to the maps. hopefully it is sooner than later and we get much bigger maps with more abilities,better.

If you're talking about the first part of the Devlog at the Shining Rock site, I don't think that was discussion about terrain changes for Banished. The way I read it, he was talking about new games he's working on.

After that discussion he says: "Back to Banished", and then he talks about adding the more flags and limits, which leads me to think that the terrain changes he was talking about before that was about his new games.

I could be wrong though.  :-\
Title: Re: Finally, an update from Luke
Post by: brads3 on February 09, 2017, 12:07:50 PM
dang,so i was dreaming? we need a map like simcity 4. where we can build sections that work back and forth. say a fort here and another sections for mining and a 3rd for productions.and then we can get more terrains and tree choices in 1 map.
Title: Re: Finally, an update from Luke
Post by: Hawk on February 09, 2017, 12:18:56 PM
Yea, I liked that about SC4.  :)
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 09, 2017, 12:43:16 PM
yeah me too when i read i understood that was not for banished ^^

about flags, personally i was hoping maybe getting 1 or 2 so i can decide myself ....
but i know CC will take them all and i ll go for the flags they decide.

i dont want to start make versions for non-CC players and a version for CC players ^^
Title: Re: Finally, an update from Luke
Post by: brads3 on February 09, 2017, 12:52:59 PM
exactly REd. that is why the talk of a discussion conference of modders. todecide how to use the tags and then the idea of a mod that labels all the tags prior to future modding, it would give clarity and uniformity both.
Title: Re: Finally, an update from Luke
Post by: Gatherer on February 10, 2017, 12:42:37 AM
So after all this time of deliberately ignoring CC for being too big I will have to switch to CC flags and limits? Dry goods, glassware,...?

There should be some anti-monopoly law about that.

Title: Re: Finally, an update from Luke
Post by: Hawk on February 10, 2017, 02:12:20 AM
I know I can't run CC, MM, or NMT on my computer, but even if I could I'm not so sure I'd want to because of all the stuff in it. I prefer to pick and chose what I add to the game.
It's kind of like the NAM for SC4. It was great but for me just way too much stuff. What I did like about it was the option to chose what you wanted installed during the installation process. Unfortunately, with Banished - that's not possible. It's all or nothing.

I know I'm the new kid on the block as far as how long I've been playing Banished (I just got it last Nov.), and I'm certainly not complaining about anything the modders do. I gladly accept what they produce and am grateful for the time and effort they put into their mods.
I am not new to gaming though nor modding. I have done a bit of modding meself.  ;D
I can certainly understand that one would not to make versions for non-CC players and a version for CC players as Red stated. That makes perfect sense.
However, I think the concept of a general consortium or consensus of how the additional flags and limits be used globally would be a good idea. That way modders such as Red could just make one mod that would work with CC or without CC. Granted an individual mod may cause conflict with one of the 'everything in one package' mods, the conflict would only be a difference in - say for instance - a type of food as compared to food versus raw material.

Am I understanding this right? Am I making sense?  ;D
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 10, 2017, 02:20:40 AM
in NMT what is inside would have been interested for ? cause i can extract things from inside ... or do a light version ^^
Title: Re: Finally, an update from Luke
Post by: QueryEverything on February 10, 2017, 02:23:07 AM
I'm guessing (if I may), that all of this second guessing is really leading to nowhere in particular.
There is a lot of assumption that Luke is targeting this release just for CC team to build from, or at least for them to dictate the modding future.  It may be just me, but that's not what I read when I read his blog post.  It was 'modders' in general and not singling out anyone in particular.  If i'm wrong, I am, and I'll accept that.  I hope I'm not though.

I also may suggest, politely, that those that do have concerns jump on the blog post and politely request that Luke may offer some new information, and post your concerns that the update is designed in mind for just one modding group.  Raising your concerns here (whilst very valid from a community discussion point) won't help much, as I doubt that Luke may have a chance to read all the forums and indie blog posts about his blog.  As a person in gaming (dev & gamer), I can assure you that the best course of action, to get a result from the dev, is to go direct.  Be polite, be friendly, and who knows, he may just be able to respond.  :)

I am eager to know too what is happening with future development, and how it will affect current modders, how it will affect our game play and if the changes are going to benefit the core CC devs, but, I've been in the industry long enough to know ...  nothing is for certain, not even release day, so i'm hanging back from guessing what Luke will be doing.

I hope for some more changes, but, for now, i'm just happy he's back on the wagon with a new patch.  :)
Title: Re: Finally, an update from Luke
Post by: Hawk on February 10, 2017, 02:49:45 AM
Quote from: RedKetchup on February 10, 2017, 02:20:40 AM
in NMT what is inside would have been interested for ? cause i can extract things from inside ... or do a light version ^^

Looking over your NMT and the list of your individual mods, haven't you already done that for most of the stuff inside NMT?
I do have some of them.  :)

Quote from: QueryEverything on February 10, 2017, 02:23:07 AM
I'm guessing (if I may), that all of this second guessing is really leading to nowhere in particular.
There is a lot of assumption that Luke is targeting this release just for CC team to build from, or at least for them to dictate the modding future.  It may be just me, but that's not what I read when I read his blog post.  It was 'modders' in general and not singling out anyone in particular.  If i'm wrong, I am, and I'll accept that.  I hope I'm not though.

I agree with you. I think there's a concern that maybe the CC team will dictate or take control of the additional flags, but I think the way to look at this, assuming we have an inkling as to what Luke is doing, is as was suggested earlier in that getting the modders together to decide how to best utilize the additional options to benefit all modders so that they're all on the same page in regards to, for lack of a better term, assigning the new flags globally - to benefit all modders.

But you're right; we may be assuming something that may not even come to pass, or at least in the way we're thinking, but it's still interesting to discuss it.  :)
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 10, 2017, 03:01:11 AM
there is hundreds and hundreds of things inside NMT :)
Title: Re: Finally, an update from Luke
Post by: Hawk on February 10, 2017, 03:08:16 AM
Quote from: RedKetchup on February 10, 2017, 03:01:11 AM
there is hundreds and hundreds of things inside NMT :)

Oops!  :-[ I was going by the list for NMT V-1.02. I just found the list for V-2.04.1.0.6, if that's even the latest, and apparently it doesn't even list everything.
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 10, 2017, 04:09:26 AM
yeah i dont have a wiki or something :(
Title: Re: Finally, an update from Luke
Post by: Abandoned on February 10, 2017, 04:47:07 AM
@Hawk I am the same way with gameplay, I like to pick and choose a group of mods for each map. I got Banished shortly after it came out, played awhile, even tried CC Iron Curtain, then was away from the game for a while and returned, found this site and all great mods.  I still have ones I have not tried (because of all great new mods these guys keep coming up with :))    I thought CC was good but too big back when it was smaller Iron Curtain, haven't tried since. I'm not sure how it will run on this laptop.  I want to try others first.  I have not tried NMT yet but have all possible individual mods from MM.  I was hoping the others separate and that CC might break up smaller but doubt that will happen now. 

Anyways, in a notebook I have a list of all the mods I have with notes on what is in them, what mods should or shouldn't be used with them but its gotten to be a bit of a mess with all new ones added in.  I was thinking of redoing list, updating it with latest versions and info but now am not sure I want to spend all that time.  Just wanted to say there is plenty to enjoy without CC.  I for one do not think I will be updating my game.
Title: Re: Finally, an update from Luke
Post by: Hawk on February 10, 2017, 05:38:21 AM
As I mentioned, I can't run CC on my rig, but I do hope Tom Sawyer takes advantage of whatever Luke does because I do like his The North mod (which I can run - now, anyway  ::) ), but I got a little frustrated with the limits in flags and having to increase limits for one thing to be able to produce something else unrelated.

I have seen a few things in CC (from screenshots) that I would like but I don't really expect the CC team to release a bunch of the CC stuff independently.
Title: Re: Finally, an update from Luke
Post by: brads3 on February 10, 2017, 05:54:29 AM
HAWK,if you find something specific that you would like,please ask. we may know of a mod that might fill a void. there are many mods here and there and some can be difficult to locate with searches.
   
Title: Re: Finally, an update from Luke
Post by: Hawk on February 10, 2017, 06:05:32 AM
Quote from: brads3 on February 10, 2017, 05:54:29 AM
HAWK,if you find something specific that you would like,please ask. we may know of a mod that might fill a void. there are many mods here and there and some can be difficult to locate with searches.
   

The only one I can think of right now is the covered bridge.  ;D
I'd have to go back and look at some of the screenshots people have posted to remember what else I liked. My rememberer don't work so good no more.  ???
I have looked through all the mods everywhere I could find. Nexus, Black Liquid, here, and a couple other places.

I'm not real big into good looking communities. I tend to play more towards a functional place than a pretty place, so decorations and such don't really appeal to me that much, but that covered bridge I did like.

As a matter of fact, most of my maps look like a bunch of inebriated vagabonds built them, as can be seen in a couple of Journal entries I made over at Paeng's (http://banishedpeople.freeforums.org/index.php) place.  :D
Title: Re: Finally, an update from Luke
Post by: tanypredator on February 10, 2017, 08:29:21 AM
Quote from: brads3 on February 10, 2017, 05:54:29 AM
HAWK,if you find something specific that you would like,please ask. we may know of a mod that might fill a void. there are many mods here and there and some can be difficult to locate with searches.
   

Personally, I would like to have new animals (better if as a separate mod each), wild and domestic. Although I would like even more to find out how to make them myself  ;D
Title: Re: Finally, an update from Luke
Post by: brads3 on February 10, 2017, 09:33:12 AM
the only covered bridge i have is in the new CC. but Ds is still designing to upgrade his set. and REd has an extra decoration set that i don't think is in the NMT 2.04.
tany,i take it you mean new versions and different animals than the cows and chickens we have. there is an old pig mod i believe. plus NECOA is still developing . his maritimes set is constantly growing.there is plAns for a backyard goat pen. on another note ,tany i do wish i could see your mod pics. i can see some of the posted pics as you deisng but my comp doesn't load the dropbox links.i wait for abandoned to do her story and then i can see more.
Title: Re: Finally, an update from Luke
Post by: tanypredator on February 10, 2017, 11:11:23 AM
Yeah, goats would be great, with milk and maybe cheese production. But I would mostly like new wild animals - game birds and maybe some fur game. I know there are new wild animals in CC. Flying birds!

What about pictures from my new mod, there are not much of them not uploaded in a mod discussion topic. You can see arbors in a rescent comments.
Title: Re: Finally, an update from Luke
Post by: Hawk on February 10, 2017, 12:09:58 PM
Quote from: brads3 on February 10, 2017, 09:33:12 AM
the only covered bridge i have is in the new CC.

That's the one I was talking about. I saw in in a screenshot Paeng posted.
Title: Re: Finally, an update from Luke
Post by: Necora on February 10, 2017, 01:38:19 PM
Quote from: tanypredator on February 10, 2017, 11:11:23 AM
Yeah, goats would be great, with milk and maybe cheese production. But I would mostly like new wild animals - game birds and maybe some fur game. I know there are new wild animals in CC. Flying birds!

From what I hear animating the models to work with Banished is a right pain, something to do with the way animation was coded into the game? Even the CC crew are reluctant to add more wild animals for that sole reason.

The ones I will add are all going to be static, I had a go at making a goat following a you tube demo for a deer for the model and a horse for the texture painting and it really wasn't very hard at all. Way easier that I thought. I wouldn't know where to begin with animating it though.

I will make a goat pen, but it will be a combination of a few things... a shelter that acts as the actual work place, a fence set to put around it, and some decorations to fill it such as rocks and of course the goats. Then players can build it however big or small they want, have as many pens as they want if they just want small scale milk, cheese, and textile production or if they want a bustling farm of them.

The chicken pen will be the same, a 1x1 hutch for the work place, then you can make the rest as big or small as you want.

I am also currently trying to think of the best way to implement fur trapping. My idea is at the moment to have the traps spawn as wild resources do, then a trapper to go collect them, and each one produce 'game meat' and 'fur', it will be too much to add individual animals as much as I would want to, and back to the animating thing I have no idea I'll every try to do that.

If you have ideas on a fur trapper I'd like to hear them, would be cool to do it in a way that everyone can incorporate with their own buildings.
Title: Re: Finally, an update from Luke
Post by: RedKetchup on February 10, 2017, 01:45:13 PM
Training camp has fur ( RawMaterialFur.rsc )  :)
Title: Re: Finally, an update from Luke
Post by: brads3 on February 10, 2017, 02:29:34 PM
there are all kinds of animals in the CC as decorations. bears,horses,cat,dog,whale,shark,deer,etc etc
they are stand alone non-animated. you might ask them,they may be able to split the decorations out of the main version.