World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on December 22, 2015, 01:37:17 PM

Title: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: RedKetchup on December 22, 2015, 01:37:17 PM
Hello !  ;D

BETA Medieval Town 2.04 for 1.0.6 is now available :) the final version will be uploaded when Workshop will be available for upload (next official patch)

Requirement : Banished 1.0.6  +
This version isnt ' Saves Compatible ' and you need to start a new city.

I always forget something... so it is at you to tell me what i forgot ^^
If something that you wished and didn't made the cut or i didn't made YET, i am very sorry  :-[ it will come.

----------------------

Whats new in 2.0 :

A lot of things ( i reserve this space to expand everything i added in this version )
( I am also reserving the next 2 reply for explanations and pictures )


Redesigned : Medieval 3-Story Houses + Tons of Upgrades
ADDED: Medieval Corner Houses + Upgrades
Redesigned : Medieval Hostels + Upgrades
Redesigned : Medieval Blacksmith + Upgrades
Redesigned : Medieval Tavern + Upgrades + New Beer recipes
Redesigned : Medieval Bakery + Upgrades
Redesigned : Medieval Windmill + 'F' Alternate Models
Redesigned : Medieval Watermill
ADDED: Medieval Lighthouse
Redesigned : Medieval Tailor  + Upgrades + New Cotton recipes
Redesigned : Medieval Library  + Upgrades
Redesigned : Medieval Apothecary  + Upgrades
Redesigned : Medieval Butchery  + Upgrades
Non-Edited : Medieval Watertower
Redesigned : Medieval Clinic  + Upgrades
Redesigned : Medieval Barber Shop  + Upgrades
Redesigned : Medieval Dentist  + Upgrades
Redesigned : Medieval Bath House  + Upgrades
Redesigned : Medieval School   + Upgrades
Redesigned : Medieval Pond + 'F' Alternate Models
Redesigned : Medieval Apiary  + New Beeswax recipes  (Special THANKS To BlackLiquid ™)
Non-Edited : Medieval Cathedral

Redesigned : Medieval Hardware Vendor + Upgrades
Redesigned : Medieval Fruit Vendor  + Upgrades
Redesigned : Medieval Grain Vendor + Upgrades
Redesigned : Medieval Cloth Vendor + Upgrades
Redesigned : Medieval Meat Vendor + Upgrades
Redesigned : Medieval General Store + Upgrades
ADDED: Medieval Food Vendor
ADDED: Medieval Food Stall
ADDED: Medieval Ale Stall

Redesigned : Medieval Archeology Center   + Upgrades
Non-Edited : Medieval Ruins
Non-Edited : Medieval Stonehedge
Non-Edited : Medieval Abandonned Church

Redesigned : Medieval Normal Barn
Redesigned : Medieval Medium Barn
Redesigned : Medieval Small Barn
Redesigned : Medieval Tiny Barn
ADDED: Medieval Granary
Non-Edited : Medieval Grain Silo
Non-Edited : Medieval Coal Silo
Non-Edited : Medieval Root Cellar

ADDED: Medieval Salt Mine
ADDED: Medieval Old Smokery
ADDED: Medieval Dry Shack
ADDED: Medieval Old Saltery
ADDED: Medieval Clay Pit
ADDED: Medieval Potery Shop  + Upgrades
ADDED: Medieval Kiln
ADDED: Medieval Washing Place  + Upgrades
Redesigned : Medieval Creamery  + Upgrades

Ressources ADDED :
ADDED : Livestock Cow with its own graphics (Special THANKS To BlackLiquid ™)
Non-Edited : Grain Barley (Special THANKS To BlackLiquid ™)
Non-Edited : Grain Sorghum (Special THANKS To BlackLiquid ™)
ADDED: Textile : Cotton (Special THANKS To BlackLiquid ™)
ADDED :    Alcohol : Beer
ADDED :    Grain : Hops
ADDED :    Protein : Salted Meat
ADDED :    Protein : Dry Meat
ADDED :    Protein : Smoked Meat
ADDED :    Textile : Salt
ADDED :    Stone : Clay
ADDED :    Stone : Brick
ADDED :    Stone : Roof Tiles


----------------------

Medieval Town 2.01 bugfix has arrived !!!!!

WARNING: You absolutely need to delete ALL your Medieval Food Store (only that one) because 1 of the texture is permanently gone out of the pack. so, if you still have 1 of this building still up : game will instantly crash if your screen show that place.
DELETE your Medieval Food Store first. once all destroyed : Do a save. and then close the game. replace the .pkm. restart or load your save.[/b]

I want to say : BiG Thanks to Kralyerg who voluntary offer to double check all my code for errors :)
Thanks Bro !


***************************************
i keep this place to explain the new build.



***************************************

Medieval Town 2.02 bugfix has arrived !!!!!

New build has arrived !! This new build is coming close to official release (Release candidat 2.02)
THANKS YOU to all who found bugs and problems

***************************************
Bugfixes 2.02:
fixed problems with Salt mine, Hostel windows, Flour



***************************************


Medieval Town version 2.04.1.0.6
Bugfix : Fixed issue about Nomads and the LightHouse.



***************************************



Links :

NewMedievalTown2.04.zip ( 121MB )



MegaStorage:
https://mega.nz/#!EY1nFaBQ!xprJpnGGwIRV8LMrnKybGbCuPQRmX_aa3El7LV1h7_A (https://mega.nz/#!EY1nFaBQ!xprJpnGGwIRV8LMrnKybGbCuPQRmX_aa3El7LV1h7_A)


OneDrive:
https://onedrive.live.com/redir?resid=898CC22576E17BAF!213&authkey=!ABGxqt5oYbC87QA&ithint=file%2czip (https://onedrive.live.com/redir?resid=898CC22576E17BAF!213&authkey=!ABGxqt5oYbC87QA&ithint=file%2czip)



GoogleDrive:
https://drive.google.com/file/d/0B3ArTKXvgXjrTGJjV0JEZFZjYjA/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrTGJjV0JEZFZjYjA/view?usp=sharing)



MediaFire:
http://www.mediafire.com/download/hsg18fddhgmhmuk/NewMedievalTown2.04.zip (http://www.mediafire.com/download/hsg18fddhgmhmuk/NewMedievalTown2.04.zip)

Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 01:37:31 PM
Reserved
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 01:37:42 PM
Reserved
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 02:51:21 PM
doh ! i already found something for 2.01 bugfixes :

When i enable everything back for the release, i accidently 'enable' 2 old files which shouldnt be there anymore : it changes the color of Cattle from brown to white :(
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 03:18:45 PM
so ? did you succeeded to get the files ?
first impressions ?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: grammycat on December 22, 2015, 03:22:32 PM
Got the files fine from mediafire and am about to start a play session.  Thank you, thank you, thank you!
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Fellow Villager on December 22, 2015, 03:29:26 PM
really great!
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 22, 2015, 03:50:18 PM
Downloading now!!!!! Wheeeeee!!!! Will let you know how it is. (But we already know it will be greaaaaaaaaat)  ;D ;D ;D ;D ;D ;D
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 22, 2015, 05:56:27 PM
Fairisle light house
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 06:50:09 PM
hehe nice :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: purringcat on December 22, 2015, 07:20:25 PM
Downloaded on Media Fire    23 seconds    ;D ;D ;D
Thank you...  8)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 08:41:41 PM
you are welcome :)

*****************

if any of you find something.... tooltips wrong.... a wall not good textures.... anything ... let me know :)
sometimes i have alzimer ^^
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 22, 2015, 11:53:02 PM
i ve got a report about or CC brickworks or CC 1.6 has set Clay as material(coalfuel) instead of stone (which i did) and it is making the Medieval Kiln not functionning properly.
Place NMT on top of mod order in wait the fix (wed/thurs) so you can make bricks and roof tiles.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Gordon Dry on December 23, 2015, 02:07:57 AM
So you change clay to material?
CC was first with clay so you should adjust  :P
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: KIM16 on December 23, 2015, 03:44:09 AM
I love how the upgraded buildings look, I was afraid the orange roofs wont fit with the rest of buildings but they look really nice in game. One thing I think u should change, the tailor recipes. Compare to cc that has the original hide, wool and warm coat yours are harder to make and less profitable, maybe you should make cotton coat (40 cotton), and warm cotton coat (80 cotton), and not change the vanilla ones, or leave ones that use 2 leather but make them excellent like warm coats are. I miss the old tailor and blacksmith that look like vanilla with the house on top, if u could make a mod with old medieval town buildings that would great. :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: ShockPuppet on December 23, 2015, 05:27:38 AM
Congratulations for NMT 2 :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Nilla on December 23, 2015, 05:43:43 AM
I´m eager to test it after Christmas! :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: michbret on December 23, 2015, 05:59:11 AM
Many thanks !

NMT 2 looks gorgeous
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Gordon Dry on December 23, 2015, 06:59:55 AM
I had a (possible) bug with the Medieval Food Store (with a vendor employed) - it didn't store the wild roots, berries etc. but everything else that is edible.

Perhaps it was just a random occurance...
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 07:12:31 AM
all the original tailor recipes are there !! i didnt touch them

2 leather for 2 leather coat = vanilla
2 wool for 2 wool coat = vanilla
2 leather + 2 wool = 2 warm coat = vanilla

these are the same as CC too if they left the vanilla ones there.

about cotton, yes they are maybe cheaper with cotton but CC has an extra process step : cotton => cloth by the weavers
me the tailor process directly the cotton => to coat

about the 20 cotton = 1 leather = 1 wool = the amount per year equivalent after some years to test for numbers.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 07:18:41 AM
the medieval food store has :
StorageDescription storage
{
   RawMaterialFlags _storageFlags = Fruit | Vegetable | Grain | Protein;
   int _volumeLimit = 9000;
}
at :          float _ratio = 0.25; each

then should be good. they shouldnt check if they are edible or not, till they have those 1 of those 4 flag. the roots and berries if they are edible or not edible they should end up there if they are vegt(root) and fruit(berries)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: paralias on December 23, 2015, 07:33:19 AM
some visual glitches or bugs...
1 corner house you can see the roof
2 3 4  all the horizontal roofs don't much at the ends (if you want @RedKetchup i have screenshots for all of them)
5 6 7 i don't know if its the 1st floor or the 2nd but you can see the roof behind the wall
8 these are the "problematic" pieces
9 10 11 you can see the roof of the second floor from the windows of the third
12 these are the "problematic" pieces
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 07:33:57 AM
Quote from: Gordon Dry on December 23, 2015, 02:07:57 AM
So you change clay to material?
CC was first with clay so you should adjust  :P

i just added the 'CoalFuel flag' to the industry that use clay (kiln, pottery) which is the 'visual name: material'  ??
when you dont use CC, having something that is 'CoalFuel' (while it is not really Coal) is very bad.
you dont get the item store at its own place, the Clay stay there and the Workers go idle. and also you get it store in the Coal Silo
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 07:59:51 AM
Quote1 corner house you can see the roof

thats normal, in the tooltip i ve put a big "WARNING" in capitals : those model only fits BS,Tailor,Tavern and Bakery.
i should have separated them in their own icons.  :P

Quote2 3 4  all the horizontal roofs don't much at the ends (if you want @RedKetchup i have screenshots for all of them)

yeah thats the problem when you do this kind of 'Overlap Techonology ™ :) the roof cannot be smaller than the walls, while you need not being show through the walls of the other floors.
or being show through the roofs of other houses.
if i do the roofs smaller, i will also need to make the walls smaller, and then we will get 'laps' between the walls

i dont know if you understand how it goes.
what i can maybe do:  for the models that has a roof left to right, different in textures, i should add a little +0.02' up (or -0.02' down) so the different textures dont glich


Quote5 6 7 i don't know if its the 1st floor or the 2nd but you can see the roof behind the wall

i thought i fixed all those : i need to fix that one.

Quote9 10 11 you can see the roof of the second floor from the windows of the third

same: i need to fix


thanks you for the report !!
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: KIM16 on December 23, 2015, 08:04:42 AM
oh ok. I thought its 2 leather for one coat...:)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 08:20:44 AM
in fact in the game as Luke set it up :

1 coat = 'NON-Educated' , 2 coat = 'Educated' :)
tailors are making 1 to 2 depending if they are educated. those numbers are set in the RawMaterialLeatherCoat, RawMaterialWoolCoat, RawMaterialWarmCoat. (Not in the Tailor House)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 08:25:53 AM
Quote from: RedKetchup on December 23, 2015, 07:59:51 AM

Quote2 3 4  all the horizontal roofs don't much at the ends (if you want @RedKetchup i have screenshots for all of them)

yeah thats the problem when you do this kind of 'Overlap Techonology ™ :) the roof cannot be smaller than the walls, while you need not being show through the walls of the other floors.
or being show through the roofs of other houses.
if i do the roofs smaller, i will also need to make the walls smaller, and then we will get 'laps' between the walls

i dont know if you understand how it goes.
what i can maybe do:  for the models that has a roof left to right, different in textures, i should add a little +0.02' up (or -0.02' down) so the different textures dont glich

thanks you for the report !!

Fixed :)
I added :
+0.02 height for texture 1,
+0,01 height for texture 2,
-0,01 height for texture 3,
-0,02 height for texture 4,
-0,03 height for texture 5
(and i let the non-brick version at 0)

and i did the same for model 6 (with 3 /\ /\ /\ in case they have same problematics)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 08:35:02 AM
Quote from: RedKetchup on December 23, 2015, 07:59:51 AM

Quote5 6 7 i don't know if its the 1st floor or the 2nd but you can see the roof behind the wall

i thought i fixed all those : i need to fix that one.


thanks you for the report !!

Done but
Is it only the non-upgraded version ? do their 'brick' version do same ?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 08:42:03 AM
Quote from: RedKetchup on December 23, 2015, 07:59:51 AM
Quote9 10 11 you can see the roof of the second floor from the windows of the third

same: i need to fix


thanks you for the report !!

Done too but
same. Is it only the non-upgraded version ? Does their brick versions do same ?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Denis de la Rive on December 23, 2015, 09:52:52 AM
First thanks, great mod, loaded with CC TFA, no problems except as noted above. One thing I noticed is that the lighthouse has 2 squares that remain red if you try to place it inland. Mostly makes it difficult to place the building, actually annoying, is it a shore requirement, since I did get it placed after a while, or just a failure to level?  Is it a unique building, I placed two? That could also be a good idea. :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 10:11:00 AM
Quote from: Denis de la Rive on December 23, 2015, 09:52:52 AM
First thanks, great mod, loaded with CC TFA, no problems except as noted above. One thing I noticed is that the lighthouse has 2 squares that remain red if you try to place it inland. Mostly makes it difficult to place the building, actually annoying, is it a shore requirement, since I did get it placed after a while, or just a failure to level?  Is it a unique building, I placed two? That could also be a good idea. :)

the 2 red squares are really intended, to prevent people to place it inland, in middle of the town.
the 1 unique building is also intentional because it acts like a townhall and attracts nomads from very far :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: paralias on December 23, 2015, 10:32:24 AM
Quote from: paralias on December 23, 2015, 07:33:19 AM
5 6 7 i don't know if its the 1st floor or the 2nd but you can see the roof behind the wall
the brick ones are fine
Quote from: paralias on December 23, 2015, 07:33:19 AM9 10 11 you can see the roof of the second floor from the windows of the third
the brick ones still have problem
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 10:36:38 AM
ok :) i will fix that in an hour or 2.

and if nothing else.... i will release 2.01 shortly after :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 01:13:20 PM
anyone has this bug ?

(http://colonialcharter.com/media/kunena/attachments/6369/Screenshot1.jpg)
(http://colonialcharter.com/media/kunena/attachments/6369/Screenshot3.jpg)

where you get the inventory window going wild and go over the upgrade icon ?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 23, 2015, 01:34:48 PM
Quote
where you get the inventory window going wild and go over the upgrade icon ?

Yes, that happens in my game too. I was going to mess around some more tonight to see if I found any bugs for you to squash.

In future release, will there be more recolors for corner house and the pass through house? And any chance of that lovely corner market I want down the road?

But of course I am not pushy or demanding at all  :-[
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: sandysan on December 23, 2015, 01:41:20 PM
I also have the problem of window. I thought it was a problem with another mod. ::)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 01:43:42 PM
using CC ?
which of MT20 or CC is first in your list ?

something is messing with the original inventory window of the game.
is it the only 2 ? tailor and BS ? (the other ones like tavern, it doesnt do that ?)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 01:45:45 PM
Quote from: Bobbi on December 23, 2015, 01:34:48 PM

In future release, will there be more recolors for corner house and the pass through house? And any chance of that lovely corner market I want down the road?

the pass through house is in the 3-story toolbar, it has a red ' T ' in the icon
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 23, 2015, 01:55:22 PM
Quotethe pass through house is in the 3-story toolbar, it has a red ' T ' in the icon

Yes, I used it but it only seemed to have one color. I am not at home, but will re-check it when I get there.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: sandysan on December 23, 2015, 01:57:18 PM
yes I have CC.

MT20 is above CC.

I also the problem with :

- Medieval pottery shop
- Medieval Bakery

Edit: when MT2.0 is below the CC, the problem remains the same.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 02:17:12 PM
i dont have CC ... and it never does that ....

i guess i ll have to make my own inventory window since the original one from the game has been modified (or something modify it)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Denis de la Rive on December 23, 2015, 02:37:41 PM
You are probably right, I also have it using CC, might be related to what "K" did with the windows, hope its not too hard a fix. As for the lighthouse, I understand why, and agree with that idea. Good to know its unique, must be that old debug cheat thing! Thanks for the very high quality work, so few bugs!  :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 02:46:17 PM
bah that one is a major one. and it is not my fault ^^.

when i do a change to a window, take for example, the residences... to move around the Occupation window to give space for the 5 icons on top ... i do my own one instead to modify the original one (i make a copy, i rename my copy NMTsomething.rsc and i work on mine. that way the original stay pure.)

For the tailor/bs/pottery/creamery/tavern i just added an icon in the 'hole' that was there, it perfectly fit. i didnt changed any number :) the original stayed pure :)

i will have to do my own things :) tonight after raid, or before if i have time :)
tommorow v2.01 Bugfixes :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: pliton on December 23, 2015, 04:00:37 PM
I've tried the NMT 2.0 and I remove my hat and bow my head for you, Sir RedKetchup. It's great!
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 07:52:31 PM
thanks :)

question

does the residence windows are OK ? or it does something messed up like the tailor/tav/bs/pot/etc ?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 23, 2015, 10:17:18 PM
the extra storage window for some buildings should be fixed :)
on the screenshot you can see the desert map from CC (CC is first in mod list)  and you can see the windows to the right of the screen : the inventory doesnt overwrite the upgrade icons anymore :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: DesoPL on December 24, 2015, 12:24:49 AM
The only issue i got with NMT now is about iron i mean. CC 1.6 changes iron to iron ore, so it will take time to get iron to build blacksmith etc.

Any solution to that?

Also Red. Is possible from previous NMT make old houses, and production buildings as stand alone mod? I must admit, i enjoyed them.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 24, 2015, 03:21:20 AM
Quote from: DesoPL on December 24, 2015, 12:24:49 AM
The only issue i got with NMT now is about iron i mean. CC 1.6 changes iron to iron ore, so it will take time to get iron to build blacksmith etc.

Any solution to that?

Also Red. Is possible from previous NMT make old houses, and production buildings as stand alone mod? I must admit, i enjoyed them.

yes possible.

about BS, it can do more than just iron, you can help yourself with some other tools.
the change about iron bars to iron ore isnt my fault ^^ i think the purpose of the change is to make the game more difficult :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Gordon Dry on December 24, 2015, 03:22:34 AM
Again about clay:

it's a pity that the NMT clay is not usable for CC brick works because of the flag (stone vs. material).

Bricks and roof tiles are also flagged as stone.

So what was the exact reason that you wanted to have these items flagged as stone?

I ask because CC introduced clay first, so please consider to set the NMT clay/bricks/roof tiles to also be material.

Or create a mini mod with these fixes to place above NMT so for players without CC it stays flagged as stone.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Gordon Dry on December 24, 2015, 04:14:29 AM
Ah!

I placed NMT below CC and started a new game, now it's the CC clay, with the CC clay icon and it's material.

...

But this way the Medieval Kiln and Pottery don't work...

So please create a mini mod to fix that...
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: grammycat on December 24, 2015, 06:29:25 AM
Kralyerg at Colonial Charter did an "Iron is Iron" mod which changes CC 1.6 to iron instead of iron ore.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 24, 2015, 07:00:21 AM
Quote from: Gordon Dry on December 24, 2015, 03:22:34 AM
Again about clay:

it's a pity that the NMT clay is not usable for CC brick works because of the flag (stone vs. material).

Bricks and roof tiles are also flagged as stone.

So what was the exact reason that you wanted to have these items flagged as stone?

I ask because CC introduced clay first, so please consider to set the NMT clay/bricks/roof tiles to also be material.

Or create a mini mod with these fixes to place above NMT so for players without CC it stays flagged as stone.

i will obligated to give both flags

the reason i cannot flag something as material only : it is because there is nothing in Vanilla and NMT that allow to store Coalfuel (aka Material). the regular stockpile doesnt allow coalfuel. this is the reason i dont use that idea.
Gordon it is not everyone who use CC !
the only compromise i can find is maybe to give both flags : Stone and CoalFuel. to clay/brick
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 24, 2015, 07:20:25 AM
Added : CoalFuel Flag (aka Material) to : Clay, Brick, Rooftile.
Also to buildings: Kiln, Pottery Shop, All Hardwares Store versions,

i am still keeping the stone limits.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Gordon Dry on December 24, 2015, 08:13:15 AM
I guess that's okay.

Can't wait for the test...
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Denis de la Rive on December 24, 2015, 09:16:43 AM
Quote from: RedKetchup on December 24, 2015, 03:21:20 AM
Quote from: DesoPL on December 24, 2015, 12:24:49 AM
The only issue i got with NMT now is about iron i mean. CC 1.6 changes iron to iron ore, so it will take time to get iron to build blacksmith etc.

Any solution to that?

Also Red. Is possible from previous NMT make old houses, and production buildings as stand alone mod? I must admit, i enjoyed them.

yes possible.

about BS, it can do more than just iron, you can help yourself with some other tools.
the change about iron bars to iron ore isnt my fault ^^ i think the purpose of the change is to make the game more difficult :)

The question of iron in CC is more about the whole metal industry, and we removed iron from buildings exactly because it was a bit too difficult, at the same time we introduced lumber, its a combined balancing of the game. It was a comprehensive process that involved changing all the building requirements to account for the difference in trade value as compared to the vanilla versions.

You can easily make iron using the smaller versions of production buildings. Since you can make tools directly with iron ore, (in CC), and the many types of tools NMT, that should leave you with ample iron for building. I considered the impact on NMT when I redid the building materials in CC, and concluded that it should not be a problem since except for tools and foundry produced goods, we don't use iron. This leaves most of it for NMT buildings, unless you are into producing cannons.

We are here confronted with the limits of making mods compatible, you have to balance difference with doing the same thing, keeping it original while still trying to minimize impact of major changes. If Red wants to change his numbers, and needs help, I am willing to do it. 

:)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: elemental on December 24, 2015, 01:02:21 PM
I would guess that many players prefer to use both CC and NMT. Perhaps RK can make two versions of NMT? One standalone and one that is compatible with CC?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 24, 2015, 06:01:15 PM
i can check some building and make sure it doesnt require a big amount of iron. if they use iron is ok too, it adds a bit of difficulty to the game and gives a use for your iron created by your forges :) (out to craft just cannons^^)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 24, 2015, 06:44:37 PM
i gone back in ALL the templates:

none house should use Iron anymore
all the others: if they were using Iron : all the numbers have been alot lowered down, but still use some to make you sure you set up your foundry industries :)
the basic BS dont require Iron to be built. but still use Iron for tools.
you have alot of crafting recipes to help yourself in wait of your Iron industries :)


Quote from: elemental on December 24, 2015, 01:02:21 PM
I would guess that many players prefer to use both CC and NMT. Perhaps RK can make two versions of NMT? One standalone and one that is compatible with CC?

NMT is extremly CC Compatible and CC Friendly !!!!
but NMT will NEVER be an addon of CC. NMT has its OWN Identity :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 24, 2015, 08:47:46 PM
QuoteNMT is extremly CC Compatible and CC Friendly !!!!
but NMT will NEVER be an addon of CC. NMT has its OWN Identity

Hear! Hear! I think it is awesome that @RedKetchup and the CC team try to make both mods compatible, as I believe it is true that many people use both (I know I do) but each mod has it's own identity.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Denis de la Rive on December 24, 2015, 11:06:57 PM
Quote from: Bobbi on December 24, 2015, 08:47:46 PM
QuoteNMT is extremly CC Compatible and CC Friendly !!!!
but NMT will NEVER be an addon of CC. NMT has its OWN Identity

Hear! Hear! I think it is awesome that @RedKetchup and the CC team try to make both mods compatible, as I believe it is true that many people use both (I know I do) but each mod has it's own identity.
Indeed, it should never be, it has too many interesting things and the difference is really important to keep. Thank you for being YOU!  :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 25, 2015, 07:25:13 AM
I hope everyone is having a marvelous holiday! My family is not coming until early afternoon, so I have a few hours to play, which in my books counts as a good holiday.

Some observations and one bug

Bug: In the first screen shot, the fully upgraded tavern is missing products in the drop down menu. The second screen shot is the base tavern, which has no issues with drop down menu.

Observations: The tailor and the blacksmith (see third and forth screen shots)
Currently the base tailor can do everything the fully upgraded can do, albeit less efficiently? And the fully upgraded still have just one worker. I suggest the base not be able to make warm cloths and the fully upgraded be able to have two tailors.
The blacksmith already follows this model, except for the last part where I think fully upgraded should be able to have two blacksmiths.

What think ye? Just some thoughts. I may have more as I finally have a little time to play.

Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 25, 2015, 08:21:47 AM
Quote from: Bobbi on December 25, 2015, 07:25:13 AM
I hope everyone is having a marvelous holiday! My family is not coming until early afternoon, so I have a few hours to play, which in my books counts as a good holiday.

Some observations and one bug

Bug: In the first screen shot, the fully upgraded tavern is missing products in the drop down menu. The second screen shot is the base tavern, which has no issues with drop down menu.

Thanks you :) Fix done :)

Quote from: Bobbi on December 25, 2015, 07:25:13 AM
Observations: The tailor and the blacksmith (see third and forth screen shots)
Currently the base tailor can do everything the fully upgraded can do, albeit less efficiently? And the fully upgraded still have just one worker. I suggest the base not be able to make warm cloths and the fully upgraded be able to have two tailors.
The blacksmith already follows this model, except for the last part where I think fully upgraded should be able to have two blacksmiths.

What think ye? Just some thoughts. I may have more as I finally have a little time to play.



It is Open to Discussions :)

if people seconds that .... i am open for it :)



*****************

Meanwhile. i made the change about the Pottery as Kralyerg suggested in order to get only 1 pottery and not 2 different pottery.

i also noticed that the Medieval Food Store didnt had any upgrades like the other markets. So tonight i just did it :)
BUT.... But it will cause the saves semi non-compatible cause 1 change in the design of the old Medieval Food Store.
People will need to destroy any Medieval Food Store before to switch to 2.01 or you will crash.

(I will put a reminder when i will upload it and give the links. thats very important, it will cause a 100% crash.)

i want to do 1 more thing before i release it. I noticed also the set of corner house , the one with the BS/Tailor design doesnt have its proper 1st floor. so i want to make it and add it before the patch :)


Here's the screenshot of the new Medieval Food Store and all its Upgrades :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 25, 2015, 09:00:36 AM
I don't know how "seconding" you will get today! Normal people are probably spending time with their families...mine will not be here until 3:00 or so.  YOU are allowed to take the day off and enjoy your Christmas if you celebrate it  ;) I didn't expect any response today  ;D

Food store looks nice. I will continue to look for any other oddities. I do have one regarding cotton. I swear my people are eating it. I see you saw my thread over on CC (I am Impervious over there)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: sandysan on December 25, 2015, 10:01:36 AM
The family meal is finished for today, banished break.  :D

I find the idea of Bobbi, very good. 1 worker for the basic version and 2 after the upgrade.

RedKetchup , you did a great job with this version 2.0. Previous versions were already superb; but this is just wonderful for both visual and playability.


Thank you for taking your time to make a high quality mod.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 25, 2015, 10:11:10 AM
thanks you :) starting a bit to be good lol

joking ^^
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: grammycat on December 25, 2015, 11:51:28 AM
I like the 2 worker idea for upgraded tailor, but would love the warm clothes to stay in basic tailor also.  My granddaughter (and some of her friends) play the game and she never upgrades anything.  Truth to tell-I focus more on upgrading houses than other things.  I know-bad, bad Banshee Overlord!
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: paralias on December 25, 2015, 03:43:22 PM
Quote from: Bobbi on December 25, 2015, 09:00:36 AM
I do have one regarding cotton. I swear my people are eating it. I see you saw my thread over on CC (I am Impervious over there)

check if kids doing it...maybe they think its cotton candy  ;D
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 25, 2015, 05:20:52 PM
Quotecheck if kids doing it...maybe they think its cotton candy  ;D

Heh heh heh good one

QuoteI like the 2 worker idea for upgraded tailor, but would love the warm clothes to stay in basic tailor also.  My granddaughter (and some of her friends) play the game and she never upgrades anything. 

Maybe she would upgrade if she had a reason to. Right now no reason except aesthetics (which for me is still a good reason because they are so beautiful, but still...)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: grammycat on December 25, 2015, 07:59:26 PM
Very true Bobbi-aesthetics are lovely.  I will adapt to whatever RedKetchup decides to do because I love his mod-the simplicity of it yet the variety of what it offers is quite appealing.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 25, 2015, 08:51:12 PM
Ok your favorite pain in the ..... is back with more comments/suggestions/anomalies

1st screen shot:
Anomalies - the second story window for the hostel/pottery looks a little off.
Suggestion - the second and third stories for hostel/pottery corner house have no recolors
2nd screenshot
Comment - the roof on the hostel upgrade with dark brick is black, the "matching" little house is brown (personally I like the black best with that dark brick)
3rd screenshot - light brick clay roof is slightly different on the other hostel upgrade from the "matching" house.
4th screenshot - hostel without upgrade looks good with second story corner house, but the recolors for the hostel look odd with it.

I know you really worked hard to get this out to us before Christmas. I am eternally grateful and am enjoying your mod very much, please forgive me for nit picking.  :-[
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 25, 2015, 10:17:56 PM
Quote from: Bobbi on December 25, 2015, 08:51:12 PM
1st screen shot:
Anomalies - the second story window for the hostel/pottery looks a little off.

Fixed

Quote from: Bobbi on December 25, 2015, 08:51:12 PM
Suggestion - the second and third stories for hostel/pottery corner house have no recolors

yeah :( not done yet

Quote from: Bobbi on December 25, 2015, 08:51:12 PM
2nd screenshot
Comment - the roof on the hostel upgrade with dark brick is black, the "matching" little house is brown (personally I like the black best with that dark brick)

yeah thats something that can happends when you try to make variations in the models offered :(

Quote from: Bobbi on December 25, 2015, 08:51:12 PM
3rd screenshot - light brick clay roof is slightly different on the other hostel upgrade from the "matching" house.

same


Quote from: Bobbi on December 25, 2015, 08:51:12 PM
4th screenshot - hostel without upgrade looks good with second story corner house, but the recolors for the hostel look odd with it.

will kinda be fixed when i ll do the color varations.

Quote from: Bobbi on December 25, 2015, 08:51:12 PM
I know you really worked hard to get this out to us before Christmas. I am eternally grateful and am enjoying your mod very much, please forgive me for nit picking.  :-[


yeah but at least i offered a BETA :) and Beta are there for those :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 26, 2015, 06:08:37 AM
THAT's what I am , a beta tester!  :-X

Hope you and everyone else had a nice Holiday   :)

As an additional comment, just want to say I LOVE the texture on the hostel/pottery corner house. I suppose six choices on the houses is too many though...
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 26, 2015, 08:59:24 AM
Quote from: Bobbi on December 26, 2015, 06:08:37 AM
THAT's what I am , a beta tester!  :-X

Hope you and everyone else had a nice Holiday   :)

As an additional comment, just want to say I LOVE the texture on the hostel/pottery corner house. I suppose six choices on the houses is too many though...

yeah 6 textures  X all the buildings... thats alot ^^
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 26, 2015, 11:49:39 AM
i am doing all the 5x models upgrades for the corner houses that match the archeo/pottery
so far i did the 1st floor, omw to 2nd floor :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 26, 2015, 12:45:12 PM
You the best  ;D
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 26, 2015, 01:09:41 PM
Quote from: Bobbi on December 26, 2015, 12:45:12 PM
You the best  ;D

thx :) i am at 3rd floor now :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 26, 2015, 02:28:55 PM
I DID all the textures and my code .... only left to do : build, takes screenshots, do my colorful Upgrade Icons :)
tomorrow
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: michbret on December 26, 2015, 03:32:43 PM
That's beautiful Red !
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 26, 2015, 07:56:08 PM
Loooooking good! Will we need to start a new game after the changes?
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 26, 2015, 07:58:30 PM
no :)

not for that one :)

but the Medieval Food Stores still need to be destroyed completly
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 26, 2015, 08:00:53 PM
i also as suggested by @kralyerg , i modified a bit the footprint placement of the Medieval LightHouse to help and better convenient placement near body of water. more easy to place it
still need 2 tiles of water/deep water in a corner.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 27, 2015, 06:43:30 PM
Upgrade Icons done :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 27, 2015, 06:57:30 PM
Perfect!  :D

So you would not need to start a new game, with all the changes made?

QuoteAdded : CoalFuel Flag (aka Material) to : Clay, Brick, Rooftile.
Also to buildings: Kiln, Pottery Shop, All Hardwares Store versions,

and

Quotei gone back in ALL the templates:

none house should use Iron anymore
all the others: if they were using Iron : all the numbers have been alot lowered down, but still use some to make you sure you set up your foundry industries :)
the basic BS dont require Iron to be built. but still use Iron for tools.
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 27, 2015, 08:40:50 PM
only that part : ALL Medieval Food Store must be destroyed before updating (just the food store building, only that one)
because it had 1 texture that is not employed anymore, not in the pack anymore :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 28, 2015, 12:06:38 AM
so i am making a 1st floor for the BS/Tailor/Tavern style of Medieval Corner House :)

so far it gives that :)

first screen is w/o shadows
2nd screen with shadows :)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 28, 2015, 02:11:41 AM
:)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: MightyCucumber on December 28, 2015, 03:00:28 AM
That house looks lovely! *.* I don't know about you though, but maybe some flowerpots hanging from that balcony/rail would be a great asset to add more detail to these 1st floor houses. :)

By the way Red, thanks for making our Christmas even better with your awesome mod, I think in the behalf of the community we owe you a big THANK YOU! ;D
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 28, 2015, 03:20:03 AM
HEHE YOU ARE WELCOME :)

THE BEST WAY TO THANKS ME IS ... BY USING IT :)

ooops sorry caps ^^ hhehe

too bad i already made all the upgrades  :'( there would be alot of work to go back and change all those designs i made tonight

Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: RedKetchup on December 28, 2015, 03:22:28 AM
i am kinda done with this patch 2.01 :)

i will send a copy to @kralyerg  before so he can verify everything :)
as he proposed it ^^
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Gordon Dry on December 28, 2015, 04:20:14 AM
Go, @kralyerg, go  ;)
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: Bobbi on December 28, 2015, 06:23:59 AM
Thank you @RedKetchup for all your hard work and thank you Kralyerg for final look over. Easy to over look something when your eyes are bleary from all that hard work!  ;D
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5
Post by: MightyCucumber on December 28, 2015, 07:58:00 AM
Quote from: RedKetchup on December 28, 2015, 03:20:03 AMtoo bad i already made all the upgrades  :'( there would be alot of work to go back and change all those designs i made tonight

No worries. ;) That's why there're ghost decorations anyways. xD

Can't stress this enough RK, awesome job! ;) You and the Black Liquid guys are keeping this beautiful game alive for us. ;D
Title: Re: Discussion : BETA Medieval Town 2.0 Beta 1.0.5 New: BUILD 2.01 bugfix
Post by: RedKetchup on December 28, 2015, 03:59:34 PM
 BETA (1.0.5) Medieval Town 2.01 bugfix has arrived !!!!!

WARNING: You absolutely need to delete ALL your Medieval Food Store (only that one) because 1 of the texture is permanently gone out of the pack. so, if you still have 1 of this building still up : game will instantly crash if your screen show that place.
DELETE your Medieval Food Store first. once all destroyed : Do a save. and then close the game. replace the .pkm. restart or load your save.[/b]

I want to say : BiG Thanks to Kralyerg who voluntary offer to double check all my code for errors :)
Thanks Bro !



***************************************
i keep this place to explain the new build.



***************************************

Links :

NewMedievalTown201.zip ( 120MB )


MegaStorage:
https://mega.nz/#!ZAFR3KiK!NPaRsYYLyb24_ff-1CksjtktNxWT9y9v1HZaP2QsHYI

OneDrive:
http://1drv.ms/1JcMMtp

GoogleDrive
https://drive.google.com/file/d/0B3ArTKXvgXjrdXM2QnJrcW0zZm8/view?usp=sharing

MediaFire
http://www.mediafire.com/download/nqy6ehpao9n8wkc/NewMedievalTown201.zip


Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Bobbi on December 28, 2015, 05:56:57 PM
Yippee! Can't wait to see what you've done.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Gordon Dry on December 28, 2015, 07:43:08 PM
torrent mirror:

http://torrage.info/torrent.php?h=1728686B078A8C40B363FB32C331A30EB7C0D80C
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Gordon Dry on December 29, 2015, 11:14:04 AM
Hey, I like it very much, but I found two flaws:

Could you make the food store / stall (only vendors, no barns) that they only accept edible food?

I set grain to not edible and I have a production quarter with crop fields, grain silo, mill, bakeries and a grain market (Slink's), but a huge amount of (non edible) grain is taken to the food store from where it has to be taken back.

And, the 1st floor medieval hostel got no name and nobody moves in.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: bubbamcgee on December 29, 2015, 04:48:41 PM
@RedKetchup - I can confirm that the 1st floor hostel does not have a name and that it does not allow people to move in.  Tried it several times and let it run with 25 homeless people with none moving into it.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on December 29, 2015, 05:14:15 PM
/shrug

it doesnt have a name , right.
but i have people in. and upgrades has their name
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on December 29, 2015, 05:29:51 PM
fixed . about the name .. it is fixed. but homeless ?? i dont know, i never saw them not accepting people.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: bubbamcgee on December 29, 2015, 06:07:25 PM
@RedKetchup - Hmmm... I restarted my game, let it run a year and then the homeless people moved into it.  So, not sure what was happening.   ???
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: kralyerg on December 30, 2015, 08:39:08 AM
Quote from: Gordon Dry on December 29, 2015, 11:14:04 AM
Could you make the food store / stall (only vendors, no barns) that they only accept edible food?

That's not as easy as it sounds.  Right now, the Food Store is set to store 25% Fruit, 25% Vegetable, 25% Grain, 25% Protein.  Edible versions of foods have both Edible and a food flag, like Fruit set.   The inedible versions only have the Fruit flag (in this example).

When you try and set the market to only allow the Edible version, you go "25% Fruit and Edible", and you would think that it would need both the Fruit and the Edible flag in order for it to be stored there.  But the game doesn't see it like that, it reads the code as "25% Fruit OR Edible" so it still allows in non-edible Fruits.

The only way I can see to only allow in Edibles is just to make a blanket "100% Edible" and it would only allow in things with the Edible flag, but then it might fill up with 100% edible Fruits and not give your guys a very good diet, which is one of the points of the market to begin with.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on December 30, 2015, 05:01:57 PM
yeah if i only put edible;  i have to put 100% edible then. in that case it will fill with edible without taking care to get diversity. which can end up with 100% potatoes only
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Gordon Dry on December 30, 2015, 09:10:45 PM
Hopefully in the future Luke patches some things, so a barn with a drop down menu is possible, for example a grain storage barn / silo where I can choose "barley" etc.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Tilleen on December 30, 2015, 09:40:09 PM
Quote from: kralyerg on December 30, 2015, 08:39:08 AM
Quote from: Gordon Dry on December 29, 2015, 11:14:04 AM
Could you make the food store / stall (only vendors, no barns) that they only accept edible food?

That's not as easy as it sounds.  Right now, the Food Store is set to store 25% Fruit, 25% Vegetable, 25% Grain, 25% Protein.  Edible versions of foods have both Edible and a food flag, like Fruit set.   The inedible versions only have the Fruit flag (in this example).

When you try and set the market to only allow the Edible version, you go "25% Fruit and Edible", and you would think that it would need both the Fruit and the Edible flag in order for it to be stored there.  But the game doesn't see it like that, it reads the code as "25% Fruit OR Edible" so it still allows in non-edible Fruits.

The only way I can see to only allow in Edibles is just to make a blanket "100% Edible" and it would only allow in things with the Edible flag, but then it might fill up with 100% edible Fruits and not give your guys a very good diet, which is one of the points of the market to begin with.

When I first started playing this game, I thought that the Vendors would be a bit smarter about what they stored in the market. I thought, or perhaps hoped, that the vendor would look at all the businesses in the local area (blacksmith, ale house, 10 houses, 30 people) and say we need a balanced diet for the 30 people so 3000 split into fruit, veg, protein and grain, enough firewood for the houses, extra fruit for the ale house, and logs and iron (maybe coal) for the blacksmith. It would then keep enough for maybe two years. Anything over would be put back into the warehouses so that other vendors could pick them up.

I was sad when this was not the case.

Anyway, a bit off topic. Thanks to @RedKetchup and @kralyerg and their teams for their mods.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Paeng on January 01, 2016, 04:09:50 AM
Well, just got the 2.01 and started (carefully, slowly) to add items in an existing town (that I wanted to preserve)...
So far, everything works fine, and also meshes well with the CC mod - great job!

:)


Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 02, 2016, 11:51:58 PM
thanks all

i can say.... i am getting nice vacations lately :) thats cool ^^
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: DesoPL on January 03, 2016, 07:05:55 AM
I should download that fix? If yes, might work on my current save?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 03, 2016, 07:27:50 AM
Quote from: DesoPL on January 03, 2016, 07:05:55 AM
I should download that fix? If yes, might work on my current save?

yes but you have to delete 1 building (all the copy of that building) : Medieval Food Store
This building was holding 1 texture that is not in the .pkm anymore.

so. make sure there isnt any of this building on all the map. save and exit. and then replace the .pkm. and restart the game /load your .sav
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: DesoPL on January 03, 2016, 07:56:14 AM
Quote from: RedKetchup on January 03, 2016, 07:27:50 AM
Quote from: DesoPL on January 03, 2016, 07:05:55 AM
I should download that fix? If yes, might work on my current save?

yes but you have to delete 1 building (all the copy of that building) : Medieval Food Store
This building was holding 1 texture that is not in the .pkm anymore.

so. make sure there isnt any of this building on all the map. save and exit. and then replace the .pkm. and restart the game /load your .sav

Only that? Because i builded your appiary also. :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Tarshana on January 03, 2016, 09:46:13 AM
This mod is incredible. I love the work you do. I'm going to donate :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 03, 2016, 11:50:34 AM
Quote from: DesoPL on January 03, 2016, 07:56:14 AM
Only that? Because i builded your appiary also. :)

no only 1 building : Medieval Food Store :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Gordon Dry on January 05, 2016, 01:14:13 AM
I want to have water in my beer!
And in my bread!

:P
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Ixwa on January 05, 2016, 06:56:22 PM
Water in your beer??! You'll get lynched here, Down Under, if you did that...
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: kid1293 on January 07, 2016, 10:09:00 AM
[RK] Just wondering...
What flags do you have for StorageBarn?
I try to use my own Ridiculous Storage (not using CC), but I get a red flag from StorageBarn
when trying to change 'storage' to something 'ridiculous'.http://worldofbanished.com/Smileys/default/smiley.gif
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 07, 2016, 11:07:18 AM
the ability to store the non edible (by adding manually  fruit vegetable grain and protein) :

   RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile | Fruit | Vegetable | Grain | Protein;


for example, if grain is not there... the flour which is grain without edible wouldnt be able to store anywhere early in the game.

but you can use your ridiculous storage though.
if you place it first in mod list , you ll get it ridiculous but you ll lose the ability to store the non-edible inside.
if you place it after , you ll get all other things ridiculous but the barn wont change and wont be ridiculous.


EDIT BTW i only change the storage flags. if you place it after NMT you should get ridiculous but with my flags
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: kid1293 on January 07, 2016, 02:51:08 PM
Thanks!

I thought the engine worked on all of one heading ( in this case 'storage' )
but you say it differs on individual lines within that heading?

If so it's great!
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 07, 2016, 03:41:50 PM
yeah only that heading
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: kid1293 on January 10, 2016, 02:09:30 AM
[RK] Sorry to pester you on your holiday!

My vanilla market does NOT accept flour and the vendor is running back and forth with flour from the barn.
I have tried to change flags for the market. (which you provided earlier for the barn). No luck.
I tried to solve it by building a grain vendor beside the market but he doesn't take all the grains.
The little man from the market is still running with the rest of the flour.
Maybe I can remove the Grain flag from the market but then it will not hold corn, wheat...
I'm out of ideas.
Regards.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 10, 2016, 02:23:09 AM
then you probably need a lottle .pkm to put at top and thats says : flour = edible
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: kid1293 on January 10, 2016, 02:41:20 AM
Hi again.

In shame! I forgot to declare storage in package-file.
Now it's done, and it's working.
Shouldn't you provide a solution in NMT since many people are used to the vanilla market?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 10, 2016, 02:57:05 AM
the things is : thats new from very last build.

i said at some point i ve done it, but me and @kralyerg , bah i mean Kralyerg found by checking my code that i never did it. and he told me that i didnt done it.
so i did it finally.

seems to have this flour edible / non-edible has pros and cons on different aspect of the game/mods lol

i still just did a little .pkm that you can place on top of the mod list that will give back the Edible tag to flour :)


up to you and people to use.... or not ^^
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: kid1293 on January 10, 2016, 03:14:57 AM
Thanks again, but I keep it inedible and change the market instead, no harm done I think
with some extra flags (or is it?)

BTW. I used embx61 windmill before and got a lot of funny pictures in my head when I
realized the people were actually eating the flour.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 10, 2016, 04:25:36 AM
Quote from: kid1293 on January 10, 2016, 03:14:57 AM
Thanks again, but I keep it inedible and change the market instead, no harm done I think
with some extra flags (or is it?)

BTW. I used embx61 windmill before and got a lot of funny pictures in my head when I
realized the people were actually eating the flour.

the flour isnt that bad .... but think citizen eating 10 butter for supper ^^
have you tried to take a big spoon of butter or margarine and try to eat that without puking ? ^^
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Paeng on January 10, 2016, 05:38:42 AM
Quote from: RedKetchup on January 10, 2016, 04:25:36 AMhave you tried to take a big spoon of butter or margarine

Sure... when I was young we used to do that to get ready for a night of long, hard drinking...  ;)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Gordon Dry on January 10, 2016, 07:29:22 AM
For that matter I did 2 double breaded Schnitzels, fried in a steel pan with much clarified butter, and Spätzle, swayed in much butter and perhaps some veggies like peas.
Superschmackofatz and a good base.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: Fellow Villager on January 10, 2016, 08:21:50 AM
i used to eat butter...sometimes.
now stop.
i have 201 of cholesterol
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 10, 2016, 10:13:32 AM
lol  ;D
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: lyonlee on January 13, 2016, 09:03:59 PM
Hi! RedKetchup.

I appreciate your work very much. But I want to say one thing.

If I build and destroy 'Medieval Salt Mine', I can not use the land that was the footprint again.

Is it possible for you to fix this problem?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 13, 2016, 09:10:25 PM
in the MC toolbar Icon there is a tool to get all the ground back up *Flatten tool* :) and after to remove all the X you use the vanilla remove building
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: lyonlee on January 13, 2016, 09:32:18 PM
Thanks for your reply :)

In case 'Medieval Clay Pit' and 'Medieval Pond', I could use the land that was footprint by using *Flatten tool*.

But in case 'Medieval Salt Mine', the land that is footprint is not sunken, but is flat.
and I Could not use the land that was footprint even after using *Flatten tool*.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 13, 2016, 09:47:40 PM
oh my bad !

salt mine ? i wasnt aware there was any problem with it... gonna go check. build it and remove it to see what is happening.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 13, 2016, 09:52:44 PM
euh........ i see  :-[ whats going on with that building ???
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: lyonlee on January 13, 2016, 10:00:53 PM
Yes! That was the problem. ;)

Take your time, and I highly appreciate your endeavor and works. :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 13, 2016, 10:18:59 PM
i found it :S sorry about that.

i took the code from the iron mine / or / quarry and 1 part of the code says:

DestroyDescription destroy
{
   ComponentDescription _replaceEntity = "destroyed";
}

i replaced it with the lines that buildings usually have :

DestroyDescription destroy
{
   int _damagedSkin = 1;
   int _damagedDecal = 1;
}

and it fixed it.

unfortunately, for your 'save' i dont think it is possible to get back your space lost :(

but in next future update it will be fixed.

thanks you to have discovered this bug :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: lyonlee on January 13, 2016, 10:28:17 PM
Thanks for your reply and works. ;D

I anticipate your update. ;D
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.01bugfix available !!
Post by: RedKetchup on January 13, 2016, 11:00:21 PM
np :)

uploading presently new build :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 13, 2016, 11:13:00 PM
BETA (1.0.5) Medieval Town 2.02 bugfix has arrived !!!!!

New build has arrived !! This new build is coming close to official release (Release Candidate 2.02)
THANKS YOU to all who found bugs and problems

***************************************
Bugfixes 2.02:
fixed problems with Salt mine, Hostel windows, Flour



***************************************


Links :

NewMedievalTown2.02.zip ( 120MB )



MegaStorage:
https://mega.nz/#!8QsmVJwS!x-l_uqp6R0YhkdgvDQxLYv73mAKkB8R5KIiw1ksZ1yE (https://mega.nz/#!8QsmVJwS!x-l_uqp6R0YhkdgvDQxLYv73mAKkB8R5KIiw1ksZ1yE)




OneDrive:
http://1drv.ms/1KeGDIo (http://1drv.ms/1KeGDIo)



GoogleDrive:
https://drive.google.com/file/d/0B3ArTKXvgXjrQmZVN0RvZDE3d0k/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrQmZVN0RvZDE3d0k/view?usp=sharing)



MediaFire:
http://www.mediafire.com/download/inkdrehz5pgafzu/NewMedievalTown2.02.zip (http://www.mediafire.com/download/inkdrehz5pgafzu/NewMedievalTown2.02.zip)

Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Gordon Dry on January 14, 2016, 12:46:27 AM
2.02 torrent mirror:
http://torrage.info/torrent.php?h=79D8F85F6D9EE00D977AE201DFE79857B91E229C (http://torrage.info/torrent.php?h=79D8F85F6D9EE00D977AE201DFE79857B91E229C)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Fellow Villager on January 14, 2016, 08:09:11 AM
i love it!
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Bobbi on January 14, 2016, 09:24:44 AM
Thank you!
I am going to guess this is not save game compatible?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 14, 2016, 09:32:05 AM
this is.
no major changes (no textures replaced and old disappeared... nothing like that so ...) 100% compatible.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Giggles on January 17, 2016, 10:23:53 PM
Hi, Just a small question 'cos i've got confused and i am very new to all this. I installed NewMedievalTown 1.1b into my game last night, (Love it, by the way) then today i came across this new download. thinking that i should take out 1.1b and install 2.02 i did. It showed in the mods box when my game opened, it said the version but no description, i enabled it, but when the game started (a new game)  i did not have the mod in the game. Please can you tell me what i am doing wrong. :) Thanks
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 18, 2016, 05:33:13 AM
1.you cant take a city made with 1.1b and 'upgrade' it to 2,0., the versions arent compatible and you will crash. you absolutely need to start new city with 2.0
2. Did you opted and installed Banished Beta 1.0.5 ? are you with steam ? or a gog/SSR stand alone copy ?
3. If you were with steam, did you unsubscribed the 1.1b on the workshop ?

4. make sure the newmedievaltown.pkm is spelled correctly in your bin/Windata folder.
a wrong spelling like this : newmedievaltown(2).pkm will prevent to function correctly


Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Giggles on January 18, 2016, 06:54:51 AM
i don't use steam.
i am playing Banished 1.0.4  i haven't updated to 1.0.5 yet, so i guess that's my problem :)
i will update my game and keep my fingers crossed.
Thank you :)




Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 18, 2016, 08:54:43 AM
Quote from: Giggles on January 18, 2016, 06:54:51 AM
i don't use steam.
i am playing Banished 1.0.4  i haven't updated to 1.0.5 yet, so i guess that's my problem :)
i will update my game and keep my fingers crossed.
Thank you :)

you are welcome
and yeah you need Banished Beta 1.0.5 absolutely
and make sure the name of the .pkm is right.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Giggles on January 18, 2016, 09:22:19 PM
Hey, me again. ok, i copied over the 1.0.5 files the same as i did to update to 1.0.4 - i had no mods loaded in the windata folder, but when i try to start the game i get a black screen and it hangs, i'm getting the dreaded - a fatal access violation has occurred in Runtime x64.dll and the game can't continue. :) have looked on line but can't find anything to tell me what i'm doing wrong, any ideas.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 19, 2016, 12:18:11 AM
when you start the game, hold on 'cntrl' ?? and then you should get the little menu. and change resolution or the refresh rate.

what is your video card inside ? does it fully support shader model 2.0 ?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Giggles on January 19, 2016, 05:07:48 PM
Hey RedKetchup, i did as you said, i can't change the refresh rate, that's 60hz, but did change the resolution, unfortunately no luck. still getting the same message.
My computer is a AMD A10-6700 APU with Radeon 8670D HD Graphics 3.70ghz - 16gb Ram. i'm sorry i did have a look on line but i can't find any information on the Shader Model.   
Thank you for taking the time to help an old lady out :) but if it all gets too hard i'll just stick to 1.0.4 and wait till 1.0.5 is released (not Beta) and try again.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 19, 2016, 08:45:17 PM
yeah probably, and unfortunatly, will have to wait the new 1.0.5 with bug fixed :(

you can also try to send an email to support@shiningrocksoftware.com with your problem explained and with crash.dmp and see if you can get an answer quickly.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Giggles on January 20, 2016, 07:10:22 AM
not a problem, loving the game and just wanted to see your new stuff. i can wait :) Thank you again, warm regards giggles
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Glenn on January 21, 2016, 04:50:55 PM
Has anyone come across a bug with medieval town 2.02 bug fix.

What I have found is that the mod does not show an icon once loaded.

????
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 21, 2016, 07:12:03 PM
did you double checked the name of the .pkm ?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Glenn on January 21, 2016, 07:35:31 PM
I checked the .pkm and it looked fine.

The pre bug fix version works fine.
I've loaded the new mod, reloaded it, saved the game, and restarted my laptop all to no avail -- NO ICON

What I will do however, is extract the file again from the zip and see if this makes a difference.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 21, 2016, 09:29:26 PM
or redownload the zip ? you are alone that happended... dunno why
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 22, 2016, 11:20:12 AM
for those who is asking me :) the string table for making a translation ...

there is the .zip :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Glenn on January 22, 2016, 02:28:19 PM
Red, you will be please to know that the problem was in the end easily solved.

I extracted the mod from the zip again and this time everthing worked perfectly.

Something obviously went wrong when I extracted the mod the first time.

Sorry to worry you -- but you never know, it may happen to someone else in the future
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 22, 2016, 03:38:12 PM
alright, glad , very glad you resolved it :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Giggles on January 25, 2016, 05:35:18 PM
Hey RedKetchup, i solved my problem (I couldn't get 1.0.5 to run) i was missing the Data1.pkt file in the WinData folder. Just thought i'd let you know in case anyone else has a similar problem. i love your Medieval Town by the way, Please keep up the good work.  :)  Cheers giggles
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on January 25, 2016, 05:49:49 PM
sweet ! i am happy you solved it :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: MightyCucumber on February 02, 2016, 09:03:31 AM
Hey Red, after you make way with the Rise of the Pharaoh, are you considering making an addon mod with the old "retired" buildings from NMT?

I kind of liked the way they were similar to the vanilla buildings without being a complete copy of them, so they were a nice adition to our towns (I'm talking about the hunter, tailor and other buildings that might have gotten a complete overhaul). ;)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Discrepancy on February 02, 2016, 08:46:30 PM
Quote from: MightyCucumber on February 02, 2016, 09:03:31 AM
Hey Red, after you make way with the Rise of the Pharaoh, are you considering making an addon mod with the old "retired" buildings from NMT?

I kind of liked the way they were similar to the vanilla buildings without being a complete copy of them, so they were a nice adition to our towns (I'm talking about the hunter, tailor and other buildings that might have gotten a complete overhaul). ;)

I've been missing those too, especially the hunter.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on February 03, 2016, 09:44:37 AM
remind me after, please
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: wreckcelsior on February 06, 2016, 07:11:54 PM
Downloading now... I can't wait.

Thank you again and again for taking the time to make this for us.  youdabest.

cheers.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: AzemOcram on February 09, 2016, 07:59:00 PM
Which one functions as a hospital without idlers?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on February 09, 2016, 08:35:23 PM
clinic
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Bobbi on February 09, 2016, 08:36:30 PM
Bobbi's Special Doctor House:

http://worldofbanished.com/index.php?action=downloads;sa=view;down=1
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: st2050 on February 26, 2016, 06:42:02 AM
Hello, RedKetchup. Thanks a lot for a great mod!

I have just two questions:
1. I try to build nice villages ... but they look abandoned. Because there is no smoke from houses. :-[
2. Please think about to make 1.2x-1.5x larger radius of vendor buildings. But maybe it was intended for urban settlements, not for wide willages.

Best regards from Siberia, Russia. Sorry my English please.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on February 26, 2016, 09:08:27 AM
the problem with smoke :

1. tons of people ask to disable cause it lag alot on lesser computers
2. i cant put on floor 1 and 2 cause if you build a floor 3 , the old smoke makes like if the houses are in fire

the vendor are intented to be built in downtowns of cities
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: st2050 on February 26, 2016, 10:48:39 AM
RedKetchup, thanks for your answers, so fast!

UPD. Milky cows are dissapeared from traders. I also checked in new game with newsest MT2.0 mod only, before start.
The trader list: Chickens, cattle, cow and sheep. Cattle is brown and cow looks like a friesian cow.

I have too much meat (sheeps, cows and leghorns) but I need more leather. So I hope to get milky cows but I cant.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on February 26, 2016, 08:11:43 PM
yeah milky cow are just named cow now. they are black and white and give milk.
and cattle is the original brown one with no milk
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Paeng on February 29, 2016, 07:16:44 AM
Hi Red,

I'm putting together a little sheet with all the STORAGE capacities - can you fill in the blanks for me, please?
Basically I just need the Capacity and the Size (footprint including road)...


New Medieval Town

ITEM | CAPACITY / SIZE
-------------------------------------
Trade Buildings
-------------------------------------
Canal Trade Post |

-------------------------------------
Storage
-------------------------------------
Normal Barn | 8.000 / 8x5
Medium Barn | 6.000 / 6x4
Small Barn | 5.000 / 5x3
Tiny Barn | 4.000 / 4x2
Grain Silo |
Coal Silo |
Granary |
Root Cellar |

-------------------------------------
Market Buildings
-------------------------------------
General Store |
Meat Store |
Hardware Store |
Food Store | 8.000 /

Fruit Vendor |
Grain Vendor |
Clothes Vendor |

Food Stall | 3.000 /
Ale Stall | 3.000 /


Also, please let me know if I miss any...  :)
Thanks a lot!



Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: mati_motorloco on March 07, 2016, 04:29:04 AM
This mod is sweet, I've been recently in Firenze (Florence), Italy and thinking "I need to build something like this in Banished!" (yeah, I'm a nerd when it comes to city building) so your mod is just fantastic!

I think a good addition could be some decorative items like fountains, statues in a medieval like (a Virgin Mary, Michelangelo's "David", some greco-roman god as the rennassaince produce) as well as parks, flowers

keep up the good work!
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Kimbolton on March 07, 2016, 02:18:04 PM
Hi Red,

I was finally able to take some time and start playing Banished again. I'm really enjoying all the new features you added. Wonderful job on all of this! Thank you. :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on March 09, 2016, 09:24:47 PM
sweet :)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: liberty152 on March 16, 2016, 09:10:23 PM
I cant get it to work? what am I missing?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: kid1293 on March 16, 2016, 11:45:11 PM
Did you update your game to 1.05?

http://www.shiningrocksoftware.com/ (http://www.shiningrocksoftware.com/)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: tangent on April 25, 2016, 10:09:06 AM
First, @RedKetchup, this mod has made my Banished Experience. The models are gorgeous and my towns look great.

Second, I've been hunting through the older posts and haven't found the following:

- Lil' bug report: Stone Bakeries and Brick Bakeries (1st floor) produce smoke , causing the appearance of delicious-smelling fires in the 2nd and 3rd floors of homes built above them.

- Is there a link for a version of NMT 2.0 that includes smoke for 3rd floor buildings? I'm not worried about lag...

-I've noticed schools allow 2 teachers. Does this = more students or allow for faster education? Is this just a result of also having Adriana's college?

-After you've released RotP, and if you intend to return to NMT, could you perhaps create 2nd floor versions barbers, clinics, and dentists? They'd look lovely with the bay windows you have on some of the first floor homes...

- While I'm selfishly making requests.... could you possibly add a 2 width stone bridge?
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on April 26, 2016, 06:36:29 AM
thanks for the good words :)

bakeries: i never noticed, i will have to check that.

i never made a version with smoke for the 2-3rd floors.

1 or 2 teacher doesnt change anything about the children education. the game lack a serious control over that. the benefit is if 1 of your teacher dies in this building, it wont throw your children on the street (and make them young adults without education)

there is no plan at all to return to NMT. not even sure rotp will be release one day. enjoying 'my vacations' and i am kinda 'retired' of all this.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: ArmchairEmperor on April 28, 2016, 08:21:10 AM
I love this mod, thanks for the fun it provides.

I have a couple of questions though.

There seems to be an imbalance in the economy.

Example 1: Warm Coats (TV = Trade Value)

When using the Medieval Tailor: a Warm Coat (TV 20) = 2 wool (TV 5 x 2) + 2 leather (TV 10 x 2)

So a TV 20 Warm Coat actually needs materials worth TV 30, meaning I craft those at a loss. That wouldnt be too horrible for my own citizens but it makes Warm Coats basically worthless as a trade good. Also when using the (way uglier ;) ) normal tailor one warm coat only cost half of this.

Am I making a mistake here and the Medieval Tailor actually produces 2 Warm Coats with those 2 wool and 2 leather?

I mean I love prettier bulidings, but when they make a good export turn from profit into a loss it definitely makes me think twice about using them.


Example 2: Tools (Iron, Steel, Carbon Steel)

The good news is that, calculating raw material TV against final product TV like in example 1, tools will actually net you a profit every time.

The bad news is that your high quality stuff actually nets you less profit than the low quality stuff: Iron tools will net you a profit of TV 4, steel tools of TV 2 and carbon steel tools of TV 3?

This makes very little sense to me.

Is this part intended? I do feel bad producing lesser quality tools for trade, when I could easily produce more high quality ones.

I haven't tested yet whether this imbalancebetween metrial costs and final product cost applies to stuff like pies, bread, salted meat etc.

I mean, even in a barter economy any product still won't be traded for less than the sum of its materials.


So ... I just want to build my little town that's famous for producing the best quality good around here. :) Can anyone clarify those points for me?




Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Denis de la Rive on April 28, 2016, 09:29:53 AM
Measuring the usefulness of goods, and buildings, in simple terms of trade value misses a large part of the impact of such products. In Banished time is everything, so a tool that last longer will impact all production by reducing the number of trips to the market/barn to replace it. The same applies for clothing, increases the time between trips home to warm up. Everything that changes the time available for production is a valuable improvement, and sometimes like in RL, you need to pay a price for an advantage. I know there are some instances of un-balanced production chains, but this is not the case for these goods. You must also take into account that some chains produce more from a given input by educated workers.  ;)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: rkelly17 on April 29, 2016, 06:01:07 AM
What @Denis de la Rive  said.

Plus: I've always been a bit reluctant to trade coats and/or tools. This may be the long-term result of a disastrous tool shortage in one of my earliest (version 1.0!!!!) banished towns--I've just been ultra cautious about trading away necessities ever since. I find booze to be an ideal trade item. It is not a necessity and you get decent value for it. In NMT @RedKetchup has given us some nice booze options which I combine with CC options and get a nice little traffic going.

Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: ArmchairEmperor on April 29, 2016, 07:04:43 AM
I am aware that these goods have other effects on my population. That wasn't what I was talking about.

Sure, a carbon steel tool will help me make my little chaps much more efficient, but it still sucks as a trading good and there's no point producing it for more than my own needs and then make iron tools for export. Which sucks, when I could sell the world so much better stuff (as I was trying to explain).

In the case of warm coats, it's much, much worse. If I use the Medieval Tailor, I incur a big loss in trade value .... which incidently doesn't happen when I use the standard tailor.

So I can make the same product with an "ugly" building that sits like an eyesore among my beautiful medieval buildings (Hyperbole - no offense to Luke ;) ) and turn a "profit" or use RedKetchup's pretty building and throw trade value down the drain. Trade value that I could use to get other luxuries. Nevermind the fact that, as I said before, a finished product will not trade for lkess than the sum of its materials.

I can have a big medieval town, but that still irks me a lot. (Especially the coats. :P )

And that's my problem.

P.S.: I do like to booze trade too ;)



Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on April 29, 2016, 10:20:40 AM
hello

QuoteIn the case of warm coats, it's much, much worse. If I use the Medieval Tailor, I incur a big loss in trade value .... which incidently doesn't happen when I use the standard tailor.

i ve read your posts and there is something i dont understand. you say vanilla tailor are ok but not the NMT tailor.


but it is the same !! this is exactly the same numbers, a copy paste !!
i know i added more option with cotton but...
the NMT and Vanilla tailor produce exactly the same amount of coat with the same amount of raw material !

so i dont understand.





-------------------------------
EDIT:

i ve attached a screenshot of the 2 files :
left one : NMT tailor
and the right one Vanilla tailor

leather coat in green,
wool coat in red,
warm coat in blue

as you can compare (where i underlined) the material and the number of item required.

these number are totally the same.


vanilla tailor takes 2 leather and 2 wool and create 1 to 2 warm coat with it
NMT Tailor takes also 2 leather and 2 wool and create 1 to 2 warm coat with these
(both depending if educated or not)
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Turis on April 29, 2016, 12:58:03 PM
I guess someone forgot to take into account the education level of the tailor.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: ArmchairEmperor on April 30, 2016, 01:21:28 AM
Thanks RK, for those numbers - I wouldn't have known where to find them in the code, since I have no modding experience. The vanilla tailor doesn't give those numbers ingame, it just says "leather + wool", so assumed it was one of each.

So, basically that means if the craftsman is uneducated you incur a loss, if the craftsman is educated you make a profit.

That actually makes sense.

Thanks for clearing that up - I feel much better now.


Btw, is it possible that there is some value missing for flour?

I have yet to see a trader offer it or acept it in trade. I put a couple of thousand units in my trading post before I noticed that. It's not really a problem, I'm just curious.


P.S.: Your concept of three-storied housing is a genius idea. I also love that NMT isn't cluttered up with too much stuff ... even though I wish you would have put in those city walls from NM Castle. ;) )

Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Murokmakto on May 14, 2016, 09:23:30 AM
Hello,

I am not able to install the mod. I am playing Banished on Steam. When I just replace the newmedievaltown.pkm in my WinData folder, nothing changes in my game. Then it is still version 1.01b. If I first unsubscribe to 1.01b, it doesnt show up in the game. It only shows up in my game (in the mod menu) if i rename it. Then I can activate it, but it doesnt show up in the game.
I triet every possibility I could think of but it either doesnt show up in the game, or it is still the old version when I try it.
I think it is due to the subscription. It always updates it back to 1.01b if I replace it in my Windata Folder.

Sorry to bother you with that, I never had such problems, I could easily install the new CC mod in exactly the same way. I dont know why but it doesnt work with NWM
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Murokmakto on May 14, 2016, 09:58:45 AM
I did it a hundred times again and at the 100 and first try it worked, although I did nothing different. It seemed to be a bug with the steam subscriptions.

Thanks for the mod and keep up with it!
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: Turis on May 14, 2016, 10:41:22 AM
Unsubscribe from Steam mods and then download to the Windata folder.
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on May 14, 2016, 04:07:49 PM
unsubscribe , start the game. close the game. and check if it is gonein your windata folder
then subscrib to the new one. start the game. check if enable in mods window
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: RedKetchup on May 21, 2016, 12:11:49 AM
gonna try to put on Steam somewhere next week. if i find the courage to do it ^^

hehe
Title: Re: Discussion: (Banished BETA 1.0.5) Medieval Town 2.0 ==> 2.02bugfix available !!
Post by: rkelly17 on May 21, 2016, 09:31:39 AM
Quote from: RedKetchup on May 21, 2016, 12:11:49 AM
gonna try to put on Steam somewhere next week. if i find the courage to do it ^^

hehe

Unfortunately you are still going to find a bunch of your mods with other people's names on them.  >:(
Title: Re: Discussion: Medieval Town 2.03.1.0.6 ==> available on Steam !!
Post by: RedKetchup on May 25, 2016, 02:26:05 PM
I just added NMT 2.03.1.0.6 version on Steam Workshop


Update from 2.02 to 2.03.1.0.6 : re compiled with the last new version of the toolkit 1.0.6

(No other significative changes other than made with new toolkit.)


http://steamcommunity.com/sharedfiles/filedetails/?id=691102139 (http://steamcommunity.com/sharedfiles/filedetails/?id=691102139)
Title: Re: Discussion: Medieval Town 2.03.1.0.6 ==> available on Steam !!
Post by: reddog11123 on May 29, 2016, 06:20:36 AM
I am having a problem using lighthouse as my town hall. When nomads appear they are stuck on the other side of the map and just stand there. I am not using CC mod, just NMT and Small Row House's with yours loading first.
Title: Re: Discussion: Medieval Town 2.03.1.0.6 ==> available on Steam !!
Post by: RedKetchup on May 29, 2016, 08:10:31 AM
yeah :( it can happends they cant find the way :(
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: RedKetchup on June 01, 2016, 08:27:57 AM
Medieval Town version 2.04.1.0.6
Bugfix : Fixed issue about Nomads and the LightHouse.



***************************************



Links :

NewMedievalTown2.04.zip ( 121MB )



MegaStorage:
https://mega.nz/#!EY1nFaBQ!xprJpnGGwIRV8LMrnKybGbCuPQRmX_aa3El7LV1h7_A (https://mega.nz/#!EY1nFaBQ!xprJpnGGwIRV8LMrnKybGbCuPQRmX_aa3El7LV1h7_A)


OneDrive:
https://onedrive.live.com/redir?resid=898CC22576E17BAF!213&authkey=!ABGxqt5oYbC87QA&ithint=file%2czip (https://onedrive.live.com/redir?resid=898CC22576E17BAF!213&authkey=!ABGxqt5oYbC87QA&ithint=file%2czip)



GoogleDrive:
https://drive.google.com/file/d/0B3ArTKXvgXjrTGJjV0JEZFZjYjA/view?usp=sharing (https://drive.google.com/file/d/0B3ArTKXvgXjrTGJjV0JEZFZjYjA/view?usp=sharing)



MediaFire:
http://www.mediafire.com/download/hsg18fddhgmhmuk/NewMedievalTown2.04.zip (http://www.mediafire.com/download/hsg18fddhgmhmuk/NewMedievalTown2.04.zip)

Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: Gordon Dry on June 17, 2016, 06:45:03 AM
New Medieval Town v2.04.1.0.6.torrent
http://torrage.info/torrent.php?h=B61A23092DD8A6F070754844184A1470F0A33EBE
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: Gordon Dry on June 22, 2016, 07:24:56 PM
I found a bug in 2.04:

The wind mill, set to barley the workers stuff it with sorghum - or try it ...
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: RedKetchup on June 22, 2016, 09:54:58 PM
just gone verified :

all should be good.

when it require Barley ("NMFlourBarleyRequire")
{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialBarley.rsc";
int _count = 20;
}
]
ComponentDescription _produceMaterial = "Template/RawMaterialFlour.rsc";
ResourceLimit _resourceLimit = Food;
String _requirements = "NMFlourBarleyRequire";
}

it require 20 barley
and the text on the menu says it needs barley :
{ String _name = "NMFlourBarleyRequire"; String _text = "Make Flour [Barley]"; }





When it requires sorghum ("NMFlourSorghumRequire")
{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialSorghum.rsc";
int _count = 20;
}
]
ComponentDescription _produceMaterial = "Template/RawMaterialFlour.rsc";
ResourceLimit _resourceLimit = Food;
String _requirements = "NMFlourSorghumRequire";
}

it requires 20 sorghum
and the text on the menu says it needs Sorghum:
{ String _name = "NMFlourSorghumRequire"; String _text = "Make Flour [Sorghum]"; }


i dont see any bug on this
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: Gordon Dry on June 23, 2016, 08:02:41 AM
Perhaps it has to do with the german translation mod - http://banishedinfo.com/mods/view/826-Deutsch-Mod#comments
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: RedKetchup on June 23, 2016, 08:08:06 AM
Quote from: Gordon Dry on June 23, 2016, 08:02:41 AM
Perhaps it has to do with the german translation mod - http://banishedinfo.com/mods/view/826-Deutsch-Mod#comments

maybe it is a translation error.
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: wreckcelsior on June 27, 2016, 04:12:22 PM
Thanks RK... I totally appreciate all of your hard work that you put into your mods...

cheers.
Title: Re: Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!
Post by: RedKetchup on June 27, 2016, 08:57:35 PM
Quote from: wreckcelsior on June 27, 2016, 04:12:22 PM
Thanks RK... I totally appreciate all of your hard work that you put into your mods...

cheers.

you are welcomed @wreckcelsior