World of Banished

MODS Garage => Mod Talk => Topic started by: RedKetchup on October 16, 2014, 06:42:34 PM

Title: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on October 16, 2014, 06:42:34 PM
Jamie's Monastery v1.0 - Redketchup

Hello everyone !

This MOD : Jamie's Monastery v1.0 is a special request from a friend :)

This mod introduce in the game a new building: Monastery. This new building is a great addition to the actual big church and its best looking is localized near it. This mod also introduce a new profession : Monks. Monks will work very hard to make handmaid books for your citizens. Books have a very high value : 400 trade value per book. You can put up to 4 monks working inside the monastery and you can only build 1 of this building.

This is a big and expansive building that has a 14x8 footprint and cost 24 wood 112 stones and 38 iron. 120 working units is needed to build this new building.

The Ui for crafting use a ribbon that will allow a future expansion : grape and wine to be added in a next update.


Books: This new crafted resource is made from : coal (coal is used for making Ink), logs ( logs are used for making paper paste and then paper) and leathers ( for the book cover)
you will have the feeling it takes long to make those, and wont make alot of them per year, thats intented. they worth 400 trade value. in medieval times, people could buy 2-3 cows for the price of 1 book... so it s  perfect like that :)


I hope everyone will like this new building 100% built with my little hands ^^ Be indulgent about my draw skills ^^

Enjoy !!!


(http://worldofbanished.com/gallery/37_16_10_14_6_41_31.jpeg)



Magic Link will appear once you are logged ON on the forum !!
If you want to download it .... you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)
(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: irrelevant on October 16, 2014, 06:59:36 PM
This is great! I'm definitely going to build one of these....in about 20 years!  ;D Seriously though, it's great.  You are changing the game every day. Hats off!
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: irrelevant on October 21, 2014, 03:30:37 PM
@RedKetchup  What type of resource are books? And how do you prevent the merchants from bringing them to sell?
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on October 21, 2014, 07:02:55 PM
1 coal (ink) 1 log (paper, and paper paste) 1 leather (book cover)

and 80 working units to make 1-2 books.


cant prevent merchants to sell aything in the game.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: slink on October 21, 2014, 07:08:38 PM
Quote from: irrelevant on October 21, 2014, 03:30:37 PM
@RedKetchup  What type of resource are books? And how do you prevent the merchants from bringing them to sell?

If I understand this correctly, @RedKetchup has limited them against food, but classed them as textiles for storage and trading purposes.

Quote from: RedKetchup on October 16, 2014, 10:39:39 AM
the limits have their own numbers/parameters.

even if i ve put 'tools' as limit, books arent a tool, they are textiles.
but about the limit, there isnt a 'textile limit' and i need to put something in the UI.... so... i ll put food and i ll just hide it. it will still  be a textile for the merchants.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: irrelevant on October 21, 2014, 07:09:44 PM
So the general goods merchant and the resource merchant will bring books? Is that from the start, or only from when they can be produced?
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on October 21, 2014, 07:14:02 PM
they can sell anything all the time, even if you didnt built your first building. same with everything, like buying apple if you dont have any orchards with apple, nor even having the seeds in your townhall. you can still buy apple. you cant prevent any merchant to sell anything
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: irrelevant on October 21, 2014, 07:19:45 PM
Got it. :)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Chon Waen on February 15, 2015, 04:57:19 PM
Question for you Red:
 
I have a vision of trying to create a city that uses books from monks as its primary and only export.  I visualize it eventually looking kinda like the Vatican or something.

I also want to try to build it so eventually absolutely everything else is imported!
Since I am also using Jamie Ramsey's "Specialized Trading Posts" mod, and Slink's "Small Markets" mod, it may be possible.
If not, I'd plan on having 1-2 woodcutters and 1-2 tailors as well per market just to provide enough clothes and firewood for survival. 

Unfortunately, the limit of 1per city pretty well curtails this.
Is there any way you can put out a 2nd version that doesn't have the 1 per city limit (everything else the same way)
I am hoping to spam loads of beautiful religious buildings all over the map the way others spam taverns, tailors, and woodcutters!

I tried to install the ModKit myself, but ran into problem after problem till I said "Screw this!"
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on February 15, 2015, 05:03:34 PM
i dunno , i didnt plan to.

but if you want a special version just for yourself, i can rid of that part and recompile for you :)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Chon Waen on February 15, 2015, 09:45:45 PM
That would be awesome.

I sent you a PM
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on February 15, 2015, 10:25:26 PM
done and link sent by PM :)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Chon Waen on February 16, 2015, 01:44:32 AM
You are a banished mod god, sir!!! o7
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on May 29, 2015, 04:47:42 PM
Fixed compatibility with CC:GL

coal couldnt be stored in the monastery anymore, i fixed that.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Glenn on May 30, 2015, 04:18:32 PM
Could you put in an updated mod link for download please Red.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Maidenspear on May 30, 2015, 05:51:08 PM
Thank you for fixing the coal issue, and I was wondering if anyone else thought that monks should live at the monastery i know you've said that a building can only have one purpose, but is the forester doing two things by cutting/planting? Just wondering.

You have made the game so much better because of your mods Red.  You are a very gifted person.  Thank you
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on May 30, 2015, 09:05:18 PM
yeah cutting and planting, is 2 things, but in reality it is 1 thing : forester. and forester has been coded by the developper to plant and cut :)
thats the job that doing 2 things, not the building :)

you cannot add to it a residence which is totally another thing.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Maidenspear on May 30, 2015, 09:31:02 PM
hmm. that's unfortunate.  What if you made the building a residence and blocked everyone except monks from living there :)   sorry but i'm still learning how all this fits together.  It's too bad the dev won't let you have new flags for some stuff.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Henry on May 31, 2015, 10:01:14 PM
Thank you Red for making it compatible with CC:GL.

Now about the screenshot, I'm not saying it's a good idea, but it can be done. And once it's done your economy goes all sorts of wonky. Villagers burn books for fun, feed them to cows, they stop going to school, start demanding outhouses since paper is apparently in good supply and all number of things. Traders will buy 74 pigs with just books all at once. Okay so I told them to do that last one, but still that's a lot swine.

Just lay down the foot print for each of them at the same time without navigating away to do anything else. Once you click away from the function of building the Monastery it won't allow you to build another, so plan ahead and count those squares and save often.

Yes I know... I'm sorry Red.  ;D
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on May 31, 2015, 10:23:27 PM
lol
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Paeng on June 01, 2015, 06:13:51 AM
Quote from: Henry on May 31, 2015, 10:01:14 PMwithout navigating away

That's a known (?) bug that apparently works with anything you should only build once... I did not "test" it on many things, but know it works e.g. on the CC ships...  ;)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on June 01, 2015, 07:29:48 AM
does it same for the town hall ?
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Paeng on June 01, 2015, 09:56:21 AM
Quote from: RedKetchup on June 01, 2015, 07:29:48 AMdoes it same for the town hall?

Sure does...  ;)

Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: irrelevant on June 01, 2015, 10:11:51 AM
Wheee! Those poor nomads won't know where to go to get turned down.  ;)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on June 01, 2015, 10:29:42 AM
ROFL and do you get each one its own pack of nomad ?? ??
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Paeng on June 01, 2015, 02:39:15 PM
Quote from: RedKetchup on June 01, 2015, 10:29:42 AMdo you get each one its own pack of nomad?

I'm not sure... tbh, I never dared to play this to the end for fear of just wreaking havoc... LOL


I do know there are weird side effects when you use the different Nomad Boardinghouses, e.g. from Jamie or Slink -
like the Day of the Lemmings -

(http://imagizer.imageshack.com/img909/7302/AbnXcp.jpg)

They all pile into one position in the lake and stay there until allowed or rejected... then they move out again...

Like Irrelevant said, they don't really know where to go  :o

Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Nilla on June 01, 2015, 05:26:12 PM
Wonderful picture  :D  :D  :D  :D  :D
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: rkelly17 on June 02, 2015, 08:16:55 AM
Quote from: Paeng on June 01, 2015, 02:39:15 PM
Quote from: RedKetchup on June 01, 2015, 10:29:42 AMdo you get each one its own pack of nomad?

I'm not sure... tbh, I never dared to play this to the end for fear of just wreaking havoc... LOL


I do know there are weird side effects when you use the different Nomad Boardinghouses, e.g. from Jamie or Slink -
like the Day of the Lemmings -

They all pile into one position in the lake and stay there until allowed or rejected... then they move out again..
Like Irrelevant said, they don't really know where to go  :o

The "gathering under the lake to wait" produced the picture below the other day.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on June 02, 2015, 10:59:05 AM
but why to do have so much people in middle of the lake ?
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: rkelly17 on June 03, 2015, 08:07:51 AM
Quote from: RedKetchup on June 02, 2015, 10:59:05 AM
but why to do have so much people in middle of the lake ?

No idea. I have noticed that some of the modded bridges cause laborers to walk underwater or fly through the air to deliver materials to the opposite side of the bridge when you first place it for construction.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: purringcat on June 08, 2015, 07:19:29 AM
It's really frustrating to have the 'one building' restriction on your monastery.    The fix you did doesn't seem to work with CC's newest mod.   I tried Paeng's place 'all at once' method but they're all messed up.    Any chance you could remove that restriction ..... please   8)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on June 08, 2015, 02:38:22 PM
if i take out the restriction.... i would need to lower the price of the book ?
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: LadyMarmalade on October 02, 2015, 02:17:45 PM
I've just come across this and, always looking for new and lucrative trade ideas, decided to install it but I can't seem to find it anywhere ingame?  What category does it show up under?

I'm wondering if it just hasn't installed properly and that's why it isn't showing up...
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on October 02, 2015, 03:53:03 PM
it should be in services toolbar, next to the actual church.
if you add it into an already existing save, make sure you return back to the mods window to 'reable' it a 2nd time.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: LadyMarmalade on October 02, 2015, 06:03:37 PM
Duh @ me! Found it!

Thank you,RK. This looks like being a nice little earner!
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on October 02, 2015, 06:32:34 PM
do you use CC ? if yes, let me know if this version has still problems with 'coal' :)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: LadyMarmalade on October 02, 2015, 07:37:16 PM
Yes, I use CC.  Haven't noticed any problem yet. What am I looking for? In fact,they are churning out books at a much better rate than I expected! Loving it!
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on October 02, 2015, 08:52:56 PM
Quote from: LadyMarmalade on October 02, 2015, 07:37:16 PM
Yes, I use CC.  Haven't noticed any problem yet. What am I looking for? In fact,they are churning out books at a much better rate than I expected! Loving it!

then, if the monestary is making books... then everything is fine !!

thanks you :)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: gudgeon on May 06, 2016, 03:33:02 PM
I was so excited to use this monastery, but I get the red error message when I try to enable it using CC 1.6. Is there something I need to do to avoid getting this error on the mods screen?

I have it listed second and when I click the X to enable, both CC 1.6 and the monastery go red. It doesn't seem to matter if I put the monastery first or even move it below other mods.

Thanks for any thoughts or suggestions.

p.s. I should add that I have CC 1.6 and renewable resources as my only mods.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on May 06, 2016, 04:57:34 PM
it goes red cause it has been included into CC, i mean the graphic 3D of the building has been included.

if you prefer the feature of this one instead, you need to put it 1st in the list (having 2 mods in red doesnt mean it is bad or will crash. it only mean both mods will share something)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: gudgeon on May 08, 2016, 08:07:48 AM
Thanks so much. I didn't see it in the CC, but figured it out that I could just play with them both in the red and nothing weird seemed to happen in my game. Thanks for your reply (and explaining the red alert), and for making the monastery - I LOVE it!! I'm making a mint in trading  ;)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 09, 2017, 11:39:46 AM
What resource limit do I have to raise when the Monastery won't make any books because the resource limit has been reached?
I tried raising the textiles limit as well as tools and neither seemed to work.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on February 09, 2017, 01:31:13 PM
hmmm not sure .... i would need to try to find my code (of that mod)
in wait... try them all, and tey log first in case
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 09, 2017, 02:41:09 PM
OK! Don't worry about it. I'll figure it out.  ;)
I didn't think about it being such an old mod that you might not remember.  :)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: kid1293 on February 09, 2017, 04:00:06 PM
Once upon a time it was the food limit. Believe it or not.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 09, 2017, 04:01:51 PM
Quote from: kid1293 on February 09, 2017, 04:00:06 PM
Once upon a time it was the food limit. Believe it or not.

Yep! I just came here to post my finding. You're right. It is food.
Makes sense. Food for the brain.  ;D
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on February 10, 2017, 01:30:56 AM
i dont understand how you guys are playing lol. when i was starting any map, any game, the first thing i was always doing : <Pause> and put all limits to 999,999 !!!! and then i was starting my game for real.
never found something that pissed me off so much than these stupid limits in this game LOL
i never needed the game to decide for me when i should stop crafting something ^^
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 10, 2017, 01:40:34 AM
I just like having control of what's being produced. To me it's a blight on the land to have barns and stockpiles all over the place. The fewer, the better - to me. Plus it doesn't hurt my feelings if one of the 'professionals' has to be a common laborer for a while.  :D
To me it just doesn't make sense to have 100,000 food laying around in barns and markets if you're citizens are only using 20 or 30,000 a year.
Besides, where's the challenge if you have no limits? I'm not one for building all these fancy looking communities. I just don't have that talent. So my game play style is different.

You're not the only one though. I've had this discussion with a couple other players.  It's just the way I like to play.  ;D
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: RedKetchup on February 10, 2017, 01:56:08 AM
 :D it was just not the way i always played ^^ hehe

i hope though you dont take my reply as an offense or something !! i hope not. was not intented.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 10, 2017, 02:16:45 AM
Quote from: RedKetchup on February 10, 2017, 01:56:08 AM
i hope though you dont take my reply as an offense or something !! i hope not. was not intented.

Absolutely not. At my age I don't have time to be offended.  ;D

I can certainly understand different play styles. I've been PC gaming for close to 20 years so different play styles is nothing new to me.  ;)
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: QueryEverything on February 10, 2017, 02:28:52 AM
I found by limiting tools & clothes, luxuries early on that once they hit that limit they went on their way.  :)  Then when things got low they would come back.  I don't do it as much these days, but for a while that was my core play style.

I'm with @RedKetchup though, first thing, set the UI, set the limits, then save the game.  I then had a template (if I loved the map) for all future games, mod updates etc, I could wind back to the start and not have to fuss about with ridiculous things.
That's one thing I wish the game did have, the function to remember the UI setup from map to map so I didn't have to fuss about it.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Nilla on February 10, 2017, 03:16:36 AM
I always like to read about different approaches on this game. We all play it different ways and it's all "Right". I don't use to set any limits from the start. If you put one of these limits too high, you will constantly get this "nerving bong"; a warning that something is getting low. I know, you can turn it off, but it can also be useful. So I prefere to increase the limits as the settlement grows. Most of the time, I forgot until the limit is reached, but I can live with that. But I can also fully understand, if you want to set all the limits high and don't think about it anymore. When I played CC (I don't do it much and don't always know, into what category things are sorted) I found it convenient to do it this way. 
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Paeng on February 10, 2017, 04:14:44 AM
I don't raise limits either from the start - actually I even decrease some of them  :)

Later on I slowly raise them as needed - I don't get overflowing barns, my forests stay nicely dense and healthy looking, mines and quarries last really long and so on... when a limit is reached, I decide if I need more from that production, if I need more storage to go with it, housing etc... but yeah, that's just my (slow) pace - it's good when every player finds his own style, at least Banished allows for that...  :)

Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: brads3 on February 10, 2017, 05:31:10 AM
i start games and tweak the limits but don't set them to max.if you max the limits,many times you will  be overstocked on 1 item and out of another. at the game start,that pile can get full of 1 item and leave no space for the others.this will stop builders from working also. if you set the limits to max,you have a tendency to forget it. in CC there are so many different items under each limit that you will later find you are overstocked on 1 item and have no room for another.if you already hit the max and can not raise the limit,what do you do? i feel it gives the player more control. in small towns or adam and eve starts that extra laborer for just a short time is helpful. i tend to spread out and build villages here and there,each to serve a different purpose. if i had set the limit high early,then all my items are way over there and not as evenly distributed around the map. that is a good part to this game,you are free to play as you want.you don't have to conform to how others play.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 11, 2017, 06:31:17 AM
Getting back to the Monastery - books worth 400?  :o With books you really don't need anything else in the TP's, do you?
I just bought 4 different crop seeds and it only cost me 25 books. NICE!!!!!!!  ;D
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Gatherer on February 11, 2017, 04:21:07 PM
4 monks produce around 45-50 books per year giving a max trade value of around 20k.
Title: Re: Jamie's Monastery v1.0 - Redketchup
Post by: Hawk on February 11, 2017, 05:28:15 PM
Yea, I noticed that. Nice trade item.  :)