World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: embx61 on March 29, 2017, 04:45:50 PM

Title: Saltworks
Post by: embx61 on March 29, 2017, 04:45:50 PM
Saltworks

http://worldofbanished.com/index.php?action=downloads;sa=view;down=251 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=251)
Title: Re: Saltworks
Post by: RedKetchup on March 29, 2017, 06:18:16 PM
woah ! @embx61  came back stronger than ever !! :)
Title: Re: Saltworks
Post by: taniu on March 30, 2017, 03:28:55 AM
@ emb x61 "Saltworks and "Water Well" - Causes and error in the game. I replaced it "Medieval Salt Mine and "Water Well" - The game is working properly. "Tannery" - is working properly.Thank you :)
Title: Re: Saltworks
Post by: Paeng on March 30, 2017, 12:17:41 PM
Very cool new buildings  :)

(https://www.dropbox.com/s/xhij2yrfzu1axw8/embx01.jpg?dl=1)

(https://www.dropbox.com/s/kj6eyoo8cehb5fr/embx02.jpg?dl=1)

The base plate of the saltwork is a bit bright and urban looking to me... but anyway, great designs, really love that new well  :)


* And I'm a bit confused, as they were posted in two different download sections - but they all seem to be 1.0.7-ready?
Title: Re: Saltworks
Post by: embx61 on March 30, 2017, 02:24:42 PM
Paeng

I forgot with uploading 2 out of the 4 mods to select the 107 box.  :-[
I edit it so all mods are in the 107 part of the forum but 2 comments sections are still linked to regular mods section.

Not sure, but maybe a moderator can move them?

Title: Re: Saltworks
Post by: Paeng on March 30, 2017, 02:32:03 PM
Quote from: embx61 on March 30, 2017, 02:24:42 PMall mods are in the 107 part

Ah, cool... just wanted to make sure   :)
Title: Re: Saltworks
Post by: embx61 on March 30, 2017, 02:35:21 PM
Quote@ emb x61 "Saltworks and "Water Well" - Causes and error in the game. I replaced it "Medieval Salt Mine and "Water Well" - The game is working properly. "Tannery" - is working properly.Thank you :)

What was the error? A crash?

I played with NMT and everything went fine in my game. Put the NM Watertower, saltmine, my water well and saltworks down and everything moved around okay. Only missed two icons for the workers because I forgot to update the spritesheet.

Salt is using in my mod the Coal/CoalFuel Limit/Flag (named Minerals) and in NMT it is Textiles so RedKetchup not updated NMT yet to make usae of the new flags.
The cured leather is set at Custom2 Flag/Limit (Fabrics) just as CC.
I try to stay with the Limits/Flags as CC use them as much as possible.

If you put NMT above my mods it will use NMT values and graphics (NMT mines 5 salt)

If you put my mods on top it will use my values and graphics ( water 12/16 per cycle and 8/12 salt)

I changed the waterworker profession to a regular worker profession in the next version and fixed the sprites.

Upload the new version within a half a hour.

New Mods for 107 do better with the sample newlimitResources mod. I can upload mine if you want which also have the trading post fix what Luke forgot to add in the version before the last.
Title: Re: Saltworks
Post by: RedKetchup on March 30, 2017, 07:37:27 PM
Quote from: embx61 on March 30, 2017, 02:24:42 PM
Paeng

I forgot with uploading 2 out of the 4 mods to select the 107 box.  :-[
I edit it so all mods are in the 107 part of the forum but 2 comments sections are still linked to regular mods section.

Not sure, but maybe a moderator can move them?

sure


edit : done
Title: Re: Saltworks
Post by: embx61 on March 30, 2017, 07:52:39 PM
Awesome, Thanks Red :)
Title: Re: Saltworks
Post by: RedKetchup on April 05, 2017, 09:46:33 AM
@embx61  :)

you switched your salt to mineral and stock now in stockpile. your salt .fbx needs now 3 more meshes :

ModelDescription model
{
   MeshGroup _meshes
   [
      { GraphicsMesh _mesh [ "Models\SaltMesh.rsc" ] }
      { GraphicsMesh _mesh
        [
         "Models\SaltPile0Mesh.rsc",
         "Models\SaltPile1Mesh.rsc",
         "Models\SaltPile2Mesh.rsc"
        ]
      }
   ]
   int _displayIndex = 0;
   int _subIndex = 0;   
   bool _randomIndex = false;
}

Title: Re: Saltworks
Post by: RedKetchup on April 05, 2017, 11:04:16 AM
i just made a new salt.fbx with the 3 stockpile meshes
i used my traditional bag texture.... if dont like it ... just replace it with yours :)

Title: Re: Saltworks
Post by: RedKetchup on April 05, 2017, 11:08:12 AM
Quote from: RedKetchup on April 05, 2017, 11:04:16 AM
i just made a new salt.fbx with the 3 stockpile meshes
i used my traditional bag texture.... if dont like it ... just replace it with yours :)

i just find that funny to be stocked in an open rainy stockpile.... salt is so "soluble" "dissolvable" to be stocked there in a linen pocket under the rain....
(barn was better^^)
Title: Re: Saltworks
Post by: embx61 on April 05, 2017, 11:15:59 AM
Thanks Red.

Yeah, I know that BL using some new flags to be stored in a stockpile and materials is one of them.

I never made a stockpile mesh yet but from your example I can learn how to make one :)
I agree though that it is a bit odd to store salt bagged in the open (Snow/Rain)
That why I decided to just use the Barns.

How does CC do it? They just use a pile just as coal? I see many images that salt is stored in the open that way by the salt industries but it is probably before processing it for consumer use.

Maybe instead of bagging it I can try to make vases/barrels with a lid for storage in the open?
Who knows if CC do it that way too?


Title: Re: Saltworks
Post by: Paeng on April 05, 2017, 11:16:37 AM
Quote from: RedKetchup on April 05, 2017, 11:08:12 AMan open rainy9 stockpile...

Ah, but we have your wonderful ghosted "Coverings" for that...  :D


Quote from: embx61 on April 05, 2017, 11:15:59 AMHow does CC do it? They just use a pile just as coal?

Yep, it's a funny looking, very pointed white pile...  :D
Title: Re: Saltworks
Post by: embx61 on April 05, 2017, 11:25:46 AM
Thanks Paeng, so it is a pile in CC. That answers that question.
Still not convinced that a pile was used for processed salt for consumer use  ;)

I shall see if I am able (With the help from Reds files) if I can make some pottery or barrel stockpiles.

Title: Re: Saltworks
Post by: embx61 on April 05, 2017, 11:31:47 AM
Those bag piles looks awesome. Thanks Red.

Now I think I know how to make stockpiles in Max thanks to your awesome example :)
Title: Re: Saltworks
Post by: RedKetchup on April 05, 2017, 11:52:09 AM
if you dont want it to be store in a stockpile and store it in a barn instead, you will need to change the Material flag (CoalFuel). Because coalfuel goes to stockpile in many mods (note that vanilla stockpile doesnt have coalfuel flag ^^ and got to be changed with all new flags)
and also, being different, (depending of people mods order), it can crash like it happended. the best is just do it :) use the files... or do yours :)


and welcome @embx61  :)
Title: Re: Saltworks
Post by: Paeng on April 05, 2017, 01:58:10 PM
Quote from: embx61 on April 05, 2017, 11:25:46 AMStill not convinced that a pile was used

Well, it depends at what stage you look, I guess... out of the saltworks they would indeed be piles, then the salt would be packed in sacks or crates...  :)

Title: Re: Saltworks
Post by: embx61 on April 05, 2017, 03:18:05 PM
Yeah, I looked at a lot of pictures too like that. But it is still in the pre processing state.

With help from Red's pile files I made a Salt Pile mesh so it can be stored in a storage yard.
I also changed the Saltworks to get rid of the bags and to use the new mesh.

What you guys think?

(http://worldofbanished.com/gallery/474_05_04_17_3_14_46.jpeg)
Title: Re: Saltworks
Post by: RedKetchup on April 05, 2017, 03:51:15 PM
nice :)
Title: Re: Saltworks
Post by: embx61 on April 05, 2017, 09:43:10 PM
Uploaded newer versions of Saltworks and Tannery which include the changes.

Thanks a lot Red :)
Title: Re: Saltworks
Post by: Paeng on April 06, 2017, 04:52:39 AM
Cool, thanks for the quick update  :)

I really like salt, specially for the "Preservist" chains... I would not mind a few more buildings that can process fish, still one of my favorite resources  ;)
Title: Re: Saltworks
Post by: adelegarland on April 06, 2017, 06:05:45 AM
@embx61 Great Work on you latest mods!   ;D      Just wondering..   Why are there two different toolbars for your mods?  I see one under the mod collection toolbar and one in the resource production toolbar.  Also the leather-works aren't in either of these toolbars. Not to be a pain, but shouldn't they all be in the mod collection toolbar?  Would make things easier if there was consistency in the locations of mods.  Thanks
Title: Re: Saltworks
Post by: embx61 on April 06, 2017, 11:39:42 AM
@adelegarland

Yeah, the Mod toolbar. It is a miss or hit. Some like all the mods under the community toolbar and some have them rather as in Vanilla.
For example Waterwell under food production, Leatherworker under Resource production, and so on.
But some toolbars can become quite long and filled with Icons this way so I experimented with adding EB-Icons in all the sections, like food, town services, etc, instead of a community Icon in the root, with all my buildings for that category in their own toolbar.

It saves the players one click (No community Icon) and all my buildings are still under the category I assigned them to.
I put them all at the end of the Vanilla toolbars (Sorting 900) and have a 1 pixel orange line around them.

I tested this approch with a modified RK toolbar to see if it worked if other modders used the same approach. It worked but I still have to upload the rest of my older mods to reflect those changes but wanted to see first what the community thought about that approach. I just forgot all about to mention it when I uploaded my newest mods. :-[

While we are on the subject. What does the majority rather have. My own Community toolbar or my approach as described above, what I personally think is not bad at all, as players still can easily find my mods in the right places, just as in Vanilla with only one extra click, instead of two clicks as with the community toolbar.

Leatherworks is on the resources production toolbar under my Icon in my test game. The Icon is almost the same as the Tannery. You maybe missed it because of that?
I looked at the code and see no errors.
Title: Re: Saltworks
Post by: embx61 on April 06, 2017, 12:06:51 PM
Ah, after looking again and agin without seeing errors I decided to download my own Leatherworks mod and test.
Indeed the Icon was just on the Vanilla resource toolbar.  :o
Uploaded my newest version and all should be good.

I am waiting for some more input from the community about the toolbars.

I personally don't care which approach to take. I was just trying a 'new' approach out and it seems to work that way too as long as all my older mods are uploaded too to reflect the toolbar changes.

Title: Re: Saltworks
Post by: Paeng on April 06, 2017, 12:15:39 PM
Quote from: embx61 on April 06, 2017, 11:39:42 AMWhat does the majority rather have

Tehehe... split decision  ;)

Personally, I'm a big fan of the community bar... it just agrees much more with my style of choosing what to use in a certain situation - my 'mental images' are more like RK Camp, DS Baskets, Kid Workplace etc., rather than "a hunter", "a gatherer", "a blacksmith"...  :)

Plus being in that particular bar then makes it easier for me to choose "matching" items...
Title: Re: Saltworks
Post by: embx61 on April 06, 2017, 12:40:39 PM
Thanks for your input Paeng

Yeah, I know we can't make everyone happy and about toolbars it is pretty much a split. I read some comments on the BL site from some players who rather see smaller mods not in the community toolbar but on the Vanilla bars instead. But some of the bars can get pretty long this way.
My mods are to be honest not a themed set piece. All my mods not have a certain design as to follow a certain theme.
That is why I was looking for a middle of the road approach so to speak.

I wait it out a bit and hopefully get some more input from other players and then make a final decision and stick with it.
I just uploaded all my older mods which reflect my changes so players can download the newer version(s) to see if they like my approach or not.

Title: Re: Saltworks
Post by: Nilla on April 06, 2017, 02:14:30 PM
I like the community toolbar, too. For us, "old inhabitants" of this page, who have followed the development of the mods, it makes perfect sense. But I can understand, that it might be a bit confusing. Many modder also make their own icons and you have to get used to them. I think a compromise would be the best thing. Take @Red Ketchup as a role model. When you open his icon, you find the vanilla symbols again. His different buildings from his smaller mods are  located under the same menu icons, as the vanilla tool bar. That makes it easy to find and easy to use, even if you're only interested in "a barn" or "a gatherer". I haven't tested your new mods yet, @embx61, they are on my waiting list, so I don't know how the icons look, but since they all are small; I would find Red's way the best.
Title: Re: Saltworks
Post by: embx61 on April 06, 2017, 03:05:07 PM
Thanks @Nilla for the reply.

My approach is not that much different then the community toolbar icon.
I skipped the community Icon all together and if you click for example on the vanilla resource production Icon you see at the end a button with the same icon as the vanilla but with a 1 pixel edge around it. Clicking this button opens a toolbar with only my mods on it categorized by Resource Production. So you will not see the Church or Water Well there for example.

And so I did the same for all the Vanilla main toolbar as Transport (But have no mods for those so no button will be seen), Food production (Water Well, Bakery, Oil Press) and so on.

It is the same as the common toolbar system but without the Common Toolbar in the Main Vanilla toolbar.

So instead of clicking first the community Icon and then look for and click the EB Mods Icon players can click Vanilla Resource Production button, at the end find my button (As long as I have mods assigned to it for that category, otherwise no Custom icon is shown) and clicking that button gives all my buildings for that category.

I merely did this as a test, because of some 'complaints' I read about smaller mods have not a real use under the community Icon Toolbar and tried to find a middle way.

I hope some more players want to test this approach as it is not as bad as it maybe seems. After all if a player want to place a bakery for example just as Vanilla click the food Icon. Then either choose one of the Vanilla buildings to build, or click my button at the end and then choose one of my buildings for food production.

I like to add that I tested this approach with a customized RK toolbar to see if for example RedKetchup chooses to do the same approach his button will show up next to mine with only his buildings for that category :)
Apparently the modkit allows custom toolbar(s) above the main toolbar being modular as well as I was not sure of that.

A picture shows mostly more then a lap of text

(http://worldofbanished.com/gallery/474_06_04_17_3_20_43.jpeg)

So Vannila Resource Production Button --> My Custom Resource Production Button  --> All my buildings for that category.
2 clicks and all the buildings are there to see. Common toolbar is click community button, then a mod button for example DS or RK, then the button for category for that mod what I sometimes read was also a "complaint" (Having to click too much)
Title: Re: Saltworks
Post by: brads3 on April 06, 2017, 03:31:26 PM
i like the way EMBX suggests. click on housing and you get the vanilla houses but also a modder icon with their houses all under that. same for storage or production buildings. yet a community icon  for like the mission set,medeivel,the rowhouse set,etc. but the buildings in those sets also show under each modders icon in the category places as well. so rowhouses would show under kids icon under housing and list under the community icon as well. that i think fits everyone.
Title: Re: Saltworks
Post by: embx61 on April 06, 2017, 03:34:46 PM
@brads3

Yeps, you got it :)

Honestly, I did not know if the modkit would allow modular toolbars above the main toolbar so I just tried it and it works.

EDIT: Both approaches are possible. Some modders with smaller mods can go with my approach and some bigger ones with the community Icon.

Combined as you said, if I understood you right, so modders do my approach and the community approach (So technically double everything) is I think not possible as you must assign a toolbar in the NameofBuilding.rsc file and I am not sure you can assign two toolbars to one building. Need testing but I doubt it. And honestly I think players will find that even more confusing.

But choosing either one will work all together but players have to get used to it a bit.
Title: Re: Saltworks
Post by: adelegarland on April 06, 2017, 09:30:45 PM
My 2 cents:  I think since most of the modders are using the community toolbars it would be a more consistent approach for you to use it as well...  That being said, I prefer it because I download mods based upon authors and like to find my faves in their respective place on the community toolbar.   so I vote "community toolbar"   :D

Title: Re: Saltworks
Post by: embx61 on April 06, 2017, 10:36:59 PM
@adelegarland

Yes, consistency is a valid factor to weigh in.
As I said before, us modders cannot make everyone happy unless we make several different versions and that is something I not looking forward to.
It becomes a nightmare to update several different versions and I screw quite enough stuff up already when I update some of my mods. (Forget a link to a sprite, a right place on the toolbar, and so on)
As for using mods based on authors, the community is quite split about that.

Like I said, I personally don't care which system to use.

I think in this thread the votes are 3-1 for the community toolbar so far.

I wait a couple of days more for maybe some more input from some players and then act accordingly.
Title: Re: Saltworks
Post by: RedKetchup on April 07, 2017, 05:16:46 AM
you talked about the BL forums thread about the community icon and megamod.... if you read carefully... all the people who prefer all the houses in houses.... (i dont mean OUR people who comes here everyday) they have absolutely no idea of who we are and no idea what we done for people, for this game.

oh ya there is a big jpg on one thread somewhere... with a list with our names and a bit of color that most people never ever seen :P because most people are not even curious to read unless they crash repetitively lol.

oh ya in the megamod toolbar there is some color , a red , orange, purple, blue, yellow rings around the icons.... most people dont even noticed them and they specially dont even have an idea of why it is there. ok now since we started to talk a bit on their poll thread about the community icon and a couple noticed us....

but mostly people even though , when they want an house they want an house , they absolutely dont care from who this house has been worked out... they just want an house.



we are not talking about some nice screenshots when we start the game saying instead of ..... " Your country has rested all their colonial ambitions...." but having a nice screenshot saying " while your map is been created... Did you know [DS] stands for Discrepancy, a prolific and a very skilled moddler that made 12 big mods with many entire themed mods which you will be using in this version of Megamod..... " ?? ??

or randomly when you start another game a nice screenshot saying : " Did you know [EB] stands for Embx61, a very skilled moddler that made 6 very nice mods and buildings that you will use in this version of Megamod...." ?? ??


while people are waiting patiently the game created (which take 16 mins on my computers with megamod ^^) that people has time to read and know and adknowledge who is Discrepancy, Embx61 or Kid1293, or who is Tom Sayer or Necora .... !!!



people have no idea who we are and how much time you guys and girls you spent all your free time, all your evenings since a year....


and most important....
also the Community Toolbar was for clearing that 2 miles long toolbars that are filled 2 space high and depending your screen resolution it goes alot further the other side of the screen and disappearing ?? !!
and which give a big headache to anyone seeing that and try to search a simple stupid vanilla stockpile or simple stupid vanilla barn !
and who is abandonning the game after 15mins because he didnt even succeed to find the vanilla gatherer  :'( and get stuck with a big headache for the rest of the day :S
Title: Re: Saltworks
Post by: TheOtherMicheal on April 07, 2017, 06:03:59 AM
As one of the players who has been very happy to grab just about every mod you fine people have made, I'll say that at first I thought the idea of the Community Toolbar was just "okay", a good idea but one that I didn't think I'd really use.
I didn't think it would be that useful and I really hated the idea of having to swap out older versions of mods for the new ones that now made use of the Community Toolbar (CT) especially when large mods like DS Small Village or the Maritimes where going to be split into smaller parts and put onto the CT... I have a lot of mods in use and I didn't want to add even more to the load order when they had originally been just one mod.
Seriously, I have 160+ mods operating in the game, it meant a lot of work to update to the CT.

However... after having played around 30 hours or more of Banished now with the CT in place, I like it a lot and I'll admit to a little confusion when I loaded embx61's latest mods and found some on the CT and others in the vanilla menus, although I soon adapted.
I believe now that the CT is actually a very good idea and not just because it got rid of the "2 miles long toolbars" - this is a massive benefit because I had so many mods that the toolbar was extending to the left side of the screen and many of the road options were disappearing off screen (so obviously I wasn't able to use them). Like I said, I have 160+ mods loaded, the CT has almost entirely removed the problem with long toolbars to the point where I am now considering using Discrepancy's UI Improvement mod again (I couldn't use it before because of the "2 miles long toolbar" problem making some of the menu buttons disappear off screen).

I believe it's a very good idea because it appears that it also allows individual modders to personalize their toolbars without creating conflicts with the vanilla toolbar or with CC. It also highlights the fact that there is a community of modders making more items for the game. When you've played the game for a little while with the CT you soon remember where things are and what modder has what buildings/resources etc. etc. availalble

As someone using a hell of a lot of mods, the Community Toolbar is a truly great addition to the game in my opinion.

I have to agree with RedKetchup's comments too, I hang around both forums and a number of the people over at BL asking for changes all the time seem to be quite ignorant of the modders and don't really seem to appreciate the amount of work they put in to make additions for the game. I see some of the same people wanting MegaMod to have "everything" because they simply do not want to have to work out load orders for mods or they are obsessed with the red flag showing up on mods that share some files because they are convinced it means the mods will not work together and will cause a crash. Even when it's explained to them by smarter people, they still refuse to believe it.

These are people who do not want to think about what they are doing, they want everything easy and they don't want to have to plan anything out in the game - these are some of the same people who want all the mods to be put onto the Steam workshop so that they never have to bother with updating mods when the game gets updated. They're lazy or stupid or sometimes both and it will not matter what a mod maker does to help them, they will not be satisfied until the game has been changed to suit only them.
Title: Re: Saltworks
Post by: grammycat on April 07, 2017, 10:59:08 AM
The community toolbar does a good thing-it gives credit where credit is due.  I appreciate all the creators, the work they put into this game, and the fact they share their mods with us.  Besides, I like to be able to find my favorites quickly.  ;)
Title: Re: Saltworks
Post by: embx61 on April 07, 2017, 03:01:01 PM
Thanks folks for the constructive attributions regarding the Community Toolbar.

It looks like most votes here on WoB are for the community toolbar.
As I release my Mods only here on WoB your votes are most important to me :)

As I said before, personally I don't care which to use. I like both systems but consistency is a major factor too as pointed out in this thread and most importantly:
While I ofcourse mod because I like to do it, and my beloved wife started it all with her request to make a windmill for the game, I mod for you nice people, and not directly for myself :)

So, over the weekend I will change and then upload all my mods which will be all under the Community Toolbar, if I don't mess something up that is  ;)
Title: Re: Saltworks
Post by: Paeng on April 07, 2017, 03:13:35 PM
Quote from: TheOtherMicheal on April 07, 2017, 06:03:59 AMthey want everything easy

Yeah, because the vast majority are just casual players - they don't read up on the game, and they don't engage in conversation... It's sad... :(   


Quote from: grammycat on April 07, 2017, 10:59:08 AMBesides, I like to be able to find my favorites quickly.  ;)

That puts it nicely in a nutshell...  :D

We just play - but we play with a passion...
Title: Re: Saltworks
Post by: elemental on April 07, 2017, 03:32:31 PM
Quote from: Paeng on April 07, 2017, 03:13:35 PM
Yeah, because the vast majority are just casual players - they don't read up on the game, and they don't engage in conversation... It's sad... :(   

Not wanting to go way off topic, but that comment is accurate for a great many things. Not just Banished, not just computer games.
Title: Re: Saltworks
Post by: TheOtherMicheal on April 07, 2017, 06:03:51 PM
Quote from: elemental on April 07, 2017, 03:32:31 PM
Quote from: Paeng on April 07, 2017, 03:13:35 PM
Yeah, because the vast majority are just casual players - they don't read up on the game, and they don't engage in conversation... It's sad... :(   

Not wanting to go way off topic, but that comment is accurate for a great many things. Not just Banished, not just computer games.
Sadly, that is so true. I find the same for two of my other interests, music and movies. It seems a lot people today don't want to have to think too much about anything and their discussions about movies or music are typically about trivial things and they won't get involved in any deeper, more thoughtful conversation.
Title: Re: Saltworks
Post by: QueryEverything on April 07, 2017, 08:30:28 PM
@embx61 Hi there, sorry we haven't spoken before, you came back to modding just as I had to be AFK, which is sad really as I've used your mods in the past and never got to say "thank you".  So, Thank you!

As most of the forum regulars know, I'm not shy of my own opinion :)  and I hope to always be around to annoy the crap out of all you fine modders, you know who you are ;) ;) ;)  So, if I may have a minute (maybe 10) of your time, here it goes ...

I am a very active (when able) member of here and over at BL and I am working on the BL wiki, and I often answer questions where I can on both forums for players that are new, I am finding myself more and more pointing out to players over there that bugs/issues etc with XYZ mod isn't a BL issue but a BL modder issue, and point them to the source or tag the modder.  I don't mind this, this comes standard for me, but I am relieved that at no time have any other modders claimed anothers work in MM, which is excellent.  I make the above comment so to hopefully put in context the rest of my post. 

This isn't directed just at you @embx61 this is a comment that I have made over the last couple of months, and anyone who hasn't read my thoughts, well, now you know too. :)

I am a very large advocate of artist recognition, I am sure when I say this, many of us wouldn't have the passion we have for the game if it's wasn't for the modders, so I can genuinely say that at least with the MM the artists are getting their recognition, but, the players need to realise what's going on.  I do however wonder about @RedKetchup newest idea about further recognition, having the load screen with artist dedications etc, having each of the artists submit (to whomever) a load screen image with their details, link to their bio page, chosen shots of some of their work etc, and that be included in the future MM release.


I understand that the current load screen that Red refers to is directly connected to Colonial Charter, and is based on the current storyline that it brings.  I can see that with work in the future, perhaps working with BL and having their Story line preference, to then also include the loading screens of the other modders involved.  I would suggest that those who want to be involved in the side project have a chat with those in the BL team and see what magic can be done.


In the interim, perhaps one of the modders can take point and create a mod override which has the load pages of the different modders, so we can download the mod and change our loading pages.  I would also love to see in this sort of mod screenshots from the community members of their villages.  We have a couple of players who regularly post updates, and I think it would be lovely to have some of their work also included.
Perhaps I should branch this part of the topic off into it's own thread  (I have since done so & it's here (http://worldofbanished.com/index.php?topic=1623.0)).  Something that can be discussed with all the modders who want to be involved.


Moving back to what was originally posted ...  I love and use the Community Toolbar, but I have often lamented that we can't also 'copy' the items into the function toolbars.  So, @kid1293 colonial houses would be in his CT, or a 'theme toolbar (aka CC "theme sets), or the "houses/theme".  I have suggested that the game dev would allow modders to utilise a change in code that allowed their mods to be listed in A or B or C (Both), toolbars.


This would solve a lot of player issues where some want by theme, by modder, by function. 


It's why I really like when MM gets updated, I can have the same mod listed twice.  Once in the MM 'function' toolbar, and then a 2nd in the CT because I installed it directly as well.


For me @embx61 I will use your mods regardless of where you place them, you need to feel comfortable with how you code, and where you place the code.


Cheers :D


Edit:  Added link to the new thread topic (http://worldofbanished.com/index.php?topic=1623.0) for the loading screen mod
Title: Re: Saltworks
Post by: embx61 on April 07, 2017, 09:30:54 PM
@QueryEverything

Thanks and you are welcome :)

To be recognized as a Modder is not a big deal for me. Of course is it nice to fulfill a request from a forum member and/or get feedback (Either good or bad) after releasing something.

Just a little thank you is more then enough for me. Feedback is way more important to me. Like how can I improve the mod? Are the values right balance wise, etc?

Like I said before, I mod because I like it. I modded for the game Europa Universalis III  before (Never released just for personal use) but never did 3d stuff.

If other modders want loadscreens, I am fine with it. Me personally don't care that much about it but am not against it if my name shows up on there :)
Title: Re: Saltworks
Post by: RedKetchup on April 08, 2017, 12:15:16 AM
about the same building showing 2-3 different place is something faisable already in game. no need a special thing from luke....
it is on the moddler hands :)
Title: Re: Saltworks
Post by: QueryEverything on April 08, 2017, 12:25:50 AM
Quote from: RedKetchup on April 08, 2017, 12:15:16 AM
about the same building showing 2-3 different place is something faisable already in game. no need a special thing from luke....
it is on the moddler hands :)

Oh, that's interesting (and may explain a couple of things)
So, in theory - 1 mod (themed housing, or your Garden Walls theme could be essentially in 2 places?

1)  In CT / RK / Theme / Garden Walls
2)  As it is now, scattered in your CT / RK / Function folders
3)  (but, could be too messy???)  Also in Vanilla / Function (food, housing etc) / mods items

If that's the case, that's awesome, that means that players who like Form & Function AND artist CT, can have both?

For some reason I thought I read somewhere that the mod items could be listed only once in the toolbars, from within the same mod?!?  That there was no way to duplicate the item without a 2nd mod installed.

Well now, that does change things if you can do that @RedKetchup you get what you want (as a modder), and the players who like to use the original functions can also have that, it's just up to the code string.  Interesting .... 
Title: Re: Saltworks
Post by: RedKetchup on April 08, 2017, 12:36:36 AM
personally i dont want too ^^ my goal is totally free the vanilla toolbars from my claws
Title: Re: Saltworks
Post by: embx61 on April 08, 2017, 12:47:12 AM
@QueryEverything

I don't know if it is possible to have more icons of the same building on more then one toolbar.

That some of my mods were scattered was because I did not upload all my older mods yet with the new toolbar approach.
But I don't think someone had for example my saltworks in the Community bar AND on the toolbar from my approach at the same time.

In the NameofBuilding.rsc file in the root you assign the toolbar and I don't know if it is even possible to assign two or even 3 different toolbars there.
I doubt it but who knows. But I agree with RedKetchup that I don't want to do it either.

Instead of freeing space on the toolbars, what the Community toolbar was created to do,  we are going to producing even more clutter and I think lots of players going to find it confusing to have 2, or 3 toolbars assigned to 1 and the same building.

Title: Re: Saltworks
Post by: QueryEverything on April 08, 2017, 12:57:39 AM
I understand, but can it work within your own CT?

I went looking for your Garden Walls items today and had hoped to see them in 1 theme set, but I found them throughout your 'function' toolbar.

Is it possible to have it so you can do it with CT/RK/Theme  and  CT/RK/Function/items ?
I've gotten quite spoilt by themed folders ;) and I think with mods like your Garden Walls & your Hunting ones they would suit also being in a theme folder, as well as your function folders.




----


You are right @embx61 clutter has been a problem for players previously which is why I loved MM approach where each Function bar was then sorted further, I wish the roads was better looked after for Roads & Bridges, but ...  oh well. 
I'm thinking more about the players that have requested that the Vanilla bar be utilised still, and the other players who use the CT, if it can be listed in both the Vanilla function and the CT then it's a win/win for all the players and it will eventually be a non-issue.  (I don't personally see it as an issue per say, I just think there should be better ways of doing it).
There are players who naturally will always go to "house/item" rather than remember who created what house.


As an example, there are multiple colonial house mods available now, it can be confusing to remember which modder built which house, so in the above case, it doesn't matter when both the Vanilla/House  and CT/modder/house (or theme) are being used.


I'm excited by development, hence my eagerness to see what can be achieved now with new code findings :)

Title: Re: Saltworks
Post by: embx61 on April 08, 2017, 01:21:15 AM
@QueryEverything

I understand where you are coming from. I read quite a few request's on BL forums as well to just utilize the vanilla toolbar.
Especially when the mods are split up in little chunks, or are all separate buildings.

That is why I took the middle of the road approach with my toolbars at the end of the vanilla categories to see what the community thought about the idea.

But I also agree that one system should be used to minimize confusion and maybe a cleaner look overall.
I just go with what the majority wants, just like I go with the new resource flags/limits set by Black Liquid to keep the mods as compatible as possible.
Title: Re: Saltworks
Post by: Gatherer on April 08, 2017, 02:47:27 AM
I personally think that Nilla's suggestion of a compromise is a good one. Direct quote: Many modder also make their own icons and you have to get used to them. I think a compromise would be the best thing. Take Red Ketchup as a role model. When you open his icon, you find the vanilla symbols again. His different buildings from his smaller mods are  located under the same menu icons, as the vanilla tool bar. That makes it easy to find and easy to use, even if you're only interested in "a barn" or "a gatherer".
Title: Re: Saltworks
Post by: Paeng on April 08, 2017, 05:07:34 AM
Quote from: QueryEverything on April 08, 2017, 12:25:50 AM1 mod (...snip...) could be essentially in 2 places?

You'd essentially double up the toolbar entries? So the same thing can be found in two different places? Tbh - I don't see the benefit...  :(

Plus I think that would be another can of worms for the mod creators...  ;)
Title: Re: Saltworks
Post by: Nilla on April 08, 2017, 06:36:34 AM
As I've said, I prefere the community tool bar but I can live with your model as well @embx61 but please, not both! There are many "buttons" as it is, especially if you use a lot of mods. The same thing twice? NO!
Title: Re: Saltworks
Post by: Discrepancy on April 08, 2017, 07:08:09 AM
I have to agree, I don't like the idea of two buttons for each building. I think it can be done, but it would require separate template files. This would bog down the game unnecessarily by having to load up 2 versions of every building. Making bloated menus and bloated mod sizes.

sorry @embx61 , for my rambling as I hijack your page...

I like the community toolbar ... because it allows me to see what I'm missing! ;) what else do I need to make & mod?

so the question is:
we could spend time in making double menu items for all our buildings? or,
we could instead be spending time on what I think is the enjoyable part, for me as a modder & as a player: new content.

I was once just a player, with little knowledge of the modkit and how the game operated and allowed modders to make the modifications. I was ignorant to the time it takes, and what is involved. I still am sometimes, thinking I can put together something in an hour or so, and next thing I'm still sitting here 4-5 hours later! and sometimes it is all wasted when things don't work out. I think all of us as modders have been through this - if not, you soon will ;)
Title: Re: Saltworks
Post by: elemental on April 08, 2017, 03:31:14 PM
Quote from: Discrepancy on April 08, 2017, 07:08:09 AM

I was once just a player, with little knowledge of the modkit and how the game operated and allowed modders to make the modifications. I was ignorant to the time it takes, and what is involved. I still am sometimes, thinking I can put together something in an hour or so, and next thing I'm still sitting here 4-5 hours later! and sometimes it is all wasted when things don't work out. I think all of us as modders have been through this - if not, you soon will ;)

I've started doing some 3d modelling of my own and I do plan to do some mods at some point. The modelling isn't hard once you get a bit of practice - but OMG it certainly can be time consuming. I already knew that modding takes a lot of time and effort, but this has certainly emphasised that point for me. Modding is a labour of love, that's for sure. So thank you modders, all of you.  :)
Title: Re: Saltworks
Post by: embx61 on April 08, 2017, 04:00:57 PM
@elemental

Tell me about it.
My Herbalist building kept crashing once I put the building down in my game.

I pulled my hair out on that one as I copied Luke's Herbalist Template code and made the changes to read my stringtable and so forth.

I knew it was not the mesh because as a test and work by elimination I attached my Waterwell Template code to it and the building could be placed.

So I knew it was the EBHerbalist.rsc file in the Template dir.

I went over and over the code, comparing with a Compare program I use but it kept crashing and I could not find any differences.
I finally asked RedKetchup to take a look at it and within 2 or 3 minutes he found the little bugger.


ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
//"Models\EBWaterWellBuild01Mesh.rsc",
//"Models\EBWaterWellBuild02Mesh.rsc",
"Models\EBHerbalistMesh.rsc" 
]
}
]

int _displayIndex = 0;
int _subIndex = 2; <======================================
bool _randomIndex = false;
}



Had to be changed by this:


ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
//"Models\EBWaterWellBuild01Mesh.rsc",
//"Models\EBWaterWellBuild02Mesh.rsc",
"Models\EBHerbalistMesh.rsc" 
]
}
]

int _displayIndex = 0;
int _subIndex = 0; <==============================
bool _randomIndex = false;
}



Because of Luke's code had the 2 in there as well I never thought about it. So yes, it is time consuming and even frustrating at times.
But at the end if it all works, with more then once help from the other talented modders, it gives a good feeling.
Title: Re: Saltworks
Post by: RedKetchup on April 08, 2017, 06:09:08 PM
we need to help each other :) cause it can be so frustrating sometime  :'(