World of Banished

MODS Garage => Mod Talk => Topic started by: kid1293 on February 09, 2017, 10:48:45 PM

Title: Workplace V1.2 for 1.0.6
Post by: kid1293 on February 09, 2017, 10:48:45 PM
Workplace V1.2 for 1.0.6

http://worldofbanished.com/index.php?action=downloads;sa=view;down=180 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=180)
Title: Re: Workplace V1
Post by: QueryEverything on February 09, 2017, 11:14:51 PM
Woohoo!

@kid1293 congratulations on your latest release, I am happily downloading it now :D
Amazing, sweet!!
Title: Re: Workplace V1
Post by: Gatherer on February 10, 2017, 12:56:11 AM
More variety for small farming communities. Will come handy. Thanks.
Title: Re: Workplace V1
Post by: Abandoned on February 10, 2017, 04:54:44 AM
Absolutely love it :)
Title: Re: Workplace V1
Post by: Kristahfer on February 10, 2017, 06:24:54 AM
Indicated that is for those that do not use CC o NMT. Will it work with CC and MM?
Title: Re: Workplace V1
Post by: kid1293 on February 10, 2017, 07:20:15 AM
Yes it will work with CC NMT MM...
I have the same resources as they have.
BUT - I can not guarantee what cow/cattle you get.
Somehow you WILL get milk but maybe not from my cattle.
Title: Re: Workplace V1
Post by: grammycat on February 10, 2017, 08:32:55 AM
I think this is a great mod, especially for those of us who do Adam/Eve or hard starts.  I like doing many small villages throughout my maps, and this will be perfect-one in each village to provide clothes and tools.  Thank you.
Title: Re: Workplace V1
Post by: taniu on February 10, 2017, 04:15:24 PM
Great mod. Thank you with all my heart :)
Title: Re: Workplace V1
Post by: brads3 on February 10, 2017, 05:37:47 PM
this will go good with the cider press and maple boiler.
Title: Re: Workplace V1
Post by: Hawk on February 11, 2017, 08:31:31 AM
I just started a new map and will try this.
Do you plan on making gates for the fence? No big deal. Just curious.  ;)
Title: Re: Workplace V1
Post by: kid1293 on February 11, 2017, 09:11:16 AM
No gates, it is just to fence of the working areas and the bannies
totally ignores my fences (ghosted) so they don't need a gate. :)
Title: Re: Workplace V1
Post by: Hawk on February 11, 2017, 09:41:07 AM
Ah! OK! Thanks for the explanation.  ;D
Title: Re: Workplace V1
Post by: QueryEverything on February 11, 2017, 03:20:55 PM
I have a gate :)  It's available for everyone :)   @Hawk if you like the look, then I'm sure we can ask to have the link added back :)

@kid1293 did a special design for me, I am happy to share, in fact, I would love everyone to see my Shawn & Matilda gate, it's for a homestead / paddock, but, it's a lovely gate if you have use for it, and if @kid1293 would like to share the link again.

Quote from: kid1293 on February 11, 2017, 03:01:29 AM
I have already made a smaller pasture for Shawn, so...

The gate (4x1 ghosted) is under the 'roads' button.
There are 3 textures on f-key. Matches Workplace fence.

Tell Shawn and Tilda they are known around the world. :)

EDIT - removed link - conflict with CC MM about name.
Don't worry, I sent a new to Shawn and Tilda. :)
Title: Re: Workplace V1
Post by: Hawk on February 11, 2017, 04:06:09 PM
Yea, I saw that gate. That's a good looking gate, although I don't know that Shawn and Tilda would fit on one of my maps.  ;D
I'd probably still use it though.  :)
Title: Re: Workplace V1
Post by: QueryEverything on February 11, 2017, 04:25:43 PM

Yeah, it is a good (excellent) gate @Hawk it has a story :)

Shawn & Matilda as my pet baabaas, my lawnmowers, as they are (were, a sad story about Shawn), and I miss Shawn and I wanted something in game for him.  @kid1293 and I had been brainstorming on this Workplace mod, and as we were going and I saw his fences I thought about a gate, but, a country / western / farm style, like a ranch.  I posted the request and voila, my Shawn & Matilda gate was produced.

Shawn (my departed Ram), and his sister Matilda (a happily skipping Ewe), are 3 year old 'lambs', I'm not sure Tilly will ever grow up, she's so busy being her.  Before I got them I didn't think I would connect with Sheep as family, as lawnmowers, sure, but, as they grew, their personalities grew, they became very independent and strong, and fat, Tilly is a little fatty :D  We have plenty of grass,  5 acres, and she is happy.

Shawn, oh my ...  we went away for 3 days, ended up being nearly a week, for my 40th last June.  Hubby & I took some time to ourselves and sent the family back home after the 3 days.  Our son checked the sheep everyday, when he got back, my parents fed & watered the rest of the animals.  (We have a lot), and nothing was amiss.
We came home, I had a health complication, and so we didn't get a chance to check on my baas and the next day I was talking to my home nurse, and realised I had heard Tilly, but not Shawn since after we got back (I saw them at the gate when we drove in), hubby went looking.

He found him...  I won't go into details, but, it was unpleasant, it wasn't natural causes. 
I cried for days and days ...  I still do.
He died (we believe) protecting his sister from a predator.

We now keep Tilly up near the house at night.

So, my story of my baas.  Shawn & Matilda; Shawn & Tilly and also ShawnTilda. 

When I get some screenshots of the new gate (I'm testing an error I'm getting in another mod/thread), I will post a new thread, and I will add a couple of photos of the real Shawn & Tilda. 

Thanks for reading. 

tl;dr:  I have real life baaaaaasssss :D (1 passed, but, 1 still Eweing ... haha!!)
Title: Re: Workplace V1
Post by: Hawk on February 11, 2017, 05:27:10 PM
That story adds a new light to the gate.  :)

Sorry to hear you lost your 'friends'.
Title: Re: Workplace V1
Post by: QueryEverything on February 11, 2017, 06:52:09 PM
Thank you @Hawk :)
When they allow familiars into the game (cats & dogs), I'll be asking for pet enclosures for them too :D  :)
I have 4 cats, 4 dogs and they are all friends, family :)

Title: Re: Workplace V1
Post by: mellowtraumatic on February 12, 2017, 09:56:55 AM
Great, great mod, kid. I love that little tiny tailor. It makes warm coats!! YAY!
Title: Re: Workplace V1
Post by: kid1293 on February 12, 2017, 10:14:42 AM
 :)

I'm glad too. This is what I wanted a long time but could not
put my finger on it. There were discussions about being modular
and finally the pieces fit. I guess it's possible to expand with
all sorts of production. Ale shed/pottery/whatever...
Title: Re: Workplace V1
Post by: grammycat on February 12, 2017, 10:28:54 AM
Kid-all those sound good plus maybe even an herbalist?  I love this mod. 
Title: Re: Workplace V1
Post by: Hawk on February 12, 2017, 02:41:56 PM
I like this workplace. I'm already using it in my new map.  :) I like the flexibility of it.
Title: Re: Workplace V1
Post by: kid1293 on February 12, 2017, 02:57:22 PM
Any ideas what can be added?
Herbalist should be in the forest, but who knows ? - I have made a lot of bushes. :)
I certainly want an ale shed.
A lot of products are CC or NMT but I can ask for resources.
Title: Re: Workplace V1
Post by: RedKetchup on February 12, 2017, 03:02:42 PM
Quote from: kid1293 on February 12, 2017, 02:57:22 PM

A lot of products are CC or NMT but I can ask for resources.

yup you can :)
Title: Re: Workplace V1
Post by: QueryEverything on February 12, 2017, 11:11:21 PM
Quote from: kid1293 on February 12, 2017, 02:57:22 PM
Any ideas what can be added?
Herbalist should be in the forest, but who knows ? - I have made a lot of bushes. :)
I certainly want an ale shed.
A lot of products are CC or NMT but I can ask for resources.


Haha, you know, I'm going to have a think now @kid1293 :) :)
Cottages have:
--  wood splitter (firewood & lumber) / wood turner
--  country dam / pond (yabbies, trout, cod, generic fish)
--  ale / mead
--  candle maker (like the ones in MM/CC, but homegrown)
--  yarn spinner (spinning wheel) (like tailor, but a spinner to make yarn/fibre from wool & hemp etc); blankets & socks, accessories to trade
--  fabric weaver (quilts from cotton & other fibres, clothing for traders (unless you can make the Bannies wear them :) )
--  Mason for Stone sculpting
--  expand the blacksmith for horseshoes, cattle harnesses etc, all for trade
--  gem miner (placed along the water), produces items for the trader
--  an Outhouse (just decoration ;) )
--  preserver use up all those gathered goodies
--  Hothouse & seedling grower - (I know there are 2, but they are BIG!!!)  http://s180.photobucket.com/user/Billndee/media/22May08/Newhothouse.jpg.html (http://s180.photobucket.com/user/Billndee/media/22May08/Newhothouse.jpg.html)
--  small firestarter (firewood & other burnables)

Re food preservation, I do use the smokehouse, salthouse etc, but they are extremely large footprints yet many homesteaders use their kitchen benches.  So, a smaller one with different ways of food preservation would be excellent. 
I was just reading about a woman who even dehydrates cream cheese & sour cream!! WHHHHAAAATTTTT??  hahaha!!

Ok, enough ideas, some are good, some aren't, but at least there's a start, and maybe some inspiration :D :D :D



Edit - forgot:  soap maker (and lye maker - using hardwoods)
and this link for more inspiration: 
http://www.countryfarm-lifestyles.com/make-lye.html#.WKFdLDt96Hs
http://saltinmycoffee.com/2016/10/make-money-on-a-small-homestead/

Title: Re: Workplace V1
Post by: grammycat on February 15, 2017, 08:28:24 AM
Maybe I missed it, but what's the occupancy for the house?
Title: Re: Workplace V1
Post by: kid1293 on February 15, 2017, 09:13:21 AM
Sorry if I left that out.

edit -  @grammycat , sorry!

6 persons can live there.
The storage cellar = 2000 units


Silly me, read the wrong files.  ???

4 persons can live there
Storage shed = 1200 units
Title: Re: Workplace V1
Post by: grammycat on February 15, 2017, 01:07:38 PM
Thank you!  This is will be so useful for hard starts using the Proper Time mod you made.
Title: Re: Workplace V1
Post by: thelly on February 15, 2017, 01:43:51 PM
Thanks very much. Your work makes it very difficult to pick which goodies I will use in a new game every day.  These look so interesting and crying out to be used
Title: Re: Workplace V1
Post by: QueryEverything on February 15, 2017, 10:32:05 PM
Hiya :)
@kid1293 following on from my post above (http://worldofbanished.com/index.php?topic=1457.msg28334#msg28334) and after a chance of really getting to play today, I came up with some more thoughts.  (sorry :D)


--  gates?  I've had to use some that were in MM/CC and whilst I appreciate them, they don't match your fence, so a couple of small gates ( 1x2, 1x4 & 1x1), ghosted so that they can go over the road, or part of the pasture etc.  Or at least matching the same tile position as the fences :)

--  storage: I've been using the small "drop & go" storage that you have packaged, but I was wondering about item/tag specific? (Can you tie them to animal byproduct, or only the category?  Cows:  beef; leather; bonemeal; milk.  sheep:  mutton, wool, bonemeal etc etc   
---- Also, 1 tile deep, 2, 4, 6 wide, (maybe even 2 deep :) ) so that they run alongside the building, or in my case pastures. 
I wrote a more detailed post here (http://worldofbanished.com/index.php?topic=1342.msg28543#msg28543) in @RedKetchup thread.
---- dairy?  textiles (clothing)? tools?  There are a few mods out there that are specific, but too big or don't match your new Workplace.


--  Market?  I use your "Tiny Market" everywhere on my maps, but, I find in these little farming outposts that they are a bit big.  I also use the Puzzle market, but that requires a lot of workers. :(
--  camp oven, soup pot, cauldron, ground pit, spit, bbq etc.  I know that you have the existing Market BBQ & Soup; I was wondering about creating a smaller one, more country, make recipes such as:
- omelette (eggs (OMG I have so many!!!), cheese & mushrooms (onions etc from gatherers)
- beef / mutton / chicken / venison stew - meat + gathered veg
- chicken broth with dumplings (chicken, dumplings (from the baker - flour + water (or milk), onion
- Impossible pie (it's a real thing (http://www.foodtolove.com.au/recipes/blueberry-impossible-pie-19789)), apples/berries, flour, milk (butter etc, but I think I read there is a limit)
- Apple Berry crumble.  (Crumble mix from baker - flour + butter), apples (berry) butter
and the list goes on, but these were things I thought of that could be made either with the existing BBQ/Soup or, with a small new cooking area, camp stove, etc (as above)


-- Please don't get me wrong, the mod is not lacking, at all, I LOVE it!!  it's more about things that I thought about as I was putting it together.  :)


I do love these mods, they are a great addition to the game, thank you so much @kid1293 :)

Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 01:25:48 AM
Hi and Good Morning!
I've been thinking about what you wrote earlier.
And I will go through most of my mods and see if I want to update.
It is for the 1.0.7 of Banished and to put all my mods on the new
toolbar. @Necora really got us all working. :)

Gates - I guess I can make some it makes sense. Open like your sheep-pen gate
and maybe closed too.
Storage - I can not sort out specific products. It's all 'food' as seen by the game.
But something could be added. More sheds.  ;D
Market - I have a smaller market in my Rowhouse mod (4x4). I can hi-jack that one.
More food - ? Have to think about that one. I like the idea but I don't want to spam the game
with a dozen more dishes.
Soap maker - makes sense. Herbs and what more? Becomes a health product.
I am aware of afwings' Soapiary but he uses the big apiary building.

We will see how much there will be.
Title: Re: Workplace V1
Post by: Discrepancy on February 16, 2017, 02:00:11 AM
this is great @kid1293

Once I have got a few of my mods sorted and released I am going to take a break and instead play Banished with all of these new mods that you have released :)

a fully forested map awaits.
Title: Re: Workplace V1
Post by: elemental on February 16, 2017, 03:25:46 AM
Quote from: kid1293 on February 16, 2017, 01:25:48 AM

Soap maker - makes sense. Herbs and what more? Becomes a health product.


Soap is made from a fat or an oil plus lye. The internet says lye can be made from wood ash so it's not hard to believe that Banished villagers could make it if they wanted to. No need to add lye to the game, just assume it's there.

Soap could be made from tallow (available in CC) or vegetable oil or even from milk. I'm no expert on soap making but it seems that milk soaps are made from a mixture of milk and oil, not from milk alone. So there are a few options you can play around with. Soap could make a good export product, not just a health product.

(just thinking about how the game works... you feel a bit poorly so you go and get yourself a bar of soap and then you go and see the herbalist. and then you feel better! it seems strange, maybe even silly - but I'm not saying that soap is a bad idea. i think it's a good idea.)
Title: Re: Workplace V1
Post by: Hawk on February 16, 2017, 03:34:56 AM
Quote from: QueryEverything on February 15, 2017, 10:32:05 PM
--  Market?  I use your "Tiny Market" everywhere on my maps, but, I find in these little farming outposts that they are a bit big.  I also use the Puzzle market, but that requires a lot of workers. :(

Quote from: kid1293 on February 16, 2017, 01:25:48 AM
Market - I have a smaller market in my Rowhouse mod (4x4). I can hi-jack that one.

Not to take away from Kid's great work (I use your Rowhouses a lot  :) ) but I believe your Rowhouse Market is a tad bigger than the Tiny Market. Then there's the mini-market from the Mini-Buildings 7 mod over at BlackLiquid (http://blackliquidsoftware.com/index.php?/files/file/30-mini-buildings/).

Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 04:53:24 AM
I come to the doctor with a broken leg - Wash it, he says. :)

I agree. Health Soap is maybe not so good.

I will look at markets when I have the time.
But I can see from the picture that BL market is very small.

Here are some gates.

Title: Re: Workplace V1
Post by: Hawk on February 16, 2017, 05:10:33 AM
Kid - Don't take that as a suggestion to make your market smaller. I like it just the way it is.  :)
It's just that the mini-market is great at the start of a map as it only needs either 8 or 10 logs to build, but I prefer your market as I get further into a map; as the community grows.
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 05:43:53 AM

No worry. I don't intend to build another market.
After all it does not produce anything. This mod is (should be)
about small spots to get some work done.


And I don't plan to build anything complicated involving CC resources.
Right now all I want is an ale. :)
So, some sort of big barrel with a tap sounds good. I'll come back.
Title: Re: Workplace V1
Post by: Necora on February 16, 2017, 05:46:51 AM
Interesting about soap. I was going to make it out of pine pitch, but maybe as a more generic 'health box' type of thing, with herbs and other goodies mixed in.

Never thought about it not being a good fit for health, maybe it could be a luxury item? Although then it can only be consumed at a tavern... I've never been to a tavern for a wash.

And the toolbar, haha yeah, I don't have very many mods and even I have a lot to do.

Title: Re: Workplace V1
Post by: QueryEverything on February 16, 2017, 05:53:08 AM
Over here in Aussie world sheep's milk soap & goats milk soap are in vogue, alas our ingame sheep don't milk, nor do we have goats (presently).  I would put it under health, it helps kill bacteria (admittedly science has shown that too much washing can be harmful to ones health), but, for the 'norm', it would work in the health category.

At the very least the pasture muckers should wash their hands ...  peeewwwwiiiiieeeeee ....  ;)
Title: Re: Workplace V1
Post by: Paeng on February 16, 2017, 05:55:32 AM
Quote from: kid1293 on February 16, 2017, 04:53:24 AMHealth Soap is maybe not so good.

It could make a cute little chain...

Profession: Washing Person
Workplace: recycle your washing mod
Materials: Herbs, Oil (from any of the existing presses, e.g. Embx, or build one)
Output: soap - luxury, trade (health is okay also, imo - clean citizens are healthier citizens)

:)

Title: Re: Workplace V1
Post by: Necora on February 16, 2017, 05:59:52 AM
Quote from: QueryEverything on February 16, 2017, 05:53:08 AM
peeewwwwiiiiieeeeee ....  ;)

Are you OK?

Goats are coming...

I think it works for health too.
Title: Re: Workplace V1
Post by: RedKetchup on February 16, 2017, 06:10:02 AM
i already tried to deal with soap in NMT and the  bath house...

was nice to see citizen to take a soap and go take their bath !!

but the problem with soap as "health flag" ...
i was disgusted to see citizens taking a soap and go make a yummy herbal tea at the apothecary EWKKKKKK , ROFL
" Mammy, look ! i make bubbles when i talk !!! "
Title: Re: Workplace V1
Post by: Necora on February 16, 2017, 06:12:32 AM
Maybe it is the apothecarist's job to help them with those hard to reach places...
Title: Re: Workplace V1
Post by: brads3 on February 16, 2017, 07:49:58 AM
it would be nice if there was a way for the banis to use items like households,candles,soap somehow. it would also be good and more important if the happiness mattered more to the game. when ban is idle is there a way to have them use an item or just control where they go to idle? there  are several things that get sent to the trader that the banis don't use themself.the idea of soap is good unless it becomes 1 more item that either takes up storage or is sent to the trader. is there a way to have houses use something like they use firewood? so each house uses furniture,candles,etc??  it seems this was not thought of in developing the game. without the ability to use an item it really has very little purpose.
Title: Re: Workplace V1
Post by: Abandoned on February 16, 2017, 07:56:08 AM
@kid1293 the only important thing missing that I can think of would probably go better with your tiny mod or forest outpost and that is a tiny school room.  Using the 1:1 aging mod a school needs to built right away.  I have been using Kralyrgs mini school that hold 5 students and then later building tany's village school that is a small wood cabin that holds 12 students and matches woodland settings pretty well.  A tiny or forest school holding 5 or even 3 students would be a good addition, great for small map and mountain starts.  Maybe one for each set  :)
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 09:15:58 AM
Sure @Abandoned , I put it in to-do list and you know I like a good idea.
But it won't be released until I got my mods converted for the new toolbar.

edit - in the meantime - Garden party!
Title: Re: Workplace V1
Post by: Necora on February 16, 2017, 10:20:51 AM
@brads3 you make a fantastic point and I would love it something like this were possible, the same way that luxuries are consumed at a tavern and firewood in a house.

I would also love it if we could do the same for work places, so that work is 'dependent' on an item being available.
Title: Re: Workplace V1
Post by: Necora on February 16, 2017, 10:24:08 AM
@kid1293 that brewer will go great with my whiskey still, cider press and maple boiler!

Title: Re: Workplace V1
Post by: brads3 on February 16, 2017, 12:20:55 PM
KID,how much does this mod change the beef cows other than the color? even if i put this below CC it changes the color of beef cows to black and white. i am assuming it also will change production #'s.
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 12:27:14 PM
@Necora - I like that style on the houses! :)
Fits in rural areas and in the forest. Very nice.

And yes, we can always have a big recreation area with these small
production buildings nestled in. One big place to idle.  ;D ;D ;D

@brads3 - I haven't changed the beef numbers. So if you slaughter one it's the full load.
A bit of cheat compared to vanilla. Milk and beef and leather. But hey, at least
they're not genetically manipulated.
Title: Re: Workplace V1
Post by: brads3 on February 16, 2017, 12:44:10 PM
so u just changed the colors.now i have like 3 sets of cows all black and white but no brown beef cows. i tried to move the mod below both NMT and CC,surprised that your mod overpowered even then. in my case the mod would work without the cows,but i know others don't always have even NMT turned on.
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 12:58:19 PM
So you like the set but you don't like the cows?

I'll make them separate.
Title: Re: Workplace V1
Post by: RedKetchup on February 16, 2017, 01:12:11 PM
Quote from: kid1293 on February 16, 2017, 12:27:14 PM
Milk and beef and leather. But hey, at least
they're not genetically manipulated.

wait !
they arent boosted with hormones, antibiotics and ..... ?
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 01:17:31 PM
Nope!
But they like vegan pizza.  ;)
Title: Re: Workplace V1
Post by: brads3 on February 16, 2017, 01:20:19 PM
thank you,much appreciated. i know how busy all you modders are nowdays.
Title: Re: Workplace V1
Post by: elemental on February 16, 2017, 01:37:53 PM
Quote from: brads3 on February 16, 2017, 07:49:58 AM
it would be nice if there was a way for the banis to use items like households,candles,soap somehow.

is there a way to have houses use something like they use firewood? so each house uses furniture,candles,etc??  it seems this was not thought of in developing the game. without the ability to use an item it really has very little purpose.

I don't think it is possible to make houses consume anything. They use firewood and that's it.

But... over at BL in the thread about new flags/limits I suggested that we could have a second luxuries category to separate out non-food/drink luxuries. So candles, soap, copperware, bedding, furniture and many other items could be called "homewares" and they could be sold at a store to generate happiness. Not the same as having houses consume them, but probably as close as we will come.

I did ask that people start discussing what they would like to see the new limits/flags used for but that thread over at BL has gone dead. I really hope that we don't just end up with 6 different flavours of dry goods, weapons, and who-knows what else for the last 3. If you want to see a homewares flag/limit and a homewares store then go and say something over at BL, because it's more than likely that CC will set the agenda with these new limits and everyone else will have to follow what they do. I think it was the "Luke is giving us new things" thread.
Title: Re: Workplace V1
Post by: elemental on February 16, 2017, 01:45:18 PM
Quote from: kid1293 on February 16, 2017, 12:58:19 PM
I come to the doctor with a broken leg - Wash it, he says. :)

Good example.  :)

If only we had more flags, so that soap could be a different type of health item used only at a bath house. Or even bandages could be used at a doctor's surgery. I don't know for sure but I think we are getting 10 limits and 10 flags with the upcoming update. We really need 20 or 30 new flags.
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 02:12:46 PM
@brads3 - I have taken the black/white cows out of the workplace.
When I release you can choose to load them or have CC or NMT cows.
Title: Re: Workplace V1
Post by: Abandoned on February 16, 2017, 02:20:29 PM
@kid1293 so what started as a small dairy with my request for the black and white cows since without big giant CC mod or NMT, the only way to get the black and white cow was with Red's old creamery or wonderful Red Creamery which is marvelous for large farms but doesn't go as well with small woodland homesteads or small mountain maps without big giant CC mod or NMT, now the cows are being taken out.   ???  Thanks
Title: Re: Workplace V1
Post by: brads3 on February 16, 2017, 03:06:35 PM
no abandoned,you can keep your cows. but now you have a choice. plus if it works right,without the workshop you could still have the cows to use too. you keep infecting my pastures with them cows,i am going to give you just goats.
Title: Re: Workplace V1
Post by: RedKetchup on February 16, 2017, 03:12:55 PM
Quote from: Abandoned on February 16, 2017, 02:20:29 PM
@kid1293 so what started as a small dairy with my request for the black and white cows since without big giant CC mod or NMT, the only way to get the black and white cow was with Red's old creamery or wonderful Red Creamery which is marvelous for large farms but doesn't go as well with small woodland homesteads or small mountain maps without big giant CC mod or NMT, now the cows are being taken out.   ???  Thanks

you will have to pick up 2 mods . the cows and the workplace :)

we can be as flexible as possible , but most of the time half of the people like this and the other half that ... always both opposed ^^
Title: Re: Workplace V1
Post by: kid1293 on February 16, 2017, 03:14:46 PM
@Abandoned - We are going more and more modular. Even CC has plans to be modular.
And who knows what RedKetchup can do with NMT. :)
With the new toolbar many things are going to change. You will be able to customize
your play in new ways.
Title: Re: Workplace V1
Post by: kid1293 on February 19, 2017, 01:55:46 AM
Sorry for disappearing.
I have been busy redoing my Forest Mod.
Cleaning, optimizing and remapping with better textures.
Same look as usual but I have taken it down from 12 meg to 3 meg.
Had a setback yesterday and lost approx. 11 hours for a stupid error.

@Abandoned - I made a small roof for the small-small school and put it
with my forest buildings. Soon to be released.
'Schoolroom' is in upper right part of the picture.
They had some bad weather but I think you can see it.
Title: Re: Workplace V1
Post by: Hawk on February 19, 2017, 03:44:40 AM
I use the forest mod quite a bit and I like that roof over that school, which I also use quite a bit in the beginning of a maps.  :)
Title: Re: Workplace V1
Post by: Abandoned on February 19, 2017, 05:04:06 AM
The school is perfect, exactly fitting for the forest setting. Thank @kid1293   

LOL in currant map, I forgot workplace dairy cow was called cattle, when boatman came with cattle I thought it was some of @brads3 missing cows and I sent them to the animal refuge.  Don't tell brads  :)
Title: Re: Workplace V1
Post by: Paeng on February 19, 2017, 07:50:17 AM
Quote from: kid1293 on February 19, 2017, 01:55:46 AMSorry for disappearing.

Well, don't make it a habit...  :D
Cool, just got your new packs - Forest Outpost was badly needed, one of my "essentials"  ;)


Quotetaken it down from 12 meg to 3 meg

That's a nice (and welcome) "side-effect" of all the updating going on right now  :)
Title: Re: Workplace V1
Post by: kid1293 on February 19, 2017, 08:31:44 AM
Talking about 'side-effects' - When I optimized Forest Outpost
I reused textures in a way that makes it hard to divide into parts.
This time it doesn't matter but just wait until Rowhouses.  ::)
I use the same way to texture in that mod. So it is maybe all or nothing.  :(
Title: Re: Workplace V1
Post by: Paeng on February 19, 2017, 11:29:28 AM
Quote from: kid1293 on February 19, 2017, 08:31:44 AMSo it is maybe all or nothing.

So you probably cannot separate the production buildings and barns from the housing?
Title: Re: Workplace V1
Post by: kid1293 on February 19, 2017, 11:39:25 AM
I can, but the sum of the separate parts may be bigger,
since I have to reload a lot of textures with redundancy.
Never mind. They will be smaller than the whole package, so...
But that is next week.

BTW. Housing alone?
And all official alone?
And production/storage alone?
Title: Re: Workplace V1
Post by: Paeng on February 19, 2017, 12:41:05 PM
Quote from: kid1293 on February 19, 2017, 11:39:25 AMHousing alone?

Definitely.

QuoteAnd all official alone?

"Official" meaning like school, townhall, hospital and such?

Not an absolute must, but nice to have, imo - specially with view at future add-ons or expansions, or mixing with other 'themes'...

QuoteAnd production/storage alone?

Yes, because these types we'll definitely want to mix with other sets...  ;)

Title: Re: Workplace V1
Post by: elemental on February 19, 2017, 01:26:28 PM
Quote from: kid1293 on February 19, 2017, 11:39:25 AM
I can, but the sum of the separate parts may be bigger,
since I have to reload a lot of textures with redundancy.
Never mind. They will be smaller than the whole package, so...
But that is next week.

BTW. Housing alone?
And all official alone?
And production/storage alone?

I don't know how much work is involved but you could offer two versions: split and combined. So lots of little mods for the people who want to pick and choose, and one big mod for people who want it all. Just a thought.  :)
Title: Re: Workplace V1
Post by: kid1293 on February 19, 2017, 01:53:23 PM
Nice thinking.
I will sleep on that.  ;)
Title: Re: Workplace V1
Post by: Paeng on February 19, 2017, 02:30:44 PM
Quote from: elemental on February 19, 2017, 01:26:28 PMtwo versions: split and combined.

To think that all these contortions would be totally unnecessary if Banished simply allowed putting folders into [windata]... (my very first gripe on Day 1)  >:(

We must be doubly grateful that 'our' modders put up with this nasty hurdle.  :-*
Title: Re: Workplace V1
Post by: TheOtherMicheal on February 19, 2017, 06:49:17 PM
I agree with @elemental - I'd also prefer to keep all the Forest Outpost buildings together in the one mod. It's a themed set so I don't see a need to separate it into production buildings mod, housing mod and so on.
Title: Re: Workplace V1
Post by: QueryEverything on February 19, 2017, 07:15:06 PM
I agree with @Paeng that there should have been better framework for modders, but in all honesty, I don't think Luke understood the depth to which the modders would want to go to develop their mods. :)

I would like to be able to choose between searching for "storage" and by "theme", but that requires the files to be searched, and that's just not able to be in game either. 

Maybe the games coming in the future will be better framed :) 

@kid1293 I can't thank you enough!!  :)
Title: Re: Workplace V1
Post by: elemental on February 19, 2017, 08:22:11 PM
Quote from: TheOtherMicheal on February 19, 2017, 06:49:17 PM
I agree with @elemental - I'd also prefer to keep all the Forest Outpost buildings together in the one mod. It's a themed set so I don't see a need to separate it into production buildings mod, housing mod and so on.

Actually I never expressed a preference either way, but I do agree with you. I would prefer themed mods to be offered in one complete set. I don't want to have to install 4 or more mods just to get housing and storage and official and production. I realise that it's easier to update smaller mods, but @kid1293, how often do you think you will be updating any of the contents of the row houses mod or the Forest outpost mod?

Small mods would be great for quickly releasing new buildings (beta or finished) but once a set is complete then it would be better if it could be offered as one combined mod instead of 15 separate mods for 15 separate buildings.


Title: Re: Workplace V1
Post by: Denis de la Rive on February 19, 2017, 11:41:47 PM
I agree, I like the unity of design that comes from a set. I hope you update all the buildings, I use them to vary looks, and to avoid spamming, having several schools, or town halls, or churches makes for nice spin off hamlets.  :)
Title: Re: Workplace V1
Post by: Abandoned on February 20, 2017, 05:59:32 AM
 ??? oh no, another defeatist gripe.   ??? 2 or 3 times more mods to install, arrange, and search through.  ???  Hopefully, our great modders won't abandoned WOB in favor of future games.  :(   You know @kid1293 this is not directed at you, love your mods  :)
Title: Re: Workplace V1
Post by: grammycat on February 20, 2017, 06:06:17 AM
I think some of us who have been playing since the game came out just need a little time to get familiar with the new set up.  You can teach an old dog new tricks, they just pick it up slower.  The more I play, the more I like it.
Title: Re: Workplace V1
Post by: Paeng on February 20, 2017, 07:35:22 AM
Quote from: grammycat on February 20, 2017, 06:06:17 AMI think some of us who have been playing since the game came out just need a little time to get familiar with the new set up.  You can teach an old dog new tricks, they just pick it up slower.  The more I play, the more I like it.

Same here, I love the freedom of  finally having the opportunity to organize, select and load mods to our own preferences, thanks to the new community bar - yes, a huge task for the modders, but for us players it just needs pushing around a few pkm's...?

Nobody says that everything needs to be broken down into its tiniest components - for rather small sets it's fine to keep them as one... all a matter of judgement   :)

When it comes to larger mods though, it's nice to have especially the housing split off, and in many cases the production buildings as well.

Title: Re: Workplace V1
Post by: RedKetchup on February 20, 2017, 07:35:59 AM
since very long time I would have been done this switch  ;D if back 1-2 years ago, i would have successfully done my Community toolbar ...
when i tried back in the days ^^  people who used to it since all these time  spent ;D

There are no shortcuts in evolution. - Louis D. Brandeis
Title: Re: Workplace V1
Post by: elemental on February 20, 2017, 03:01:31 PM
Quote from: Abandoned on February 20, 2017, 05:59:32 AM
??? oh no, another defeatist gripe.   ??? 2 or 3 times more mods to install, arrange, and search through.  ???  Hopefully, our great modders won't abandoned WOB in favor of future games.  :( 


There are good points and bad points for both large combined mods and small split mods. Convenience of larger mods, freedom of smaller mods. Kid mentioned that larger mods can be more efficient because of texture sharing. If everything is offered only in tiny little pieces then it's easy to miss something simply because you didn't pay close attention to the boards. If themed sets get offered in a combined mod then you won't miss out on content. Megamod, on the other hand, got so big it had to be split in two.

This is a discussion board for discussing points of view and sharing ideas. When people start dismissing the opinions and ideas of anyone they disagree with in a condescending manner then that's bad for the community as a whole and that's when people are more likely to abandon this place.

Title: Re: Workplace V1
Post by: Paeng on February 20, 2017, 04:36:35 PM
Quote from: elemental on February 20, 2017, 03:01:31 PMdiscussing points of view and sharing ideas.

And our poor modders caught in the middle... as RedKetchup said -

Quotewe can be as flexible as possible , but most of the time half of the people like this and the other half that ... always both opposed

:D
Title: Re: Workplace V1
Post by: elemental on February 20, 2017, 04:50:54 PM
And ultimately it's each modder's decision as to what they end up doing with their mods. Anyone who isn't happy with the final product is free to make their own.  :)
Title: Re: Workplace V1
Post by: Abandoned on February 20, 2017, 07:18:59 PM
@elemental I am glad to hear your opinion on points of view. I hope the person whose words "defeatist, gripes" reads what you wrote.
Title: Re: Workplace V1
Post by: Abandoned on February 21, 2017, 03:46:44 AM
@kid1293 I just saw that the new version with the brewery uses tany's wild honey, perfect for the set, looks really nice. :)
Title: Re: Workplace V1
Post by: kid1293 on February 21, 2017, 03:54:24 AM
Do you want a 1.0.6 version too?
Title: Re: Workplace V1
Post by: Abandoned on February 21, 2017, 04:13:54 AM
@kid1293 oh yes please, that would be wonderful.  :)  I have not updated my game yet, am hoping that red warning problem will be solved when all the mods are updated.  I thought I would download all the updates then and added them to the game in the order I want them to appear in my mod list, starting from the end of my list.  That should cut down the mod list rearranging time substantially.
Title: Re: Workplace V1.2 for 1.0.6
Post by: kid1293 on February 21, 2017, 06:58:34 AM
OK. It is in download.
I have so many balls in the air, I hope it is working. :)

Title: Re: Workplace V1.2 for 1.0.6
Post by: Abandoned on February 21, 2017, 07:37:23 AM
oh thank you so much @kid1293 I really appreciate it when you are so busy. Lots for you to do, you have made an awful lot of mods since you started.  :)
Title: Re: Workplace V1.2 for 1.0.6
Post by: QueryEverything on March 03, 2017, 01:35:48 AM
*tap tap, helloooooo?
haha :)

@kid1293 how is the inspiration going, have you thought any more on adding more bits n pieces to the workplace?
In my latest gameplay I had thought of (previously mentioned, but *bumping*) a butcher was missing, just a little butcher who does little things :)

I am on a map with sheep, I'm a happy lady :D
Title: Re: Workplace V1.2 for 1.0.6
Post by: brads3 on March 03, 2017, 08:06:01 AM
this mod set serves a good purpose. at the start of a game,never knowing what crop you will have,it gives you options.it is a very good mod to use with adam and eve starts.you might get a grain or apples or sheep or cows,etc. and this mod is a great option for that situation. however,it is limited. each piece needs a worker.due to the mini size,each worker produces less than if you had a larger production building.
   this is a double edged sword problem.  you have limited workers at the start and therefore also produce less food overall. take milk being made into butter or cheese. you start with only a few cows. any food you produce the 1st several yrs, will be eaten quickly by the banis.so you really do not have enough to make cheese with.same with oats or wheat.you also must use an extra worker to accomplish the added production for each step. say you want to make bread, you have 2 extra workers ,1 to grind and make flour,1 to bake the bread. wouldn't you get more food by sending those 2 workers to gather,hunt, or farm another crop field? plus you now have less laborers to help  clear land and supply builders or gather needed materials like logs.
    the idea behind this set seems to be that people did all these things at home. true but they did not do only 1 thing. each person did multiple jobs. 1 would hunt and make tools. 1 would grind and make bread and process cheese and make cider plus still find time to make clothes.this way of living can not be properly duplicated with small individual sets.there is another way.

          what we need is a farm mod that produces these multiple items all at the same time. a homestead mod. a house for a large family of 6 or so. storage cellar or barn, a kitchen extension to add to the house. an apple or pear tree.a chicken coop and a pasture say 15x15. decorated with chickens,a pasture with cow or 2,a couple sheep,hrow in a horse and a few pigs, and a garden patch. maybe some berry bushes. total footprint size probably close to 20x20.
  how will it function: randomly produce various items with each worker's output being roughly what a family of 5 would use per yr.limited to 2 workers maximum. so you get 500 food,clothes,tools,firewood,and 1 possibly 1 extra item like leather or furs.this extra item historically would be sold to buy salt,coffee,etc.
     outputs: food is 4 parts so roughly average 125 for each type and split down from there randomly. PROTEIN=cheese,butter,beef roasts or steaks,chicken,eggs,bacon,sausage,milk.randomly not only in the yield amount but also in the type from year to year. VEGETABLES:squash,tomato,potato,beans,carrots,onions. yes most here don't use CC.so limit these to the vanilla crops and those release thru WOB.
GRAIN:bread,flour,pies,FRUIT:apples,pears,berries<blue,black,straw>grapes,jams,fruitcakes. then add to the 500 food some rough tools,low or mid-grade coats,cider or ale,and leather or blankets or wool,and enough firewood for 1 wood house per year.
       NILLA ,will argue that this is a cheat. it really isn't since 1 worker on a 10x10 field will produce 500 food. all this does is takes that 500 food and split it into parts but the total is the same.as for the extra goods being produced,that is figured in by doubling the size to 20x20 and the work time lasting all year not just the growing season. since we are not overpowering the outputs and using land space,i don't feel we re creating a cheat.
    it would be nice to have some variety to this. different houses and barn styles.some players might not want sheep and wool or beef and pork.
Title: Re: Workplace V1.2 for 1.0.6
Post by: kid1293 on March 03, 2017, 10:46:30 AM
If someone creates a thing like this farmstead -
1. there will be no micromanagement of resources and produced goods.
2. you can not turn individual items on/off
3. it needs a lot of variations to cover different taste/playstyles.

and of course my 2 cents - I don't like big. :)
Title: Re: Workplace V1.2 for 1.0.6
Post by: kid1293 on March 03, 2017, 01:17:28 PM
@QueryEverything - I don't want to make a butcher right now.
There are no vanilla products created, so I have to use either my
imagination and make some 'exotic' dishes or use CC's or RedKetchup's
butcher output. Neither is attractive right now.

I see the mayhem caused by too many products - compatibility / get a place to store it /
balance in game / another worker (I just read @brads3 comment and he's got a point)

Banished gets lost in all this. I admit I have made my contributions to this. Tequila/BBQ/Soup...
but I always come back to 'old' Banished when I play the game myself. Simple and fun.

/Fellowsheep
Title: Re: Workplace V1.2 for 1.0.6
Post by: kid1293 on March 03, 2017, 01:26:56 PM
Updating an imaginary mod with a broken fence.
Title: Re: Workplace V1.2 for 1.0.6
Post by: brads3 on March 03, 2017, 01:29:29 PM
but the bbq and soup is handy to feed workers in my forts. so also is the diner fromm  cc.there is a time and place for them.
Title: Re: Workplace V1.2 for 1.0.6
Post by: Tom Sawyer on March 03, 2017, 01:43:43 PM
Quote from: kid1293 on March 03, 2017, 01:17:28 PM
... Banished gets lost in all this. I admit I have made my contributions to this. Tequila/BBQ/Soup...
but I always come back to 'old' Banished when I play the game myself. Simple and fun.

That may be and back to the roots is cool. But hey, Tequilla is the best mod ever. Nothing was more fun to make for Banished the whole last year. ;)
Title: Re: Workplace V1.2 for 1.0.6
Post by: RedKetchup on March 03, 2017, 01:47:43 PM
looking so real :)
Title: Re: Workplace V1.2 for 1.0.6
Post by: QueryEverything on March 03, 2017, 07:02:05 PM
Quote from: kid1293 on March 03, 2017, 01:17:28 PM
@QueryEverything - I don't want to make a butcher right now.
There are no vanilla products created, so I have to use either my
imagination and make some 'exotic' dishes or use CC's or RedKetchup's
butcher output. Neither is attractive right now.

...

Banished gets lost in all this. I admit I have made my contributions to this. Tequila/BBQ/Soup...
but I always come back to 'old' Banished when I play the game myself. Simple and fun.

/Fellowsheep


There is never any harm in asking :) 
Maybe (nicely) asking @RedKetchup if he could make his butcher into a smaller building (as an option) would be helpful?  To fit in with the small Workplace layout.  A butchers block :D maybe??


Quote from: kid1293 on March 03, 2017, 01:26:56 PM
Updating an imaginary mod with a broken fence.
I really like that certainly would suit in the forestry area!!  It's quite pretty @kid1293 :D
Title: Re: Workplace V1.2 for 1.0.6
Post by: RedKetchup on March 03, 2017, 07:18:15 PM
Quote from: QueryEverything on March 03, 2017, 07:02:05 PM
There is never any harm in asking :) 
Maybe (nicely) asking @RedKetchup if he could make his butcher into a smaller building (as an option) would be helpful?  To fit in with the small Workplace layout.  A butchers block :D maybe??


for sure there are never any harm to ask :)
just know these things ask time and work - most often, more than expected ^^
put in reminder list hehe
Title: Re: Workplace V1.2 for 1.0.6
Post by: QueryEverything on March 03, 2017, 08:30:06 PM
Quote from: RedKetchup on March 03, 2017, 07:18:15 PM
Quote from: QueryEverything on March 03, 2017, 07:02:05 PM
There is never any harm in asking :) 
Maybe (nicely) asking @RedKetchup if he could make his butcher into a smaller building (as an option) would be helpful?  To fit in with the small Workplace layout.  A butchers block :D maybe??


for sure there are never any harm to ask :)
just know these things ask time and work - most often, more than expected ^^
put in reminder list hehe
I could sponsor a mesh?
https://www.turbosquid.com/3d-models/3d-pig-eye-catcher/707616
https://www.turbosquid.com/3d-models/3d-outdoor-stall/791694
https://www.turbosquid.com/3d-models/3d-model-butcher-block/566465
https://www.turbosquid.com/3d-models/3d-deli-meat-model/777193
https://www.turbosquid.com/3d-models/colonial-kitchen-table-3d-max/774910
https://www.turbosquid.com/3d-models/butcher-block-3d-max/865220

Anyway ... lemme go put this in your thread :D  haha
Title: Re: Workplace V1.2 for 1.0.6
Post by: Nilla on March 04, 2017, 03:05:51 AM
So it looks, that the big inheritage was a fake! ;) back to the hovel! But it's a lovely, cosy hovel. :)

And I think, you're right. Sometimes go back to basic, make a little brake and come back stronger, with new ideas.

And @brads3; not so sure, that I would find your idea as a cheat. As long as it's not overpowered, it could be a good idea to make a small family farm with subsistence farming, like in old times. I guess though, it would not be easy to make and balance. And if I find something a cheat or not, who cares? If I don't like it, I don't have to use it.  ;)

Title: Re: Workplace V1.2 for 1.0.6
Post by: Paeng on March 04, 2017, 03:29:12 AM
Quote from: Tom Sawyer on March 03, 2017, 01:43:43 PMBut hey, Tequilla is the best mod ever. Nothing was more fun to make for Banished the whole last year. ;)

Cheers to that  :D

It's not a mod or theme one plays every day (mainly due to the southern arid setting), same with Mexican Fantasy and such... but when we do open such a map, it's double the fun...  ;)
Title: Re: Workplace V1.2 for 1.0.6
Post by: kid1293 on March 04, 2017, 10:01:14 AM
I didn't mean to stir the nest.
I was a bit negative...

Anyway - After giving it some thought I realized I did not have to add
any new products. I could use only NMT and CC. So @QueryEverything ,
there was a little gap in my texturefile where I could paste in a meat cleaver.
It's very basic (I don't really like them standing still, but hey - better than an axe)
and it makes NMT steaks, lamb chops and roasts - and of course CC sausages!
No pigs, no bacon.

I put it with the new toolbar, so it should be in 1.0.7 section.
Title: Re: Workplace V1.2 for 1.0.6
Post by: QueryEverything on March 04, 2017, 05:22:22 PM
@kid1293 I didn't think you were negative :) 
I have a simple philosophy:  There is no harm in asking.  If the answer is yes, then great, if it's a No, I'm good with that too. :)

And, thank you :D :D :D :D :D