World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: donwolfkonecny on March 23, 2019, 08:34:06 PM

Title: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 23, 2019, 08:34:06 PM
I wish all the production choices had the full recipe in them, for example, 4 Firewood [5 fodder] so I know how many it takes and makes. I think it makes 4 firewood same as [1 wood] but I'm not sure.
How many Bison Steaks does 12 Bison make?
How many dried?
How many smoked (however that's a little different because I know smoked are worth 2 when trading). Maybe there could be a $2 to indicate it's trade value?
But my real question is, is a copper tool as durable as iron? as steel? as wood? if not, what are the values and could they all be in the choice, so I know what I"d dealing with? maybe a ^1 for wood ^6 for copper, or whatever value it might be, and copper alloy ^8?
same with clothing, how many it makes and weather value
That would be really great and I'd appreciate it so much :)
I also understand if that would be a lot of work to go make that change to everything but maybe you could do that whenever you work on one.

But I really do want to know the durability ratings on tools please, because I want to know which ones to keep and which ones to make for trading. Thank you!!!
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 23, 2019, 08:54:25 PM
most of the info you are looking for are in my tooltips.
in the menu bar, we cannot put like 50 words to explain everything. the menu bar would cross from your left side of your screen up to the right edge of your screen.
i tried to give the most info in my enhanced tooltips. when you go in the toolbar, and mouse over the building, my buildings, you can see those tooltips.

here an example : bison steaks / bison..... if you check the tooltip on the butcher, it will give you this:

Quote
Butcher cuts meats and makes tier 2 food. Size: 4x6. Cost: 48 lumber, 42 stone, 32 iron. Can make: Tier 2 prepared meats (steaks roasts chops and poultries). Employment: 1-2 butchers. Tips: Very good building to take your raw meats and raw poultry meats and process them to double your protein quantities. From 12 meat you get 18-24 steak (educated = +100%) (Uneducated = +50% only).

about tools: at top you have the cheapest one, which also mean they value less and are less good. and more you go down the list, they are better, value more, last longer. but sometimes when too many recipes, i can't put all in the tooltip. i know i wrote it already 2-3 times... but i will give you the list again:

Wooden tool : use = 50 work units, trade value = 5
Stone tool : use = 75 work units, trade value = 8
Copper tool : use = 90 work units, trade value = 10
Iron tool : use = 100 work units, trade value = 10
Copper alloy tool : use = 160 work units, trade value = 12
Steel tool : use = 200 work units, trade value = 12
Carbonsteel tool : use = 300 work units, trade value = 18
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 23, 2019, 08:56:01 PM
i know it has been like 4-5 days i didnt continue to write everything of the RKEC wiki ... a little break... but one day it will be done.
sorry ><
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 23, 2019, 09:37:55 PM
Thank you! You know, I have read those tool tips, but once I built the building, I forgot about that tooltip information! lol
Thank you! I will look there first from now on!
There is an RK wiki? What is the link please?
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: Nilla on March 24, 2019, 02:40:19 AM
Yes, these tooltips are VERY good. I also like very much that the heat costs of the houses are shown. Much appreciated! :)

@donwolfkonecny; if there are no numbers in the toolbar, it´s easy to find out how much wood is used for each log by looking at the menu from the woodcutter: Remember or make a note on how many logs there are in the chopper site inventory. Look at how much the annual production of that site was. Wait a little for the chopper to work. Look again how much more is produced and how much less raw material is left and you´ll know. A tiny bit of math but no rocket science.
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 24, 2019, 08:21:08 AM
Quote from: donwolfkonecny on March 23, 2019, 09:37:55 PM
There is an RK wiki? What is the link please?

it is in discussion 1.0.7 on each of the 3 post( full, nomusic, light ) 1st post.

http://worldofbanished.com/index.php?topic=2925.0 (http://worldofbanished.com/index.php?topic=2925.0)
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 24, 2019, 09:40:13 AM

Quote

about tools: at top you have the cheapest one, which also mean they value less and are less good. and more you go down the list, they are better, value more, last longer. but sometimes when too many recipes, i can't put all in the tooltip. i know i wrote it already 2-3 times... but i will give you the list again:

Wooden tool : use = 50 work units, trade value = 5
Stone tool : use = 75 work units, trade value = 8
Copper tool : use = 90 work units, trade value = 10
Iron tool : use = 100 work units, trade value = 10
Copper alloy tool : use = 160 work units, trade value = 12
Steel tool : use = 200 work units, trade value = 12
Carbonsteel tool : use = 300 work units, trade value = 18

This "work units" information is very valuable and I have not seen it before. It should be in your wiki / information about the mod.
But even better than being there, would be best of all in the game.

I understand you are concerned about formatting the text in the tool tip.
I personally would WAY rather have the information in the game and have it look a little awkward, then not having the information in the game when I am deciding which item to build.
Could I see what it looks like?

For the blacksmith could you change the text Carbon Tool to "Carbon Tool [1Log+2Iron+4Charcoal] 300Use"
I understand it might be long but that's okay. It's so important and I'd much rather have it in the game so I can compare when shopping, instead of trying to find it elsewhere.
(The trade value I can find in the TradingPost)

Can you tell me the insulation values for clothing?
And maybe consider putting them in the production selections of the Tailor.
Warm Coat [2Leather + 2Wool] 18Warmth" or whatever the value is, I have no idea what the warmth value of warm coat is
Could we please try that? It would be very helpful to know when shopping for what to produce.

And, think of it this way, if you put the values in the selections, you will NEVER HAVE TO TELL THEM TO ANYONE AGAIN! Wouldn't that be wonderful?! lol
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: Abandoned on March 24, 2019, 10:15:38 AM
sorry but I would find all that information - most  of it unnecessary as far as I am concerned - very distracting in the game.  I keep a notebook with information on mods and items that I can refer to whenever need.  I am sure it would also add to the size of the mods not to mention adding a lot more work for the modders.
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 24, 2019, 10:29:45 AM
Quote from: donwolfkonecny on March 24, 2019, 09:40:13 AM

Can you tell me the insulation values for clothing?
And maybe consider putting them in the production selections of the Tailor.
Warm Coat [2Leather + 2Wool] 18Warmth" or whatever the value is, I have no idea what the warmth value of warm coat is
Could we please try that? It would be very helpful to know when shopping for what to produce.

And, think of it this way, if you put the values in the selections, you will NEVER HAVE TO TELL THEM TO ANYONE AGAIN! Wouldn't that be wonderful?! lol

i like the idea to try to add 50use, 75use, 80use, 100use, 160use, 200use, 300use to BS menus.

but clothing doesnt work much like that, it tend a bit to work like roads which has normal, fast, faster.
the clothing is just : clothing or clothingwarm. there are no "use or workunits" attached to it... is just : clothing or clothingwarm

RawMaterialDescription rawmaterial
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _name = "LeatherCoat";
String _nameSmall = "LeatherCoatSmall";


int _lowCreateCount = 1; // uneducated
int _highCreateCount = 2; //educated
int _weight = 2; //weight space it takes in a barn
int _createChance = 1; // 1 mean it is create each time it should create an item

RawMaterialFlags _flags = Clothing;

float _carryScale = 0.33; // thats the size of the graphic when citizen holds it in the hands
}


RawMaterialDescription rawmaterial
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _name = "WoolCoat";
String _nameSmall = "WoolCoatSmall";


int _lowCreateCount = 1; // uneducated
int _highCreateCount = 2; //educated
int _weight = 2;//weight space it takes in a barn
int _createChance = 1; // 1 mean it is create each time it should create an item

RawMaterialFlags _flags = Clothing;

float _carryScale = 0.33; // thats the size of the graphic when citizen holds it in the hands
}


RawMaterialDescription rawmaterial
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _name = "WinterCoat";
String _nameSmall = "WinterCoatSmall";


int _lowCreateCount = 1; // uneducated
int _highCreateCount = 2; //educated
int _weight = 2;//weight space it takes in a barn
int _createChance = 1; // 1 mean it is create each time it should create an item

RawMaterialFlags _flags = Clothing | ClothingWarm;
bool _preferred = true;

float _carryScale = 0.33; // thats the size of the graphic when citizen holds it in the hands
}


unless i find something else , elsewhere... i have no idea for how long it last. (till last year i always thought a clothing was lasting till the citizen die ^^ but people proved me wrong)
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 24, 2019, 11:00:59 AM
Oh okay, interesting! I did not know that about clothing.

All this time I thought wool was clothing warm but from the code it seems it is not! In real life wool is more warm than leather and cotton. Okay I understand it's the game. Personally I think wool clothing should be warm, but then maybe it's more expensive to create (3 wool? 4 wool?). Do you think instead of creating "Wool Coat [2Wool]" it could be "Hide Coat [2Wool]" so that it's very clear what quality a Wool Coat is. That way there would always only be 2 types of clothing Hide and Warm, so it's the the same as the code.

Ideally they wouldn't be "Hide" coat since cotton linen and wool are not hide. So maybe they could be "Coat" and "Warm Coat". Or "Clothing" and "Warm Clothing". But maybe you don't want to change that.

Okay I have to have my daily special request. So here is my daily special request. Since there appears to be no warm clothing from wool when I think wool should be the warmest, could you make me an item the tailor can make "Warm Sweater [4 Wool]" although I don't know whether it should cost 3 4 or 5 Wool, up to you. Thanks! lol
Oh and Also I'd like "Warm Coat [12 Feather]" thanks! lol
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 24, 2019, 11:06:23 AM
Quote from: donwolfkonecny on March 24, 2019, 11:00:59 AM

Oh and Also I'd like "Warm Coat [12 Feather]" thanks! lol


i am very sorry, no way i will put feathers in RKEC ^^ because feathers in CC is crazy and people have tons and tons of feathers. if i would put them i would need to fix that but the real problem comes from people placing CC or MM on top of the list ahead of RKEC which will still give a nonsense tons of feathers.

i enhanced the most of the menu tooltips i could. i still need to verify if those lines fit inside the click and open menu toolbars of each windows.
i know i didnt made all... but i am planning to release RKEC 1.3.1 today
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 24, 2019, 11:31:58 AM
Oh I thought RK Ducks made feathers?! If not, then never mind on the feathers.
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 24, 2019, 11:47:23 AM
Quote from: donwolfkonecny on March 24, 2019, 11:31:58 AM
Oh I thought RK Ducks made feathers?! If not, then never mind on the feathers.

there is a duck version with feathers and another version without feathers. you should use the no feather, but if you use CC , you will probably want feathers.....
in RKEC they dont produce feathers.
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 24, 2019, 12:00:23 PM
Omigosh those enchanced selections with information look terrific! In my opinion!
I think that's really helpful, especially for a new player or someone (such as myself) who doesn't have it all memorized.
Thanks so much! I love it!
Now let's see what other people think!
Yay!
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: donwolfkonecny on March 24, 2019, 12:09:45 PM
If you want bug fix for the update, I would consider it a bug that for the Professions are not in Alphabetical order. For example Butcher and Dairyman are out of order
I always struggle to find Butcher

I like that some frequently used one are a the top not in alphabetical order and that is fine because they should be at the top for ease. But there are some that should be at the top that aren't - miner, blacksmith, herder, hunter, trader, vendor, worker, orcharder, woodcutter, tailor

teacher cleric physician can all be lower because while they are important, it is rare that I actually add or remove one.

I guess people could debate about which ones should be at the top, but the lower section seems chaotic to me.
Could you reorder the professions so the ones you think should be at the top are at the top, and then all others are alphabetical?
That would make it easier to find them.
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 24, 2019, 01:28:45 PM
Quote from: donwolfkonecny on March 24, 2019, 12:09:45 PM
If you want bug fix for the update, I would consider it a bug that for the Professions are not in Alphabetical order. For example Butcher and Dairyman are out of order
I always struggle to find Butcher


oh i tried that one day, and i dont know why, once every 2 game it was crashing my setup. i think @Nilla  also experimented it if she remember....
i prefer to not retry. there are more than 10,000 who use this mods and who have save towns... i always try to dont screw them by choices.
Title: Re: Professions ordered
Post by: donwolfkonecny on March 24, 2019, 02:03:12 PM
Are they ordered randomly? Or is there some sort of order? Maybe order in which the mods were loaded?
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: RedKetchup on March 24, 2019, 02:29:21 PM
no they all have a position number. all vanilla one are set by the profession list file of the game. we us, try to set our new profession to fit in that list by choosing its order number.

yes, just have to change the numbers around seems easy... it is... but as i said, one new map on 2 tries , it was crashing people. so it is a choice.
Title: Re: Can the durability, insulation, tradevalue and production counts be in the choic
Post by: Nilla on March 25, 2019, 01:24:54 AM
It´s been a long time ago since you made these experiments with the changed order of professions and I can remember some crashes by testing. So I agree; no changes.

@donwolfkonecny; I often set the profession at the menu of the production site. Those "odd" professions you don´t have so many of like Butcher and Dairyman are much easier to set there right after it´s built. In this case, it doesn´t matter where they are at the menu.

To clothing; As far as I know, people need a new coat about every 4th-5th year. It can somehow be tweaked by the modder because in @Tom Sawyer´s "Ironman" they need one more often. The only difference between warm, fair coats (wool and hide) and ragged clothes (no coat) is that the Bannis need to go home more often to get warm when it´s cold if the coats aren´t perfect. It´s not a huge difference. It´s been a long time since I really looked into it but if I remember it right, the person with warm coats didn´t need to go home at all, the one with fair coats 1 or 2 times in winter the one without coat 2 or 3 times. Of course, this depends on temperature and warm coats pay off more on "harsh" than on "mild".

I like the way @RedKetchup has solved the names of the clothes in RKEd! To call everything "hide coat" or "warm coat", except the traditional wool coat (it´s vanilla I don´t want the name changed) is great. To get a warm coat you need 2 different materials. That´s fine with me if it´s a little bit trickier to produce warm coats. If you have pastures with sheep you can often have "tons" of wool and often not enough of a second material to "work it away" to warm coats. So a warm coat only from 4-5 wool would be practical but also make the game easier. That´s why I prefer it the way it is.