World of Banished

Conversations => General Discussion => Topic started by: Maldrick on July 14, 2017, 04:32:49 PM

Title: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 04:32:49 PM
Hola! :)

Been slowly getting back into the game after my sidetrack.  Had only just upgraded to 107 just before, so I've been really excited about checking out the newer mods from the past couple months and have been playing with load orders and whatnot a bit.  Many thanks to the modders!

Quick question...I've tried two different mods that prevent coal from being used in houses as fuel, "Stop Burning Coal" and "No Coal in Houses," I think are the names.  I noticed with both that when enabled they do what they are supposed to, but the town hall no longer reports coal production or consumption.  Current inventory works, though.

Not being a modder, was curious why this happens.

Hope everybody is doing well!
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 14, 2017, 05:42:49 PM
haven't noticed that. the older mod townhalls do show production funny though since the list now is longer than the older mods are designed for.some of the numbers are without tags and the list is longer. it can be confusing until you get sed to it. or download and build a new townhall.KID's rowhouse mod has a townhall that you can place more than 1 of.i use it as an office building near production and mining areas to keep track.it also could depend on the mods you have loaded besides the "no coal" mod.the older limit flags in older mods are still there. the update does not fix that.so if the mod set coal under stone or iron then it will total as such now.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 06:21:07 PM
Heya, @brads3 :)  Hope you've been doing well.

I tried both at top and bottom of list and same thing.  Just occurred to me that I'm using the simple charburner for coal that Tom Sawyer posted a few weeks ago.  And was using the old old one before with 106.  But I'm pretty sure I was getting the same thing with mines when I tried it with 106.  And even so, it's odd that it doesn't report consumption, either.  But I'll remove that and test it with mines to be sure.

I've got too many mods to list, but some of them are 106....Its just roads, deco stuff, houses, and barns besides Nordic School and the Sawmill, but I'll go back through and double check.  Could see that causing a conflict somehow, but thinking I should be safe with just houses and schools and such.  Worth isolating them and taking a look, though.  Didn't think about that.

All of my townhalls are listing the new limits accurately.  It's just this one report with one of those "no coal" mods enabled, really.  By the way, I was getting what you described with townhalls not listing all of the limits when I first started putting this set together with mods that use them.  Loaded the raw limits file that Embx posted and that seemed to fix it.  Wound up taking it out once I got some other stuff in there that had the resource file.  Not sure which mod added it though, so no way to know where it is in the load order...I might reload it at the top and see if that changes anything.

It's just weird because I noticed it happening on 106 before upgrading, too.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 14, 2017, 06:47:10 PM
i am using the stopburncoal mod. have you loaded the CC compatibility 107 mod? that does help with the changes . i can use the old NMT with CC and the brick and clay are interchangeable. the storage takes time to get used to with the new flags. was glad EB gave us a new market set and then the new wharehouse.i use the my precious and have to remind myself that the gold doesn't store in the precious cellar. it would if i changed the order but i like the old smelter better.CC crew has had issues a few months and are out of order so to speak.some mods were updated not all.as for mod counts,yeah i know the feeling i am over 110.i do use a lot of older mods. most aren't affected by the new limit flags.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 08:38:05 PM
Yep, stopburncoal mod is the one I have loaded now.  I've tried removing a few different things but that's the only one that seems to change it.  I can live with it but would be nice to see that report, is all.

I have not tried the CC compatibility mod as I'm not using CC with this.  Maybe I'll give that a try.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 08:59:32 PM
Do you by any chance have a link to the correct CC compatibilty mod?  Not sure if I'm looking at the right thing.

EDIT:

So, I found the "compatibility 107" mod at BL.  Description says it's for an earlier version of CC, which was my confusion, but I tried it anyway.  No dice.

Next, I disabled every mod except stopburncoal and debug.  Tested it with a vanilla coal mine.  Still not working, so I'm certain it's just the mod itself.

@brads3 , Are you sure your "produced" and "used" reports work in the townhall with this mod active?  If so, do you happen to remember where you got it?  I just googled and pulled the one I have off of BanishedInfo.  It's kind of old but only one around besides the other I used before that was on Steam, also old.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 14, 2017, 09:28:37 PM
http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 14, 2017, 09:33:35 PM
To play it save and you not know which mod uses the new limit resource file you could just add mine.

Just put on top of your modlist. If another mod have the same files incorporated it still just uses mine because it is on top but it get loaded just once as the names of the files are are the same in all mods.

As for no coal mod. I think that Kral mentioned one time that one of those mods change the flag from Fuel/Coal Fuel to Stone or Iron.
This is just bad.

I think to make it work is to make a little override and take the fuel out of "Fuel | CoalFuel" so people not taking the coal to their homes.

CoalFuel is used in CC and other mods as minerals.

Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 10:11:26 PM
@brads3 Thank you.  That's the one I found, also.  Appreciate it.  I find BL to be a little weird to navigate.

Quote from: embx61 on July 14, 2017, 09:33:35 PM
To play it save and you not know which mod uses the new limit resource file you could just add mine.

Just put on top of your modlist. If another mod have the same files incorporated it still just uses mine because it is on top but it get loaded just once as the names of the files are are the same in all mods.

As for no coal mod. I think that Kral mentioned one time that one of those mods change the flag from Fuel/Coal Fuel to Stone or Iron.
This is just bad.

I think to make it work is to make a little override and take the fuel out of "Fuel | CoalFuel" so people not taking the coal to their homes.

CoalFuel is used in CC and other mods as minerals.



@embx61 I have been using yours, actually.  Thank you for making it available.

And thank you for mentioning that because that's exactly what it appears to do.  Which is weird because it reports correctly in the coal (vanilla) / minerals (modded) category for "current" but the "produced" and "used" columns stay blank.  That's because its being added to Iron.  Wasn't even looking for that but that's exactly what it does.

Went into a vanilla game with just the resources, debug, and stopburncoal mods active.  Made a mine and produced 52 coal.  Then made a blacksmith and had it make steel tools using all of the coal (with 2 leftover) and the 50 iron you start with on easy start conditions.  Sure enough, it showed 100 used and 52 produced in the Iron category, with 0 and 0 respectively for minerals, but showed 2 "current"....accurately reflecting the 2 leftover coal.

Interesting that it does that.  I've never looked at the modkit so I have no idea, but purely out of curiosity do you know why it's done this way with these mods?

Edit: After posting I re-read the last part of your post and I got ya....The workaround is to change the flag for the resource not what the houses do.  Interesting.

And good to know.  It would be nice to have that report working, but nothing game breaking, of course.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 14, 2017, 10:28:58 PM
Because those modders did not know any better I guess.

We had no added 10 flags then either.

What they did was changed the flag from Fuel or coalfuel to Iron so people would not burn it in there homes.

Coal is flagged as Fuel/CoalFuel

The homes it is set as storage Fuel and Edible.

So all what is flagged Edible (All foods unless modders take the Edible part out as for example with flour) and all what is flagged Fuel can be stored in houses.

It became more complicated when BL changed the CoalFuel flag to Minerals.
It is just a cosmetic change as just change the string in the string table but they added more raw materials to that CoalFuel Flag like sand, clay, etc.

I was never concerned with people burning coal. It was done in real life as well so realistic and it adds abit to the challenge.
I found in the beginning they take some coal but if enough fire wood is available they take less coal to burn but this is no guarantee.

So I never used a no burning coal mod and in my mods coal is just Fuel/CoalFuel so people will burn it in their homes.

But what is using coal? Vanilla Blacksmith and my Glassworks and that is it.
That is why I made the option in the Glassworks to make glass/glassware from either coal+sand or charcoal+sand.

Charcoal is made from firewood and has the Custom3 flag so bannies not taken it into their houses.

What can be done is give coal the Custom3 flag instead of Fuel/CoalFuel but a lot of Mods are running into problems if done unless there become a understanding with all the modders just like we did with assigning the flags/limits.

If I ever get to work on the Small Village Production addon I will do the same for the Blacksmith so it can use either coal or Charcoal.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 11:10:04 PM
Quote from: embx61 on July 14, 2017, 10:28:58 PM
Because those modders did not know any better I guess.

We had no added 10 flags then either.

What they did was changed the flag from Fuel or coalfuel to Iron so people would not burn it in there homes.

Coal is flagged as Fuel/CoalFuel

The homes it is set as storage Fuel and Edible.

So all what is flagged Edible (All foods unless modders take the Edible part out as for example with flour) and all what is flagged Fuel can be stored in houses.

It became more complicated when BL changed the CoalFuel flag to Minerals.
It is just a cosmetic change as just change the string in the string table but they added more raw materials to that CoalFuel Flag like sand, clay, etc.

I was never concerned with people burning coal. It was done in real life as well so realistic and it adds abit to the challenge.
I found in the beginning they take some coal but if enough fire wood is available they take less coal to burn but this is no guarantee.

So I never used a no burning coal mod and in my mods coal is just Fuel/CoalFuel so people will burn it in their homes.

But what is using coal? Vanilla Blacksmith and my Glassworks and that is it.
That is why I made the option in the Glassworks to make glass/glassware from either coal+sand or charcoal+sand.

Charcoal is made from firewood and has the Custom3 flag so bannies not taken it into their houses.

What can be done is give coal the Custom3 flag instead of Fuel/CoalFuel but a lot of Mods are running into problems if done unless there become a understanding with all the modders just like we did with assigning the flags/limits.

If I ever get to work on the Small Village Production addon I will do the same for the Blacksmith so it can use either coal or Charcoal.


Funny you mention that, because I was just sitting here thinking making a simple override changing coal to industrial fuel would be a great excuse to check out the modkit and poke around a bit.  I've been very interested in doing it for a long time and this would be an excellent reason to give it a go.

I've gathered the different flags for different fuels has caused a bit of stress for everyone involved.  I haven't been playing for a couple of months while wrapped up in another game, but I stop by the site almost daily and seem to remember a big thread about it from a couple weeks ago.  Actually, i think that was where I found Tom Sawyer's charburner for coal.  I guess it's just one of those things where where you want/need everything to be vairies depending on what mods you use.  CC has it's own way.  Everyone seems to have an idea of how it should be.  And you guys making mods have to figure out how to make it all fit.  I know you accommodate both coal and charcoal in your mod and, if memory serves, Discrepancy did the same with his forge.  It's just impossible to make everything fit, otherwise, it seems.

Personally, I don't really play with CC much.  When I was ready to move on from vanilla I found it to be a bit overwhelming and just started piecing together mods from Steam.  Then found this site and continued doing that.  I've scratched the surface on CC, but when I play it, I play it standalone and I never get far because I miss the sets of stuff I've put together from you guys, here and some old standbys I've picked up in other places.  My general goal with every map is to have it be able to run itself at the end, so mining isn't really an option, with mods at least, and avoiding it gives me a set of necessary imports to accommodate and the basis of an economy.  So having a mod like the charburner available is really handy because it gives a lot of flexibility with that.  As are the new limits, especially when they are separate ones on the chains you use to support trade, I'm finding. There was a companion mod that went with charburner a while back that made the vanilla blacksmith use charcoal, I think, and it was really handy.  But only affected that one smith.  With big towns mixing different building styles, that only goes so far and you are back to the original problem.

I guess that's my longwinded explanation as to why I'm using no coal in houses mods.  It's not so much that it's a problem in normal play as that's a hingepoint of my trading model and I like to have control of it as that's what makes the difference between a self sustaining town and one that needs constant player input.

What's really cool, though, is in my early tests of this current set I've put together, I see some great chains that I can use for trade for coal and iron in the end that have separate flags at most stages and I can really tweak it so things don't pile up in storage, some of them being yours, actually. That's always been the gotcha with my towns...at some point you almost always have to come back and clean out the extras even though the town ran fine on it's own for a great many years because of the limited flags, so I've been looking to take full advantage of the expanded limits, now, for this purpose.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 14, 2017, 11:19:41 PM
the biggest challenge i find with the new flags is storage. most storage is set at 1.06. EB made some markets and i am sure KID has some barns. but those are more generic. the thatch and some CC items are harder to find storage for.i use NECORA's pine storage in forests more since it does store thatch.i also use piles with KID's covers.it takes re-learning though.i am so used to using SLINK's markets and TOM"s wharehouse since they stores logs and stone.do that and thatch will fill up the pile and then work will stop.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 14, 2017, 11:28:10 PM
My markets store everything but you need several together to store it all.
All markets work that way in real life as well :)

Several separated stands but all together they sell about anything.

The Materials Store stores everything what normally goes on a stockpile and I added Fuel and Tools to that.

So Thatch I believe is Custom5(Construction) so should be stored in a market stand and the materials store as well.

The my old farm stand stores all Edible, tools, fuel, textiles, clothing, health, and Custom2(Fabrics)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 11:37:47 PM
Quote from: brads3 on July 14, 2017, 11:19:41 PM
the biggest challenge i find with the new flags is storage. most storage is set at 1.06. EB made some markets and i am sure KID has some barns. but those are more generic. the thatch and some CC items are harder to find storage for.i use NECORA's pine storage in forests more since it does store thatch.i also use piles with KID's covers.it takes re-learning though.i am so used to using SLINK's markets and TOM"s wharehouse since they stores logs and stone.do that and thatch will fill up the pile and then work will stop.

It's really hard to find specific storage for some things, for sure.  And I agree, the yard covers are amazing as they let you tailor what you are doing with a dedicated stockpile.  Absolutely love that mod and the new version with the barns is amazing.

But yeah, there's always an option for everything, but the more specific you get, your choices narrow greatly.  Like, there are nearly endless options for foods.  But just tools or just clothing...Or just alcohol...and it really gets down to it.

If you haven't, check out Discrepancy's Small Village storage as it may have what you are looking for.  He's got a barn and a narrow barn option for every flag, I think.  I've put off playing with it because I want to give his full set a go on its own, but looks like he's covered everything with that.

Also, doesn't CC 1.75 have sheds and cellars, etc for every flag?  I know there's a stall or wagon for each.  Really need to sink into CC at some point to learn my way around better and start playing with it more.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 14, 2017, 11:55:58 PM
Quote from: embx61 on July 14, 2017, 11:28:10 PM
My markets store everything but you need several together to store it all.
All markets work that way in real life as well :)

Several separated stands but all together they sell about anything.

The Materials Store stores everything what normally goes on a stockpile and I added Fuel and Tools to that.

So Thatch I believe is Custom5(Construction) so should be stored in a market stand and the materials store as well.

The my old farm stand stores all Edible, tools, fuel, textiles, clothing, health, and Custom2(Fabrics)


Your markets are awesome, perfect really, and the new Materials Store really brings it home, IMO.  Going to be using them extensively on this current map, for sure.  Between those, Kid's Market Puzzle, and RK's markets in NMT everything is covered, most several times over.  Great to have that flexibility.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 15, 2017, 12:00:09 AM
there are several CC barns and cellars but i don't think it is a completed set.i also do not think all brans were upgraded. that is why it is somewhat a guessing game.EB we do like your markets but they don't fit everywhere and as you said then we need more vendors. sometimes like in the forests a barn is all that is needed.
    i like my emporium between several forests cause it has such a huge capacity and stores almost everything. it is however a 1.06 mod.the CC small markets are too balancing. it seems they want to store some of many items but the 1 or 2 items i need in an area they don't stock enough.mainly cause they are trying to keep the "balance".i have actually heard of cases where the bannies completely emptied barns or markets to find a balance once a new item became available.
  i did like DS's town market that was split. a food and general and a industrial,a 2 piece set.they were smaller and easier to build than the central markets. fit quite well in most towns.when i upgraded to 1.07 i didn't carry it over though.trying to cut down on mods,i opted to drop the other dock sets since CC has 1 included.like many mods,there is always 1 or 2 pieces you give up that way.i still like his water tank in the new version.
  i am glad to see work being done on PILGRIM's colonial set again. he had really super ideas where to take it.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 15, 2017, 11:16:00 AM
The New England set is ready. I send The Pilgrim the links to the PKM and the sources so he can check for any typo's and other errors.

If all okayed we can upload a version.

As it is not my mod I will use The Pilgrims name as the Moddder but will keep working with him on updates and stuff :)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 15, 2017, 04:25:51 PM
Always loved that set and am excited to see what you guys do with it.

By the way, after all that, decided to pull the stopburncoal mod. :D
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: QueryEverything on July 15, 2017, 07:26:04 PM
@Maldrick I stopped using that mod as well - not for any bugged reason, but because I was able to generate enough coal to not worry about it just using the the Tiny Compilaton by @kid1293
I just put a couple of the small mines down, then use small markets that distribute coal (from other mods, like @embx61 ) to where I need coal (like a Blacksmithing area), and I find that with a high output of firewood, and doing it this way - I rarely run out of coal where I need it.  It does happen, and I hustle, but for the most part I'm fine, and it's one less mod I need.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=149

Also, in one of the threads, there was a discussion a couple of weeks back about different houses now being designed with different heat requirements, if you are finding that houses really are using too much coal - ask in the mod thread if the modder can take a look at the code and taking out the coal flag, or at least adding a new fuel flag to it.
Perhaps then allowing Bartender's new thatch fuel chain etc.

There was a conversation over on BL as well about coal & charcoal, but I can't remember which thread it was, if I do - I will post it.  :D  Or you can do a search for 'charcoal' and 'coal'.  :)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 16, 2017, 05:54:16 AM
Heya @QueryEverything . :)

It's not really an issue with houses burning too much coal, as I'm not a fan of the unpredictable nature of it.  As I mentioned in an earlier post, I'm generally going for self sustaining towns in the end and having control of this, or a handle on what's being used for what I should say, is key for that.  Mining isn't really an option, either, unless you use an unlimited mod with vanilla mines, but that's boring. :p. And that's fine because it necessitates trade and am economic model.  The tiny mines are great, though, and I use them a lot while building.  The whole set is very handy, really, and is a standard for me along with market puzzle and forest outpost.  Those three mods together are a Swiss army knife of just about everything.

I decided to pull the mod because I realized my need to see consumption in the town hall is greater than keeping consumption low since I always wind up auto trading in the end and ports don't use limits.  Plus I try to use as little of that kind of thing as possible.  I just added it on a whim for an extra bit of control.  Not a big deal, I was mostly curious as to why it did that in the town hall.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Abandoned on July 16, 2017, 10:58:46 AM
@Maldrick since you mention Kid's Tiny mod as a must have also, I was wondering what your opinion would be regarding the icon placements on the toolbar.  I have been using the individual tiny pieces because I liked them in the original vanilla tool bar positions, and even after updating to 107 I still have those in my mod list.  However, the tiny trade won't handle new flags and then I must use the 107 Tiny in the community tool bar.  I think I would prefer if those Tiny community icons would be divided into the categories of storage & markets, food, resources, etc. instead of grouped together as a theme.  What do you think?  I already have mentioned it to @kid1293 and was wondering what others would think.   
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: kid1293 on July 16, 2017, 11:09:10 AM
Hi.
I guess the short answer is that every modder is free within his own toolbar.
Nothing more than the main button is common to all. So if some start to put a 'new'
vanilla toolbar in community toolbar it will get lost if other mods are loaded.

I have reserved space for all the usual buttons so I can divide Tiny within my
toolbar. Nothing much gained...

But I agree, it has been a lot more clicking now. And searching. There is no easy way.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 16, 2017, 11:33:10 AM
two more clicks then Vanilla.

First the community Icon and then the Modders Main Icon.

After that it indeed depends what each modder have in mind with the toolbar.

I not have themed themes. So for example in the Small Village Set, what could easily be a themed set, all the buildings go under the buttons like Housing, Storage, Town Services under the EB toolbar button
It is the way I would prefer it if I was a player because it is the same as Vanilla does it.

But this is also a case of what different players rather see. 10 players, 10 opinions how they would like to have it done. :)

No right or wrong so it is up to the modder to make a decision what suites him/her best and that is why I decided to put the buildings on their own toolbars just like Vanilla does as it is the way I would like to see it if I was a player. I put Village in front of the building name in the tooltip in the hope the player knows it belongs to the Village Set.

Imagine no Community toolbar and with all the mods released the toolbar would have been a mess and some of them so long they would not even fit on the screen anymore and so the modder have to use sub toolbars as well to avoid that.

So you will get Vanilla Housing toolbar ==> EbHouses ==> Wooden House, Stone House and so on.
But if a modder have more sets of houses it would become ==> Vanilla Housing toolbar ==> EBHouses ==> Houses Set 1 ==> Wooden House, Stone House and so on.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: RedKetchup on July 16, 2017, 11:34:17 AM
bah you have 1 click just to open the community icon.

and then 1 for the moddler , 1 for his general toolbar ^^ (food, house, road, industries, decorative... etc)

when i played a bit lately, i noticed that ^^


EDIT: as Embx said ^^ (posted in same time)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Abandoned on July 16, 2017, 11:37:04 AM
Why does nobody understand me.  Not in the vanilla tool bar, in the Kid community tool bar but under the kid market, or kid food, instead of under the tiny icon in the kid community.  Look at all the extra click typing this again  :( why bother?
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: RedKetchup on July 16, 2017, 11:37:09 AM
Quote from: RedKetchup on July 16, 2017, 11:34:17 AM
bah you have 1 click just to open the community icon.

and then 1 for the moddler , 1 for his general toolbar ^^ (food, house, road, industries, decorative... etc)

when i played a bit lately, i noticed that ^^


EDIT: as Embx said ^^ (posted in same time)


and if we wouldnt do that ? : open the vanilla house icon and there would be 239 icons. ^^
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: RedKetchup on July 16, 2017, 11:40:20 AM
Quote from: Abandoned on July 16, 2017, 11:37:04 AM
Why does nobody understand me.  Not in the vanilla tool bar, in the Kid community tool bar but under the kid market, or kid food, instead of under the tiny icon in the kid community.  Look at all the extra click typing this again  :( why bother?

personally i prefer to have all my houses in RKhousing than to have a mess while open the RK icon with tons of houses, industries, decorations, roads, ....
even if it is 1-2 extra click.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 16, 2017, 11:42:21 AM
I understood you and that is why I said it is up to each modder how to do it.

10 players, 10 opinions. I agree how you want it and that is how I do it, but ask 10 other players and 7 out of those ten will rather have them all as a themed set under their own button.

Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: RedKetchup on July 16, 2017, 11:59:31 AM
any ways lately, we ( I ) barely have comments/thanks when i release something.
i made a mod 5 modles X 8 textures (=40) and i ve got 14 Download in 1.0.6 and 54 in 1.0.7 and i ve got 1 comments : @Savidan . thats all.
so i prefer to have my things as i am happy with since not alot cares :P
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: kid1293 on July 16, 2017, 01:36:03 PM
@Abandoned - I understood too. I explained bad.
Whatever I do it is several clicks away, so why bother?

I will look at Tiny next week. But most of my mods are themed (with textures, function...)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: kid1293 on July 16, 2017, 01:42:36 PM
Quote from: RedKetchup on July 16, 2017, 11:59:31 AM
any ways lately, we ( I ) barely have comments/thanks when i release something.
i made a mod 5 modles X 8 textures (=40) and i ve got 14 Download in 1.0.6 and 54 in 1.0.7 and i ve got 1 comments : @Savidan . thats all.
so i prefer to have my things as i am happy with since not alot cares :P

I know your feelings. I sit in the the next empty room trying to arrange my ghosts in some sort of order.
It's lonely (had a lot of help by discussing with Abandoned - we even talked food. :) )
I can only say that you are where people expect you to deliver. A neverending story.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Abandoned on July 16, 2017, 02:03:58 PM
@kid1293 , it was probably me who explained badly, sorry.  I didn't mean that the themed ones like Workplace, or Forest Outpost etc shouldn't stay as themed where they are but Tiny is different I think.  For instance under your market & trading post you have alotof seeds trader, small port, large port, it seems to me tiny trading post and tiny food trader should be there etc, just the tiny ones.  And since @Maldrick mention he uses them all the time like I do, I wanted his opinion and others on it before suggesting it be changed.  To me that would be logical but I suppose it is just a matter of getting use to it.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Savidan on July 16, 2017, 02:07:55 PM
@RedKetchup: Yeah I bet lot of players dont want to register or/and are afraid to talk in english (and you had all these lazy guys that just read and say nothing)

But they probably all appreciate your job.

For me, the toolbar is a bit the mess and since english is not my mother tongue I had to play with a Dictionnary to translate some word sometimes and that make the thing even worst.

At the moment I play with a big part of your mods^(I tried to avoid "cheat mods) and with colonial charter ... sometimes I had to check all the icon (even twice) to found a building that I saw somewhere when I plan to do a thing I had in mind.
Actually I have some stuff that are still in the common bar (NMT 2.0, Pick & Hen tavern, colonial charter stuff), some are in the Community toolbar, manage by Theme (for kid) or like the main toolbar with subsection for their theme like EB  ...

Once you are used to it, it's ok, but for people who discover the game, that a huge task to understand everything.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: kid1293 on July 16, 2017, 02:08:33 PM
No @Abandoned it makes sense. It is getting late here but I will look into it.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Abandoned on July 16, 2017, 02:39:24 PM
thanks @kid1293 , good night.

@Savidan yes, the community tool bar is a very nice improvement.  Colonial Charter is a very big mod with a lot of icons and not so easy to find items.  :)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 16, 2017, 03:54:46 PM
RED,we have been quiet on purpose to give modders time to think. we know how big the NMT is and figure you will be busy for a while.
  i agree with SAVIDAN,i still have lots of1.06 mods cause i know where they are on the toolbar. it takes time to get used to the changes.if it is just a house or building then it makes sence to add it to the toolbar ,but a full set makes more sence to add under the community icon. everyone plays different.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 16, 2017, 04:17:48 PM
I thought about it how Luke laid out his toolbars and that is what I went for too.

But instead of clicking the Houses or Food toolbar in Vanilla players first have to do two extra clicks
The community Button and then the Modders Main Button.

From there on it is just as Vanilla, at least in my case how I put my mods on the toolbars.

Houses under housing, food production under food, and so on.
Then of course there are several types of mods like ghosted, decorations, etc which have in most cases their own main toolbar next to the housing, food, production, etc.

Themed sets are in the same category but I personally split the set up by still using the food, housing, services toolbars for the buildings.
The Village set is a good example of this.

Most modders also use a 1 pixel colored line around their buttons. That line is the indicator there is a sub toolbar showing up when clicking on it.

Lots of the older mods not using the community toolbar at all and that what makes things confusing as some modded houses are under the vanilla housing button and others are under the community and modders toolbars.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: brads3 on July 16, 2017, 04:45:58 PM
noot really, cause we are used to where the older mods are already.the toolbar is smaller now that we have the community icon.like anything,it takes time to get used to using it and where things are. what is a pain is when you look for something specific.like say you want a hospital to fit a certain town. you have clinics scattered in different themes and sets of mods so they aren't all together.we don't have all the options in 1 place.but it didn't make sence to make 2 copies of every mod and have them in 2 places either.there was a give and take to it but this is the way it works.it is like playing a new game. you have to relearn the buttons.LOL
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: RedKetchup on July 16, 2017, 04:59:57 PM
Quote from: brads3 on July 16, 2017, 03:54:46 PM
RED,we have been quiet on purpose to give modders time to think.

not sure to let a little thanks is disturbing alot the modders quietude lol
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: embx61 on July 16, 2017, 05:40:59 PM
Well, many got used to just playing vanilla as well and had to adapt when modding took off :)

I remember whole wiki's were written for CC on how to play it as players had no clue where to start. :)

If we put all our houses on the vanilla toolbar it would like Red says contain something like 239 buttons. Good luck finding that one specific house you want to build in that toolbar. :)

Searching for specific stuff is always cumbersome but that is not direct the fault of the toolbars but how many mods are released the last two years.
100's of buildings alone and they all need a space on the toolbars so indeed looking for something specific is cumbersome wherever they are placed on the toolbars.

Like I said, I have one hospital and to get to it is Community toolbar, EB mod toolbar, EB Town services and it is right there with all the other town services like my chapels, church, Irrigation, school, well, etc. :) But if that specific Town services buildings list grows I have to find ways to split that bar up as otherwise the bar will become a mile long.

It already happened with the Irrigation channel toolbars and I had to split the pumps and some other parts on their own sub toolbars as the toolbar was becoming too long with all those icons.

I decided to do it the way close to as Luke did it with Vanilla and I personally prefer to have it this way as a player but I understand with so many mods I have to look around a fair bit to find that one specific building.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Savidan on July 17, 2017, 12:23:17 AM
True, the toolbar should being rework thought. It's efficient when you know it but that's not user friendly.

All the non-building stuff should be separate (like the map view, the add/remove jobs button ... )
Roads could be separate too like all the manual tasks .

We should had only the buildings in that bar.

To do it perfect we should had and object for each button with informations like "author" "theme" "class" (production, transformation, service ...) and user could be able to switch beetwen all this to show button classified by author, theme, class ...

But yeah that's probably need to came from the core game and we cant change that, I'm wrong ?
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: kid1293 on July 17, 2017, 01:34:05 AM
@Abandoned and others -

Now there are ants all over my mods and they are itching!  ???
I wanted to comply and looked at Tiny mod. It can easily be placed on my toolbar
under vanilla icons. But the same goes for Forest Outpost. I don't need the resources
(gatherer, hunter...) under Themed Mods. If I change Tiny I might as well change FO.
Or add some doubles from FO to Tiny and place them under vanilla icons. It doesn't hurt.
And there are more. Workplaces? Maybe I should do a tiny megamod. :)

ants, ants, ants...

I create a new thread and leave this one in peace. :)
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Abandoned on July 17, 2017, 04:16:25 AM
Oh dear, look what I started now.   Sprinkling cucumber peelings around Kid to get rid of ants.  Looking for new thread.
Title: Re: No Coal Mods interfere with Town Hall reports?
Post by: Maldrick on July 18, 2017, 06:05:51 PM
Quote from: Abandoned on July 16, 2017, 02:03:58 PM
@kid1293 , it was probably me who explained badly, sorry.  I didn't mean that the themed ones like Workplace, or Forest Outpost etc shouldn't stay as themed where they are but Tiny is different I think.  For instance under your market & trading post you have alotof seeds trader, small port, large port, it seems to me tiny trading post and tiny food trader should be there etc, just the tiny ones.  And since @Maldrick mention he uses them all the time like I do, I wanted his opinion and others on it before suggesting it be changed.  To me that would be logical but I suppose it is just a matter of getting use to it.

@Abandoned

I appreciate your asking my opinion.  Honestly, while I have preferences about a lot of things, I'm good with Tiny in the Community Bar.  But I will check out the new separate one, though, for sure.  The bar took a bit of getting used to, but I took a break from the game right after upgrading and I'm finding it easier to adjust to the new bar coming back to the game fresh than I did before.  As others have mentioned, I think it's mostly a matter of getting used to it.  Although I do find it helpful when there's a demolition tool in the bars so there's less navigation back and forth required while building.

@RedKetchup

My apologies for not commenting.  I was one of your downloads....Two actually, because I grabbed the updated version after you made the fix....Had a quick look and made a mental note to make a comment but you know how those go sometimes.  The houses are beautiful and will have many uses not just with NMT.  I very much look forward to playing with them.