World of Banished

MODS Garage => Mod Talk => Topic started by: slink on October 15, 2014, 08:19:53 AM

Title: Slink's Brewery Version 1 => 2 => 3 UPDATED
Post by: slink on October 15, 2014, 08:19:53 AM
Slink's Brewery Version 3

http://worldofbanished.com/index.php?action=downloads;sa=view;down=21 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=21)

Title: Re: Slink's Brewery Version 1
Post by: Nilla on October 15, 2014, 02:00:41 PM
Oh yes, very nice looking!!!!!!!

hope I can put it in my existing game :)
Title: Re: Slink's Brewery Version 1
Post by: slink on October 15, 2014, 02:14:23 PM
There should be no conflicts.  It costs the same to build as the tavern.
Title: Re: Slink's Brewery Version 1
Post by: rkelly17 on October 15, 2014, 02:40:04 PM
Quote from: slink on October 15, 2014, 02:14:23 PM
There should be no conflicts.  It costs the same to build as the tavern.

I think that it still conflicts with @RedKetchup's apiary, does it not? At least the game told me it did. I loaded your brewery first and the game uses the files from RK's apiary, so it doesn't seem to be a problem.
Title: Re: Slink's Brewery Version 1
Post by: slink on October 15, 2014, 03:00:42 PM
Quote from: rkelly17 on October 15, 2014, 02:40:04 PM
Quote from: slink on October 15, 2014, 02:14:23 PM
There should be no conflicts.  It costs the same to build as the tavern.

I think that it still conflicts with @RedKetchup's apiary, does it not? At least the game told me it did. I loaded your brewery first and the game uses the files from RK's apiary, so it doesn't seem to be a problem.

The honey in it will conflict with everyone's apiary mod.  That can't be helped, but it won't hurt as long as the apiary's honey definition is being used.  I am using the definition of honey that came with the example apiary.
Title: Re: Slink's Brewery Version 1
Post by: RedKetchup on October 15, 2014, 03:06:22 PM
thats the problem we get for spliting all building in different mod (instead of a pack). if we need a ressources used/created by another mod, we need to duplicate it's creation, its description.
i mentionned it very often. if the template is exactly the same, shouldnt have any crash.
Title: Re: Slink's Brewery Version 1
Post by: rkelly17 on October 16, 2014, 09:13:08 AM
The mods window now tells you which mods are "clashing" and then, if you click on the - button, tells you which files will actually be loaded. I've not noticed any issues other than the notification. There's also a clash of barrels between Elf's general store and the monastery--though I'm pretty sure that @RedKetchup did both of those, eh?
Title: Re: Slink's Brewery Version 1
Post by: Bobbi on October 16, 2014, 09:16:50 AM
I think @RedKetchup only supplied the graphics for Elf's vendor buildings
Title: Re: Slink's Brewery Version 1
Post by: rkelly17 on October 16, 2014, 09:17:27 AM
Quote from: Bobbi on October 16, 2014, 09:16:50 AM
I think @RedKetchup only supplied the graphics for Elf's vendor buildings

Right. I meant the graphics for the barrels.
Title: Re: Slink's Brewery Version 1
Post by: Bobbi on October 16, 2014, 09:20:50 AM
Ok. So maybe he can fix. I didn't have much time last night, but I downloaded the monastery. That was the only conflict that lit up. I was worried about the most recent iteration of the Castle mod, as it introduced paper and ink. So far no problems.
Title: Re: Slink's Brewery Version 1
Post by: RedKetchup on October 16, 2014, 10:07:52 AM
oh ya the barrels ^^ i must not forget ^^
Title: Re: Slink's Brewery Version 1
Post by: RedKetchup on October 16, 2014, 10:10:14 AM
i need to take the habit to rename my barrels and grain sacks : mod+barrels or mod+sacks. so i dont get conflicts
Title: Re: Slink's Brewery Version 1
Post by: rkelly17 on October 16, 2014, 12:15:36 PM
Quote from: Bobbi on October 16, 2014, 09:20:50 AM
Ok. So maybe he can fix. I didn't have much time last night, but I downloaded the monastery. That was the only conflict that lit up. I was worried about the most recent iteration of the Castle mod, as it introduced paper and ink. So far no problems.

Sometimes when the game says "conflict" it doesn't mean "game crashing conflict." It uses the piece from the last loaded mod, so in my setup @slink's brewery is using @RedKetchup's honey and the general store supplies the barrels. Since @RedKetchup did both barrels, you might never notice the difference. Unless @RedKetchup is way more addicted to work than I am, I'll bet he used the same barrels.  ;)
Title: Re: Slink's Brewery Version 1
Post by: slink on October 16, 2014, 12:40:17 PM
It would be foolish for us to create several types of honey, each only capable of being fermented in our own building.   :)

I have updated the brewery to version 2, which now also makes wine from all of the fruit.
Title: Re: Slink's Brewery Version 1 => 2 UPDATED
Post by: RedKetchup on October 16, 2014, 03:47:53 PM
:( :(
Title: Re: Slink's Brewery Version 1 => 2 UPDATED
Post by: rkelly17 on October 17, 2014, 07:09:49 AM
Quote from: RedKetchup on October 16, 2014, 03:47:53 PM
:( :(

I'm terrible at French, so I'm not quite getting what you are saying.

Title: Re: Slink's Brewery Version 1 => 2 => 3 UPDATED
Post by: slink on October 21, 2014, 08:04:44 AM
Version 3 has the correct names given for mead and wine, in the Trading Post and in the Town Hall.  It also now includes figs and grapes, but only the fruit.  You must buy the fruit from traders, unless you have a mod that adds the plants.  This mod will not harm the SRS fig mod.  The parts that I used are identical to the ones SRS distributed.

And finally, I tried this version with a brewery saved with the old version.  It did not crash.
Title: Re: Slink's Brewery Version 1 => 2 => 3 UPDATED
Post by: Denis de la Rive on October 21, 2014, 04:37:33 PM
Yes also tried it, works perfectly, thanks for fixing the labels.   :)