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[Beta] Tree Of Life

Started by Darkbibou, March 12, 2015, 01:50:18 AM

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Darkbibou

#75
I've sent you the results of my tests by email :)

One thing I haven't noticed during my tests (and that I can see in your screenshot) is that the road can be build a bit too close to the buildings (the tanner is working on the road).

--

A screenshot of the building in action:


RedKetchup

#76
yeah i saw at some point the building was not enough in the back. i pushed at the limit of the tiles in the back before i sent you the .fbx

to take out more than that to get more space in front, i would need to 'shrink' and "scale" everything down.
play with it for a day, and if it is what you really want... i ll shrink to get more space in front and redo all the build01 build02 (which is still easy) and the footprint (which is the longest and hardest)
and send you the new .FBX with its footprint.png back by mail.
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Darkbibou

Quote from: RedKetchup on March 24, 2015, 03:39:02 PM
yeah i saw at some point the building was not enough in the back. i pushed at the limit of the tiles in the back before i sent you the .fbx

to take out more than that the space in front, i would need to 'shrink' and "scale" everything down.
play with it for a day, and if it is what you really want... i ll shrink to get more space in front and redo all the build01 build02 (which is still easy) and the footprint (which is the longest and hardest)
and send you the new .FBX with its footprint.png back by mail.

Maybe we can just make the building 6x6 instead of 6x5 to avoid you some additional work ? (the road won't pass near the wall on this side though)

RedKetchup

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"######
######
###___
###___
......";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}


the path is set by the _ and the # so if you want to try to include the racks and be dodged , it would be hard cause it is always 1 full tile you forbid citizens to pass

like if you do this
      "######
       ######
       ###___
       ###_##
       ......";

they should be able to pass between the building and the racks, and go behind. keep in mind citizens always cut corners at 45 degres ^^

and if you want to let them go further in the building like :
      "######
       ######
       ##____
       ###_##
       ......";

you will maybe need to setup a floor cause the citizens wont go up ^^ and get floor in the knees ^^
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RedKetchup

#79
Quote from: Darkbibou on March 24, 2015, 04:10:12 PM

Maybe we can just make the building 6x6 instead of 6x5 to avoid you some additional work ? (the road won't pass near the wall on this side though)

thats something you can test yourself :) by adding a line:
       ###___

and a        000000
in previously placeBitmap line

and dont forget to change numbers :
   int _width = 6;
   int _height = 6;


CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 6;
int _height = 6;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"000000
000000
000000
000000
000000
111111";

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"######
######
###___
###___
###___
......";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}



that way you should gain half a tile in front, half a tile in the back. but. we will need to modify the footprint (maybe, and maybe not. you ll see it)
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Darkbibou

I will try this modification right now :)

Darkbibou

Ok, so I have tested it like this:



I tried to allow two more road tiles but then the citizens walks inside the wall (as seen on the left of the screenshot)

I can now see what you were saying about the footprint, it's totally misplaced if we change the number of tiles of the building :(

So, I believe that the first solution you were talking about (shrink and scale) might be better.

This way you can also modify the 2nd _create spot.

It would be perfect if you could also use a shorter bench (ie half size or replace it by a stool) and make it a bit more parallel (You are right, I'm a bit maniac :P) at the same time ^^

Thank you very much Red !

-----

It's been several post without external comments !

What are you guys thinking about this brand new tannery model ?

If everything goes as expected, I might release a beta version tomorrow that will include the new 3D models by @RedKetchup and @Maal + the wild fruit trees (I'll write a full changelogif needed).

Good night everyone (it's already 1AM here :()

Rayden

Looking great, I love it.  8)

assobanana76

oooooooohhhhhhh yesssssssss!!
thanks at all for the work!!
yesterday one baby have fever so I can start a new city only tonight with the new release!
thanks again!
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

RedKetchup

fix :

as you will see in screenshot : gave more space in front
fixed the footprint to match new dimensions

still 4(+1road) X 6 tiles.

fixed your bench so be equal facing your skin rack
only the bench have dirt on the ground now.
change some create_00x positions and ajusted some use_00x accordingly to new mesh.

sending new .FBX and new footprint.PNG by mail :)
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Darkbibou

Thank you very much Red, I'll download the modifications from your email :)

Darkbibou

The new version is really better! Thank you for the hard work @RedKetchup ;D

RedKetchup

sweet :) all done ? satisfied ?  ;D
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Click here to Donate by PayPal .

Darkbibou


Darkbibou

#89
@Everyone:

The third alpha version is now available on my Google Drive

Changelog (unordered):


  • The hunting lodge now have an AutoPickup button
  • New starting conditions (12 in total / 4 by categories (Full (Animals + Trees), Animals, Trees))
  • New icons for the generic Wild Animal Skin
  • Brand new 3D model for the tannery building (Thanks to @RedKetchup)
  • Wild deers now produce 3 animal skins instead of 4
  • Adding of the wild fruit trees (they live slightly longer than standard trees, grow slower, produce roots and cornucopias)
  • Adding of the various types of cornucopias (Only one 3D model but various type of fruit produced (19-25 unit of wild fruit per cornucopia))
  • The cost of the Tannery building has been reduced to 28/20/12 and 45 work unit
  • The UI of the Tannery building has been fixed (no more overlapping/misalignment)
  • Inclusion of the functionalities of my Busy Laborers mod (stone+iron collect button, wild food collect button, etc..)
  • Adding of a new removal tool for wild fruit trees (to allow your citizens to cut them for wood)
  • The gatherers can now collect wild fruits
  • The collect wild food button can be used to ask your citizens to collect cornucopias everywhere on the map)
  • Etc. ^^

Not included yet:

  • 3D model for the generic Wild Animal Skin object (still a bug to fix)

I now need your feedbacks for:

  • The repartition of wild fruit trees on the map (and their clusterization)
  • The growth rate and reproduction rate of the wild fruit trees (it the same for every species)
  • The spawn rate of cornucopias (The fruit tree must have more than 9 month to produce them)
  • The amount of resources produced by cornucopia
  • The production rate of the tannery
  • The design of the tannery
  • The production rates of the hunting cabin
  • The effect of the AutoPickup button on the hunting cabin
  • The conflicts with the other mods

Thank you in advance for your feebacks :)