World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: irrelevant on May 02, 2015, 07:06:33 PM

Title: Soup Kitchen
Post by: irrelevant on May 02, 2015, 07:06:33 PM
Mushrooms are the storage bane of us all. How about a soup kitchen to take mushrooms and make them into mushroom soup that takes up only 1 space in storage instead of 4? No added value, other than more compact storage? Should have fairly high output to make it worthwhile.
Title: Re: Soup Kitchen
Post by: TheFunnyOne1125 on May 02, 2015, 09:07:08 PM
There is a mod that fixes mushroom weight.
Google search results. (https://www.google.com/search?q=banished+mushroom+weight+fix&rlz=1C2JPGB_enUS604US604&biw=1280&bih=619&source=lnms&sa=X&ei=lp5FVdDYEMe-sAXSv4HwAQ&ved=0CAUQ_AUoAA&dpr=1)
Title: Re: Soup Kitchen
Post by: irrelevant on May 02, 2015, 09:56:08 PM
I know; that's too easy  ;)
Title: Re: Soup Kitchen
Post by: Paeng on May 03, 2015, 10:01:06 PM
Quote from: irrelevant on May 02, 2015, 09:56:08 PMthat's too easy

Yep, that just radically sets the weight to 1... some production with it would indeed be good  :)
Title: Re: Soup Kitchen
Post by: RedKetchup on May 05, 2015, 09:30:53 PM
when i ll do the corner buildings, i ll check what i can do :)
Title: Re: Soup Kitchen
Post by: TheFunnyOne1125 on May 06, 2015, 02:56:24 AM
Quote from: RedKetchup on May 05, 2015, 09:30:53 PM
when i ll do the corner buildings, i ll check what i can do :)
Right on RedKetchup.
Looking forward to seeing what you do with it.
Title: Re: Soup Kitchen
Post by: irrelevant on May 06, 2015, 06:08:08 AM
Quote from: TheFunnyOne1125 on May 06, 2015, 02:56:24 AM
Quote from: RedKetchup on May 05, 2015, 09:30:53 PM
when i ll do the corner buildings, i ll check what i can do :)
Right on RedKetchup.
Looking forward to seeing what you do with it.
Me too! Thanks, @RedKetchup! You are doing great work! The Banished community owes much to you.
Title: Re: Soup Kitchen
Post by: davissc83 on May 06, 2015, 06:26:14 AM
Dried mushrooms could be a good solution as well.
Title: Re: Soup Kitchen
Post by: chillzz on May 06, 2015, 07:51:01 AM
yeah @RedKetchup soupkitchen would be a nice addition :)

Cream of Mushroom soup : Cream + Mushroom + Herbs + Water


Title: Re: Soup Kitchen
Post by: afwings on June 21, 2015, 10:53:34 AM
I love the idea of a mushroom soup kitchen and have started my first mod....  here is the first draft of what will hopefully be know as the Soup Shack.

(http://worldofbanished.com/gallery/3020_21_06_15_10_51_05.png)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 01:37:58 PM
OMG , go go go @afwings  :)

i feel very alone here to be the only moddler ^^
Title: Re: Soup Kitchen
Post by: gerns on June 21, 2015, 02:45:25 PM
soup kitchen looks great.
Title: Re: Soup Kitchen
Post by: afwings on June 21, 2015, 02:51:06 PM
Hi @RedKetchup !  I love your mods and am doing my best to come up to speed with banished..... I've just imported from sketchup into 3DS Max and made the 3 stages....  now I am trying to figure out the coding.  I'm just following the instructions from the modkit, is there a checklist / step by step tutorial anywhere?  I've got two other building to go along with this one, but want t make sure I can actually get this one into the game and functioning first... fun fun.

(http://worldofbanished.com/gallery/3020_21_06_15_2_49_17.jpeg)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:05:50 PM
make sure the completed building is in 1 single mesh which you will call : mesh
the 2 other buildings, the partial build, also need to be in 1 single mesh too, and they will be called : build01 and build02 (build01 is your foundations and build02 = 50%)

the 'standard' name must be the same as your texture. the toolkit doesnt look the texture, it looks for the 'name' of the standard and apply the texture matched with that name.

each textures need to be png, jpg, tif , but tga isnt accepted. also, texture always need to be in pixels 32,64,128,256,512,1024... in that format. we cannot say it is a multiple of 32, cause 96 isnt accepted nor 192.

and each texture need to be in /MaterialInstance/ folder along with 2 files.
lets go with an example : AfwingsDoor

you should have a AfwingsDoor.png , a AfwingsDoor.rsc , a AfwingsDoorTexture.rsc. (try to choose unique name for all your textures so you dont conflict with a same name texture in another mod
the AfwingsDoor.rsc is refencing the AfwingsDoorTexture.rsc which refencing the AfwingsDoor.png

if you are very very good at 3D and know how to 'bake' all the texture in 1 file like the apiary.png.... you're good.
me i dont.

Apiary should be good as example, but if you take mushroom + other things  = MushroomSoup : Blacksmith.rsc ToolMaker.rsc should be your good example (found in /resource/ folder of your modkit.


each new resource you are creating need to have it own RawMaterialSoup.rsc (for example name) and need to have it own graphic.fbx and the files matching the textures in this .fbx too.
and if you are refencing a resource not in game, but made in another mod. you will need to have a good copy of it, or do your own graphic/files like RawMaterialWater.rsc (mine) RawMaterialCream.rsc (mine or CC one).....
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:11:54 PM
i edited previous post to add more details, be sure to have seen those :)
Title: Re: Soup Kitchen
Post by: irrelevant on June 21, 2015, 03:20:55 PM
@afwings that's very nice! Glad you liked the idea; looking forward to using your mod.
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:21:59 PM
BTW your models seem big a bit.
if i check your screenshot i would say in game your building will have 10x18 tiles. :)

i use 'generic' Units and one 1.0' lengh in 3ds = 1 tile in game.
in your screenshot you see white squares and they are placed every 10.0'
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:27:50 PM
about the AO files. i dont know how to make them, i never found someone to explain the well how to do it so i use 'blank white.png' file never use a 'transparent' file for these AO file.
the game doesnt accept those. but for your footprint.png only use transparent file type with some 'dirt' drawn on those.
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:34:06 PM
in the /UI/Sprite/ folder are your toolbar icons and also all other icons.

the toolbar icon need to be 'transparent based' of 32x32 pixels
the professions need 1 of 32x32 and 1 of 16x16
the resources need 1 of 32x32 and 1 of 16x16
the 16x16 will have a 'small' word in the name like :
AfwingsSoupShack.png
Cook.png and CookSmall.png
MushroomSoup.png and MushroomSoupSmall.png

all transparent-based graphic files.
Title: Re: Soup Kitchen
Post by: afwings on June 21, 2015, 03:37:46 PM
Got it @RedKetchup .  I have found all those files and tinkering now.  Thanks for the input!  What if I wanted to use a resource (like water) that is in another mod but not the original game files?  Is this possible or should I stick to a recipe like mushrooms + herbs?

I was using cm for units in 3DS and the model is 60cm long and 40 cm tall.  Do I just change the units to generic for the size to adjust or do I need to scale the model as well?
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:41:07 PM
Quote from: afwings on June 21, 2015, 03:37:46 PM
Got it @RedKetchup .  I have found all those files and tinkering now.  Thanks for the input!  What if I wanted to use a resource (like water) that is in another mod but not the original game files?  Is this possible or should I stick to a recipe like mushrooms + herbs?

I was using cm for units in 3DS and the model is 60cm long and 40 cm tall.  Do I just change the units to generic for the size to adjust or do I need to scale the model as well?

when you will put your model in the game, and see it the first time... you will see it :)
if it is too big, you will adjust it :)

if you are refencing another mod resource : you will need to make your own, or ask the moddler that made it. i can give you mine.
when people will 'enable' your mod, if they also use the other mod they will have 'conflict' but it is just a warning, it is all good :) and wont crash :)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 03:46:57 PM
my water files
Title: Re: Soup Kitchen
Post by: afwings on June 21, 2015, 09:41:55 PM
Amazing help.  Thanks @RedKetchup

You inspired me to start with the "soup" first so I am taking a step back to create the resource _MushroomMash (using your water as a reference.)

_MushroomMash will then be used by the _SoupShack and future mods.  Here is the mashing building that will eventually send the mash to various buildings....

(http://worldofbanished.com/gallery/3020_21_06_15_9_40_41.jpeg)

-afWings
Title: Re: Soup Kitchen
Post by: RedKetchup on June 21, 2015, 10:00:13 PM
sweet :) good luck. let me know if there is something :)
Title: Re: Soup Kitchen
Post by: Gatherer on June 22, 2015, 08:26:37 AM
Why is there a burial casket in the lower left corner of the picture?  Are you making Soylent Green?
Title: Re: Soup Kitchen
Post by: afwings on June 22, 2015, 08:41:14 AM
Yes @Gatherer - you caught me... that is the secret sauce in the soup. 

@RedKetchup - I noticed your water file does not have any SpriteSheet files but reference NMTownSpriteSheet / NMTownStringTable and that the ModKit examples also have xxxSpriteSheetMaterial and xxxSpriteSheetTexture files.  Do I need to create this for my resource afzMashMushroom (Mashed Mushroom) or do I modified the existing game files? 

- Thnx

Title: Re: Soup Kitchen
Post by: RedKetchup on June 22, 2015, 11:41:33 AM
Quote from: afwings on June 22, 2015, 08:41:14 AM
@RedKetchup - I noticed your water file does not have any SpriteSheet files but reference NMTownSpriteSheet / NMTownStringTable and that the ModKit examples also have xxxSpriteSheetMaterial and xxxSpriteSheetTexture files.  Do I need to create this for my resource afzMashMushroom (Mashed Mushroom) or do I modified the existing game files? 

- Thnx

you will create your own stringtable and spritesheet. you need to do eet anyways, all mods have their own files. you will just had those line at the end ( you already had all info in the RawMaterialNMWater.rsc file *wink ) ^^

add to spritesheet :

{ String _name = "NMWaterSmall"; String _source = "UI/Sprite/NMWaterSmall.png"; }
{ String _name = "NMWater"; String _source = "UI/Sprite/NMWater.png"; }


and add to stringtable:

{ String _name = "NMWater"; String _text = "Water"; }


and you will modify your RawMaterialNMWater to link 'your' own stringtable/spritesheet.
Title: Re: Soup Kitchen
Post by: afwings on June 22, 2015, 07:12:05 PM
So.....

I created a crop OATS and basically copied and replaced every instance of lettuce / lettuceleaf with afz_Oats / afz_OatsLeaf and crated my own models to replace all the ones of lettuce.  I saved both in the same FBX file.

I was sure to use only png files and used 3ds Max to create the models.  I unwrapped the textures and named the objects the same as the oats.  I ranbin\x64\Tools-x64.exe /mod Package.rsc:afz_Oats /pathres ../example/crop /pathdat ../example/crop/bin and the mod is listed in the game menu.  But when I run the game with Debugger enabled I do not see my oats listed as a available seed.  I ran in reverse with lettuce and was able to add lettuce as a crop.

Do you think I am doing something wrong with the models?  To be safe I simply made one a box and the other a cylinder.  Is there any other details I can post that would help trouble shoot?

Thanks so much, I am having a blast with the modkit and hope to see something in game soon!!!!!!
Title: Re: Soup Kitchen
Post by: RedKetchup on June 22, 2015, 07:33:14 PM
nonono never use any strange caracter or space in moddling. very bad behavior. like _tends to be used as a function :P

Title: Re: Soup Kitchen
Post by: afwings on June 22, 2015, 07:37:50 PM
<------------ Rookie..... Thanks @RedKetchup .  I will replace text and try that now....
Title: Re: Soup Kitchen
Post by: RedKetchup on June 22, 2015, 07:39:01 PM
i also suggest you to 'export' to .OBJ and then 'Import' as One single Mesh option <= it fixes alot of things
Title: Re: Soup Kitchen
Post by: RedKetchup on June 22, 2015, 07:41:57 PM
also, if you are testing a new crop.... dont forget you need to 'buy' the seeds ^^ so ... the debug tools is very good for testing things :)
Title: Re: Soup Kitchen
Post by: afwings on June 22, 2015, 09:38:41 PM
Well, I completely went through the mod again and can't seem to figure out why tools keeps crashing when I run

binx64Tools-x64.exe /build zOatsResources.rsc /pathres ../example/crop /pathdat ../example/crop/bin

Here is a screen shot.  I think there is something wrong with the importing of the zOatsleaf model but am not sure.... I tried to export as OBJ and then import to 3ds but that did not make a difference.....  any input is appreciated...

(http://worldofbanished.com/gallery/3020_22_06_15_9_36_30.png)

Thanks...
Title: Re: Soup Kitchen
Post by: afwings on June 22, 2015, 10:21:17 PM
It was definitely my 3ds model that was the issue.  I copied the lettuce .fbx and renamed it zOAts and subbed it for my model and it worked perfectly..... now I need to figure out why my models won't load....
Title: Re: Soup Kitchen
Post by: RedKetchup on June 22, 2015, 10:34:56 PM
hummm kinda hard to tell like that whats the problem. the compiler was processing AO file but if you exchange the .fbx your AO works :P

you didnt exchanged the AO file too ? i guess
make sure to check the number of pixels of all your textures.

a think we can do... is sending me your mod so i can check directly on my PC, and if i find the problem, or i will tell you or it is wrong, or i will resend it fixed :)
sending you my email by PM :) in case you choose that option :)
Title: Re: Soup Kitchen
Post by: afwings on June 23, 2015, 01:00:45 AM
Well with huge guidance from the master @RedKetchup I was able to get my first mod compiled.  It stills needs some work to get my original resource model in for the zOATS CROPS, but the logo, baskets, and actual functionality are good.

The zOats will be combined with mushrooms using the zMASH BUILDING that I will be working on next.

(http://worldofbanished.com/gallery/3020_23_06_15_12_38_39.jpeg)

stay tuned for more....

(http://worldofbanished.com/gallery/3020_23_06_15_12_57_07.jpeg)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 23, 2015, 01:04:18 AM
WOAW AWESOME !!!!

Congratulations !!


dont worry, Bro. You got there EXTREMELY fast and very painless if you compare to me ^^
took me a good 2 months to get my first models in game ^^ yeah 2 months. i sweared all the gods and smashed my keyboard all that phase ^^


you are doing very good.
at least you, you have someone to tell you things, which i didnt got any help at all.
niet - nothing.
Title: Re: Soup Kitchen
Post by: RedKetchup on June 23, 2015, 02:20:38 AM
answered back your email, afwings  :)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 23, 2015, 02:42:02 AM
after you ve read your email, @afwings  check this.

i made 3 screenshots

you will see i deleted all your 'green boxes' yeah probably they were 'groups'
no groups

screenshot 1 : i selected all your little items, and circle your big final graphic. all those need to be all together in 1 single mesh , 1 blue box. nothing else. and the name of this unique blue box is ' mesh '

screenshot 2 : i circle your 2 nd graphic and this thing too need to be alone in 1 single blue box , nothing else. and the name of this box box is  ' build02 '

screenshot 3 : i did the same for your ' build01 ' it needs to be alone in its blue box.


i will wait to see if you will find the way to fix that (and all the names of the 'standards' (brown boxes) that need to match your textures) and if you can't... i ll fix them all :)

-Red
Title: Re: Soup Kitchen
Post by: afwings on June 23, 2015, 01:19:23 PM
I cleaned up the file / name structure as @RedKetchup suggested and trimmed all non-essential components from the 3ds environment.  I renamed all files to a more conventional structure and exported each structure as it's own object then imported them back into a clean 3ds.  I think this looks clean enough to start working on the mash building / profession but am still a bit weary about the textures.  We'll see how it goes.

(http://worldofbanished.com/gallery/3020_23_06_15_1_14_43.png)

(http://worldofbanished.com/gallery/3020_23_06_15_12_57_07.jpeg)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 23, 2015, 06:39:07 PM
just need to rename the standard (brown boxes) the same as your textures.

and after do your dummies

number of build_001....build_00x = number of building who will go build that building
use_001...use_00x = spot when the workers will go stand for working (or 'using' if an house or other.
create_001 ... create_00x = the spawn points where the resources your are creating will spawn.
all those points need to be 'linked' to another dummie placed at 0,0,0 x,y,z called 'points'
Title: Re: Soup Kitchen
Post by: afwings on June 24, 2015, 07:41:00 PM
Well I may have reached a roadblock with my "zMash" building.... but one of the crops I'm building as part of a series is ready for beta!!!

Anyone interested in testing?  It appears to run stable for the tests I've run and I'd love some feedback before releasing.   

The mod adds a grain crop called zOats.  They are an additional source of food and will be incorporated into my next building.

(http://worldofbanished.com/gallery/3020_24_06_15_7_38_14.png)
Title: Re: Soup Kitchen
Post by: afwings on June 25, 2015, 01:01:14 AM
From concept to reality... large in part to the wisdom and guidance of @RedKetchup - A true pro. 

Here is the official preview of zMash Mod.  The building will eventually use zOats and mash with various other resources to provide soup, fermented drinks, and much more.  Stay tuned!!!

(http://worldofbanished.com/gallery/3020_25_06_15_12_56_21.png)

(http://worldofbanished.com/gallery/3020_23_06_15_12_57_07.jpeg)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 25, 2015, 01:43:08 AM
i see on your picture you still need to make your own footprint.png (this is the one for the apiary)
i personally use Gimp 2.8 for those and i made my own brush :)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 25, 2015, 01:55:22 AM
but i thought the citizens would have to take out their shoes, and tale out their socks and jump into a barrel and smash with their feet :)
exactly the same as grapes and wine have been made for centuries :)
Title: Re: Soup Kitchen
Post by: Gordon Dry on June 25, 2015, 03:43:34 AM
A little cross post to a similar request by me:
http://colonialcharter.com/index.php/forum/suggestion-box/1544-suggestion-community-kitchen
Title: Re: Soup Kitchen
Post by: afwings on June 25, 2015, 08:20:09 AM
Hi @RedKetchup - I noticed the footprint too.. there are also some icons, textures, and food models that I am updating.  I just figured out how to change the footprint... almost there..

(http://worldofbanished.com/gallery/3020_25_06_15_8_17_07.png)

- afWINGS
Title: Re: Soup Kitchen
Post by: RedKetchup on June 25, 2015, 04:20:38 PM
need to get rid of those building marks
Title: Re: Soup Kitchen
Post by: afwings on June 25, 2015, 06:03:52 PM
Was able to create new footprint ( See below) but for some reason the resource name (zMushMash) is missing from the inventory.... the QTY is there but no name or icon.  Any advice on which file to investigate?

(http://worldofbanished.com/gallery/3020_25_06_15_6_01_31.jpeg)

- AF
Title: Re: Soup Kitchen
Post by: afwings on June 25, 2015, 06:08:53 PM
Here is a clean shot without rain..... you can also see that I figured out how to use xForm and resized the output buckets from the mashing process.

(http://worldofbanished.com/gallery/3020_25_06_15_6_07_22.jpeg)
Title: Re: Soup Kitchen
Post by: RedKetchup on June 25, 2015, 06:36:51 PM
check your stringtable / sprite names. also they need to be the same as written in the rawmaterial
Title: Re: Soup Kitchen
Post by: afwings on June 25, 2015, 07:15:24 PM
Right again @RedKetchup - there was a string name missing in raw materials.... this is quite a learning experience.
Title: Re: Soup Kitchen
Post by: afwings on June 29, 2015, 02:46:17 PM
Still working on the Soup Kitchen, but I've got one of the related mods done.... zMash is live on steam...

http://steamcommunity.com/sharedfiles/filedetails/?id=471924369

Title: Re: Soup Kitchen
Post by: RedKetchup on June 29, 2015, 06:04:54 PM
not many people from here are on steam. Can you please offer it here, in our download section ?
Title: Re: Soup Kitchen
Post by: afwings on June 29, 2015, 11:00:10 PM
I have added the mod to the download section here as well.

Thank you!
Title: Re: Soup Kitchen
Post by: RedKetchup on June 30, 2015, 12:39:24 AM
thanks you @afwings  :)
Title: Re: Soup Kitchen
Post by: Giliweed on August 22, 2015, 01:06:51 AM
where is the download link to this mod? I can't find it ...
Title: Re: Soup Kitchen
Post by: RedKetchup on August 22, 2015, 01:34:08 AM
http://worldofbanished.com/index.php?action=downloads;sa=view;down=74
Title: Re: Soup Kitchen
Post by: Giliweed2015 on August 23, 2015, 04:44:40 AM
Thanks... :)
Title: Re: Soup Kitchen
Post by: irrelevant on September 08, 2015, 05:15:19 PM
So, my OP on this thread requested a mod for a building to turn mushrooms into something tradeable, and that took up less space.

Did that happen?  :-[
Title: Re: Soup Kitchen
Post by: Paeng on September 08, 2015, 10:54:39 PM
Quote from: irrelevant on September 08, 2015, 05:15:19 PMDid that happen?

Not yet... so far we got the "Masher", still waiting for the "Soup Kitchen" and the new crop "Oats"...

Right now development seems to be on pause... maybe when it gets colder again  ;)
Title: Re: Soup Kitchen
Post by: RedKetchup on September 08, 2015, 11:35:57 PM
Quote from: Paeng on September 08, 2015, 10:54:39 PM
Quote from: irrelevant on September 08, 2015, 05:15:19 PMDid that happen?

Not yet... so far we got the "Masher", still waiting for the "Soup Kitchen" and the new crop "Oats"...

Right now development seems to be on pause... maybe when it gets colder again  ;)


@afwings  Last Active: August 27, 2015, 10:41:12 PM