World of Banished

MODS Garage => Mod Talk => Topic started by: slink on September 03, 2014, 09:23:48 AM

Title: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 03, 2014, 09:23:48 AM
@Paeng asked for this override, so here it is.  I hope, anyway.  If the documentation in the original trees is correct, this mod should make the original eight orchard trees immortal.  You can always cut them down.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: solarscreen on September 03, 2014, 09:33:08 AM
Awesome!  I love decorating with the structured tree line an orchard provides but I hate that they die so quickly.

This should fix that problem!

Will this mod be retroactive or is it for orchards planted after enabling the mod?

Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 03, 2014, 10:20:00 AM
I'm not certain when it takes effect.  How's that for customer support?  If the override for making mead in the tavern is any indication, then it should take effect immediately.  If, however, there is a countdown timer for the time of death, then it will only go into effect for newly planted trees.  Either way, it will not take very long to take effect, which was the problem to begin with.   :)
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: solarscreen on September 03, 2014, 10:23:21 AM
Quote from: slink on September 03, 2014, 10:20:00 AM
I'm not certain when it takes effect.  How's that for customer support?  If the override for making mead in the tavern is any indication, then it should take effect immediately.  If, however, there is a countdown timer for the time of death, then it will only go into effect for newly planted trees.  Either way, it will not take very long to take effect, which was the problem to begin with.   :)

Fair enough!
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: RedKetchup on September 03, 2014, 10:23:43 AM
sweet awesome @slink !!!!!! WELCOME in the exclusive and awesome WoB Moddlers Group ™  :)
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: rkelly17 on September 03, 2014, 03:26:12 PM
Yes, yes, yes!!! Thank you @slink.

PS: where did you post your modded tavern to make mead? I couldn't find it and I've been using someone else's. I'd prefer to use yours, if it is available.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 03, 2014, 06:32:51 PM
I am having trouble packaging the tavern with mead (honey ale).  It works as an override in the resources directory of the toolkit, but as soon as I package it up the mod conflicts with the apiary mod.  I haven't solved that, yet.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: rkelly17 on September 04, 2014, 07:18:53 AM
Quote from: slink on September 03, 2014, 06:32:51 PM
I am having trouble packaging the tavern with mead (honey ale).  It works as an override in the resources directory of the toolkit, but as soon as I package it up the mod conflicts with the apiary mod.  I haven't solved that, yet.

Here's the link to the mod I downloaded: http://banishedinfo.com/mods/view/56-Modified-Apiary-Update-2-with-Mead-and-Pumpkin-Ale

He did a modified apiary (similar to @RedKetchup's) and modified tavern in one mod. Could it be that this is the only way to make it work? In his original version he couldn't get the text for pumpkin ale  :-\ or mead  :) to show up but now has solved that problem.

He has counted honey as a grain, which is better than making it a universal food as in the example, but seriously, as much as I love honey (and dearly miss it in my morning tea now that I have Type 2), it is pretty much straight sugar.

The problem with trying to see what someone else has done is that one downloads a completed and compiled .pkm and can't see exactly what the modder did. Maybe The Big C could start a section for deconstructed mods so that those of us with limited programming experience could learn from those who know more.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Alycya on September 04, 2014, 08:28:46 AM
Quote from: slink on September 03, 2014, 09:23:48 AM
If the documentation in the original trees is correct, this mod should make the original eight orchard trees immortal.  You can always cut them down.


Thank you, thank you, thank you  :-*
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 04, 2014, 08:30:21 AM
I agree whole-heartedly with sharing source for these mods.  I even considered including my source directories in my zip files, but did not yet because no one else is.  You show me yours and I'll show you mine.  *grin*  Seriously, I can include them.

I also love the taste of honey.  I agree that honey is nothing but sugars and a little impure water.  I made the tavern only require 10 units for mead, and removed all of the categories from the edible line in my copy of the apiary.  That probably means that people can satisfy their hunger with honey without meeting any of their nutritional needs, but isn't that true?
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Bobbi on September 04, 2014, 09:25:38 AM
Would it be possible to mod orchards so that they only needed to be 1 tile wide and 15 long? That way the "immortal" trees could be used to make pretty boulevards.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Alycya on September 04, 2014, 09:34:04 AM
Quote from: Bobbi on September 04, 2014, 09:25:38 AM
Would it be possible to mod orchards so that they only needed to be 1 tile wide and 15 long? That way the "immortal" trees could be used to make pretty boulevards.

There's a mod on another site for that - Better Fields on Banished Info. The modder has also changed the tree spacing so they're every other space vertically as well as horizontally, rather than having two blank squares in between.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 04, 2014, 10:01:32 AM
Quote from: Bobbi on September 04, 2014, 09:25:38 AM
Would it be possible to mod orchards so that they only needed to be 1 tile wide and 15 long? That way the "immortal" trees could be used to make pretty boulevards.
It certainly is possible.  I haven't done so yet, but apparently someone else has so give that mod a try.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: RedKetchup on September 04, 2014, 10:05:32 AM
ya it s possible. no problem. the only problem is pasture, but crop and orchards i dont think there is a problem
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Bobbi on September 04, 2014, 03:11:15 PM
But can that mod be used with your mod? If they die, they still don't look pretty....
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Alycya on September 04, 2014, 03:41:11 PM
Quote from: Bobbi on September 04, 2014, 03:11:15 PM
But can that mod be used with your mod? If they die, they still don't look pretty....

I'm running both and it hasn't flagged up a conflict  :)
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: solarscreen on September 04, 2014, 07:50:54 PM
Quote from: slink on September 04, 2014, 08:30:21 AM
I agree whole-heartedly with sharing source for these mods.  I even considered including my source directories in my zip files, but did not yet because no one else is.  You show me yours and I'll show you mine.  *grin*  Seriously, I can include them.

I also love the taste of honey.  I agree that honey is nothing but sugars and a little impure water.  I made the tavern only require 10 units for mead, and removed all of the categories from the edible line in my copy of the apiary.  That probably means that people can satisfy their hunger with honey without meeting any of their nutritional needs, but isn't that true?

@slink, what do you think of a Modders board that only modders belong to where you can share source?  Membership will be with an agreement that credit will be given and shared where appropriate. That kind of thing.  Too restrictive? Not necessary? 



I'd like to see some tutorials on how to create mods as well.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 05, 2014, 07:05:19 AM
It almost seems as if making mods is going to progress in the same fashion as playing the game, with different people getting different results from apparently the same actions.  For instance, I can rename mods at will but Paeng cannot.  That's just a comment, not a vote.  I need to go make breakfast now.   ;)
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: rkelly17 on September 05, 2014, 07:29:58 AM
First, let me say a big thank you to @slink for the immortal trees. I'm using them in my entry for the beauty challenge and my boulevard looks good all the time and not just in those rare periods when all the trees are healthy.

Quote from: solarscreen on September 04, 2014, 07:50:54 PM
@slink, what do you think of a Modders board that only modders belong to where you can share source?  Membership will be with an agreement that credit will be given and shared where appropriate. That kind of thing.  Too restrictive? Not necessary? 

I'd like to see some tutorials on how to create mods as well.

I would really like to see some modding tutorials. I want to do it, but so far all the files and everything are just too overwhelming. I'd also hope that any board for modders would be open to those who are still learning and offer some tips and examples of how different things have been done.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Paeng on September 05, 2014, 03:41:23 PM
Quote from: slink on September 03, 2014, 09:23:48 AMso here it is.

Woah, almost missed it - you folks are so fast  ;D

Awesome, thank you so much!

Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: rageingnonsense on September 06, 2014, 02:41:21 PM
Better Fields author here. It should absolutely be compatible with this. Better Fields does not touch the trees in the game at all, it just affects field placement/size and worker count. It should compliment this mod quite nicely!
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: rkelly17 on September 07, 2014, 05:37:48 AM
I'm using @slink's immortal trees and @rageingnonsense's improved fields together with no problem--they just make incredible boulevards dividers!!!!

Hint: Look for a tree-lined labyrinth in my beautiful village entry.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: PhillipAlexander on September 11, 2014, 01:42:29 PM
Is there a way to have the Orchard Fruit Trees "bloom" in the spring.... pink cherries, white apples, light pink peaches, purple plums.... ? Just hoping for a bit of color in the game!
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: slink on September 11, 2014, 02:55:35 PM
Someone who can work with the models and the graphics will need to do that part.
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: rkelly17 on September 11, 2014, 06:15:51 PM
Here's a preview of what is possible by combining Immortal Trees and Improved Fields.

Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Alycya on September 12, 2014, 01:58:32 AM
Quote from: rkelly17 on September 11, 2014, 06:15:51 PM
Here's a preview of what is possible by combining Immortal Trees and Improved Fields.



Very nice  :D
Title: Re: MOD: Immortal Orchard Trees - slink (SJGL)
Post by: Pangaea on September 21, 2014, 10:27:33 AM
Quote from: rkelly17 on September 11, 2014, 06:15:51 PM
Here's a preview of what is possible by combining Immortal Trees and Improved Fields.

That is stunning :) With those mods, we can write letters in the ground, well in the trees. Anyone found enough land to write "Banished" yet?

"S.O.S."? :D
Title: Slink's Immortal Orchards Override
Post by: slink on September 26, 2014, 07:21:26 PM
Slink's Immortal Orchards Override

http://worldofbanished.com/index.php?action=downloads;sa=view;down=4 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=4)