World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on November 25, 2017, 04:55:24 AM

Title: Kid - Friendly Neighborhood V2.01
Post by: kid1293 on November 25, 2017, 04:55:24 AM
Kid - Friendly Neighborhood V2.01

https://worldofbanished.com/index.php?action=downloads;sa=view;down=379

(https://worldofbanished.com/gallery/2582_10_01_24_4_36_09.jpeg)

Two houses
Tailor, smith, baker, butcher, and tavern.
A shop and a small storage.

Version 2 - School, hospital, and town hall added.
I now have Clean Wood, Blue, Pink, and Blackish Purple as colors.
And signs on many buildings.

V2.01 - Minor changes and fixes.
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 25, 2017, 05:10:47 AM
 :) Very nice, but I think it needs more signs and more colors.  ;D
Title: Re: Kid - Friendly Neighborhood
Post by: RedKetchup on November 25, 2017, 07:06:35 AM
looks awesome Kid ! Great Job !!!!!
Title: Re: Kid - Friendly Neighborhood
Post by: adelegarland on November 25, 2017, 08:04:47 AM
Wow!  Looks fabulous!
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on November 25, 2017, 09:51:07 AM
It looks good!
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 25, 2017, 10:33:43 AM
Thank you!

I am pleased with it. No problems and I am glad I put those blue colors in.

Title: Re: Kid - Friendly Neighborhood
Post by: DesoPL on November 25, 2017, 11:37:34 AM
Guess i gonna use yellow ones buildings, since they fit to the gothic fantasy you maked earlier.  :)
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 25, 2017, 01:12:30 PM
Don't forget More Houses. They fit too.
Title: Re: Kid - Friendly Neighborhood
Post by: DesoPL on November 25, 2017, 01:58:37 PM
Quote from: kid1293 on November 25, 2017, 01:12:30 PM
Don't forget More Houses. They fit too.


Downloaded, gonna do some shots tomorrow.  ;)
Title: Re: Kid - Friendly Neighborhood
Post by: Maldrick on November 25, 2017, 02:01:43 PM
Gorgeous, @kid1293 !

You've been on a roll with some really nice sets these past couple months while I've been on break.  Going to have to load them all up and give them some serious play soon, for sure.

Love the color on these.  Thinking these might go nicely with the orange rowhouses.  And as Red mentioned before, his two story cottages, too.
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 25, 2017, 03:23:09 PM
Hi @Maldrick - I am also seriously thinking of a break but it never happens.  :D

Too much to do...
Title: Re: Kid - Friendly Neighborhood
Post by: Turis on November 25, 2017, 04:03:58 PM
Amazing job! :)
Title: Re: Kid - Friendly Neighborhood
Post by: taniu on November 26, 2017, 04:13:06 AM
@kid1293 :)Amazing job!  :)I love your mods, they are fine-tuned, I did not even know that you could add so many different wood and stone structures. Tried my little village. I'm delighted but fun for the players. Great thanks :) :) :)
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 26, 2017, 04:24:05 AM
Hi!
Glad you like it. Now there are many things to build.
It is fun experimenting.
Title: Re: Kid - Friendly Neighborhood
Post by: brads3 on November 26, 2017, 06:05:21 AM
you guys should have the magician make more buildings and houses to the scale of the wildwest mod.
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 26, 2017, 11:04:25 AM
Hey @brads3 !
You realize I am an old man who can easily break?  ;)

I would love a huge mod in wood, red, green and blue but I just
can not make it fit in with my life.

As usual... maybe in the future.
Title: Re: Kid - Friendly Neighborhood
Post by: brads3 on November 26, 2017, 11:26:06 AM
yes breaks can be good. i didn't mean in many colors. it is nice to have things scaled similar to fit on  a map. the town i am on now,i keep looking for more houses to fit with the wildwest 1's.the way you added those houses with the post office,undertaker,and land offices is quite unique and very handy.i hope EB comes back to expand the leather saddle mod. it fits so good with the wildwest.the bison leather would make nice indian TeePee's.the small colonials you did fit by texture but not by sizes.
        we throw idea so you feel wanted and to compliment your style. but please don't burn out trying.
Title: Re: Kid - Friendly Neighborhood
Post by: Turis on November 26, 2017, 01:25:40 PM
Hmmm... NO yellow, red nor Green. What about a pink with purple versión? Just kidding!
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 26, 2017, 01:58:40 PM
Yes, @DesoPL would like pink with purple, me too. Would be nice for spring with lilacs and spring flowering trees.  :)
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 26, 2017, 02:08:17 PM
Or darker, purple and black to go with Gothic Dark.  ;D
Title: Re: Kid - Friendly Neighborhood
Post by: RedKetchup on November 26, 2017, 03:43:36 PM
they will maybe so great with Colorful Little Houses roofs textures :)
Title: Re: Kid - Friendly Neighborhood
Post by: brads3 on November 26, 2017, 04:16:35 PM
we all going to drive kid to start drinking.
Title: Re: Kid - Friendly Neighborhood
Post by: Glenn on November 26, 2017, 06:01:14 PM
Kidd, when you do your mod sets I notice you do not tend to include a hospital.

is the any reason for that?

I tend to like smaller scattered hospitals than one larger central hospital.

I try and put hospitals near cross roads or bridges and catch the sickies as they pass
Title: Re: Kid - Friendly Neighborhood
Post by: Maldrick on November 26, 2017, 07:34:28 PM
Quote from: Glenn on November 26, 2017, 06:01:14 PM
Kidd, when you do your mod sets I notice you do not tend to include a hospital.

is the any reason for that?

Kid has probably made more complete full sets than any other modder.  Most sets are partial in some way because the modders work on what interests them at the time. We all benefit from this because the end results are things that they are most passionate about.  Can only imagine how boring and repetitive it would get trying to do full sets every single time.

What's great about playing with mods, though, is we get to mix and match what we like to play with.  For some hospital options that would fit most of kid's themes, have a look at his recent Twilight Herbs, Stone House add-on, and Rowhouse Business.  The latter has 4 variants and I find the set in general is great to use anyway because of all of the options it brings to just about any theme. Rarely leaves my folder.
Title: Re: Kid - Friendly Neighborhood
Post by: brads3 on November 26, 2017, 08:35:59 PM
that rowhouse is a huge set. they work good for mining and production areas. the extra offices has enough room for 7 CC new item cellars. these are needed since the old industrial square doesn't store them.it is nice to have housing,school,and a medical clinic in 1 style for such areas.the blacksmith is the easiest to build that allows you to make muskets for the frontier CC set or to trade.you ned lumber to build the other high grade blacksmiths to do that.with the mini rowhouses,you can slow the population growth as well.this set is like the NMT medical clinic was before NECORA. gets used in about every map somehow.

@Glenn  some of us don't worry about the placement of the hospitals. i suppose we should. most diseases don't kill off the bannies. the few diseases that would cause a problem happen very rarely.an infected bannie doesn't go  right to the hospital either.my understanding is they go to the herbalist 1st. and then it would depend where he started at since they will walk to the closest place.most diseases can be cleared up quickly.as long as the diseases aren't killing off a lot of bannies ,most people aren't as threatened by them. there is a chart to tell the chances of a disease.
http://worldofbanished.com/index.php?topic=357.0
Title: Re: Kid - Friendly Neighborhood
Post by: Maldrick on November 26, 2017, 09:04:24 PM
I just love it.  The specialized traders and the market get used in about every map.

What happened with Necora?  Have just started experimenting with Maritimes as possible inclusion in a non-CC colonial set.  Noticed there's only the one hospital in the whole thing, actually.  I often forget to look for that.
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 12:12:01 AM
OK. Taking notes... pink school, black hospital...  ;D

Give me some time to breathe and I can make school,  hospital
and maybe put my hands on a town hall (again).
What I really want to do is some more residential houses.
It is hard to make variations!

:) And yeah, I like a beer! Whiskey was too much for me so I quit it.

Title: Re: Kid - Friendly Neighborhood
Post by: DesoPL on November 27, 2017, 12:55:07 AM
I didin't said anything about pink!  :'(
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 27, 2017, 05:28:47 AM
@kid1293 don't forget more signs  :) they look fantastic
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 05:33:09 AM
Ok, Ok. A sign here and there and you find your way. :)

Next up is school. (with sign)
Later I will make two small hospitals as Glenn suggested.
I will try to make them with same footprint so I can have them on f-key.
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 27, 2017, 05:34:43 AM
Nice, thank you  :)
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 27, 2017, 06:00:14 AM
 :) I have another suggestion for this set since it matches so well with Gothic light and dark.  How about a small shed, bigger than your garden shed forester, that would be a ground's keeper that would be used in town or the castle courtyard?  With color variants and sign.  :)
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 06:17:52 AM
 :)
@Abandoned - If I do that I have come full circle.
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 12:06:38 PM
Well, one pink school.

:D Only kidding. It will not be pink.
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on November 27, 2017, 12:24:27 PM
Nice school! 
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 12:31:25 PM
Help!

I have been sitting looking at a pink school and it is even 'friendlier' than blue...
It was meant as joke ( thanks Turis :) ) but it changed all of the appearance.
As it is now I want to change all blue to red/pink.
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 27, 2017, 01:46:54 PM
 :)Actually I like the color of the pink school, the variant would then go very well with the gothic farm mill and jam house.  Keep the pink AND keep the blue too.  ;D  Don't forget black & purple.  ;D
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 03:10:37 PM
I meet you halfway. :)

Pink, Blue, Green, and Wood but no Purple or Black.

Deal?
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on November 27, 2017, 03:11:42 PM
I'll take that deal- pink, blue, green and wood!  :)
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 27, 2017, 03:19:54 PM
 :) Yes, good deal.
Title: Re: Kid - Friendly Neighborhood
Post by: Glenn on November 27, 2017, 03:40:22 PM
Thank you Kid, more small hospitals would be wonderful  -- I like the idea of pink as a colour choice for a hospital to make them stand out

It may even be a sign of all the medieval bloodletting, cupping, and sucking leach therapy that went on at the time  -- haha (yuk yuk), no wonder they all died young !

Now, while everyone is on a wish list, we have carts and we have horses in the game, but we don't have a horse and cart as an attached unit  -- if you ever have the time and urge this would be nice
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 27, 2017, 04:20:00 PM
Just saving my face before I go to bed.
Green isn't so good. Maybe I go for purple after all.
Title: Re: Kid - Friendly Neighborhood
Post by: brads3 on November 27, 2017, 04:42:50 PM
i'd laugh if he gives you all purple and pink snowmen and takes the rest of the year off.LOL
Title: Re: Kid - Friendly Neighborhood
Post by: RedKetchup on November 27, 2017, 06:06:11 PM
wow that school is looking very very great !  :-*
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 28, 2017, 01:13:27 AM
And here's to you RK!  :-*

:D

I am still experimenting.
Here is one possible variation.
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on November 28, 2017, 01:49:23 AM
I very much like that dark purple blackish roof!   :)
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 28, 2017, 03:52:43 AM
I keep the original wood.
I have got suggestions (yes, you too Turis) :) and positive feedback
on blue, pink and purple. That is as much as I can have with these textures.
I still have to change the whole system, so - not save game compatible!
It won't crash but houses will look like checkerboards.

I hope to sort this out in a few days. Then I can continue with hospital(s).
I got a question about more buildings. Maybe, but not farm/forest buildings.
With 4 textures it will be very large. I have to think carefully.
Title: Re: Kid - Friendly Neighborhood
Post by: Turis on November 28, 2017, 06:48:23 AM
Even my jokes change everything around. I can't believe it. :o
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on November 28, 2017, 11:35:40 AM
Kid, you said you have a question about more buildings.  A town hall would be something to make.  It doesn't have to have all four roof colors if that makes the file too large.

For something new, a theater/playhouse would be good.  It could serve the functions that a church does.  I now live in a small town and there is a local theater group that uses what used to be some sort of business building to put on plays. It's big enough for the small town.  The bannies don't have much in the way of entertainment.
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 28, 2017, 12:37:11 PM
I hear you @galensgranny
I want a town hall too.
First I am going to make a small hospital or two.
After that maybe a town hall.

I have been busy (I am going away tomorrow) and just wanted to show the progress.

Pink texture and purple (blackish) texture :)

edit - Your jokes are pretty good @Turis  ;)
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on November 28, 2017, 12:49:35 PM
Ooh, that purple blackish roof looks beautiful!  I love the pink roofs too!

I hope you are going away a few days for pleasure, Kid.

And yes, Turis' jokes are good!
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 28, 2017, 12:57:26 PM
Pleasure? Yes, if you count a coffee on the train.  :D
It is only for the day but it will be a small break.
I will have time to think about all this. :)
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on November 28, 2017, 01:35:19 PM
 :) The pink and purple both look great. 

Have a good day tomorrow  :)
Title: Re: Kid - Friendly Neighborhood
Post by: Maldrick on November 28, 2017, 02:31:48 PM
These all look really nice. Colors work very well.

Safe travels, Kid. :)
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on November 30, 2017, 02:09:26 AM
I'm back, safe. :)

@Glenn - I am sorry but there will be only one hospital. I almost promised two.
I had trouble coming up with ideas for models. After I made it I saw it looked
almost like the shop ::) I had to put signs on both to separate them.  :D

A town hall is planned and the same goes here. No inspiration.
I will set up a simple model and have to be satisfied.

Maybe I can upload version 2 tomorrow.
Title: Re: Kid - Friendly Neighborhood
Post by: kid1293 on December 01, 2017, 01:56:08 AM
Post # 2000 :)

Finally the end in sight!

A simple Town Hall is ready and it goes well with the other buildings.
I haven't playtested much. Just built everything and checked for errors.
It is up to you to find if I have missed something.

I will do one more check and then upload Friendly Neighborhood 2.
Title: Re: Kid - Friendly Neighborhood
Post by: galensgranny on December 01, 2017, 03:59:45 AM
The town hall and the hospital look good!
Title: Re: Kid - Friendly Neighborhood
Post by: Abandoned on December 01, 2017, 05:45:52 AM
 :) I agree with granny, they look very good indeed.
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on December 01, 2017, 06:06:19 AM
Well then, version 2 is up in download. Welcome :)
Title: Re: Kid - Friendly Neighborhood 2
Post by: Turis on December 01, 2017, 06:34:15 AM
I hope it'll work with the North.
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on December 01, 2017, 06:40:36 AM
I don't have the code for the North so it is @Tom Sawyer who has
the lead on this. I will soon upload my code for him to edit.

Thanks @Turis for pink joke! It was just the right thing. :)
Title: Re: Kid - Friendly Neighborhood 2
Post by: Turis on December 01, 2017, 08:48:27 AM
You're welcome! ::)
Title: Re: Kid - Friendly Neighborhood 2
Post by: twilightbreeze on December 01, 2017, 11:21:12 AM
Sorry for being late to the party, but ......

Could you add a small hunter cabin?   :-*
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on December 01, 2017, 11:59:49 AM
As I said before - No forest stuff this time.

One more - I think I have done what I set out to do.
I am sorry I could not make more residential houses.
They just were not there.  :(

From now on only repair and maintenance.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Glenn on December 01, 2017, 03:17:02 PM
Yes, a lovely little hospital -- thank you Kid
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on December 01, 2017, 11:16:00 PM
The set looks great ingame!  :)   Thanks for making all these buildings, Kid!  ;D
Title: Re: Kid - Friendly Neighborhood 2
Post by: twilightbreeze on December 02, 2017, 01:46:25 AM
It looks and plays great in-game but not very compatable with The North, tailor doesn't do reindeer hide, only leather, wool, and linen/flax, so can't use that. Blacksmith doesn't recognize charcoal, only coal, not even with the charburner. And he doesn't "make" iron or steel either, so can't use that.  :(

Other than that, it's pretty good.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Abandoned on December 02, 2017, 04:59:30 AM
Wonderful set @kid1293, so great that we are given so much variety and choices.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Gatherer on December 02, 2017, 05:32:35 AM
Quote from: twilightbreeze on December 02, 2017, 01:46:25 AM
It looks and plays great in-game but not very compatable with The North, tailor doesn't do reindeer hide, only leather, wool, and linen/flax, so can't use that. Blacksmith doesn't recognize charcoal, only coal, not even with the charburner. And he doesn't "make" iron or steel either, so can't use that.  :(

Other than that, it's pretty good.

Not every mod should be compatible with another imo.
Title: Re: Kid - Friendly Neighborhood 2
Post by: twilightbreeze on December 02, 2017, 06:09:28 AM
Gatherer, I feel that reply was a bit rude. I never said it had to be compatible with every mod. Was just pointing out some areas for improvement.  >:(
Title: Re: Kid - Friendly Neighborhood 2
Post by: Abandoned on December 02, 2017, 07:10:59 AM
Great mod, no need for improvement.  I am glad my southern towns won't have riverboat trader bringing reindeer coats instead of what's needed.  LOL
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on December 02, 2017, 07:19:55 AM
It is maybe not 'excellent' but I had fun making it.
I don't want to see it as fulltime work.
CC version/North version/Maple Forest version.......
Title: Re: Kid - Friendly Neighborhood 2
Post by: RedKetchup on December 02, 2017, 07:25:31 AM
Quote from: twilightbreeze on December 02, 2017, 01:46:25 AM
It looks and plays great in-game but not very compatable with The North, tailor doesn't do reindeer hide, only leather, wool, and linen/flax, so can't use that. Blacksmith doesn't recognize charcoal, only coal, not even with the charburner. And he doesn't "make" iron or steel either, so can't use that.  :(

Other than that, it's pretty good.

it is not the "profession" that owns the recipes, that is the building. The North tailor doesnt know any recipe, thats the building where he works which knows the recipes, the reindeer hides and etc.
so thats normal the other tailors in the other tailor buildings doesnt know the recipes.
it is same for blacksmith, it is not the blacksmith himself who knows the recipes and coal/charcoal... it is its building, the north blacksmith building.

To have the Kid's mod buildings know reindeer hide and its recipes, it needs a copy of The North buildings resources in order to be able to make them....
because it is the buildings that control everything.

and modders arent obligated to share everything between us :)
we all like to do our own things like we do :)

Tom and Kid included :)
Title: Re: Kid - Friendly Neighborhood 2
Post by: twilightbreeze on December 02, 2017, 08:38:19 AM
Can a person just comment on a mod, without getting roasted if it's less then Disneyland Ice Cream Pie Sugar Sweet? HMMM???

Last couple comments feel a bit negative towards me. I said I liked the mod, was just noting a few things that's all. Stop circling the wagons, ok? ::)
Title: Re: Kid - Friendly Neighborhood 2
Post by: brads3 on December 02, 2017, 10:32:24 AM
there might be other reasons things don't work yet with the NORTH mod. has it been upgraded to 1.07 and i missed it? otherwise did anyone try the compatability mods either of the 2? 1 might work as a fix to solve this. it would be a good test.
     1 thing to consider is having different mods producing different items can be helpful. i use the mini mod and set that BS to make stone tools,then upgrade the next BS to iron ore,and the next to higher grade tools. by doing this it saves the town running out of "tools" since i am able to make a variety. if i do run out of iron,i still have stone,etc.same thing with clothing. 1 to hide coats,1 to furs,1 to pelts. this also saves an overload on the limit.
     having options solves other issues as well. i have issues where my nat div mod shuts down and there is no thatch at the beginning. this limits what buildings i can build.CC has most buildings needing lumber or higher grade materials.the mods allow you to build food processors before a lumber chain is established.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Turis on December 02, 2017, 10:57:25 AM
When I ask if this mod works with other mod, my worries is they'll cause a crash to desktop. I already know I may have to duplicate buildings for their different chains of production. My main worry for now it's that the North is still in 1.06 instead of 1.07 and can crash the game.
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on December 02, 2017, 11:19:51 AM
Quote from: twilightbreeze on December 02, 2017, 01:46:25 AM
It looks and plays great in-game but not very compatable with The North, tailor doesn't do reindeer hide, only leather, wool, and linen/flax, so can't use that. Blacksmith doesn't recognize charcoal, only coal, not even with the charburner. And he doesn't "make" iron or steel either, so can't use that.  :(

It works. With limitations.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Gatherer on December 02, 2017, 01:25:56 PM
Quote from: twilightbreeze on December 02, 2017, 06:09:28 AM
Gatherer, I feel that reply was a bit rude. I never said it had to be compatible with every mod. Was just pointing out some areas for improvement.  >:(

And I was just pointing out my own train of thought, hence the "imo" at the end. Nothing rude with that (unless you want it to be).

And those areas of improvement would make it compatible with The North mod. And another request granted after that would make it compatible with something else. And why is it not compatible with...???...god knows what.

For the sake of peace let's just agree that we disagree on some points. I'm not forcing you to be right.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Turis on December 02, 2017, 03:34:44 PM
And I'm not forcing you to be "left".
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on December 02, 2017, 04:23:26 PM
I like it that the set is made to work with the original game of Banished.   :)   I don't want a modder making items for the basic to game to then think to try to make them compatible for those whole game changing mods such as The North or CC.   

Kid's building mods don't need any improvements in my opinion!
Title: Re: Kid - Friendly Neighborhood 2
Post by: Turis on December 03, 2017, 12:51:25 AM
As far as I know, Tom included a tanner to change rheindeer hide to leather in the next versión of the North mod, but, it's being quite a long time since he posted any news. I thought the mod was ready to go, but...hmms...
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on June 16, 2018, 12:51:24 AM
@kid1293 , the tavern is storing food items not being used to make ale, such as storing beans from my bean field.  Is it supposed to do that, or might it be because I have CC, RK Editor's Choice, and a great many other mods, which might be causing some oddities?
Title: Re: Kid - Friendly Neighborhood 2
Post by: Nilla on June 16, 2018, 02:21:52 AM
This is a problem of the vanilla brewery in a pure vanilla game as well. It has nothing to do with a combination of mods. Kid can answer this better but as far as I have tested, he uses the vanilla values in his taverns and I think, that this illogical, typical Banni behaviour ;) to use the brewery as store for other food is getting along with it.
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on June 16, 2018, 03:21:24 AM
Thanks, Nilla.  Then I suppose I need some additional storage next to the brewery, if that would even help.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Nilla on June 16, 2018, 03:45:45 AM
It would probably help, but you'll never know what the Bannis like to do. In any case, if they use the breweries as store, the production gets down. The brewer need to carry these "odd" food away before he can start to get what he needs and produce. From that point of view, it's also good to have stores close to brewers; it doesn't take all too long to get rid of beans and cabbage.
Title: Re: Kid - Friendly Neighborhood 2
Post by: Goblin Girl on June 16, 2018, 04:43:48 AM
Quote from: galensgranny on June 16, 2018, 12:51:24 AM
@kid1293 , the tavern is storing food items not being used to make ale, such as storing beans from my bean field. 
They stop off for a pint on their way home from work, get sloshed, and forget to take their beans with them.
Title: Re: Kid - Friendly Neighborhood 2
Post by: LadyMarmalade on June 16, 2018, 05:06:28 AM
@Goblin Girl - It's a sure sign that I spend too much time on Facebook when I read your last comment and my immediate thought was to reach for the like button!
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on June 16, 2018, 05:15:52 AM
It is perfectly normal as Nilla said.
The brewer will empty the storage when he starts to brew.
Maybe a lot to take away but I have never seen any problems.
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on June 16, 2018, 02:52:25 PM
Ok then, it seems the Bannies just do odd things.  I had not used taverns much in the past, so never noticed that.  Now that I am trying to increase happiness, I need the taverns.  I have the Friendly Neighborhood tavern right next to the bean field, but on the side I don't have a storage barn.  So I see that one should have some kind of food storage all around the fields.  They might still put beans in the tavern, but at least the tavern worker will have a short trip to get rid of the beans.
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on June 16, 2018, 04:33:59 PM
In some ways it is nice to have that border around the buildings, but other times not.  Maybe someday if you think to do an update, @kid1293 , you might make it so at least some of the buildings can be next to one another without a gap, like maybe the storage building, the tavern and bakery.  Then they could be right next to each other like one building.
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on June 16, 2018, 04:49:52 PM
Oh, in addition to my previous post, after looking at the buildings, I am not sure it would be possible to have the roofs still have the overhang on all side, which looks great as a standalone, but then also be able to have them line up exactly next each other with no gap.  If there was a way they could be both ways, that would be great.  Otherwise, I will just pretend there is no gap.
Title: Re: Kid - Friendly Neighborhood 2
Post by: kid1293 on June 16, 2018, 10:36:11 PM
Hi @galensgranny !
I know what you mean. The gaps between buildings are made on purpose.
If I 'shrink' the building away from the edge the bannies will not cut corners
when they come walking. The same with the door. The problem does not
go away but it is less.

It is very hard for me to cover all the possible situations when you build a town.
Some want it like this, some want it like that. I would have several version of
each building if I should do that. The way it is now is a compromise.

Sorry, all I could do (in most cases) was to put a roadtile into the house. The road
goes all the way up to the door.

And! with a small space it is possible for me to make the overhang which I am fond of.

:)
Title: Re: Kid - Friendly Neighborhood 2
Post by: galensgranny on June 16, 2018, 11:59:34 PM
Quote from: kid1293 on June 16, 2018, 10:36:11 PM
Some want it like this, some want it like that. I would have several version of
each building if I should do that.

Sounds like a great idea!!  ;D ;) ;) ;D

Seriously, I understand.  I will have to use my imagination even more to try to unsee the gap when I don't want it there.
I was using Discrepancy's Jetty mod, putting the houses on land.  He has some with an overhang, but if put side by side, the overhang blends in and there is no gap.  I don't know if the Bannies cut into the corner of the buildings.