Slink's Small Markets Version 4
http://worldofbanished.com/index.php?action=downloads;sa=view;down=18 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=18)
Version 4 - New graphics and more storage room. Will work with saves using version 3 but the footprints will be wrong.
:)
@slink Now that I've got one of these in one of my own towns, with a few others planned, I find myself wishing they were not so dark. The functionality and appearance is just great otherwise.
I may very well work on the graphics, but not because someone is pushing me to become better than I am. I like myself very well right now, thank you all very kindly. But I agree, the buildings are dark. ;)
Quote from: slink on October 13, 2014, 12:15:55 PM
I may very well work on the graphics, but not because someone is pushing me to become better than I am. I like myself very well right now, thank you all very kindly. But I agree, the buildings are dark. ;)
@slink, if you are going to work on these more (though I'll use them whether you do or not), one thing I noticed is that the original buildings get snow on them in Winter while your do not. Any clues where the snow comes from--I know, I know, it comes from the sky, but I mean in the game.
I think I've responded to teachers in my life who push me to become better than I am, but really only to those who have the knack of making me think it's all my own idea. ;)
I think you and I are of the carrot persuasion rather than the stick,
@rkelly17. :)
I noticed that my new Snug Houses only get snow on one side of their roof, and some on that wall as well which none of the standard buildings seem to have. I'm obviously not understanding a number of things here. Perhaps there is another mask of some kind. I should check the apiary texture file in GIMP for previously unnoticed elements.
Have a try with Version 2.2. I think it is the AO file that causes snow to stick. It also makes the color of the building lighter. I thought it was a bump file, but apparently not?
Version 2.3 is the original brown color.
Which version is lighter in color, 2.2 or 2.3?
Both are lighter than what you have. 2.2 is outright pink on my monitor. 2.3 is the brown as it was originally intended to be; neither red nor blue and not too dark (for me).
One of my Farm Market vendors is stuck in a loop. She takes venison out of a barn, takes it to her market, but can't store protein there, so she takes it back to the barn, stores it there, takes it back out again, takes it back to her market, etc. She has been doing this for two seasons.
I fired her. ;D
This Farm Market on the other hand has a huge amount of venison stored in it, like 75% of the venison I currently have in storage. Apparently, although the vendor can't store protein in her market, everyone else seems to be able to.
maybe those vendor had four arms to make it happends ^^
peut-être que ces vendor-là avaient quatre bras pour arriver à le faire :)
Wow,
@irrelevant, that is strange. I'll have another look at the markets after I test the string output on the brewery, tomorrow. ;)
Quote from: RedKetchup on October 19, 2014, 07:16:01 PM
maybe those vendor had four arms to make it happends ^^
peut-être que ces vendor-là avaient quatre bras pour arriver à le faire :)
That must be the problem ;)
Quote from: irrelevant on October 19, 2014, 06:38:22 PM
One of my Farm Market vendors is stuck in a loop. She takes venison out of a barn, takes it to her market, but can't store protein there, so she takes it back to the barn, stores it there, takes it back out again, takes it back to her market, etc. She has been doing this for two seasons.
I fired her. ;D
This particular farm market isn't by any chance from an early version, is it? In the first versions the farm market didn't deal in proteins.
@slink changed that for later versions but I forget where the change came. Mine are all from the latest version and all deal in meat, eggs and nuts.
Quote from: irrelevant on October 19, 2014, 07:04:16 PM
This Farm Market on the other hand has a huge amount of venison stored in it, like 75% of the venison I currently have in storage. Apparently, although the vendor can't store protein in her market, everyone else seems to be able to.
Looks like the vendor and hunters take the line of least resistance and the venison ends up in the closest location that will take it.
Ah yes! Thank you
@rkelly17. It is an attribute of markets that producers will dump their goods into the closest storage building, and a market dealing in those goods qualifies as that. The vendors should even it out, eventually.
I think the farm market with the loopy vendor probably is from the earliest version. I switched to a later version a couple of days ago, but I'm not sure if the farm market with all the venison stored is from that version or not. I had put down the footprint for that market some years before I built it, I don't know if that has any effect or not.
always better to tag it for destroy and rebuild
Do I have to tear it all the way down?
yup full destroy, not a question of just empty it. need a totally new one
Oh well. Tearing it down isn't the biggie, it's emptying it out first. :P
I love these little General Markets, they are great for removing bulky tools and clothing from barns.
I had an idea for my trading-test-town. One big market in the middle and a number of small specialized markets surrounded by productionbuildings like satellites around it, houses in between. The smithy-market works fine, but look at the textile-market (the one I built first). The vendor belonging to it, makes everything but collecting wool and leather (there is plenty of it on the big market and at the barns at the harbour).
Has anyone seen this before?
I'm pretty sure that vendors will not take stock from another market. Otherwise two markets would just rob each other back and forth.
Someone reported before that the textile market was not collecting textiles. I need to get back to this mod. Thanks for the reminder. :)
Got it!
Yes, the textile market doesn't work. Its vendors wander around in confusion, alternating between idling, and removing stock from someplace and then putting it back. Kinda like what the fruit vendors were doing.
Quote from: irrelevant on October 25, 2014, 07:59:58 PM
Yes, the textile market doesn't work. Its vendors wander around in confusion, alternating between idling, and removing stock from someplace and then putting it back. Kinda like what the fruit vendors were doing.
Is this in version 3?
Edit: Here is a picture of leather in the textile market, in version 3.
I don´t know, when did you make the third version?
I downloaded the mod about a week ago. Anyhow I will replace the mod with the latest version. I´ll make a report if it works.
Quote from: slink on October 26, 2014, 06:26:03 AM
I made it ysterday, when I posted it.
Quote from: slink on October 25, 2014, 03:48:26 PM
Got it!
No, I have is 2.3. I didn't realize that your "got it" meant there was a fix already. That was too fast!
Quote from: irrelevant on October 26, 2014, 06:45:18 AM
Quote from: slink on October 26, 2014, 06:26:03 AM
I made it ysterday, when I posted it.
Quote from: slink on October 25, 2014, 03:48:26 PM
Got it!
No, I have is 2.3. I didn't realize that your "got it" meant there was a fix already. That was too fast!
Sorry! ;D I'll take longer next time. ;)
Yes it works!
Thank you :)
You are welcome. :)
Quote from: slink on October 26, 2014, 06:46:13 AM
Quote from: irrelevant on October 26, 2014, 06:45:18 AM
No, I have is 2.3. I didn't realize that your "got it" meant there was a fix already. That was too fast!
Sorry! ;D I'll take longer next time. ;)
;D
Now it's working! Thank you
@slink!
Wow! I put a tailor across the street from a textile market; I don't recall ever seeing a tailor produce much beyond 150.
The textile market is a big winner!
The fruit market also is working well. Now looking for a place to put a smithy market and a couple of blacksmiths.
Yes, specialized markets do change the best layout for the game. I am torn between rebuilding an old, prosperous colony and starting a new one.
You really want to start a new one. All bets are off on what to put where.
Breaking up the marketplace leaves room for a community centralized around a church and a school, instead of those two buildings being wedged into the corners on the outside of a circle. It was a good request from Bobbi. :)
Now, merge them with the
@RedKetchup two story technology, and we will be all set.
Yeah, that's a big job. I've tried
@RedKetchup's second story on every building that I have; bug ugly. ;D
Quote from: irrelevant on October 26, 2014, 07:10:04 PM
Yeah, that's a big job. I've tried @RedKetchup's second story on every building that I have; bug ugly. ;D
I think that what would be needed would be someone using
@RedKetchup's technique, which is putting the footprints of the two buildings (they are actually two separate buildings in the game's opinion, which is the opinion that counts) right next to each other but doing the graphics so that they overlap. There is the rub: that is a non-trivial undertaking. The technique has been used in SC 4 custom content for some time, but I'm certainly not talented enough to do it. You'd have to do two separate new buildings and design them so they look good with the graphics right on top of each other.
hehehe. a person can have an opinion ^^ not a thing ^^
game's opinion hehe. i never thought about that one.
My PCs always got opinions though since i used computers. one day i ve got 1 that totally refused a girl touch it ^^ was so silly.
Quote from: RedKetchup on October 27, 2014, 04:28:07 PM
hehehe. a person can have an opinion ^^ not a thing ^^
game's opinion hehe. i never thought about that one.
My PCs always got opinions though since i used computers. one day i ve got 1 that totally refused a girl touch it ^^ was so silly.
Well, I suppose you're right . . . . But sometimes computers do seem like very stubborn Fundamentalists, interpreting everything literally in binary logic. My problem is figuring out exactly what they are interpreting literally. ;D
Quote from: rkelly17 on October 28, 2014, 09:56:05 AM
But sometimes computers do seem like very stubborn Fundamentalists, interpreting everything literally in binary logic. My problem is figuring out exactly what they are interpreting literally. ;D
That is all computers can do. Programmers can be more or less kind to users, but in the end it comes down to 1 or 0.
Quote from: slink on October 28, 2014, 11:33:13 AM
That is all computers can do. Programmers can be more or less kind to users, but in the end it comes down to 1 or 0.
Indeed. Some people do seem to think that they are magic, but it all comes down to 1 or 0. My grade 11 math teacher, who was more than a little bit eccentric, taught us binary by standing at the light switch and saying "If it's not on, it's off. On, off. On, off. On off." with appropriate actions for five or ten minutes every day for a week. I'm not sure how much math we learned, but we did get familiar with on and off.
Quote from: rkelly17 on October 29, 2014, 06:14:46 AM
Indeed. Some people do seem to think that they are magic, but it all comes down to 1 or 0. My grade 11 math teacher, who was more than a little bit eccentric, taught us binary by standing at the light switch and saying "If it's not on, it's off. On, off. On, off. On off." with appropriate actions for five or ten minutes every day for a week. I'm not sure how much math we learned, but we did get familiar with on and off.
That sounds like when they hit us with New Math midway through grammar school. I briefly wondered whether I would catch something (commutative versus communicable). Then we we were suddenly memorizing civics and learning how to walk to the stage in half-steps without swaying. I'm still not sure what sets have to do with arithmetic, although I can draw overlapping circles like nobodies business.
Quote from: slink on October 29, 2014, 06:27:44 AM
That sounds like when they hit us with New Math midway through grammar school. I briefly wondered whether I would catch something (commutative versus communicable). Then we we were suddenly memorizing civics and learning how to walk to the stage in half-steps without swaying. I'm still not sure what sets have to do with arithmetic, although I can draw overlapping circles like nobodies business.
I was just ahead of New Math. By the time my kids were in high school they learned completely different words for operations. I did well at math in school, but helping my kids was a steep learning curve for me. Now my grandkids do their math in French in French Immersion and I'm completely useless. Maybe I should send them to
@RedKetchup for help. ;)
Quote from: rkelly17 on October 30, 2014, 08:03:35 AM
Quote from: slink on October 29, 2014, 06:27:44 AM
That sounds like when they hit us with New Math midway through grammar school. I briefly wondered whether I would catch something (commutative versus communicable). Then we we were suddenly memorizing civics and learning how to walk to the stage in half-steps without swaying. I'm still not sure what sets have to do with arithmetic, although I can draw overlapping circles like nobodies business.
I was just ahead of New Math. By the time my kids were in high school they learned completely different words for operations. I did well at math in school, but helping my kids was a steep learning curve for me. Now my grandkids do their math in French in French Immersion and I'm completely useless. Maybe I should send them to @RedKetchup for help. ;)
I also was just ahead of that, but in college during my first two misguided years, I was majoring in El Ed. It was Math for Elementary Teachers 101, 102, and 103 that made me re-evaluate my career path. I couldn't make heads or tails of it; why don't we just teach them how to subtract?? :o
The school system I went to must have been behind the times, then, because I am older than irrelevant and I was in the class a year ahead of my age-mates. No big surprise. It was the Chicago Public School System.
Work has finally begun on redoing my small markets. Behold the new look of the General Market. It will take me a while to convert them all, and you won't be able to use the new ones with the old saves. Adding more textures makes them incompatible.
Oooh very nice! :)
Aw, yeah, now you're talkin'! Looks super
@slink
Much nicer, I think, than the darker wood of the originals.
Ironically, this was the original color of the markets. Due to something in the files I downloaded, the lighting was never correct. Even when I added lights to the editor, they did not show up correctly. It was as if the axes were wrong. I put a new light overhead, and one side lit up instead of the top. That was what happened with the snow, too. It showed up on the back and on one side, but never on the roof. The lighting seemed to have been "baked in" to the model so the only way to correct it was to build new models. Which I am, now. :)
How long do you think before it will be ready to use? Only asking because In my current town I'm thinking of moving in a direction that would require a farmers market as well as a general market (haven't built any markets at all yet other than one vanilla one). I could delay for a couple days....
If you want a version now, this one only has two sizes of stores to cover all of them. I was thinking of meddling with the quantities stored before releasing it, but the models won't change.
@slink Easter Egg!! ;D ;D
;D Yes, I got tired of making vaguely blob-shaped marks on the ground and decided that my initials would suit well enough.
Thank you, it's great.
Will there be initials outside your brewery ... in yellow ... and only showing in the winter? ;)
;D No, I don't think so.
I'm just curious about
@irrelevant's easter egg screenie -- isn't that Frenchman's Bend where you're starting your insurance move across the river? If so, how were you able to get the new market in? I thought I saw earlier that the new ones would be incompatible with old saves.
I'd like to start using the new-style markets, but am not ready to start a new town at the moment. Maybe there's hope to add them to what I have?
Maybe if you tear down the old ones then you can build the new ones? The number and placement of the toolbar buttons are the same, so that should not be a problem.
@salamander @slink Up until then I had not built any small markets, just the one vanilla market.
Quote from: slink on November 14, 2014, 02:28:11 PM
Work has finally begun on redoing my small markets. Behold the new look of the General Market. It will take me a while to convert them all, and you won't be able to use the new ones with the old saves. Adding more textures makes them incompatible.
@slink, this is beautiful--well at least Banished beautiful. Darn! Now I'll have to start yet another new town. ;D
@slink and
@irrelevant -- Thanks. Based on my bare understanding why some mods cause problems when added, but others don't, this makes sense. Back in the cotton mod thread when I was having some difficulty there, it was suggested to tear down all the TP's and rebuild them. I'd already started a new town with cotton, so I never got around to trying that. I'll save and give the new markets a try ... what's the worst that can happen? ???
Just out of curiosity,
@slink, you'd mentioned maybe tweaking some of the values for the markets. I can (I think) understand why the new textures might cause problems with updating the mod mid-game, but do you think the value changes would cause similar problems?
I don't think changing the limits on the quantities would cause a crash. I think they would just scurry around and move everything again.
Just as an FYI in case it's helpful to anyone, I added version 4 of
@slink's small markets to an in-progress game. The saved game I used was started with version 3 of the markets enabled, and a Farm Market and General Market had already been built.
To begin, I updated to version 4 and loaded the saved game. On loading, the game warned that a mod had changed. I told it to go ahead and load the game expecting that it would crash as soon as it had finished loading. But, it did not. The two small markets showed up in the game with the new textures and/or building sizes of version 4, although the invisible ground footprints were still those of the version 3 markets (I still couldn't build roads near the buildings even on apparently clear ground).
I went back to version 3 of the mod, loaded the game, destroyed the markets, and saved again. Then I updated again to version 4, loaded the game (again saying 'go ahead' to the warning that a mod had changed), and rebuilt the two markets. The appearance of the version 4 markets was unchanged, but now the ground footprints matched the new building sizes.
Maybe helpful information, maybe not. :)
Thanks again to
@slink and
@irrelevant for how to add the mod update to an in-progress game.
Yes, very helpful. Thank you,
@salamander.
Uploaded to download area:
Version 4 - New graphics and more storage room. Will work with saves using version 3 but the footprints will be wrong.
Quote from: slink on November 18, 2014, 09:20:59 AM
Uploaded to download area:
Version 4 - New graphics and more storage room. Will work with saves using version 3 but the footprints will be wrong.
I love version 4--the buildings look appropriately grungy. I can also report that when I tried to remove the previous version buildings in a game with version 4 already loaded the site becomes unbuildable, so better to do as you said and delete when previous version still loaded. Funny thing about following the instructions . . . . ;)
Right, I'll add that part explicitly. :)
Really enjoy your new sleek buildings, Slink. Extra storage is great too. Thanks.
Screenies and more details pretty please Ms.
@slink
I use a lot of them here
http://worldofbanished.com/index.php?topic=671.msg11949#msg11949
really great!
Does anyone know whether
@slink's small markets have happiness circles?
cant tell unfortunatly
Never noticed that. Look at idlers, if you want to know.
Yes, there are idlers at some of them (not all, only the farmers market and at the general market), but I just wanted to be sure.
Hello,
could you add a "non-edible food" only market?
I also suggested it here:
http://colonialcharter.com/index.php/forum/suggestion-box/1925-non-edible-foods-only-gathering-market-stall
Quote from: Gordon Dry on September 06, 2015, 01:04:57 PM
Hello,
could you add a "non-edible food" only market?
I also suggested it here:
http://colonialcharter.com/index.php/forum/suggestion-box/1925-non-edible-foods-only-gathering-market-stall
too bad i made a store and a stall to go with ... was for you but .... at some point i asked myself :
non-edible is not a flag , it is the absence of 'edible' flag .... so what flag you want me to give ??
so.... i will end up to just include those in NMT 2.0 :P
http://worldofbanished.com/index.php?topic=961.msg18710#new (http://worldofbanished.com/index.php?topic=961.msg18710#new)