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Some ideas for mods and some questions about making mods

Started by tanypredator, May 09, 2016, 10:20:47 PM

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kid1293

One last :)

I moved the models and points in scale 1.000 (I sent them with the zip-file)
one tile (x = -1.000 and then apply) to the left to make room for the road.
Maybe it should be adjusted.

tanypredator

Yes, I have tested it just a moment ago  :D Only added   "WildOatsVer2" to my ExternalList and the button appears! The scale is Ok, but yes, people go to some place further to build it, and work symbols appear in a not right place.

But if I change scale to 0.01, wouldn't it become too small? I used 0.04 because I imported apiary.fbx and just scaled it to approximately close scale. And looks like it is working Ok with oats themself, which are 0.04 too.

kid1293

Yes, a problem.

But if you model in 1.000 (one square in Blender = one tile in game)
You can maybe keep your models in that scale.
Then you make your points and delete all else and scale points to 0.010
and save. Then you adress that OatsGathererShedPoints.fbx in your
OatsGathererShedPoints.rsc

Edit: I use 0.010 all over to keep it simple...
Edit2: I edit in scale 1.000, I only save in scale 0.010

tanypredator

kid1293, you are absolutely right. No matter what is the scale of model - the game scales it to the necessary size. But if its scale is 1, and the scale of Points is 0.01, the building cannot be selected after it is finished. So now I have got it to right size, so I'm going to test its yield and whether the oats would vanish at winter.

tanypredator

It gave about 750 oats per 1 worker, that is too much, and the number of oats plants in the forest is also too big. And they don't disappear at winter, I'll have to ask author of "Cold realism" about how he did that. So I'm going to decrease the chanse of re-seeding to a half and to make little changes to model.

kid1293

Great! :)

I'm gone for today, have to take a train.

kid1293

Check the resource file for squash
it's temperature dependent

tanypredator

kid1293, thank you, I have got it to work already - just somhow lost or forgot to make "bool _temperatureDependent = true;". Only little adjustment is left.

RedKetchup

no matter where is your mesh on your screen, but your points dummy neeeds to be at 0,0,0 and all the other dummies neeed to be relative to that extremly important point position (which is 0 0 0)

3ds is way much simpler when dealing with pointlist and also in 3ds , 1' tile = one tile in game
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kid1293

The Blender 'Export FBX' function is a problem.
(Discussed in Blender forums)

So I guess the scale on the 'sub-points',  build,use,smoke,create...
is part of that problem.

This stops me from experimenting too much,  :(  I know there might be
some problems. I stick with what works.

And the models for Banished don't have to be complex. After all, they are
rather small in-game.

tanypredator

May I ask for help again, please? I'm making a mod with flax, flax gatherer and linen weaver. It had compiled normally (only something strange with fence and table, I tried to correct that, but can't check at the moment). The problem is that the gatherer doesn't gather flax. I believe that there must be a problem with limits, that must be "textile", but I couldn't find any building with textile limit to check myself. First (when the gatherer didn't gather flax) the limit referenced to "CropField.rsc:resourceLimit", then I tried to change it (as in my current FlaxGatherer.rsc), but now it doesn't want to compile because "Failed to load resource 'C:\Tany\games\banishedmod\modding\BanishedKit\LinenProduction\bin\Template\FlaxGatherer_labelLimit.crs'".

Can somebody, please, give me an advice on this limits?

kid1293

I'll have a look this evening.

The short answer is that your gatherer collects FOOD.


This is maybe it.
   ResourceLimit _resourceLimit = Textile;
should be:
   ResourceLimit _resourceLimit = "Textile";


edit: no it wasn't
---

Here's a fault, you don't have a labelLimit paragraph:

RibbonDescription resourceLimit
{
   Alignment _alignment = TopLeft;
   bool vertical = false;
   int _topPad = 4;
   int _cellPad = 8;

   ElementDescription _elements
   [
      "labelLimit",   <-------
      "editLimit",
   ]

   Dialog _toolTipDialog = "Dialog/ToolTip.rsc";
   StringTable _toolTipStringTable = "Dialog/StringTable.rsc:gameDialogs";
   String _toolTipText = "TextileLimitTip";
}

Check any resource file for the use of labellimit

tanypredator

Thank you, kid1293! I thought about that, but I think that this professions are more like just labels, because there is almost nothing specified in Profession.rsc. If you are right, than I just have to add a new profession - it must be easy. But I feel that there is a problem with limits. I have set
"HerbalistDescription herbalist
{
   ComponentDescription _naturalResource
   [
      "Template/NaturalResourceFlax.rsc"
   ]
   ResourceLimit _resourceLimit = Textile;
}" (and I don't know, why herbalist, just copied it from Gatherers Shelter!),
but in the game Flax gatherer building showed a food limit.

tanypredator

Quote from: kid1293 on May 29, 2016, 10:02:20 AM
Check any resource file for the use of labellimit

Oh, God, that would take ages. I just don't know, where to look. But I'll try. Thank you.

tanypredator

Hm, I have the same part -

ElementDescription _elements
   [
      "labelLimit",
      "editLimit",
   ]

in my Linen weaver with no problems (only I haven't checked the work of its limit, but it compiled well). The only difference is that it later references to

   Dialog _toolTipDialog = "Dialog/ToolTip.rsc";
   StringTable _toolTipStringTable = "Dialog/StringTable.rsc:gameDialogs";
   String _toolTipText = "ClothesLimitTip";