World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on October 11, 2014, 05:22:28 AM

Title: Jamie's Monastery v 1.0
Post by: RedKetchup on October 11, 2014, 05:22:28 AM
next request : Jamie's Monastery v 1.0 ( with paper / ink / handmade books - chain )

it will be a big building (if i read the code right: should be allowed to only build one of these) : a Monastary that will go along with the big church : about same materials/textures.

there is a preview of my first draws of the foundations of the building. it will be ablout same size as the church.
i m planning to maybe have an open box opening with the items to craft (like creamery/blacksmith..)

a book should cost ink (coal) paper (logs) and leather

and maybe as bonus ?? wine from grapes ?? ^^
Title: Re: Jamie's Monestary v 1.0
Post by: Bobbi on October 11, 2014, 05:24:33 AM
Very cool. Of course I will love forever the one who creates winery and grape crops. But crops are a whole other thing, I gather.
Title: Re: Jamie's Monestary v 1.0
Post by: rkelly17 on October 11, 2014, 07:58:56 AM
NICE!!!

Once again I'll have to start a new town as soon as the next @RedKetchup mod arrives.

Title: Re: Jamie's Monestary v 1.0
Post by: RedKetchup on October 11, 2014, 08:07:04 AM
Quote from: rkelly17 on October 11, 2014, 07:58:56 AM
NICE!!!

Once again I'll have to start a new town as soon as the next @RedKetchup mod arrives.

you have time ! this building need alot ..... of special touch lol. it is going soooooo slowly ^^

another preview of where i am now ( placing 1x1 walls ) :
Title: Re: Jamie's Monestary v 1.0
Post by: Bobbi on October 11, 2014, 08:09:12 AM
Maybe we won't have to start again. Must get crackalackin if going to have town ready for You look beautiful contest.
Title: Re: Jamie's Monestary v 1.0
Post by: rkelly17 on October 11, 2014, 08:09:23 AM
I'm willing to wait. The foundation is looking good. I really admire anyone who can do the 3D modeling--I've been trying to learn and it is very, very complicated.
Title: Re: Jamie's Monestary v 1.0
Post by: Bobbi on October 11, 2014, 08:11:27 AM
I REALLY wish I could do it, too. I surely cannot afford the software @slink purchased. So I have nothing but admiration for talented modders. They have my undying gratitude.
Title: Re: Jamie's Monestary v 1.0
Post by: RedKetchup on October 11, 2014, 08:11:44 AM
yeah it is , and it s hard to try to follow some.... 'architecture' in french ... lets see google translate ... same word ??
Title: Re: Jamie's Monestary v 1.0
Post by: rkelly17 on October 11, 2014, 08:15:30 AM
Quote from: RedKetchup on October 11, 2014, 08:11:44 AM
yeah it is , and it s hard to try to follow some.... 'architecture' in french ... lets see google translate ... same word ??

Yeah, I think it's the same, though no doubt it sounds better in French.   ;)
Title: Re: Jamie's Monestary v 1.0
Post by: RedKetchup on October 11, 2014, 09:55:41 AM
another screenshot :) i am at lvl 2-3 high :)
it is starting to take a shape :)
Title: Re: Jamie's Monestary v 1.0
Post by: michaelrym on October 11, 2014, 09:57:46 AM
Ink and paper! I love it. But could we make it 'Monastery', please? Sorry for being anal, but spelling mistakes bother me.
Title: Re: Jamie's Monestary v 1.0
Post by: RedKetchup on October 11, 2014, 09:58:59 AM
its monastery ? not monestery ? alright no problem. sorry i m french :P
Title: Re: Jamie's Monestary v 1.0
Post by: michaelrym on October 11, 2014, 10:00:54 AM
Don't ever be sorry for being French. French people have contributed tons of great stuff to mankind, and you're proudly carrying on this tradition.
Title: Re: Jamie's Monastary v 1.0
Post by: Darkbibou on October 11, 2014, 10:03:47 AM
Another great project @RedKetchup !

A few more and  you will have made a full extension for the game :D
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 10:04:38 AM
the fountain/castle guy is also french  from here Québec, Canada :)

hehe yeah Dark
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 12:26:35 PM
2 more screenshot :)

for the moment , the church roof.... is kinda look... weird :P but will see at the end :)

Title: Re: Jamie's Monastary v 1.0
Post by: Pangaea on October 11, 2014, 12:39:52 PM
Wow, this looks fantastic @RedKetchup! I also appreciate you showing the steps, as it helps us to understand how you do it, and how much work is involved. Wish I could do stuff like that, but just looking at the file structure of the example building confuses me :D

I'm a bit anal too, though, so please make sure the final version is spelled correctly. It's monastery, not monestary (as per the latest screenshot name). Sorry :-X

Can't wait to start a new game with some of your mods, and I love the fact you put out new buildings in single mods, so it's easier for us to pick and choose what we want in the game. I'll probably use most of them as they're really good and fit the game's artwork perfectly, but it's nice to have the option.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 12:46:32 PM
hahaha sorry. i changed the name of all my screenshots and reuploaded every single one with the good name ^^

satisfied ? ROFL
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 01:42:03 PM
since you love crafting screenshots ... 2 more ?
Title: Re: Jamie's Monastary v 1.0
Post by: Bobbi on October 11, 2014, 02:07:40 PM
You are SO fast. Oh, that's right, we told you not allowed to sleep anymore.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 02:16:47 PM
just missing some windows ontop in the little tower, and some at the 2nd floor. and all the back of the building will be finished.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 03:30:58 PM
a while i didnt gone in the game to see the 'feel' of it :)

there is a screenshot. got to put my roof tiles way darker than i had, and a bit bigger.

it is almost the same now.

i will maybe change the back tower too , maybe.

Title: Re: Jamie's Monastary v 1.0
Post by: Pangaea on October 11, 2014, 03:58:54 PM
Looks really good  8)

Actually hadn't noticed that the chapel's roof is sagging a little too, and the lines aren't perfectly straight, but caught it in that screenshot. Probably a good idea to do the same with your model too when it is complete. Not much, just a tiny bit like with the chapel. They seem to flow better into the landscape and the game's artwork that way. Looks more "at home"  :P
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 11, 2014, 04:46:26 PM
yeah there alway 1 person that criticized it each time i forget to do it ^^ always too happy it s finished and want to offer it that ... i keep forgetting ^^
Title: Re: Jamie's Monastary v 1.0
Post by: Bobbi on October 11, 2014, 06:03:50 PM
Yeah we're always excited to get our hands on it, too, but it is funny, I had just noted that the church has an ever so slightly warped roof and thinking maybe you should do the same so that they fit together and then I saw @Pangaea's comment. Great minds think alike!
Title: Re: Jamie's Monastary v 1.0
Post by: rkelly17 on October 11, 2014, 06:11:22 PM
The Bannies aren't very good at roof construction or maintenance. All their roofs sag! The barn looks like barns that haven't been used for 20 years. I say let @RedKetchup teach them how a roof ought to be made!  ;D

Seriously, I am looking forward to having this building. I'm assuming that the base of the tower in the front will be finished with a nice bell tower?

A question about "road capable" tiles--the green arrows. Does the whole front have to be lined with them? If not it might be nice to only have them right in front of the tower/front door. Then we could plant some of your Decorative Items trees or place a statue off to the side of the door/tower. I have no idea how that works. I'm assuming that any place that is "inside" the building footprint is precluded from taking another item.

Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 04:05:16 AM
yeah :( the footprint will prevent to anything being build. ( i should say the createdplace. the footprint is just the 'dark mark' on the ground. or the building print)
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 04:08:44 AM
but i never noticed before... the person who made the church footprint is as bad as slink about footprint hahaha
/joking slink ^^
Title: Re: Jamie's Monastary v 1.0
Post by: rkelly17 on October 12, 2014, 07:22:34 AM
Quote from: RedKetchup on October 12, 2014, 04:05:16 AM
yeah :( the footprint will prevent to anything being build. ( i should say the createdplace. the footprint is just the 'dark mark' on the ground. or the building print)

I was afraid of that. I'd love to see a building where I could plant stuff along the walk. Oh, well.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 07:28:38 AM
i will check what i can put there, what you think there should be in there ? trees ? statues ?  benches ? ....
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 07:53:11 AM
looks like this morning, i changed completly the little back tower :) i like it more that way, it fits better :)
Title: Re: Jamie's Monastary v 1.0
Post by: rkelly17 on October 12, 2014, 08:01:26 AM
Quote from: RedKetchup on October 12, 2014, 07:28:38 AM
i will check what i can put there, what you think there should be in there ? trees ? statues ?  benches ? ....

Short answer: Yes!

Seriously, just about anything would be nice. A monastery might well have a statue of a monk out front--you have one of those in decorative items--and a tree or bench. Put in what looks good to you.

Quote from: RedKetchup on October 12, 2014, 07:53:11 AM
looks like this morning, i changed completly the little back tower :) i like it more that way, it fits better :)

I liked the rounded transept tower, but you're right:  Banished goes more for points than domes.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 08:17:27 AM
i m gonna jump on my entrances now :)
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 09:10:07 AM
another shot :) ^_^
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 09:34:45 AM
i am really starting to have so much fun :) :)  ;D

i am now doing some 3D forms into forms haha

it changes completly the perspective :)
love it !
Title: Re: Jamie's Monastary v 1.0
Post by: irrelevant on October 12, 2014, 10:37:49 AM
Very nice!!
Title: Re: Jamie's Monastary v 1.0
Post by: Pangaea on October 12, 2014, 11:57:55 AM
Very nice @RedKetchup ! Those extra edges on the wall makes it look more 'alive'. The new tower looks good too.

How about a scarecrow in front of the monastery? :D
Title: Re: Jamie's Monastary v 1.0
Post by: Nilla on October 12, 2014, 12:31:12 PM
I find this thread "How to make a building" very interesting.

I do regret, I haven't learned to do such things, it looks so much fun ( or really I am not soooo sorry, because I know I haven't much talent for such artistic things)  Anyhow I love to see how your building develops.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 03:18:49 PM
this is why i am posting these screenshots:) some people like you and Pangaea love it :). i was doing it list 2-3 building, sometimes here , sometimes on facebook :)
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 05:44:30 PM
another screenshot ? front tower form : finished.

just need to put my windows here and there :)
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 06:34:37 PM
added some 3D effects in the back too :)
Title: Re: Jamie's Monastary v 1.0
Post by: slink on October 12, 2014, 06:37:08 PM
Your work is lovely, @RedKetchup.  You have no reason to fear my competition, but also no right to tell me to throw my work in the rubbish bin just because it isn't as lovely as yours.
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 06:52:12 PM
Slink !!!!!!

one day you WILL BE as good as me  !!!

its only time passing doing this and experience !
just that !

you will do as better than me or even better, dont worry !
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 08:05:15 PM
:) hmmmm

how it looks with some of the church windows ?

Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 08:16:25 PM
and in the main tower ?



almost done!
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 12, 2014, 09:06:48 PM
hmmmmmm

really not same in the game as the church .... but not bad !

of course it needs to be different ... so ....
yeah ! looks to me Good !
Title: Re: Jamie's Monastary v 1.0
Post by: assobanana76 on October 13, 2014, 12:47:14 AM
hey !! I come back from the weekend and I found cells, monasteries, libraries, college !!!  :o
exaggerated !!  ;D
nenahce and a small carrot for me ??   >:(:'(
why no modder takes charge of the implementation of crops / orchards ???
but is it really that hard to do .. (for someone who knows how to build a monastery)?  ;D ;D
Title: Re: Jamie's Monastary v 1.0
Post by: Pangaea on October 13, 2014, 12:47:30 AM
Looks excellent! Maybe some ornaments around the main entrance, and maybe some windows on the 1st floor too?
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 13, 2014, 02:03:45 AM
yeah, need to finish it :P

took a break and did something else needed ^^

screenshot: " when i talk about books .... THESE are books !!! lol"
Title: Re: Jamie's Monastary v 1.0
Post by: Pangaea on October 13, 2014, 02:07:54 AM
Haha, that's some heavy reading :D
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 13, 2014, 02:22:25 AM
Ouch my back ! these books weight a ton !

haha
Title: Re: Jamie's Monastary v 1.0
Post by: Nilla on October 13, 2014, 02:52:07 AM
Old books sometimes are big. I have seen some in museums but that big............?? he he


reminds me a bit of your first wooden fence ;)  ;D


By the way, I hope it is posssible to use this building in an existing game. I have left a space for it in my "monastery-complex" (20-30 buildnings) It would fit excellant as on of the main-buildings.
Title: Re: Jamie's Monastary v 1.0
Post by: michaelrym on October 13, 2014, 02:53:07 AM
RedKetchup: now you're missing an 'e' in Monastery, maybe on purpose, he he.
Title: Re: Jamie's Monastary v 1.0
Post by: Fellow Villager on October 13, 2014, 03:06:59 AM
 ;D ;D ;D another great success (and I like your houses too, why don't you release them??)

I have some questions that you have to answer, cause I'm one of your best fan!

1) first of all there are fontain mod that also introduced paper and ink...they will generate conflict? I hope not

2) this monastery is a "capata", as we say in my city (believe me, it's a great compliment): maybe books could be included in the inventory of school, or otherwise taken by students or they can not attend school (or the beautiful college)? and for library too?
thx  ;)
Title: Re: Jamie's Monastary v 1.0
Post by: RedKetchup on October 13, 2014, 04:52:49 AM
........ will someone tell me the real way to write it ? or i need to google translator it ? there was an 'e' before and someone told me we write it with an 'a' /shrug.

gonna go see my chum google...... right now !
Title: Re: Jamie's Monastary v 1.0
Post by: assobanana76 on October 13, 2014, 04:57:40 AM
Quote from: RedKetchup on October 13, 2014, 04:52:49 AM
........ will someone tell me the real way to write it ? or i need to google translator it ? there was an 'e' before and someone told me we write it with an 'a' /shrug.

gonna go see my chum google...... right now !
monastery
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 13, 2014, 04:58:32 AM
my chum google just said to me :


Traductions de monastère

nom. monastery : monastère
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 13, 2014, 05:00:25 AM
alright, after 2-3 days ... we will get it !
Title: Re: Jamie's Monastery v 1.0
Post by: assobanana76 on October 13, 2014, 05:03:05 AM
Quote from: RedKetchup on October 13, 2014, 05:00:25 AM
alright, after 2-3 days ... we will get it !
oh! sorry! I read it just now !!
then you owe me a crop of carrots !!!  ;D ;D
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 13, 2014, 05:10:16 AM
Warp
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 13, 2014, 05:11:26 AM
Just a reminder. I love it! How much do those books weigh? 500 pounds?
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 13, 2014, 05:59:29 AM
hehe those one yeah. they have been written by a monk almost blind, so he was writing very very big ^^

now they are better, he got retired :)

Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 13, 2014, 06:35:24 AM
After all this fuzz about spelling: you ought to name your greatest buildings in French!
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 13, 2014, 06:50:45 AM
yeah

so ... for 1 full year how much 'trade value'  1 citizen should do as work ? (if it s firewood=X4 , if it s aleX8 , etc) so i define how many books and how much will be sold.
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 13, 2014, 09:17:18 AM
Books are valuable, handcrafted; so few books, high price.

Somewhere I have in mind that you said, it can only be built once (or was that some other building?) In that case it is no big deal if the tradevalue is very high.

Title: Re: Jamie's Monastery v 1.0
Post by: Pangaea on October 13, 2014, 10:11:44 AM
Will the books have a use besides trade value?
Title: Re: Jamie's Monastery v 1.0
Post by: rkelly17 on October 13, 2014, 10:21:23 AM
The monastery is just beautiful. Now you can make a matching hostel to put next door for the monks and nuns to live in. Of course in Banished you'd have to put up with married monastics. The citizens do want to pair up.


Title: Re: Jamie's Monastary v 1.0
Post by: slink on October 13, 2014, 12:11:53 PM
Quote from: RedKetchup on October 12, 2014, 06:52:12 PM
Slink !!!!!!

one day you WILL BE as good as me  !!!

its only time passing doing this and experience !
just that !

you will do as better than me or even better, dont worry !

You sell yourself short.  You have far more patience with the graphics than I, and a very good eye for detail.  You are an artist.  I am a programmer (among other things not related to graphics) who can use a graphics editor.  I will get better at editing other people's models, but I doubt I will spend days building a building from scratch.

I do wish we knew what some of the variables in his code meant.  *sigh*
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 13, 2014, 09:26:51 PM
it all depends if you 'really' want to try or not. or simply easily 'give up' and let people live through it :P



EDIT:
english isnt my home language and it s kinda hard to say something while you know very well things and words can have a different meaning as we use a translator. :(
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 13, 2014, 10:09:57 PM
back to the Monastery i did my footprint. since i am not very skilled at draw : i did it like that, it fills completly my foundation, and nowhere, nowhere, it goes further and can be seen once the building is built :)

and i copy pasted some 'rectangle' of stockpile. i think it s an acceptable compromise :)
Title: Re: Jamie's Monastery v 1.0
Post by: slink on October 14, 2014, 05:22:57 AM
Quote from: RedKetchup on October 13, 2014, 09:26:51 PM
it all depends if you 'really' want to try or not. or simply easily 'give up' and let people live through it :P



EDIT:
english isnt my home language and it s kinda hard to say something while you know very well things and words can have a different meaning as we use a translator. :(

Possibly running the translated words in reverse through the translator would give a better approximation of the emotional content?
Title: Re: Jamie's Monastery v 1.0
Post by: slink on October 14, 2014, 06:43:02 AM
Quote from: RedKetchup on October 13, 2014, 10:09:57 PM
back to the Monastery i did my footprint. since i am not very skilled at draw : i did it like that, it fills completly my foundation, and nowhere, nowhere, it goes further and can be seen once the building is built :)

and i copy pasted some 'rectangle' of stockpile. i think it s an acceptable compromise :)

When I try to make a masked png file, as the apiary example of a footprint shows us, I get the error from the compiler:

"Texture is marked as RGBACompressed but has a fully white alpha channel!"

Here is my footprint file.

And here is the decal code.

DecalDescription decal
{
MaterialInstance _materials
[
"Models/MaterialInstance/SJGLBreweryFootprintMaterial.rsc"
"Models/MaterialInstance/SJGLBreweryFootprintDamageMaterial.rsc"
]
bool _tiled = false;
float _initialAlpha = 0.5;

float _mapWidth = 512.0;

DecalLocation _decalLocations
[
{
float _x0 = 0.0;
float _y0 = 0.0;
float _x1 = 512.0;
float _y1 = 512.0;
}
]
}


Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 14, 2014, 06:54:41 AM
it is because you dont use  a 'transparent' .png, but a white one.

i deleted all your white pixels and they are now transparent (nothing (DEL), white is a pixel color as brown black red green or blue it is 255,255,255)

here your transparent footprint :)
Title: Re: Jamie's Monastery v 1.0
Post by: slink on October 14, 2014, 08:16:29 AM
Picture Publisher 8 does not paint nothing.  The only transparency it recognizes is in GIF files.  I thought the masks in the apiary footprint PNG file were doing the job, but apparently I must switch to Gimp after all.   :)

Now I have a proper footprint.  Thank you for helping me.


Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 14, 2014, 01:24:24 PM
np, you are welcomed
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 14, 2014, 03:45:58 PM
What will the footprint be? Same as the church, 8 x 12? It looks slightly longer in the picture. Do we have an ETA? Or will you release a whole production mod like the Creamery?
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 14, 2014, 10:17:06 PM
the footprint is a bit bigger than church :

   int _width = 14;
   int _height = 8;


about ETA : soon will have a version of only the Monastery:
there will be 1 choice : Books = [coal+wood+leather] (coal=ink, wood=paper. leather = book cover)

further version will have ink and paper processessed
and another one will have + wine and grapes.


since i didnt got any anwsers about 1 citizen how much trade value should get in 1 year (for example 1 woodcutter , how many firewood X4 trade value is making in a year....) i ll have to setup numbers like i quickly guess, i dunno... maybe like 10 - 15 books per year at 200 trade value each. (2000-3000)
i have no idea how much it should be.

i will probably merge the library with it at some point and let citizen use them for happiness. (like alcohol)
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 02:33:11 AM
i will need testers :P

to tweak the number of books/value per year.

need 80 work units to make 1 to 2 books depending education
max of 4 monks (2 is default, can go up to 4)
first value : 200 gold per book

can only build 1 monastery in the game.
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 15, 2014, 02:44:06 AM
If it works in an existing game I can test it for you if you want. Although I havn´t much time until this evening.
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 02:45:22 AM
yes it works in saves :) and it s even a must cause you need logs coal and leather to make book

i wish to get more sell value than firewood , or my creamery .....

cause you can only build 1 in the game. so you cant do like woodcutters and build 40 of them and sell 30000 firewood per year.

i want it to worth more, but it s really limited.
limited at 4 workers monk per game.
Title: Re: Jamie's Monastery v 1.0
Post by: Fellow Villager on October 15, 2014, 03:18:07 AM
I'll test!
this mod gives an incompatibility with small vendors mod...but they works togheter..don't know
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 03:49:25 AM
?? on what ? the honey icon ?, click on the _ next to X so you see where are from the conflicts.
Title: Re: Jamie's Monastery v 1.0
Post by: Fellow Villager on October 15, 2014, 04:30:21 AM
models|materiallinstance|barrels_resource.crs
                "                    "  barrelstexture_resource.crs


this two files 
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 04:36:27 AM
oh ok
bah ya , it s me who has put barrels in his model ^^ . i guess i need to rename them haha, probably same for the grainsacks i ve put at the grain silo, it s the same sacks ^^.
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 15, 2014, 06:31:05 AM
I will not be able to test until late tonight  :'(
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 10:03:57 AM
np Bobbi, test tonight, it s still ok :)

7 persons downloaded it. i hope to get 7x numbers from the 7 people who took it.

it needs coal, logs and leathers so ... it asks a little little bit of economy. and to get couple of year numbers, it need some food, so they dont die :)
this is why i m asking numbers from testers, please if you took it, gimme at least some numbers.
Title: Re: Jamie's Monastery v 1.0
Post by: Alfreddie on October 15, 2014, 12:06:57 PM
I downloaded it and wanted to test (on a saved game) but it seems to conflict with the "Smaller Vendor Buildings"... It's what the board "MODS" notify. Does it use the same resources?
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 15, 2014, 01:01:43 PM
So I have tried your monastery.

I like it. It fits very well to the other buildings.

It seems to be connected with the limits of tools. As i have understood from the discussion about seedlings, there is not much to do about it. At least not for the moment. But it is a bit annoying.

I ran it 4 years. I only had 1 monk working; 6-8-8-6 books produced. There is no reason that it shouldn't be about the same for each monk, if more are working together. Perhaps it could be a little bit higher if it is built a bit more in the middle of the town, I also didn´t have much coal, so maybe if everything is perfect, it would produce a bit more.

With a trade-value of 200 it is 1200-1600 for one person each year (the input-value is low, as it should be, there is no use of large amount of raw-materials for a book, just a lot of work).

You said that you want a higher trade-value than for woodcutter/ale-brewer. OK the monastery with 4 monks makes more, but not each person. A really good brewery, could make 600 ale, which gives a trade-value of 3000 (600*8-600*3) a medium good brewery 400 ale, which gives a trade value of 2000.

I like that the production is low. If it is possible it could be even lower than 6-8 books for each monk, but I think the trade-value could be higher. Perhaps with this productivity 400-500 for each book.
Title: Re: Jamie's Monastery v 1.0
Post by: rkelly17 on October 15, 2014, 01:52:30 PM
@RedKetchup, I'm going to use it in a new town which I started today. I haven't built the monastery yet--town is too new--but it will show up soon. You can check up at http://worldofbanished.com/index.php?topic=571.0
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 02:46:57 PM
Quote from: Alfreddie on October 15, 2014, 12:06:57 PM
I downloaded it and wanted to test (on a saved game) but it seems to conflict with the "Smaller Vendor Buildings"... It's what the board "MODS" notify. Does it use the same resources?

it is just the barrels outside the building ! it s nothing. wont crash your game or whatever
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 03:31:31 PM
Quote from: Nilla on October 15, 2014, 01:01:43 PM
So I have tried your monastery.

I like it. It fits very well to the other buildings.

It seems to be connected with the limits of tools. As i have understood from the discussion about seedlings, there is not much to do about it. At least not for the moment. But it is a bit annoying.

I ran it 4 years. I only had 1 monk working; 6-8-8-6 books produced. There is no reason that it shouldn't be about the same for each monk, if more are working together. Perhaps it could be a little bit higher if it is built a bit more in the middle of the town, I also didn´t have much coal, so maybe if everything is perfect, it would produce a bit more.

With a trade-value of 200 it is 1200-1600 for one person each year (the input-value is low, as it should be, there is no use of large amount of raw-materials for a book, just a lot of work).

You said that you want a higher trade-value than for woodcutter/ale-brewer. OK the monastery with 4 monks makes more, but not each person. A really good brewery, could make 600 ale, which gives a trade-value of 3000 (600*8-600*3) a medium good brewery 400 ale, which gives a trade value of 2000.

I like that the production is low. If it is possible it could be even lower than 6-8 books for each monk, but I think the trade-value could be higher. Perhaps with this productivity 400-500 for each book.

thats exactly what i want !!!!!!! if you pickep up the file and downloaded it, you need to come here and give me numbers !
only forum members could downloaded, so you have an account. You have an account so you can make post. if you never let a post in here, it is time to speak up ! i just want numbers. thats the minimal respect for my work. i use alot of my time everyday for you so you owe me some numbers :)
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 15, 2014, 03:39:23 PM
I promise to give you numbers as soon as I can. Unfortunately still at work, then I have to go to church council meeting at 7 PM which will probably last a couple hours. Won't get home until around 10PM. I'm thinking realistically I won't be able to do much serious testing until Friday, really. But I plan to play with it a little before then.
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 15, 2014, 03:43:30 PM
Quote from: Bobbi on October 15, 2014, 03:39:23 PM
I promise to give you numbers as soon as I can. Unfortunately still at work, then I have to go to church council meeting at 7 PM which will probably last a couple hours. Won't get home until around 10PM. I'm thinking realistically I won't be able to do much serious testing until Friday, really. But I plan to play with it a little before then.

no worries Bobbi, that post isnt meant for you, it s meant for all the people who leech everything and never let a simple thanks or reply ( here a little reply with couple of numbers : how many book made with how many monk ? thats all, simple)
there are 8 people who took it and downloaded it.
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 15, 2014, 03:46:51 PM
These are usually the same people who do not take the trouble to find out what a mod does (like the warehouse "calling" a boat) and then bitch about it.   ;) OK, off to the council meeting
Title: Re: Jamie's Monastery v 1.0
Post by: Alfreddie on October 15, 2014, 04:12:32 PM
Ok! So I will gladly test it and report here!  :D (so far, it'working perfectly, but I haven't got the time to make more than one or two books today: in France, it's getting late  :) )
Title: Re: Jamie's Monastery v 1.0
Post by: Fellow Villager on October 16, 2014, 12:56:40 AM
unluckly my city is still too small to build a monastery...as soon as possible i build it
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 01:16:55 AM
i am just waiting your numbers guys :)

the numbers seems fine so far, IF you get about same numbers as Nilla....
i ll probably have to put the 400G each but i wait to see your numbers :)
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 16, 2014, 03:23:01 AM
Quote from: RedKetchup on October 15, 2014, 03:31:31 PM


thats exactly what i want !!!!!!! if you pickep up the file and downloaded it, you need to come here and give me numbers !
only forum members could downloaded, so you have an account. You have an account so you can make post. if you never let a post in here, it is time to speak up ! i just want numbers. thats the minimal respect for my work. i use alot of my time everyday for you so you owe me some numbers :)

You are absolutely right here, criticizing people who "just take, never give"! It must be very frustrating to see.

I have one more suggestion to improve(?) the monastery and greenhouse;

My toolproduction just reached the limits and the monk also stopped making books.

These limits; by the books it is connected to tools, by the seedlings to logs. You explained, it is not possible to make their own. Could they be taken away by books and seedlings? It would be better, than if they are connected to something else. If it isn't possible, I think it should be connected to something else (food perhaps).

In normal games, I find it convenient to regulate the stock of tools with this limit. I often let the blacksmith rest, if I have enough tools in my stores. I don't want the bookproduction to stop at the same time. OK, I could turn the toolmaker-shops down, but it would be another thing, that I have to control more active.

It's similar with logs, if I have enough logs in my stores and the limit is reached, the foresters only plant and the forest is getting thick, beautiful and more productive for gatherers and herbalists. OK I can micromanage each plant turning cutting down, but it is easier when this happens automatically.

This is the reason I suggest to connect the limit of these new products to food. I never use this limit to produce less food.




Title: Re: Jamie's Monastery v 1.0
Post by: Alfreddie on October 16, 2014, 04:10:47 AM
Well, I just play with the monastery in my big village, for an hour or two. It seems to work fine. It produced approximately 6 books each year (2/5/6/6) It is not much, but, considering that I build my monastery far from the mine, and had problem to bring coal... It is a good ratio, I think!
The builing itself is very beautiful: it even could have been proudly bigger! And stone pattern (for the walls) could be less "shining new grey"... Perhaps a little bit yellowish. But that is only my humble opinion... :p
Nonetheless, thanks you for bringing so much diversity in this game!
Title: Re: Jamie's Monastery v 1.0
Post by: assobanana76 on October 16, 2014, 04:15:54 AM
this mod is linked to that library?
that is, the library is empty until the monastery print books?
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 04:19:32 AM
sweet i am happy of your reply @Alfreddie. I thanks you very much for your time :) It appears that the numbers seems very correct :) will just need to put 400-500G each :)
i heard in the medieval times that with 1 book you could buy like 2-3 cattles. i think the price will be ok and realist.

@Nilla yes i can do that , i can maybe link it to food... and i ll try to 'hide' it :) so nobody will knows :)
thanks you for the suggestions, very appreciated :)
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 04:21:54 AM
the library is just a building for diversity and happiness. i dont really plan to put books in there in real but people can RPG with it :)
Title: Re: Jamie's Monastery v 1.0
Post by: Alfreddie on October 16, 2014, 04:29:15 AM
Please don't (send the books to the library) or villagers will take away every precious books to the library instead off the trader's post (where we could sell it for a lot of "money" or food or whatever)  :D
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 05:06:14 AM
BTW @Alfreddie How many monks you had working ? by default it is 2 , but you can up the limit up to 4 and make all 4 working.
Title: Re: Jamie's Monastery v 1.0
Post by: Fellow Villager on October 16, 2014, 06:47:28 AM
I like the idea of assobanana of linking library with book produced in monastery...I could suggest to link book production with school too, maybe
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 16, 2014, 09:49:31 AM
I have played a couple of more years.

First I temporarily put 4 monks to work for a year. As I thought they produced about the same as if only one is working (28 books=7 each).

Than I improved the conditions (built one house directly next to the monastery and also an ugly little market close. Now I have had a production of 10 three years in a row. There is also enough raw materials, so I think that is so about the highest as you can get.

Connecting library with the books----- not a bad idea ......... BUT

Should we really put you precious books in the library with that roof? Seeing all that snow on the floor in winter I suppose it will be soaking when it rains in summer. ;)  :P
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 09:53:31 AM
so 28 books x 400G = 11200 G (trade value for 4 citizens.... isnt a bit too much ?) but also we cant build 4-5 of these, only 1 monastery ! What you think ?


edit : Bah maybe not. still ok as numbers
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 16, 2014, 09:58:05 AM
Quote from: RedKetchup on October 16, 2014, 09:53:31 AM
so 28 books x 400G = 11200 G (trade value for 4 citizens.... isnt a bit too much ?) but also we cant build 4-5 of these, only 1 monastery ! What you think ?

That´s right, but so does 4-5 brewers, if the conditions are good, and here you can built another 200 if you like.

I wouldn´t mind if the booksa are valuable.
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 09:59:04 AM
Quote from: Nilla on October 16, 2014, 09:49:31 AM
Should we really put you precious books in the library with that roof? Seeing all that snow on the floor in winter I suppose it will be soaking when it rains in summer. ;)  :P

all the buildings are the same, it s just cause ... you dont see inside the Luke's building ^^ all wooden house and all stone house have snow inside too ^^
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 16, 2014, 10:24:00 AM
came to think about one thing we discussed before;

Maybe it is not so good to connect the limit for books (or seedlings) to food. I suppose the tradesmen than would think it is food and the resource tradesman will not take it.

Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 16, 2014, 10:39:39 AM
Quote from: Nilla on October 16, 2014, 10:24:00 AM
came to think about one thing we discussed before;

Maybe it is not so good to connect the limit for books (or seedlings) to food. I suppose the tradesmen than would think it is food and the resource tradesman will not take it.
the limits have their own numbers/parameters.

even if i ve put 'tools' as limit, books arent a tool, they are textiles.
but about the limit, there isnt a 'textile limit' and i need to put something in the UI.... so... i ll put food and i ll just hide it. it will still  be a textile for the merchants.
Title: Re: Jamie's Monastery v 1.0
Post by: slink on October 16, 2014, 10:43:49 AM
Make it use the clothing limit and let everyone go nude.   ;D
Title: Re: Jamie's Monastery v 1.0
Post by: Alfreddie on October 16, 2014, 11:45:23 AM
I used 3, then 4 monks....
Title: Re: Jamie's Monastery v 1.0
Post by: Denis de la Rive on October 17, 2014, 03:10:29 PM
Just tried it today, and with two monks got 16 a year at first then 18, so it works nicely for me, after a few years I have 80 books in stock, I also saw traders showing up with them. If you link it to the library, then you should change both the production and the value, so we can buy them before we produce them, that way the library can be used earlier in the game. I think it works just fine this way, and dose not interfere with the paper, ink, and blueprints in fountain 1.54, keep it like this. If you want to balance the game some, you should review the production rate of saplings, that way books would become more valuable to buy things like seeds. What I can say is the mod work with all the good mods I use, can't say for the cheats, I don't use them. ;)
Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 17, 2014, 05:07:20 PM
thanks for the reply :)
Title: Re: Jamie's Monastery v 1.0
Post by: Denis de la Rive on October 17, 2014, 08:37:20 PM
Now with 4 monks I get 46 books in a year! :)
Title: Re: Jamie's Monastery v 1.0
Post by: assobanana76 on October 20, 2014, 01:30:50 AM
if it were not for those covers leather ....
I'll not use it, unless with future updates, you introduce wine and herbs or spices ...
however very nice!
Title: Re: Jamie's Monastery v 1.0
Post by: michaelrym on October 20, 2014, 05:02:34 AM
I'd like to vote for decreased production and price.

I believe that back in the Middle Ages, it took a skilled monk about a year to produce a single book. If you cut production in your mod accordingly, then a single book should be worth quite a lot, 800 trade units feels about right.

But if you're going to have them churning out books at the present rate, the price should be cut to 200 units tops.
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 20, 2014, 09:26:31 AM
Consider the fact that you can only have one monastery, though. It is not as if you can spam them, you will still need to create some other trade of value for larger pops.
Title: Re: Jamie's Monastery v 1.0
Post by: michaelrym on October 20, 2014, 04:42:55 PM
I think we may be losing focus here. This game is about survival. If one can produce a surplus for trade, fine. But the way the mods are going, the game's being turned into a money-making machine. And there isn't even any money in the game!

I have read elsewhere an argument that it is stupid to make ale from wheat because it is a 'money-losing' proposition, or some such nonsense. The only currency that exists in-game is time. If it costs less time to cultivate wheat than fruit, then why not make ale from wheat?

So what's the argument here? There can only be one monastery but we want to make tons of money from the books, so let's set the production high? That's pure greed talking.

Same goes for the new trading mod (Jamie's?). It essentially increases the trading value of basic goods. What's the point? It's not enough to make the little people thrive, you gotta make them rich, too - is that it?

Changes like that threaten to completely obliterate the original character of the game.
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 21, 2014, 03:39:07 AM

Quote from: michaelrym on October 20, 2014, 04:42:55 PM
I think we may be losing focus here. This game is about survival. If one can produce a surplus for trade, fine. But the way the mods are going, the game's being turned into a money-making machine. And there isn't even any money in the game!

I have read elsewhere an argument that it is stupid to make ale from wheat because it is a 'money-losing' proposition, or some such nonsense. The only currency that exists in-game is time. If it costs less time to cultivate wheat than fruit, then why not make ale from wheat?

So what's the argument here? There can only be one monastery but we want to make tons of money from the books, so let's set the production high? That's pure greed talking.

Same goes for the new trading mod (Jamie's?). It essentially increases the trading value of basic goods. What's the point? It's not enough to make the little people thrive, you gotta make them rich, too - is that it?

Changes like that threaten to completely obliterate the original character of the game.
You don't have to build a monastery if you think it is a moneymaking machine, or if you like the design of it, build it and let 1 monk make books. If you don't optimize the productionconditions too much (no house and market too close) the monk will make about 6 books in a year. It is your choice to use it in the way that fits your way to play and your philosophy of the game.

It is true, with a good location one monk can support 30 people. One full monastery can support 120 people. You have to build a lot of farms or fisherhuts for that.

BUT - I like this this.

Belive me right. I don't want an easy game. I want a diversified game. I want all the buildings to be interesting and useful in different types of game. To make a sense, make a difference to the game, not only look nice. (Except maybe some special decorative items).

This monastery is special, different from other buildings, you can only build one. This idea is brilliant.

I play much Banished. I have played a lot of different kind of games. Big ones; based on profit, fast ones; based on expansion, small and slow ones; based on the beauty of the game and everything in between. I enjoy all. I enjoy the diversity, the many possibilities of the game. For me, a new building is perfect, if it could take a place in all these different types of game. The monastery can. In a certain part of the game it makes a good profit and is than also helpful at a fast expansion. (well, if you have to support a couple of thousand Bannies through trade, it has no importance, but in an earlier part of the game, it has) it is beautiful and has its place in a slow beautiful game.

By the way. I seldom brew ale from wheat, too unprofitable ;). Only sometimes, just for the fun of offer German Weissbier to my population .




Title: Re: Jamie's Monastery v 1.0
Post by: RedKetchup on October 21, 2014, 05:14:35 AM
i asked numbers, 2 good days before, where they were these 50-60 books per year when i asked for it :P
now all i can do maybe is reduce the number of monks ? to 2 ? to 3 ?
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 21, 2014, 07:48:59 AM
Quote from: RedKetchup on October 21, 2014, 05:14:35 AM
i asked numbers, 2 good days before, where they were these 50-60 books per year when i asked for it :P
now all i can do maybe is reduce the number of monks ? to 2 ? to 3 ?

Sorry my test-monastery wasn´t so high-productiv at the beginning and gave a bit low values. But from my point of wiev, I like it the way it is. It doesn´t bother me, if it in a short period of a game gives a good profit. But I would also like it if it had fewer monks.
Title: Re: Jamie's Monastery v 1.0
Post by: michaelrym on October 21, 2014, 07:49:56 AM
@ Nilla

Absolutely agree that the monastery idea is brilliant.

Absolutely do not agree that turning Banished into Medieval Tycoon is brilliant.

If I knew how to mod the game, I wouldn't even say anything. I'd just change the mod to my liking.

But I can't mod Banished - I've got a 32-bit system, and I understand the modkit only works on 64 bit systems.

Let's sum it all up with a single word: whatever.
Title: Re: Jamie's Monastery v 1.0
Post by: Nilla on October 21, 2014, 08:07:36 AM
Quote from: michaelrym on October 21, 2014, 07:49:56 AM
@ Nilla

Absolutely agree that the monastery idea is brilliant.

Absolutely do not agree that changing Banished into Medieval Tycoon is brilliant.

If I knew how to mod the game, I wouldn't even say anything. I'd just change the mod to my liking.

But I can't mod Banished - I've got a 32-bit system, and I understand the modkit only works on 64 bit systems.

Let's sum it all up with a single word: whatever.

Let´s be honest. If we want to play it that way Banished is, in it´s original a Medival Tycoon, if we want to. The mods don´t make much to change that, in one or another direction.

But the great thing is that you don´t have to play it that way. Play it the way you like, use the mods you like. I have a philosophy about the game, too. Wrote about it inother thread, if you are interested. http://worldofbanished.com/index.php?topic=559.0

I don´t use  the mods that I think don´t fit into this philospphy. No big deal.

So you are right in your comment; whatever! :)
Title: Re: Jamie's Monastery v 1.0
Post by: michaelrym on October 21, 2014, 08:13:26 AM
I don't have a philosophy about this or any other game. What I do have is some knowledge of game design, and the number one principle in game design, as in all creative endeavours, is this: stay true to your original vision. If you try to make something that will please everyone, you'll fail.

@ RedKetchup

Don't be influenced too much by all this talk. Good creative work is not done by committee. It is up to you to decide what the mod will be like, because it is your mod.
Title: Re: Jamie's Monastery v 1.0
Post by: slink on October 21, 2014, 08:14:11 AM
Quote from: michaelrym on October 21, 2014, 07:49:56 AM
If I knew how to mod the game, I wouldn't even say anything. I'd just change the mod to my liking.

But I can't mod Banished - I've got a 32-bit system, and I understand the modkit only works on 64 bit systems.
You couldn't change distributed mods anyway.  There is no way to open a distributed mod file, at least not with the modding kit.  The person distributing the mod would have to also distribute the source code, the way SRS did with the original buildings, etc., when the mod kit was released.  Then you would build a mod modding the mod.
Title: Re: Jamie's Monastery v 1.0
Post by: salamander on October 21, 2014, 08:21:41 AM
Quote from: michaelrym on October 21, 2014, 07:49:56 AM
But I can't mod Banished - I've got a 32-bit system, and I understand the modkit only works on 64 bit systems.

Is that true?  The mod kit contains Application-x32.profile.exe and Tools-x32.exe.  I haven't used them, but they're there.
Title: Re: Jamie's Monastery v 1.0
Post by: Denis de la Rive on October 21, 2014, 08:47:40 AM
Quote from: Nilla on October 21, 2014, 08:07:36 AM
Quote from: michaelrym on October 21, 2014, 07:49:56 AM
@ Nilla

Absolutely agree that the monastery idea is brilliant.

Absolutely do not agree that changing Banished into Medieval Tycoon is brilliant.

If I knew how to mod the game, I wouldn't even say anything. I'd just change the mod to my liking.

But I can't mod Banished - I've got a 32-bit system, and I understand the modkit only works on 64 bit systems.

Let's sum it all up with a single word: whatever.

Let´s be honest. If we want to play it that way Banished is, in it´s original a Medival Tycoon, if we want to. The mods don´t make much to change that, in one or another direction.

But the great thing is that you don´t have to play it that way. Play it the way you like, use the mods you like. I have a philosophy about the game, too. Wrote about it inother thread, if you are interested. http://worldofbanished.com/index.php?topic=559.0

I don´t use  the mods that I think don´t fit into this philospphy. No big deal.

So you are right in your comment; whatever! :)


The game is what you make of it, you can always give yourself limits in your game play that don't involve the way mods are made, if you read Red's comments about his different mods, you see that game balance has always been a factor, and the idea that his mods add to the game without replacing existing functions is a constant. As an example, use only one greenhouse, limit the number of monks, don't mine, etc. If the game is too easy try with disasters, I have, some of them are hard to deal with. I for one don't use cheats. Finally think about the visual aspect, make nice interesting unique towns.  :)
Title: Re: Jamie's Monastery v 1.0
Post by: Bobbi on October 21, 2014, 08:48:42 AM
In my opinion it is not necessary to change the mod to fewer monks. Whoever heard of a big monastery with only one or two monks? Typically they should have many many monks. If a person wants fewer monks, use fewer monks. Your choice, to fit the vision of your game.
Title: Re: Jamie's Monastery v 1.0
Post by: slink on October 21, 2014, 09:47:32 AM
Quote from: salamander on October 21, 2014, 08:21:41 AM
Quote from: michaelrym on October 21, 2014, 07:49:56 AM
But I can't mod Banished - I've got a 32-bit system, and I understand the modkit only works on 64 bit systems.

Is that true?  The mod kit contains Application-x32.profile.exe and Tools-x32.exe.  I haven't used them, but they're there.
That's true, they are in the zip file.