World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: slink on October 29, 2014, 04:07:48 PM

Title: BETA of Cotton and Cotton Tunics
Post by: slink on October 29, 2014, 04:07:48 PM
For vegans who don't want to go colonial, here is a mod that adds a cotton crop and add cotton tunics to the standard tailor.  Let me know what you think of it.   :)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on October 29, 2014, 04:13:12 PM
Sweet! Testing will commence in... well, however long it takes for the seed merchant to show up and then come back with my seed order.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 04:15:59 PM
Haven't tried it yet, but nice addition.  Someone's been paying attention to others' wishlists.  :)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 29, 2014, 04:22:57 PM
I know they grow the cotton, harvest it, and make tunics.  I don't know if they wear the tunics, and how they are listed as dressed if they do so.  If necessary I will replace hide coats with cotton tunics.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 04:45:25 PM
I hate wearing smelly hides and wool makes me itch, so the cotton tunics would be nice.  Do you have any idea if this mod could be added to a game already going?  If so, I could add it to the one I have at moment where I'm finally trying out a lot of the mods that have come along so far (I tend to plod along somewhere behind the curve).

If you do replace hide coats with the tunics, it would difficult to clothe folks until you had the cotton seeds or sheep.  Do you think this would make the start of game frustrating?
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 29, 2014, 04:49:33 PM
Yes, that would make the beginning of the game frustrating.  Of course, if you are vegan the beginning of the game is already frustrating.  I agree it would be better to simply have a fourth type of clothing, and it is now.  I just am not sure where the level of "clothing-ness" is set.  I found the strings where they are defined, but not yet where the citizens have the string chosen.

I can't see any reason why you can't add it to an existing game.  Taking it out afterward might be difficult.  It will have a hole in the inventory where the cotton and cotton tunics were.

By the way, I test crops and animals with new colonies, by editing the starting conditions to force the use of the new mods.  It is faster than waiting for a merchant to bring me stuff.

Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 04:56:43 PM
I'll save a copy in case, but I'll try adding the cotton and see what happens.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on October 29, 2014, 05:00:22 PM
I added it to my current town with no problems. The cotton seeds arrived (thankfully from the General Goods merchant because I was able to offload some of the tons of pork I've amassed) and it's growing now. Should be harvesting soon.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 05:02:27 PM
Looks like @Mahnogard's going to beat me to it.  Even if I got the seeds soon, my town's still pretty small so it might have taken some time before I could grow a good crop of a non-food.  @Mahnogard -- Looking forward to seeing what you find out.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on October 29, 2014, 05:16:40 PM
And the results are in!

After the harvest was in, I set my tailor (still have just one in this town) to make Cotton Tunics. While he was getting to work, I had all of the other coats in inventory - hide, wool and warm - moved into RK's Warehouses (tm) so that by the time the calendar year turned over, I had only Cotton Tunics both in production and in stock, and I watched the Town Hall.

Bannies who needed new coats took the Cotton Tunics (why do I keep capitalizing that?) and after 17 were now wearing them (current year "used" stat), my "clothed" stat was still at 100%. As I have less than 200 people in this town, I'd say that's a confirmation that they are wearing them, and it's being counted as clothed.

Win!
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 05:18:47 PM
Yippee!  This will be so cool.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 29, 2014, 05:20:56 PM
Hurrah!  Thanks for the testing.   ;D
Title: Re: BETA of Cotton and Cotton Tunics
Post by: RedKetchup on October 29, 2014, 05:30:51 PM
any pictures ? :)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on October 29, 2014, 05:34:41 PM
You're welcome! :) And just for good measure, there are now 52 people wearing them, it's the dead of winter and no one is freezing. I call that the "snowflake test". :D

Now I need to sort out which warehouses I put the other coats in. I've been having a bit of a storage problem, partially due to hog yields. I don't think they are exactly off, because compared to the other animals it makes sense - I mean compared to cows, for example, pigs multiply a lot faster due to having litters so it makes sense that there would be more to slaughter each year. But the end result is that I have pork everywhere. It has replaced firewood as my trading staple, made the General Goods merchant my best friend. I should probably have build a smaller pasture. I don't have the exact yield numbers handy, because I cut that pasture back to one farmer while my other animals have two, I'm using odd sized pastures, and I'd have to do a better controlled test to get comparative yields.

@RedKetchup - if you've seen lettuce, you've seen cotton. :D She used the lettuce mod resources for the cotton. But I'll try to get a screenshot next season showing the harvest bucket.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 29, 2014, 05:38:56 PM
Here's the harvest.  The model is not lettuce, but the texture is.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: RedKetchup on October 29, 2014, 05:40:25 PM
oh thanks you :) looks nice !
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on October 29, 2014, 05:48:55 PM
I saw that after I posted. When it first started growing, it looked kinda like lettuce and after that I didn't pay attention till now. (Nomads arrived, I got distracted.) I also noticed the conflict warning, of course.

The model looks really nice, too, so I apologize for not paying more attention. :) I sort of ignored it until it was time to make coats. Now our resident vegans can have an option that doesn't include a whole new production chain. That's what I love the most about this (aside from it being a new crop and I love new crops) - it works with what's already there so it doesn't add more than someone may want to add just to have this additional clothing option.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 05:55:47 PM
I think maybe I just don't get the difference between models and textures and all that other modeling mumbo jumbo.  I had assumed it would look like lettuce, just function as cotton.

This is very nice.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: bubbamcgee on October 29, 2014, 06:06:47 PM
Nice slink!   :)  Thanks for this new option.  I'll be using this in some of my older towns that don't use the 1620 mod. 
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 29, 2014, 07:09:50 PM
Models, also known as meshes, are like the wire frame in a toy animal, or that a hedge is trained on.  Textures, also known as skins, are what is on the outside of the wire frame.  Think of it as the plush with the beady little eyes sewn on.

Meshes are 3-dimensional and can be edited in Blender or 3ds MAX.  Textures are 2-dimensional and can be edited in GIMP.  The connection between the two is a little complicated, but the point here is that the plant models I am using use half-a-dozen or more textures.  They are in TIF format, which the game apparently doesn't recognize.  Rather than convert them and make all of the files that support them, for six textures, I used the texture that already existed for the lettuce and connected that six times.  The plants in the game are so small that people probably wouldn't be able to see the detailed graphics from the original six textures anyway.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on October 29, 2014, 07:35:01 PM
Thanks, things make a little more sense now.  Sometime a few weeks ago, I installed Blender and played with it a little, watched so many tutorial videos we got charged extra that month by our ISP, but never could really do anything with it.  For whatever reason, the whole modeling thing has a very steep learning curve for me -- maybe because I wasn't thinking about the meshes and textures in the right way.

At any rate, your explanation also makes me realize that the cotton plants are a more impressive amount of work than I originally thought.  Thanks again -- I'm going to add this mod to my current game as soon as I have a chance.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: rkelly17 on October 30, 2014, 07:46:28 AM
Quote from: salamander on October 29, 2014, 07:35:01 PM
Sometime a few weeks ago, I installed Blender and played with it a little, watched so many tutorial videos we got charged extra that month by our ISP, but never could really do anything with it.  For whatever reason, the whole modeling thing has a very steep learning curve for me -- maybe because I wasn't thinking about the meshes and textures in the right way.

Indeed! Same thing here. I deeply admire those who can deal with creating the graphics necessary for a new building. Thank you to all of you who are doing the work.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 30, 2014, 08:45:56 AM
Or at least edit an existing model to fit the scale of the game.   ;)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: RedKetchup on October 30, 2014, 08:03:10 PM
creating a new building is fun, and still easy. you create box and box and boxes over and again and to define how big they are 1x1 with 0,1 thick and you make a building like exactly you deal with Lego :) everyone played with Lego when they were young right ? it is the same, but it s on a screen and you use the mouse :)

and you go you put those 1x1 on top and side each others like legos :)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: irrelevant on October 30, 2014, 08:15:12 PM
I never played with Legos; that came after I was building Revell models. But I had Lincoln Logs, Tinker Toys, American Bricks, and Kenner Girder and Panel, and Bridge and Turnpikes!
Title: Re: BETA of Cotton and Cotton Tunics
Post by: RedKetchup on October 30, 2014, 08:22:26 PM
legos that old, but right, i didnt had lego when i was young. in fact, when they launched that, there was 2 company making the same thing, and i had the other one /shrug so when the other company disappeared and Lego won .... i ended with all my blocks non compatible with the new legos one /cry.

and i grown up too.....


ROFL
Title: Re: BETA of Cotton and Cotton Tunics
Post by: irrelevant on October 30, 2014, 08:27:54 PM
Quote from: RedKetchup on October 30, 2014, 08:22:26 PM
and i grown up too.....
ROFL
Did you? I didn't. :D
Title: Re: BETA of Cotton and Cotton Tunics
Post by: RedKetchup on October 30, 2014, 08:29:11 PM
oh i stayed a big child adult ^^ this is why i play game all day long hehe
Title: Re: BETA of Cotton and Cotton Tunics
Post by: irrelevant on October 30, 2014, 08:30:32 PM
Yep! Me too! :)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: rkelly17 on October 31, 2014, 06:55:38 AM
Quote from: slink on October 30, 2014, 08:45:56 AM
Or at least edit an existing model to fit the scale of the game.   ;)

Of course--but thank you none the less.

Quote from: RedKetchup on October 30, 2014, 08:03:10 PM
creating a new building is fun, and still easy. you create box and box and boxes over and again and to define how big they are 1x1 with 0,1 thick and you make a building like exactly you deal with Lego :) everyone played with Lego when they were young right ? it is the same, but it s on a screen and you use the mouse :)

and you go you put those 1x1 on top and side each others like legos :)

Easy for you, not so easy for many of us. We have a guy at our model RR club who can build switches (the things that allow a train to move from one track to another) in his sleep and they are both engineering and artistic marvels, but he has a hard time teaching those of us more "challenged" because it comes so naturally to him.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on October 31, 2014, 07:38:37 AM
It would be kind of like casting your own LEGO blocks before each building session.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: RedKetchup on October 31, 2014, 08:51:41 AM
i am pretty sure, if you would be in my back, behind me, and checking the screen .... 5 mins, not more, and after i would give you the computer chair.... you would find that super easy.
i swear it :)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: rkelly17 on November 01, 2014, 07:57:50 AM
Quote from: RedKetchup on October 31, 2014, 08:51:41 AM
i am pretty sure, if you would be in my back, behind me, and checking the screen .... 5 mins, not more, and after i would give you the computer chair.... you would find that super easy.
i swear it :)

Be careful. Someday, when you are least expecting it . . . .
  ;)
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 07, 2014, 05:15:46 PM
I may have found a possible issue with this mod that shows up when you try to deal with merchants that might be carrying cotton-related products.  After starting a new game that from the very beginning uses a lot of the mods that have recently been released, I added the cotton mod after a few game-years of play ... the point being that the cotton mod was the only one being used that was added mid-game.

Although @Mahnogard seemed to have no problem with adding the mod mid-game and having merchants deal in cotton-related products, after adding the cotton mod, I have had a problem with the game crashing when trying to open the TP screen after a merchant docks.  Not all merchants do this, and of those that do cause the game to quit, I never have a chance to see what type of merchant it is, much less what products the merchant is offering.

With so many mods currently loaded, I don't mean to pick on the cotton mod as the cause, but after several more years of play with quite a few merchants having docked, I've never seen a merchant carrying any cotton-related products -- seeds, cotton, tunics ...., and I'm wondering if there might not be a connection between the crashes and this mod.

It seems like mods that create new inventory slots (eg, in a TP) are some of the most problematic for adding/removing mid-game.  Is it possible that the merchants carrying cotton products are causing the crash when the TP they've docked at is opened?  Could this be an effect of adding the cotton mod mid-game, despite what @Mahnogard saw?  I'd like to keep on with my current game, but if it would help with this question, I could start a new game with the cotton mod active from the start with an eye on getting TPs's constructed as soon as possible.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on November 07, 2014, 05:29:06 PM
@salamander - I moved on from that town some time ago, and I don't recall specifically whether I had any traders with cotton or tunics, but I definitely got the cottonseeds from a trader. I had no crashes. For troubleshooting purposes, I should state that I'm using @JamieIdle2.0 's True Trade Fix (http://worldofbanished.com/index.php?topic=591.0) and have been since it was released. Don't know if that's the possible difference or not, but I haven't had a single crash in the game since I started using it.

Obviously, that doesn't mean that it's not the mod - having played lots of games with mods I know it's never that simple, unfortunately. Just trying to help rule out possibilities.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: irrelevant on November 07, 2014, 05:38:32 PM
@salamander did one of the other mods you were using by any chance also have cotton as something you could grow or purchase?
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 07, 2014, 06:23:44 PM
Quote from: Mahnogard on November 07, 2014, 05:29:06 PM
@salamander - ... but I definitely got the cottonseeds from a trader. I had no crashes. For troubleshooting purposes, I should state that I'm using @JamieIdle2.0 's True Trade Fix (http://worldofbanished.com/index.php?topic=591.0) and have been since it was released. Don't know if that's the possible difference or not, but I haven't had a single crash in the game since I started using it.
@Mahnogard -- Thanks.  So far, I've been getting the crashes on some, but not all, of the trader dockings.  But, I haven't ever seen any cotton products from merchants that didn't cause a crash even though I placed a special order with a merchant for cotton seeds.  I just wish the game crash wasn't so quick -- it might be useful to know what type of merchant is docked when the crash happens, or what goods the merchant was carrying.

I haven't tried @JamieIdle2.0's True Trade Fix yet, though it's on my to-do list.  At any rate, the trade fix mod wasn't installed/loaded when the crashes were happening.

Quote from: irrelevant on November 07, 2014, 05:38:32 PM
@salamander did one of the other mods you were using by any chance also have cotton as something you could grow or purchase?
Unless I missed something included in another mod I loaded, I think this cotton mod is the only one that included the cotton.  As I recall, @slink's cotton mod was unique for cotton at the time I downloaded it and loaded it mid-game.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on November 07, 2014, 06:30:07 PM
There was a bug that caused some trading boats to crash the game if there were too many items on their boat (for the trading post display?).  I thought that was fixed in the final released version 1.04 but I may have misunderstood what was said.

"- Trade UI now expands automatically for orders."

Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 07, 2014, 06:37:16 PM
The fact that @Mahnogard had no problem with adding the cotton to an already started game whereas I may have (and I stress the 'may' -- I can't say for sure it was the cotton that started the problem with so many mods loaded) makes me wonder if maybe he was lucky and I wasn't.  I can give you a list of the loaded mods I was using if that would be useful, but I don't think I had that many that would have added new inventory items.  I haven't really had chance to use them all in my current game, so I can't say for sure at this point.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on November 07, 2014, 06:43:19 PM
I won't deny it was my mod, but I don't see what could have caused it other than it maybe being just one too many mods.  Apparently the game can crash due to being unable to create textures.  The specific reference was to memory usage on very large maps, but I'm pretty sure that lots of little stuff could eventually add too many textures.

Title: Re: BETA of Cotton and Cotton Tunics
Post by: irrelevant on November 07, 2014, 06:46:59 PM
You can track down what specific item is causing conflicts. Go into the mods list, and in one of the mods that is highlighted red, click the minus sign. It will display the mod(s) that this one is in conflict with, and if you scroll down, the specific element that is causing it will be displayed in orange or yellow.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 07, 2014, 07:30:58 PM
I'll go back and check that again to be sure, but I think all the conflicts I saw were already explained -- ie, @RedKetchup's honey and the mod kit apiary honey, etc... -- with one mod technically conflicting with, but really just replacing, another.

@slink -- the cotton mod seems pretty straightforward, and at this point I'm guessing that my crashing problem has more to do with the specifics of my particular game interacting with the cotton mod, which @Mahnogard's game might not have done, than the mod itself.  When I have a chance, I'll restart the same map and try to reproduce the town as similarly as possible to what I have now, but with cotton added from the very start instead of being added in the middle of the game.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: JamieIdle2.0 on November 08, 2014, 02:37:43 PM
@salamander mods aren't meant to be loaded in pre-existing games. Anytime one is it has the potential to cause crashes. You need to update to the latest version of the game, which fixes the trade crashes and supercedes my True Trade Fix. My fix is now obsolete.

Once you have the latest version of the game. Demolition and rebuild your Trade Ports. That should resolve the crashes.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 09, 2014, 04:24:18 AM
I can't argue with your point about not adding mods mid-game.  I was hoping I would be able to get away with it this time since it seemed to work for @Mahnogard.  I'm pretty sure I had at least one TP already built when the cotton mod was added ... maybe @Mahnogard didn't have any yet?  I've started the same map again and tried to build as closely as possible to the original except with the cotton mod added from the start.  So far so good, but I'm still only a few years in and have only a few merchants so far.

I'm curious, though, about why demolishing and rebuilding the TP's might solve the problem.  Do you think it's the inventories that are messed up in TP's built before the mod was added?
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on November 09, 2014, 04:56:25 AM
The trading posts already in the game may retain the old coding, which was can cause crashes if too many new items show up in one boat.

Many mods can be added to a saved game.  It all depends on what is changed or added.  Adding a completely new building or item to a saved game shouldn't hurt anything.  Changing a building or item may cause a crash, but it depends at least in part on whether you have already built one or are using them.  I know that increasing the material requirements for a building causes the building requirement panel to reappear over finished examples, and it never gets "finished" again because it was already finished.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: Mahnogard on November 09, 2014, 08:03:53 AM
I add mods mid-game all the time with no problems. As much as I like that new town smell, I'm not going to start over each time I want to try something out. What I don't do is update existing mods mid-game unless someone else has properly tested doing so, and I take note of what a particular mod changes vs what mods I already have installed at the time, but other than that I don't really worry about it.

The first testing of this mod started well before the beta patch went into release. When the patch was still beta, only some of the TP-related crashes had been fixed (it dealt with one inventory set, but not the other), so many of us still needed a TP fix to avoid them. That's why I was using Jamie's True Trade Fix at the time. As for whether or not changes were made to the patch when it became the release version (and it seems they have, according to Jamie's post), I haven't switched over yet, so I still have the fix installed until I'm ready to switch to the release version of the game.

So, if @salamander is using the updated version of the game, or the beta patch without a trade fix, results can't really be compared because we're looking at two different game configurations. But to respond to one question, yes I already had a TP at the time, because I was also testing @slink's hogs for the first time in that town and I was well into my "agricultural" phase by the time I installed the cotton mod.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 09, 2014, 09:23:50 AM
@Mahnogard -- Thanks, that clears up some questions for me.  So far as I know (because I have Steam's auto-update set to ON) I have the most recent version (1.0.4 beta), but I never downloaded the trade fix mod.  The opening screen of the game shows my version as 1.0.4, and I don't remember if the 'beta' was shown on this screen or not.  So ... at the time the crashes started, I was using the most recent 1.0.4 version (but beta or release I can't say since I don't get notifications when an update occurs).
Title: Re: BETA of Cotton and Cotton Tunics
Post by: rkelly17 on November 10, 2014, 07:52:07 AM
Quote from: salamander on November 09, 2014, 09:23:50 AM
@Mahnogard -- Thanks, that clears up some questions for me.  So far as I know (because I have Steam's auto-update set to ON) I have the most recent version (1.0.4 beta), but I never downloaded the trade fix mod.  The opening screen of the game shows my version as 1.0.4, and I don't remember if the 'beta' was shown on this screen or not.  So ... at the time the crashes started, I was using the most recent 1.0.4 version (but beta or release I can't say since I don't get notifications when an update occurs).

If you are using Steam you should have the final 1.0.4 version for about a week now.

In my experience the "final" crashes less than the beta when adding a mod to a going town, but some mods still conflict with one another in a way that causes a crash if you try and add one of those mods to a town that has the other activated. I'm thinking especially of map-script mods and flatten terrain--but you can de-activate the map script mod on an existing town and then load flatten terrain and not crash.
Title: Re: BETA of Cotton and Cotton Tunics
Post by: salamander on November 13, 2014, 08:05:28 AM
So ... having re-started the town with cotton included from the start, I finally reached the point where I started seeing cotton in merchants.  And all is well.  My folks are 100% clothed in cotton tunics, and I'm thinking about trading off the excess in the TP's.

I think I unfairly accused the mod at being at fault for the crashes I was seeing, especially since I added the mod to the middle of a game -- it just took a while for my foolishness to become apparent.  Apologies to @slink.  ;D
Title: Re: BETA of Cotton and Cotton Tunics
Post by: slink on November 13, 2014, 09:35:35 AM
No problem, @salamander.   :)