World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on November 01, 2014, 03:10:11 AM

Title: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 01, 2014, 03:10:11 AM
> > Grins ^_^ < <


;D  ;D  ;D  ;D  ;D
Title: Re: > > Grins ^_^ < <
Post by: Bobbi on November 01, 2014, 06:46:23 AM
???? What are you grinning about?  ???
Title: Re: > > Grins ^_^ < <
Post by: irrelevant on November 01, 2014, 06:54:48 AM
The 1620 expansion includes four of @RedKetchup's buildings.  :) Congrats, RK!
Title: Re: > > Grins ^_^ < <
Post by: Bobbi on November 01, 2014, 06:57:02 AM
I am still in bed from exhaustion, weeping because I will no longer be able to use @RedKetchup's original creamery with two story housing, if I want to play with the 1620 mod.
Title: Re: > > Grins ^_^ < <
Post by: Alfreddie on November 01, 2014, 07:11:26 AM
The two-story houses is, by far my favorite mod. Impossible to build new villages without it... :(
Title: Re: > > Grins ^_^ < <
Post by: RedKetchup on November 01, 2014, 07:15:06 AM
@Bobbi , so sad, you will have to start a new town or wait to update it.

there is 5 buildings of mine inside ( creamery, grain silo, root cellar, little chapel and my watermill )
dont have to congrats me... i did nothing lol. i only gave my mods folders :)

@Alfreddie : why cant continue to use it ?


^_^   ^_^   ^_^   ^_^   ^_^   ^_^   ^_^   ^_^

why do I grin ? it s cause something else ^^


> > LOL grins ^_^ < < hehe
Title: Re: > > Grins ^_^ < <
Post by: Bobbi on November 01, 2014, 07:22:16 AM
You are up to no good, boy. I can tell when you smirk like that.
Could it be you are hiding a new creation behind your back? What is that you have in your two little hands?
Title: Re: > > Grins ^_^ < <
Post by: RedKetchup on November 01, 2014, 07:23:36 AM
nothing LOL

showing one hand << see nothing ^^
showing the other hand << nothing ^^

i hide nothing LOL


/grins ^_^
Title: Re: > > Grins ^_^ < <
Post by: rkelly17 on November 01, 2014, 07:42:20 AM
Quote from: RedKetchup on November 01, 2014, 07:23:36 AM
nothing LOL

showing one hand << see nothing ^^
showing the other hand << nothing ^^

i hide nothing LOL


/grins ^_^

Yeah, right. No doubt the imp is up to something.

;D
Title: Re: > > Grins ^_^ < <
Post by: slink on November 01, 2014, 09:58:23 AM
Quote from: rkelly17 on November 01, 2014, 07:42:20 AM
Quote from: RedKetchup on November 01, 2014, 07:23:36 AM
nothing LOL

showing one hand << see nothing ^^
showing the other hand << nothing ^^

i hide nothing LOL


/grins ^_^

Yeah, right. No doubt the imp is up to something.

;D

You notice he didn't say he had both hands showing at the same time.   ;)
Title: Re: > > Grins ^_^ < <
Post by: bubbamcgee on November 01, 2014, 10:13:06 AM
I'm intrigued and really curious what @RedKetchup has up his sleeve!   :P
Title: Re: > > Grins ^_^ < <
Post by: Denis de la Rive on November 01, 2014, 10:41:12 AM
Come on give it up, we are all your fans and friends here!  :)  ;)  :D  ::) :o
Title: Re: > > Grins ^_^ < <
Post by: RedKetchup on November 01, 2014, 11:12:12 AM
haha



^_^ grins ^_^
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 03:01:27 AM
hehehe


> > ^_^ Double Grins ^_^ < <
Title: Re: > > Double Grins ^_^ < <
Post by: salamander on November 02, 2014, 04:25:53 AM
The suspense mounts.  How cruel is @RedKetchup? ... only time will tell.  ;)
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 05:16:27 AM
hahaha

intriguing ?
Title: Re: > > Double Grins ^_^ < <
Post by: Bobbi on November 02, 2014, 06:20:45 AM
You, sir, are like an annoying little brother. But a talented one.
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 06:46:53 AM
hehehe alright.  ;D


> >  ;D Grins  ;D < <


Thats what i did a day ago or 2  ;D

Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 06:50:36 AM
how it looks like ?

and what are the best new features made by people' mods so far that adds something to taverns ? so i can add it ... to it  :)
Title: Re: > > Double Grins ^_^ < <
Post by: Mahnogard on November 02, 2014, 07:57:57 AM
A workplace with a home! Yes! LOVE IT!!!

I haven't used any tavern / alcohol mods (except for a brief try with the Fountain Mod distillery) so I don't have any suggestions there, but I've always wished I could have more than one worker in a tavern so that I don't end up with a ton of taverns. I don't know if that's possible or not. I like to keep my Bannies in their cups, so to speak, and it's nice to have ale both for drinking and for trading, but they drink a lot.
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 07:59:58 AM
for sure i can add another worker to it, but not more, would becomes too OP. i can also add maybe a little 25% working penality :)
Title: Re: > > Double Grins ^_^ < <
Post by: slink on November 02, 2014, 08:06:25 AM
And if you enjoy a little OP, my brewery allows four workers and has no penalties.  ;)
Title: Re: > > Double Grins ^_^ < <
Post by: Nilla on November 02, 2014, 08:07:44 AM
I am relieved, that you hadn't given up your modding-effords :)

Looks great. Is it one building with work and home or like the creamery, both independent?
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 08:15:37 AM
like the creamery, both independant :)

you will build the tavern and then if you want , you can turn the 2nd floor of this building into a residence for a family of 5.
it will be a quality home :) better and warmer than a stone house :) a bit better.



if you use a Modded tavern want the features added to this one... let me know.



PS.: it was my first ....... > > ^_^ grins ^_^ < < hehe
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 08:25:01 AM
now , what about .... another 2 story ?  ;D (my 2nd > > ^_^ grins ^_^ < < hehe)


Title: Re: > > Double Grins ^_^ < <
Post by: Mahnogard on November 02, 2014, 08:31:21 AM
Quote from: RedKetchup on November 02, 2014, 08:25:01 AM
now , what about .... another 2 story ?  ;D (my 2nd > > ^_^ grins ^_^ < < hehe)

Yes! Again, love it! Wonderful! I love the creamery so much that I build it long before I have cows, so having 2-story buildings that are useful from the start is even better!

Quote from: RedKetchup on November 02, 2014, 07:59:58 AM
for sure i can add another worker to it, but not more, would becomes too OP. i can also add maybe a little 25% working penality :)

One more worker with a 25% penalty would be great, actually. I'd even take a 50% penalty.

Quote from: slink on November 02, 2014, 08:06:25 AM
And if you enjoy a little OP, my brewery allows four workers and has no penalties.  ;)


I can see myself using that if I was going to have one main town center area and use that as a brewing operation for the entire settlement, so that is very good to know! :)
Title: Re: > > Double Grins ^_^ < <
Post by: irrelevant on November 02, 2014, 09:08:43 AM
@RedKetchup These are wonderful!

Is there a bakery too? ;) I know you've got one, now give it!

The blacksmith is beautiful, truly.
Title: Re: > > Double Grins ^_^ < <
Post by: Denis de la Rive on November 02, 2014, 09:30:00 AM
Quote from: irrelevant on November 02, 2014, 09:08:43 AM
@RedKetchup These are wonderful!

Is there a bakery too? ;) I know you've got one, now give it!

The blacksmith is beautiful, truly.

So that's why you are armed, good idea.  ;)
Title: Re: > > Double Grins ^_^ < <
Post by: mellowtraumatic on November 02, 2014, 09:31:33 AM
These look so awesome! That tavern is a work of art.  ;D
Title: Re: > > Double Grins ^_^ < <
Post by: Bobbi on November 02, 2014, 09:48:17 AM
Yay! Just what I have been wishing for! In town businesses with housing overhead!  :-* As to what to add, did you add honey mead?
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 10:01:28 AM
Thanks all :)

Quote from: irrelevant on November 02, 2014, 09:08:43 AM
@RedKetchup These are wonderful!

Is there a bakery too? ;) I know you've got one, now give it!

The blacksmith is beautiful, truly.

I am doing it presently :) it will work same way, bakery at 1st floor,  a residence at 2nd floor :) on the screenshot... i was doing the ovens :)



Quote from: Bobbi on November 02, 2014, 09:48:17 AM
Yay! Just what I have been wishing for! In town businesses with housing overhead!  :-* As to what to add, did you add honey mead?

honey mead ? i can do :) tell me a bit more about it. what are the ingredients ? and how many of each :) and they give what ? and how many of those ?
Title: Re: > > Double Grins ^_^ < <
Post by: irrelevant on November 02, 2014, 10:02:43 AM
Quote from: Denis de la Rive on November 02, 2014, 09:30:00 AM
Quote from: irrelevant on November 02, 2014, 09:08:43 AM
@RedKetchup These are wonderful!

Is there a bakery too? ;) I know you've got one, now give it!

The blacksmith is beautiful, truly.

So that's why you are armed, good idea.  ;)
Sometimes you just have to take what you want. ;)
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 10:04:00 AM
sorry screenshot added to previous post :P


ovens like that , is good enough for you ? :)
Title: Re: > > Double Grins ^_^ < <
Post by: rkelly17 on November 02, 2014, 11:08:57 AM
Hah! I knew that once our ol' friend @RedKetchup figured out the two-story technology he wouldn't be able to hold back. He's addicted to modding and I love it!!!  :D  :D  :D  The game will never be the same. I note that these are all labelled "New Medieval Town." @RedKetchup, you're not going over to the dark side of massive mods, are you?


Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 11:26:31 AM
not massive, but important grp. all the existent business buildings which will take that 2-story technology ... will be in same pack. + my bakery/mills which will have also 2-story overlapping technology :)


hmmmm hungry ?
Title: Re: > > Double Grins ^_^ < <
Post by: rkelly17 on November 02, 2014, 11:30:02 AM
Quote from: RedKetchup on November 02, 2014, 11:26:31 AM
not massive, but important grp. all the existent business buildings which will take that 2-story technology ... will be in same pack. + my bakery/mills which will have also 2-story overlapping technology :)

Will that make it necessary to produce every product or could the player still decide to use, say the blacksmith, tailor and apiary but not the creamery and bakery?
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 11:34:12 AM
cant tell for the moment . will depends how many buildings it will give at the end.
i doubt i ll include my old mods.
Title: Re: > > Double Grins ^_^ < <
Post by: irrelevant on November 02, 2014, 12:00:05 PM
So beautiful....I think I'm going to cry  :'( ;D

Thank you @RedKetchup !
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 12:19:44 PM
 ;D


presently, i am wondering how i ll close the building (pre- 2-story residence). ontop of that , the residence will sit on this stone frame. but before its built, how i ll close it :P
got the idea to use it to store graphically talking  ... .firewood.... sacks of grains..... but wondering how i ll do that :P
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 02, 2014, 01:02:59 PM
i made a bit of code to go check how it looks so far.....

and ... oooops , i ll need to scale couple of things down ^^

Title: Re: > > Double Grins ^_^ < <
Post by: slink on November 02, 2014, 01:11:50 PM
Brobdingnagian!   ;D
Title: Re: > > Double Grins ^_^ < <
Post by: Bobbi on November 02, 2014, 01:39:53 PM
I'm not sure what the ingredients for honey mead should be. Honey and herbs? Just honey and wheat? How did the honey mead in the modified apiary with honey mead work? Anybody know?
Title: Re: > > Double Grins ^_^ < <
Post by: mellowtraumatic on November 02, 2014, 01:55:37 PM
I can't swear to because it's been a while since I used it but do believe it was only honey to make the mead in that mod.
Title: Re: > > Double Grins ^_^ < <
Post by: Bobbi on November 02, 2014, 01:56:15 PM
Actually I think just honey was added to the regular tavern as a possible ingredient, along with pumpkin. That would be fine, too. Everything doesn't HAVE to be complicated.
Question: would these marvelous buildings take the place of the regular blacksmith etc buildings, or would they be in addition to, so that both models would still be available? And here is a thought, could you reuse your Creamery building to do something else entirely different, since the 1620 mod looks completely different?
I'll have to think about what else it could be. Help me out, people.
Title: Re: > > Double Grins ^_^ < <
Post by: Denis de la Rive on November 02, 2014, 02:12:21 PM
Quote from: Bobbi on November 02, 2014, 01:56:15 PM
Actually I think just honey was added to the regular tavern as a possible ingredient, along with pumpkin. That would be fine, too. Everything doesn't HAVE to be complicated.
I'll have to think about what else it could be. Help me out, people.

Googled it, not difficult for me since I learned to do research before the net was born, all you need is honey, water and yeast, but some variants include spices, fruit, (mostly berries), and sometimes wines and such. The more honey, the stronger the brew, hope this helps.
Title: Re: > > Double Grins ^_^ < <
Post by: slink on November 02, 2014, 04:27:45 PM
Mead is made from honey.  Melomel is made from honey and fruit.  I have made both, the later with honey and plums.  It tasted a bit like sweet plum wine.  We had one jug of mead that aged for about twenty years before it was discovered in our basement.  It tasted a little like very good Scotch-and-water.

My brewery makes mead from just honey.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 03:35:02 AM
> >  ;D Triple Grins Now  ;D < <


alright , the real first impressions of your new Bakery :)
same mats as the New Medieval Blacksmith (as you ll see in the last screenshot) it works marvellous together  ;D

Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 03:51:32 AM
These are great! So nicely done.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 03:52:09 AM
you will like it ? :)
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 03:52:49 AM
Very much! I will use the bakery, and your other new things here.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 03:53:14 AM
i think i am totally revolutioning the game look presently :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 03:54:40 AM
i am trying to think presently to ....
use that building to the left for a family ...
and ontop of that , adding a 2nd floor for another family :)
Title: Re: > > Double Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 04:10:20 AM
Quote from: rkelly17 on November 02, 2014, 11:08:57 AM
The game will never be the same. I note that these are all labelled "New Medieval Town." @RedKetchup, you're not going over to the dark side of massive mods, are you?

i think what will happends, we will have a new icon for all those buildings called: New Medieval Town, i will let people to use regular buildings, and when people will want to build those 'New Medieval Town Buildings' they click on my icon, and a new ' toolbar similar at 50%-80%' to the game toolbar will appear with all my items classified like the actual ingame buildings.

that way also , it will prevent alot of ... incompatibilies with many other mods. the less 'red conflict warnings' i ll get , less people will yell at me , and point at me, if they crash their game ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 03, 2014, 05:40:14 AM
RED, I LIKE VERY MUCH THIS PROJECT!

I'll wait for release as a wag tail dog !  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: blackbird on November 03, 2014, 09:07:55 AM
Go Red Go  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 09:25:18 AM
if i ask and obligate people to put that bakery in a crossroad ? would anybody would be angry ? :P


cause ..... the 2nd floor residence :P
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 03, 2014, 09:33:34 AM
Quotei think what will happends, we will have a new icon for all those buildings called: New Medieval Town, i will let people to use regular buildings, and when people will want to build those 'New Medieval Town Buildings' they click on my icon, and a new ' toolbar similar at 50%-80%' to the game toolbar will appear with all my items classified like the actual ingame buildings.

that way also , it will prevent alot of ... incompatibilies with many other mods. the less 'red conflict warnings' i ll get , less people will yell at me , and point at me, if they crash their game ^^

Does this mean one would be able to use this in conjunction with the 1620 mod, as that one has a bakery too? I would be sad if I had to decide between one or the other.
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 03, 2014, 09:34:34 AM
Oh, and having to build bakery on corner would not bother me.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 09:56:06 AM
Quote from: Bobbi on November 03, 2014, 09:33:34 AM
Does this mean one would be able to use this in conjunction with the 1620 mod, as that one has a bakery too? I would be sad if I had to decide between one or the other.

yeah :S i know.

gonna try to minimize conflicts :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 03, 2014, 02:59:20 PM
Already crying into my pretzels and beer that I can't have your creamery with second story. Yours looks nicer AND has the second story. They say they have "plans". I actually haven't tried loading both...maybe I'll give it a try.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 03:56:05 PM
yeah maybe you can try , and test load before and test load after to see changes.

new screenshots :) just need do to the ressources codes to work with the mills.
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 04:44:09 PM
Love the outdoor ovens!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 04:49:30 PM
thanks :) i am happy you love them :)

btw.

i need reciepes !

bread = ingredients ? and how many of each ?
cake = ingredients ? and how many of each ?
pie = ? (will have apple pie and cherry pie, but what will be the other ingredients ? i m not a famous cook ! ^^)  and how many of each ?


EDIT:
all these ok ?

{ String _name = "NMFlourWheatRequire"; String _text = "Make Flour [Wheat]"; }
{ String _name = "NMFlourCornRequire"; String _text = "Make Flour [Corn]"; }
{ String _name = "NMBreadRequire"; String _text = "Make Bread [Flour]"; }
{ String _name = "NMCakeRequire"; String _text = "Make Cakes [Flour + Eggs]"; }
{ String _name = "NMApplePieRequire"; String _text = "Make Flour [Flour + Eggs + Apple]"; }
{ String _name = "NMCherryPieRequire"; String _text = "Make Flour [Flour + Eggs + Cherry]"; }
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 05:32:30 PM
No eggs in pie. Flour and fruit. Too bad we don't have sugar :(

Eggs in cake. Flour and Eggs and milk. Again, no sugar or cocoa. :(

You could make quiche instead! Flour, eggs, and onions, or mushrooms.

Bread is flour, water, salt, and yeast.

Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 06:00:37 PM
quote author=irrelevant
No eggs in pie. Flour and fruit. Too bad we don't have sugar :(  <== Honey ??

Eggs in cake. Flour and Eggs and milk. Again, no sugar or cocoa. :( <== Honey ? Milk=like honey, comes in other mods :P

You could make quiche instead! Flour, eggs, and onions, or mushrooms. <= i can add that if you want

Bread is flour, water, salt, and yeast. <== we dont have salt (where we can find salt ?) and dont have yeast :P microscopic/microbial mushrooms ? lol
Title: Re: > > Triple Grins ^_^ < <
Post by: salamander on November 03, 2014, 06:07:47 PM
Quote from: RedKetchup on November 03, 2014, 06:00:37 PM
Bread is flour, water, salt, and yeast. <== we dont have salt (where we can find salt ?) and dont have yeast :P microscopic/microbial mushrooms ? lol

If I read the text file that came with the mod kit right, you could probably add a new salt surface resource, or even have a mine that produces salt.  That's if you're serious about having salt in the game as a resource.  Actually, it might not be a bad idea for trade -- salt was a valuable trade item for centuries if not millennia.  You could include it in production chains as well as for trade.
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 06:10:08 PM
So, bread is flour. Three flour = one bread?

Honey isn't really a substitute for sugar for cakes or pies, the chemistry doesn't work very well, but we can pretend  :D

For me, I'd rather have bread, one sweet pastry (pie or cake), and one savory (quiche) instead of bread and two sweet (both cake and pie). Of course others may have different thoughts.
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 06:10:58 PM
Quote from: salamander on November 03, 2014, 06:07:47 PM
Quote from: RedKetchup on November 03, 2014, 06:00:37 PM
Bread is flour, water, salt, and yeast. <== we dont have salt (where we can find salt ?) and dont have yeast :P microscopic/microbial mushrooms ? lol

If I read the text file that came with the mod kit right, you could probably add a new salt surface resource, or even have a mine that produces salt.  That's if you're serious about having salt in the game as a resource.  Actually, it might not be a bad idea for trade -- salt was a valuable trade item for centuries if not millennia.  You could include it in production chains as well as for trade.

Yes! And if a bannie displeases you, send him to the salt mines! ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: salamander on November 03, 2014, 06:14:23 PM
A horrible place for sure.  And, what would the message be when one perishes while working in the salt mines?  ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 06:18:30 PM
Salty the miner died of thirst? ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: salamander on November 03, 2014, 06:27:11 PM
Lol ... that would really be rubbing salt in the wound.  :)
Title: Re: > > Triple Grins ^_^ < <
Post by: slink on November 03, 2014, 06:28:35 PM
Yeast grows on grain, and if the flour is not over-heated too much when the grain is milled, the yeast spores will survive.  That is why unleavened bread for Jewish holidays must be made without the dough sitting more than 15 minutes, because otherwise the bread becomes leavened bread.  It's not very leavened, but we are talking about a religion, so the idea counts.  At any rate, I don't use packaged yeast for my bread and it rises quite nicely.  I use a culture grown from what is on the grain that I mill.
Title: Re: > > Triple Grins ^_^ < <
Post by: salamander on November 03, 2014, 06:33:20 PM
A lot like naturally fermented wines that use the yeast growing on the skins.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 06:57:03 PM
then, is it right to pretent that miller can do yeast ?
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 07:22:03 PM
Yah, yeast is everywhere. Flour = bread.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 07:25:20 PM
so ... we give up on yeast ?

just flour=bread ?
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 03, 2014, 07:29:01 PM
OK, I said I was going to try out loading both 1620 and Red's Creamery. Game loads OK ignoring the conflicts. Whichever mod is on top deprecates the other. Both icons show, but build the same building. So, one could choose to play 1620 with the Creamery on top and ignore the double icon. How this plays out long term, I don't know. The thing is, 1620 milkhouse products play a role in the rest of the mod structure. I don't see how that could play out well. If they both made the same products, it might be OK. In the 1620 thread, @kralyerg said pretty much the same thing: http://worldofbanished.com/index.php?topic=609.90
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 03, 2014, 07:36:31 PM
The newest development; got a nice empty spot there just waiting for a bakery. ;) ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 08:03:10 PM
ok. too bad @Bobbi they so same products , talking about the milk. i do cheese cream and yogurt, they do butter instead.
and i thik they also modified the number of milk, to almost nothing, in the big picture, it seems to me i read 5-7 milk per cow while i nerfed it to 24.

nice @irrelevant
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 08:52:28 PM
hehe the funny thing when we start to build ...all in height ?? can we say that in english ? (build high toward the sky) is...

we start to need to have ... double roads lol (if we want to see something IMO)

Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 03, 2014, 09:28:10 PM
Quote from: RedKetchup on November 03, 2014, 08:52:28 PM
hehe the funny thing when we start to build ...all in height ?? can we say that in english ? (build high toward the sky) is...

we start to need to have ... double roads lol (if we want to see something IMO)

Heh :) I've been building double-wide roads in my "downtown" areas for a while now to keep stuff from being so close together. I like to be able to see all those wonderful buildings! And now that we can build up, thanks to you, there's not as much need to pack everything in so tight. :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 03, 2014, 09:33:51 PM
wait to see my empire state building :P





joking ^^

> >  ;D Grins  ;D < <
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 04, 2014, 02:02:57 AM
boys, for sugar we can add it from fountain mod....that there is sugar and distillery...

maybe you can add a refinery too, cause sugar crops is not good in coffee :-D
Title: Re: > > Triple Grins ^_^ < <
Post by: rkelly17 on November 04, 2014, 09:10:38 AM
Quote from: RedKetchup on November 03, 2014, 07:25:20 PM
so ... we give up on yeast ?

just flour=bread ?

It's not so much giving up on yeast as it is using the natural yeast that is out there in the air. Banished brewers already do that. The bread would be more-or-less like sourdough. Historically many brewers and bakers developed and kept alive their own cultures of yeast and/or sourdough starters anyway. Modern strains are just refined versions of those traditional, wilder yeasts.

The Belgians do a beer that relies on natural yeast--they just put it up in the attic in open fermenters. It's an acquired taste.
Title: Re: > > Triple Grins ^_^ < <
Post by: Denis de la Rive on November 04, 2014, 12:08:22 PM
Quote from: rkelly17 on November 04, 2014, 09:10:38 AM
The Belgians do a beer that relies on natural yeast--they just put it up in the attic in open fermenters. It's an acquired taste.

The best beer I ever had was just that kind of accident, a contaminated batch, unique!  :'(
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 04, 2014, 12:22:11 PM
looks like i stop to work on it for today, i fixed some issues till i try to fix another one, i dunno whats wrong with today, but i just lost 2 hrs to try to make the profession name > > showing < < and it refuses to work. i made like 6-7 new professions so far, i know how it works, how it should work.... but ... i dunno .... it rather stupid presently.

so i decided to stop and go play civV:BE for the rest of the day.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 04, 2014, 05:15:04 PM
finally i found why the profession names wasnt working. was good to have took a break :)
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 04, 2014, 06:00:42 PM
Yes, sometimes all you have to do is walk away for awhile  :D
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 04, 2014, 07:20:12 PM
So what do you guys think about this? What if Red used the Creamery building with a few modifications, like bags of sugar sitting over on the bench, and make it a sugar refinery? And the crop from Cosacks' mod could be used in conjunction with it, I think he is giving free rein to use his stuff. Good idea? Bad idea? More importantly, does it go well with Ketchup? Make pie, cake, and whatever else?
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 05, 2014, 01:02:15 AM
@RedKetchup :

It's always a good idea to do something else when you are blocked on a nasty bug ;D.

In addition, this bug about profession might help you find why a tooltip is missing on the librarian profession :P

Otherwise, your new mods are very promising and I'm happy that you keep going with your creation work !
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 05, 2014, 03:16:00 AM
red, if you want convert all the game in a medieval game, i can give you a hand, expecially in historic research....i'd love it
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 06, 2014, 01:18:03 AM
I'm away for a week and ...
oh hell !! Red !! ?? What are you doing !! ??
too many pages to be translated !! but I have seen all photos though !! and .. wow !!!
great job !!! very wonderful !!

next step will be the second floor of the buildings vanilla ??

plus I found most of your work in CC1620!
but the watermill is not the windmill!
there is a bakery in CC1620 that is not yours (judging from the photos I see here!)
now with your bakery, that of CC1620 and that of Ill_tonkso I can produce tons of bread !!  ;D ;D ;D
and as we do with the crash ??
I have 3 items bread ??
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 02:24:44 AM
@assobanana76 : you need to translate the replys of this thread :D it will answers alot of your questions :)

the ill_tonkso mod you can put in the garbage definitely. i am redoing the vanilla buildings and make them compatible with a 2nd floor. (like blacksmith and tavern i made so far)
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 06, 2014, 02:41:30 AM
Quote from: RedKetchup on November 06, 2014, 02:24:44 AM
@assobanana76 : you need to translate the replys of this thread :D it will answers alot of your questions :)

the ill_tonkso mod you can put in the garbage definitely. i am redoing the vanilla buildings and make them compatible with a 2nd floor. (like blacksmith and tavern i made so far)
oh hell !! are 7 pages !!
Google Translate will go crazy !!
it means that you will release a mod... "medieval" which will replace all the buildings vanilla making two-story ??
are you kidding ?? but you read my dreams ??  :o ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 03:02:41 AM
yeah pretty much, but also adding the mills and bakery to it.

of course some building wont do a 2nd floor cause dont see why it should get one.  like hospital... schools, barns, townhall etc...
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 06, 2014, 03:13:02 AM
Quote from: RedKetchup on November 06, 2014, 03:02:41 AM
yeah pretty much, but also adding the mills and bakery to it.

of course some building wont do a 2nd floor cause dont see why it should get one.  like hospital... schools, barns, townhall etc...
trading post? forester? gatherer? herbalist?  :o :o  ::)
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 06, 2014, 04:50:20 AM
Are you going to do the tailor?  :) :) :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 07:38:10 AM
tailor, gatherer, cabin, probaly forester and herbalist, but not trading post for sure.
Title: Re: > > Triple Grins ^_^ < <
Post by: rkelly17 on November 06, 2014, 07:45:46 AM
Quote from: RedKetchup on November 06, 2014, 07:38:10 AM
tailor, gatherer, cabin, probaly forester and herbalist, but not trading post for sure.

@RedKetchup, will you distinguish the work sites that take more than two workers (e.g., forester and gatherer take 4, hunter takes 3) from those that take two or less? I ask because I suddenly got visions of forest nodes without separate houses, but that would probably take a third or fourth story to accommodate two families. Your two-story houses already mean that my forest nodes have less ground taken up with houses  :D and the thought of even less ground occupied would be a real bonus.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 07:58:00 AM
no, i wont do an apartment block ^^. only 1 residence. the husband and the wife can work there.... and if more people working... it will be people from the city :)


working presently to redo the moot windmill

dutch gangnam style :P

(http://worldofbanished.com/gallery/37_06_11_14_8_52_55.jpeg)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 09:38:53 AM
if people dont like it.........

i delete all my folders :P

(http://worldofbanished.com/gallery/37_06_11_14_10_38_28.png)
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on November 06, 2014, 09:43:45 AM
I like it. It's cute!
Title: Re: > > Triple Grins ^_^ < <
Post by: mellowtraumatic on November 06, 2014, 09:47:23 AM
Welp, I love it. Looks very dutchy.
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 06, 2014, 09:54:11 AM
I love it, @RedKetchup ! I think it's perfect. :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 09:59:00 AM
sweet  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 10:32:04 AM
now the big wheel is anchored to the roof now, cause supposely, the roof should be rotated depending where the wind come from :P
so i ve put the wheel bigger.

my footprint will need to get some extra to be sure the wheel isnt clipping into houses :)
but, ya, i forgot , i need to check if i put a little residence next to it :)


(http://worldofbanished.com/gallery/37_06_11_14_11_31_38.jpeg)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 11:03:02 AM
In game screenshots ! in game first impressions :)

> > doubleXdouble ^_^ grins ^_^ < <
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 06, 2014, 11:09:00 AM
Very nice! Looking forward to using this! :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 11:10:11 AM
seems it has 3 floor high, if we comapre to the 2-story blacksmith to the side :)

i LOVE it :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Paeng on November 06, 2014, 11:29:01 AM
Quote from: RedKetchup on November 06, 2014, 09:38:53 AMif people dont like it.........
i delete all my folders :P

;D  ... well, I think it's one of your best designs so far  :)

Looks great!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 11:30:07 AM
in game is so awesome :) so beautiful  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 06, 2014, 11:41:53 AM
this windmill is wonderful  :o
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 06, 2014, 01:03:00 PM
I love it! I really like the way all of your new buildings share common design elements.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 06, 2014, 01:08:07 PM
the windmill now has the textures of :

roof and stonewall of blacksmith/creamery
woodwall of tavern

i will mainly work only with those skins
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 01:11:35 PM
If you want a copy of this beta : send me a PM :) i ll give you a link to download it :)
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 07, 2014, 04:13:11 PM
Well first time replying on this forum/board..
just read what happened on the other site :(

just wanted to let you know your mods / textures rock :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 04:14:46 PM
thanks you Chillz :)
Title: Re: > > Triple Grins ^_^ < <
Post by: bubbamcgee on November 07, 2014, 04:29:58 PM
Red... It is definitely disappointing to see a person or two ruining the modding community because of their behavior.  I want to thank you for your hard work, skills, and input that I've read through over the past two months.  By the way... this new medieval two story buildings sure makes things easier when working in small areas. 
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 07, 2014, 05:09:42 PM
@RedKetchup , I'm playing with the beta and I gotta say, I LOVE THIS!!!!! So much. You have no idea how happy these buildings make me. :)

I loaded it into an existing game with no problems, put it up top of the load order. Immediately build everything. EVERYTHING! Hee hee! Even tore down my tavern and blacksmith to build the new ones in their place. I only ran into one thing - the bakery production selection says "flour" where I think it is supposed to say "pie". But that's the only thing I noticed.

Excellent work, my friend. Kudos to you and much appreciation for all of your hard work.

Did I mention how much I love this? I did? Oh well, it bears repeating. I LOVE THIS!!!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 05:40:29 PM
:) i love your enthousiasm :) hehe

going to check that (about the flour thing)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 05:51:06 PM
Alright i fixed the typo for the Pies

will be available for next build :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 06:24:18 PM
preview of tailor...........

in game the tailor looks like ... kinda same of this ??
(with the roof destroyed by the time , old curves)


edit: oh ya, i need to make a little little tringle roof on the front side :)




of course, my stone wall texture is different, anyways , it s very very bad in game, it needed to be fixed anyways :)
exactly same windows.... just my doors are different, i never found the one Luke is using :)
and it s exactly same roof textures as Luke :)
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 07, 2014, 06:49:09 PM
this makes me grin more and more :D

oh, one small item I noticed on the watermill :
status icon (no resources/no work) is placed much higher then it is on other buildings (either original, yours, or other modders) .
I noticed this on Shockpuppets town abode (town/textile in CC town house?) too.  no biggy though!

---
on the attached screenshot the watermill and brewery are aligned.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:00:21 PM
ok gonna go check that
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 07:23:22 PM
The new Quatre Bras Milling and Baking district  :D I love it!

Looking forward to trying out the other new structures!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:39:05 PM
wait.... how you got this ... footprint, Irrelevant ? i passed 1 hrs to make it .... a ... jurassic deca-de-do-cadron ? i dont remember already. (circle with 12 sides)

oh. i think it s cause your old alpha mod, the ... Miller Family mod :) it overwrite the new one
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:41:09 PM
so how you guys like it ?
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 07:44:21 PM
Quote from: RedKetchup on November 07, 2014, 07:39:05 PM
wait.... how you got this ... footprint, Irrelevant ? i passed 1 hrs to make it .... a ... jurassic deca-de-do-cadron ? i dont remember already. (circle with 12 sides)

oh. i think it s cause your old alpha mod, the ... Miller Family mod :) it overwrite the new one
I never had a mod with a windmill, so I don't know. I watched it while it was building, it put down the 12-sided stone foundation, but then this was how it finished.
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 07:45:51 PM
Uh-oh (wincing)
Title: Re: > > Triple Grins ^_^ < <
Post by: bucklingbranch on November 07, 2014, 07:51:15 PM
I know I don't post much, I'm a bit of a lurker I guess, but I am so excited about this project, RedKetchup. I love the windmill....the Dutchy one...I'm a bit old fashioned I guess. All your buildings blend in so perfectly with the original game. Keep up the good work!!!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:52:30 PM
Quote from: irrelevant on November 07, 2014, 07:44:21 PM
Quote from: RedKetchup on November 07, 2014, 07:39:05 PM
wait.... how you got this ... footprint, Irrelevant ? i passed 1 hrs to make it .... a ... jurassic deca-de-do-cadron ? i dont remember already. (circle with 12 sides)

oh. i think it s cause your old alpha mod, the ... Miller Family mod :) it overwrite the new one
I never had a mod with a windmill, so I don't know. I watched it while it was building, it put down the 12-sided stone foundation, but then this was how it finished.

you did, there were both mills in the Miller family alpha mod
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:53:12 PM
Quote from: bucklingbranch on November 07, 2014, 07:51:15 PM
I know I don't post much, I'm a bit of a lurker I guess, but I am so excited about this project, RedKetchup. I love the windmill....the Dutchy one...I'm a bit old fashioned I guess. All your buildings blend in so perfectly with the original game. Keep up the good work!!!

i sent you the link, @bucklingbranch :)
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 07:53:28 PM
@RedKetchup, this is absolutely beautiful. Even the animation fits.

I can't wait to show it to my wife; she's a pastry chef. :D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:54:34 PM
hehehe yeah they really taking care of the fire so it can bake perfectly :)


btw , the double flour comes from your old alpha mod, you can sell those :)
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 07:55:06 PM
Quote from: RedKetchup on November 07, 2014, 07:52:30 PM
Quote from: irrelevant on November 07, 2014, 07:44:21 PM
Quote from: RedKetchup on November 07, 2014, 07:39:05 PM
wait.... how you got this ... footprint, Irrelevant ? i passed 1 hrs to make it .... a ... jurassic deca-de-do-cadron ? i dont remember already. (circle with 12 sides)

oh. i think it s cause your old alpha mod, the ... Miller Family mod :) it overwrite the new one
I never had a mod with a windmill, so I don't know. I watched it while it was building, it put down the 12-sided stone foundation, but then this was how it finished.

you did, there were both mills in the Miller family alpha mod
Ah. Even though it isn't the same shape, its foundation graphic still overrides.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 07:56:10 PM
yeah probably, cause took me long time, to fix it. the others testers can confirm/unconfirm ?
Title: Re: > > Triple Grins ^_^ < <
Post by: salamander on November 07, 2014, 08:00:18 PM
Quote from: RedKetchup on November 07, 2014, 07:39:05 PM
a ... jurassic deca-de-do-cadron ? i dont remember already. (circle with 12 sides)
Just fyi -- dodecagon.  ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: bucklingbranch on November 07, 2014, 08:01:08 PM
Thank you for the link @RedKetchup. I'm off to start a new map >>grins<<
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 07, 2014, 08:10:40 PM
I can confirm it might be the alpha version.. because I don't have that footprint with solely the beta version.

and to reply to your question: I Love it!
plays nice with other mods installed..  so far it even plays nice with the ill fated il_tonkso bakers & millers
will give more details when I have more trade crops (wheat) to test.
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 08:13:53 PM
Pretty sure it's cause I have a conflicting mod. One that I probly am stuck with for this town. No biggie (as long as it doesn't crash)  :-X
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 08:37:23 PM
yeah :)

i am happy you enjoy it :)
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 07, 2014, 08:50:13 PM
Yes, definitely a keeper.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 07, 2014, 08:57:16 PM
looks like my roof is a lot higher than the vanilla one, i ll have to sit it down alot ^^

Title: Re: > > Triple Grins ^_^ < <
Post by: Paeng on November 07, 2014, 11:42:34 PM
Quote from: RedKetchup on November 07, 2014, 07:56:10 PMthe others testers can confirm/unconfirm?

Yep, in a fresh game it's bare ground -

(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/redk_medieval01.jpg)




Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 08, 2014, 12:06:25 AM
THAT's is THE windmill!!
great great great job Red!!
adieau ill_tonkso!!
Title: Re: > > Triple Grins ^_^ < <
Post by: Nilla on November 08, 2014, 03:18:01 AM
I know I am the bad girl, and should keep my mouth shot..... :(

The windmill looks very nice and neat  :)

but

How do you expect those wheels to catch any wind and turn? (I know  stupid engineering question)  :-[

That first version might have looked odd in some peoples eyes, but I found it lovely, this one looks strange to me.

Sorry  :-[
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 08, 2014, 03:44:29 AM
enthusiasm is not a good word.

going CRAZY for this mod is the correct word! ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 08, 2014, 07:29:24 AM
I got screenies! There's a whole lotta RedKetchup going on in Truckerton these days.

1 - Windmill in the still-developing farm district
2 - Bakery
3 - Blacksmith
4 - Cemetery with statues
5 - Market park with fences and benches
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 08:12:15 AM
Quote from: Nilla on November 08, 2014, 03:18:01 AM
I know I am the bad girl, and should keep my mouth shot..... :(

The windmill looks very nice and neat  :)

but

How do you expect those wheels to catch any wind and turn? (I know  stupid engineering question)  :-[

That first version might have looked odd in some peoples eyes, but I found it lovely, this one looks strange to me.

Sorry  :-[

thats a dutch one, you need to ask dutch people :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 08:20:16 AM
Quote from: drnad on November 08, 2014, 01:19:28 AM
thank you for the link @RedKetchup . your new medieval town looks awesome.

few points - In bakery - shows tool limit instead of food limit and in product shows make flour instead of pie.

found it, fixed.
thanks
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 08:22:30 AM
Quote from: Mahnogard on November 08, 2014, 07:29:24 AM
I got screenies! There's a whole lotta RedKetchup going on in Truckerton these days.

1 - Windmill in the still-developing farm district
2 - Bakery
3 - Blacksmith
4 - Cemetery with statues
5 - Market park with fences and benches

i did a resized to smaller ... but i think i ll revert that , i find it less impressionnate than before.
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 08, 2014, 08:32:46 AM
Quote from: RedKetchup on November 08, 2014, 08:22:30 AM
i did a resized to smaller ... but i think i ll revert that , i find it less impressionnate than before.

Resized what? What did I miss?

Quote from: Nilla on November 08, 2014, 03:18:01 AM
The windmill looks very nice and neat  :)

but

How do you expect those wheels to catch any wind and turn? (I know  stupid engineering question)  :-[

It looks pretty spot-on according to this image of a Dutch windmill: http://thumbs.dreamstime.com/z/old-dutch-windmill-10772992.jpg
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 08, 2014, 09:08:53 AM
Quote from: Nilla on November 08, 2014, 03:18:01 AM
How do you expect those wheels to catch any wind and turn? (I know  stupid engineering question)  :-[
That first version might have looked odd in some peoples eyes, but I found it lovely, this one looks strange to me.
Sorry  :-[

the weather in the Netherlands / Holland is quite windy, so those wicks will turn.
However, when there is less wind, millers used to add sails made of linen or hemp along those wicks, to catch more wind

This one looks like a crossing between a typical Dutch windmill combined with a tower mill from southern Europe and a splash of Baltic / eastern Europe mills. quite realistic for medieval setting actually.

-- attached is a picture of a mill corridor (molen gang) in the world famous unesco site 'Kinderdijk'
the mills are used to pump water instead of grinding flour, but the looks are the same.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 09:29:42 AM
i personally liked alot the metal, more recent one, but that s ok

about the picture from @assobanana76 if you compare, the real one looks... more ... FAT ^^ if we can say that. this is why i ll do some resize :)
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 08, 2014, 09:37:46 AM
more 'fat'  as more solid / massive.. yeah.
But take note that the one on assobanana76 is much smaller then the ones at kinderdijk.
also vantage point distance is completely different.


here's a picture of an actual grain mill in the city I grew up in...
the grain was used for something other then bread ;) Jenever/Genever the original heritage of Gin
how about that 2 story technique now huh? :P
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 09:50:16 AM
Massive was the proper word i was searching ^^


but...
woah ! thats ........... giant !

if i look the perspective of the image.....

my windmill stands ... on the balcony of this one, and under it, there is a huge tower ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 08, 2014, 10:00:16 AM
currently your windmill looks like about  1.5 / 2 stories high, compared to your 2 floor houses.
the one from @assobanana76  looks around 2 / 2.5 stories high in real life.
the kinderdijk ones are around 4/5 stories high.

the giant one, is about 8 to 10 stories high..  compared to this image.

--
apartment building block is 4 stories high (ground floor + 3) at about 2.50m height to ceiling, making it around 12 m high
the mill is at least double its height.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 10:03:36 AM
yeah i will definitely put it back as it was. not alot big... but was a little bigger.
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 08, 2014, 10:07:31 AM
I think if you want to resize it.. a 6/6 or 7/7  footprint will do it justice.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 10:45:41 AM
definitely Better !!!!!!!! :)

Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 10:49:14 AM
i definetely also LOVE those textures , they are so awesome how they are rendering some ... 3D effects in it :)


the rook skin.... the wood skin.... even the stone one :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 10:58:07 AM
and as footprint, i will only add +1 in left to right, to clear the palms a bit. so they dont end hit the neighbor houses ^^

anyone knows if shockpuppet added some animations to its wheel ? and if it can be done (animations for buildings) ?
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 08, 2014, 11:08:19 AM
yes definitely looks better! so footprint will be 5x4..
yeah the textures are great.

I haven't seen the new wheel in CC I don't believe it's released yet. in the 'Turbo' version it wasn't animated.
nor was rageinonsense one on the woodmill. I don't know if it is possible, but I guess it would be.
don't know how the smoke is done, but it looks like a repeating pattern like 4 images,
so it might be possible for the wicks, 1/4 turn each pattern.

but doesn't that slow down the game a lot?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 11:21:50 AM
if it is possible , it can, i dunno how much slower it can result (if we can do)

about the footprint, i dont remember how it was in the build i gave you, but presently, after i added +1 (left to right) it is now :

   int _width = 5;
   int _height = 6;


4+1 (the road) by 6

i found another error, BTW:  the pecan pie and the cherry pie were making 'cake' instead => fixed.
and also fixed cakes so they dont take eggs anymore.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 11:24:04 AM
as soon my tailor is finished, i ll give you another build :)
i just need to fix the 'decal' on the ground for the new size of the windmill

talking about decal..........

Bakery use another new system of decal, instead the black/brown one, it is ... marbled !
how you like it ? is it better ? or the old original one is better ?
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 08, 2014, 11:41:32 AM
Red! but.. Luke does not you still has contacted? possible that has seen all your mod without realize that you are bringing his game to a higher level??
Title: Re: > > Triple Grins ^_^ < <
Post by: Paeng on November 08, 2014, 11:48:37 AM
Quote from: RedKetchup on November 08, 2014, 10:45:41 AMdefinitely Better !

Yeah, that size looks good!

Scale is really tricky in Banished, because of the strange (and somewhat distorted) perspective... I think it's good to always make some tests with related buildings showing side by side (not one in front and one in the back at some distance)...


Quote from: RedKetchup on November 08, 2014, 11:24:04 AMtalking about decal...

Yeah, glad you're doing something about it - what irks me is when dirty industrial places have nice green lawn inside... like e.g. the vanilla blacksmith  ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 11:55:36 AM
Quote from: assobanana76 on November 08, 2014, 11:41:32 AM
Red! but.. Luke does not you still has contacted? possible that has seen all your mod without realize that you are bringing his game to a higher level??

nop :(

and i sent a new email yesterday, asking about if the game supports buildings animations (if i want to try it) and no answers at all :(
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 01:02:40 PM
well .....

looks like ...
a 2nd floor for tailor looks very bad, i ll need to modify consistency the model a bit
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 03:24:53 PM
thats the best i can do for the tailor.

look at original in 1 of your game and tell me :)


of course, i still have to make curve and destroy the roof ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 08, 2014, 04:28:49 PM
@RedKetchup the tailor looks good to me, compared to the in game one.

the windmill in the build I have is 5 wide x 4 deep, with 1 road strip (so 5x5)

i haven't had the chance to bake more then the bread yet, still no other items..
maybe it was stupid to beta test with one year = one year mod enabled ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 06:01:51 PM
dont worry, it saves me alot of time. already long to draw and try to fit things graphically and do 99% of the code...
but i am not a computer, a simple human.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 08, 2014, 09:53:52 PM
New build is ready !! with New Medieval Tailor shop :) 2- story !


(http://worldofbanished.com/gallery/37_08_11_14_10_45_39.jpeg)


(http://worldofbanished.com/gallery/37_08_11_14_10_46_02.jpeg)


(http://worldofbanished.com/gallery/37_08_11_14_10_46_26.jpeg)


bugfixes :

corrected some typos about flour/bread/cakes/pies from bakery
scaled bigger the windmill
fixed some flour created placements for the windmill and its footprint is 1x bigger.

changed the name of rawmaterial flour and bread to make it compatible with CColonial mod kit.
you absolutely need to get rid of your old flour and old bread before next build (not this one, but the next one in couple of days)
Title: Re: > > Triple Grins ^_^ < <
Post by: Paeng on November 09, 2014, 01:12:16 AM
Here a test pic with all the new ones...

(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/redk_test07.jpg)

Looking good  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 02:20:41 AM
this tailor building (vanilla too) look more ... thin (not high) not tall i mean cause the roof.

usually a roof goes the other way , from front to back, which make looking higher (cause you usually have the highest part of the roof in front)
and this one is from left to right which make it look lower, cause in front, you have the lowest part of the roof.

and also, it doesnt have a full double height, it didnt look good at all, so .... i made it differently, a bit like a swiss summer residence ^^ in triangle :)

looks clearly different than all other buildings, which not bad :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:16:10 AM
euh..... i sent you a PM yesterday : 5 people at the time.... does the PM to multi account doesnt work here ?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:18:09 AM
 November 08, 2014, 11:07:34 PM New Medieval Town - New build with Tailor 2-story house. Bobbi, irrelevant, Paeng, bucklingbranch, drnad
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:18:37 AM
and previously :

November 08, 2014, 11:05:27 PM New Medieval Town - New build with Tailor 2-story house. Fellow Villager, mellowtraumatic, khemari, Mahnogard, bubbamcgee
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:20:06 AM
the name of the people that should have got it is still written :(

anyone else didnt received ?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:21:05 AM
New Medieval Town - New build with Tailor 2-story house.
« Sent to: Bobbi, irrelevant, Paeng, bucklingbranch, drnad  on: November 08, 2014, 11:07:34 PM » 
Reply to All
Reply
Quote
Delete


ADDED : New build with New Medieval Tailor 2-story house.


bugfixes :

corrected some typos about flour/bread/cakes/pies from bakery
scaled bigger the windmill
fixed some flour created placements for the windmill and its footprint is 1x bigger.

changed the name of rawmaterial flour and bread to make it compatible with CColonial mod kit.
you absolutely need to get rid of your old flour and old bread before next build (not this one, but the next one in couple of days)

********* hidden *********









*****************
i will resend individually then
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 09, 2014, 08:27:28 AM
Sorry, I didn't notice the link. I read too fast.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:28:02 AM
lol i just resent to everyone :P
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 09, 2014, 08:31:50 AM
wasn't in the list, but did see the link and downloaded it.

for a new game, or replace in current game ?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:33:44 AM
you can replace
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:34:25 AM
how arent you in my list ?????????

/slap myself in the face


you are on my list now !
so sorry :( got too many people asking in same time to participle
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 09, 2014, 08:34:54 AM
Quote from: RedKetchup on November 09, 2014, 08:28:02 AM
lol i just resent to everyone :P

:D I got it the first time. Thank you! :) Looking forward to testing the new version.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 08:43:21 AM
but i ll need to fix something :P

this tailor house , i dunno, weird game perspective view.... it is like the building has been build in moving sands and will soon disappear in the ground lol
i will need to make it UP a bit :P
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 11:29:26 AM
i need some idea for the numbers

flour(x2 cost) + 18 )honey+nut/fruit) = 38 cost

how many pie we should do with that and what is the targetted sell price  ?


***********

i fixed the tailor footprint, i fixed the spawn points of clothes made, fixed the sunken effect it had (falling to the ground)

tailor is done now.

after sleep: Hunter Cabin.
Title: Re: > > Triple Grins ^_^ < <
Post by: bucklingbranch on November 09, 2014, 11:46:14 AM
@RedKetchup Thank you so much for the updated Medieval Town. I started a new map yesterday with the old version. I absolutely LOVE what you have done!! The 2 story buildings are pure genius!! And the windmill and bakery......not only are they beautiful to look at, but they work!!! (I'm of course making reference to ill_tonkso's bakery and windmill mods not anything you have created)
I have a question, have you moved your mod downloads to another website? I see they have disappeared from Banished Info and was wondering where you had moved them to. I so love all your mods, it would be hard to do without them now  :'(
Title: Re: > > Triple Grins ^_^ < <
Post by: JamieIdle2.0 on November 09, 2014, 11:46:52 AM
Quote from: RedKetchup on November 09, 2014, 11:29:26 AM
i need some idea for the numbers

flour(x2 cost) + 18 )honey+nut/fruit) = 38 cost

how many pie we should do with that and what is the targetted sell price  ?

10 pies and priced at 6. Gives you 60 - 38 = 22 Profit

Depends do you want more profit than say firewood or alcohol or some profit, but not much? If you want to compete with Ale then it needs to be 12 pies at 8 a piece = 96 - 38 = 58
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 09, 2014, 02:42:07 PM
I think as it stands now the ratio of inputs to outputs is fine.

10 flour + 10 honey + 8 fruit/nuts = 18 pies. Cost = 20 flour + 10 honey + 8 fruit/nut = 38, or 2.11 each.  My initial thought is that pie TV should be 6. But must balance against bread and cake. What are costs and inputs/outputs for these?

edit: Ok, 20 flour = 12 bread. Cost 20x2 =20 sell 12x4 = 48. Profit 28. Reasonable. Pie is better. 



Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 09, 2014, 09:50:56 PM
finally had time to test the beta 2 version.

first time I had a crash to desktop with the mods I've been playing with.

replaced the first with the new one..  open saved game : crash to desktop.
old version back : opened savegame, removed all mills, bakers and medieval buildings.
waited to all products were gone, saved again.  replaced old for new beta version.
reloaded save game : crash to desktop.

so I gave up on the old save game, moving on to a new test game with the new version :D




Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 11:11:51 PM
Quote from: bucklingbranch on November 09, 2014, 11:46:14 AM
@RedKetchup
I have a question, have you moved your mod downloads to another website? I see they have disappeared from Banished Info and was wondering where you had moved them to. I so love all your mods, it would be hard to do without them now  :'(

all my mods are only available here all of them, in download section.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 09, 2014, 11:55:02 PM
20 flour worth 2 each = 40 value : create 9-12 bread worth 4 each = 36-48 value. thats not big for bread if you use uneducated worker you even lose 4 gold IMO
thats the price presently in my files. i even think i should tear down from 20 flour to 16 flour (except the fact we create 32 flour with 20 wheat/corn)


10 flour worth 2 each = 20 + 6 honey worth 1 each = 26 for the cakes : create 12-16 cakes worth 8 each = 96-128 value. that one is too high. i should put 20 flour and 12 honey => 52 cost and still let the price there. would be like 150% profit.


10 flour worth 2 each = 20 + 18 honey/fruit/nuts combo at 1 each = 38 for the pies. : create 15 - 18 pie worth 12 each = 180 to 216 value. i definetly need to do something for that one. but keep in mind that you need 3 item resource for it, apple or cherry or pecan which arent easy to come with. i can double flour to 20 (40 value / 58 total) and put down the price at 10 => which would make 300% profit with 3 resources (which takes 3x time to create cause need to walk through the city to get all 3 resources x100 carry capacity)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 04:01:18 AM
i am doing the hunter cabin presently, waiting for your numbers.... and the decision ...

lol this hunting cabin is really wrongly made, not only it is made for hobbits and dwarves... have yu ever noticed that behind the cabin, there is a window exactly at same place as the chimney ?
whats the purpose of the window there ? ^^

thats not me who did that !! its the developper ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 10, 2014, 05:57:27 AM
Quote from: RedKetchup on November 09, 2014, 11:55:02 PM
10 flour worth 2 each = 20 + 18 honey/fruit/nuts combo at 1 each = 38 for the pies. : create 15 - 18 pie worth 12 each = 180 to 216 value. i definetly need to do something for that one. but keep in mind that you need 3 item resource for it, apple or cherry or pecan which arent easy to come with. i can double flour to 20 (40 value / 58 total) and put down the price at 10 => which would make 300% profit with 3 resources (which takes 3x time to create cause need to walk through the city to get all 3 resources x100 carry capacity)

This is correct in theory, but in practice keeping huge stocks of the three inputs is no difficulty whatsoever. Wheat is essentially free, so with just a bit of planning (locating wheat fields, mill, storage, and bakery together as in my earlier screenshot in this thread, page 9 and also 6) flour is essentially free as well. Fruit/nuts and honey also are available in vast quantities through trade or orchards/apiary. So the three-input pie chain is not nearly as problematic as the three-input chain for steel tools. Iron, logs, and coal not only are far more costly, they also have much more competition for their use.

A bakery with sufficient inputs can produce over 1000 pies per year. This is 12,000TV at 12 each, or 10,000TV at 10 each. Compare with a tailor and wool coats (250x15=3750TV), a tavern (600x8=4800TV), a blacksmith with iron tools (200x15=3000TV) or a woodchopper (1000x4=4000TV). Pies would be more in line with these (but still the best) even if the price per pie was reduced from 12 to 6 (1000x6=6000TV). Just my opinion. :) ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 06:03:35 AM
ok, gotcha

gonna check that


in wait..... first draw of my New Medieval hunter cabin ! :)

Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 10, 2014, 06:07:31 AM
Hunter looks very good! (I love that the vanilla cabin has a window behind the chimney, never noticed that, good catch!)

You will make a second-story residence for this one too?  :D :D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 06:19:39 AM
yes , the other part to the left :D
and it will be as good as a wooden house cause made from wood and thatchings (poor)



Residence - HunterCabin
Left          -           Right
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 10, 2014, 06:37:05 AM
Nice!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 06:38:22 AM
very similar now :)

only snagging the roof and put a bit bigger the balcony and the windows :) and that half is done
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 06:40:56 AM
starting to be good to copy others IMO
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 10, 2014, 06:54:59 AM
that's great!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 11:20:07 AM
what they will succeed to grab will kinda be free cause you will sell many of it and with that money you will buy 12x more food or buy infrastructures.

but the numbers arent fully decided yet.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 03:45:12 PM
Quote from: Nilla on November 08, 2014, 03:18:01 AM

The windmill looks very nice and neat  :)
but
How do you expect those wheels to catch any wind and turn? (I know  stupid engineering question)  :-[


btw for those who were wondering .......


Quote
Re: In game animations‏
   

Shining Rock Software Support 


À : Red Ketchup

support@shiningrocksoftware.com


Hey,

Buildings don't support animations. It's something I always intended to do, but never got around to it.

-Luke


On 11/7/2014 9:55 AM, Red Ketchup wrote:

Hello Luke :)

Thats me again :) with a new question :)

i did a windmill lately and i was asking myself : Does the game support Building animations if i make my wheel turn ?

if yes, is there something particular i need to know to make it work ?


Thanks you for your answer :)
-Redketchup


maybe one day :P
> > ^_^ Grins < <
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 05:48:54 PM
Looks like ..........


the New Medieval Hunter Cabin is Done !!!!!
New and Improved with a residence !

Looks like the game decided (or I did lol) that right half will be used by hunters !
and the left part will be rent to citizens for 1 entire family :)

;D

(http://worldofbanished.com/gallery/37_10_11_14_6_40_00.jpeg)

(http://worldofbanished.com/gallery/37_10_11_14_6_47_09.jpeg)


How does it look ? :)

(http://worldofbanished.com/gallery/37_10_11_14_6_48_20.jpeg)
Title: Re: > > Triple Grins ^_^ < <
Post by: Mahnogard on November 10, 2014, 05:55:16 PM
Looks good to me! And it makes perfect sense, too. I always thought there was more than enough room in there for folks to live. Now they can! :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 06:06:38 PM
they imbricated perfectly :) and it looks like exactly the old one :) minus the door ^^

but i am prety sure tons of people will use them seperatly IMO

one hunter here...... 4-5 residence there .... ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: bubbamcgee on November 10, 2014, 06:19:25 PM
Red... it looks awesome!  Been thinking that the hunter lodge was way too big to not include people living there.  Simple and efficient use of space.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 10, 2014, 06:30:24 PM
for sure !

new build with hunter cabin and hunter residence :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Alfreddie on November 11, 2014, 01:33:36 AM
I m not sure you need betas testers for your buildings, but if you are, I'd be happy to be on your list  :D
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 11, 2014, 01:39:10 AM
@Alfreddie all mods pretty much are beta! Just download the file attached to @RedKetchup's last post above, and join in!
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 11, 2014, 07:40:54 AM
I tried to download the mod linked on the last post of Red but the download keep crashing after a few megabytes :(

@RedKetchup: is the mod available on your Mega please ?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 11, 2014, 09:39:23 AM
https://mega.co.nz/#!xNMXXBaZ!EFRdub-8iZycuPeHWKIY05i8JaSBHJyCuCLFFGIjSFI
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 11, 2014, 10:59:27 AM
there are the numbers i will probably use in next build: if people agree:

Bread: takes 20 flour (at 2TV each=40TV) and will make 12-16 breads (at 4TV= 48 to 64TV) => 8 to 24 profit : 120%-160% profit.

Cake: takes 16 flour + 4 honey (at 2TV each =32TV+4x1TV= 36TV) and will make 8-12 cakes (at 8 TV= 64 to 96TV) => 28 to 60 profit : 178% - 267% profit.

Pie: takes 10 flour + 3 fruit/nut + 3 honey (at 2TV each =20+3x1TV+3x1TV= 26TV) and will make 6-8 pies (at 12TV= 72 to 96TV) => 46 to 70 profit : 277% - 369% profit.
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 11, 2014, 03:23:15 PM
Thanks for the MEGA link, I managed to complete the download this time :D

Here's a nice winter screenshot of the mod:

http://www.hostingpics.net/viewer.php?id=845223MedievalTown.png

I haven't played enough to speak about the production values so I will just give my personal feedback on the appearance:

First of all, i'd like to say that you have done a really great work with this mod !  8)

The windmill and the new hunter cabin are just perfect and most of the other buildings are also really well made.

After the compliments comes the constructive criticism ;D

- The habitable part of the medieval tavern is a bit tricky to click from certain angles (particularly during the construction step), maybe you can enlarge the "clickable area" ?
- The texture of the doors are a bit plain and doesn't fit very well with the rest of the buildings
- Maybe you can make a little roof over the "table" on which the bread is stored so that during the winter the snow don't fall on the bread and reveal its flatness ^^

Finally, the things that "bother me" the most is the strange mix of wood and stone on the second level of the blacksmith and bakery.
What I like the most in the windmill is that the wood layer is well separated from the stone layer.
So, here is my suggestion: convert the 2nd level of your new "2 story" buildings to full wood so that the player can really see the difference between the work place and the house :)

What do you think of this idea ? Is it feasible ?

I will end my post with an additional question: do you plan on making an habitable area in the windmill ?

Thanks again for the good work !

@++

°°° Darkbibou °°°
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 11, 2014, 04:13:05 PM
Quote from: RedKetchup on November 11, 2014, 10:59:27 AM
there are the numbers i will probably use in next build: if people agree:

Bread: takes 20 flour (at 2TV each=40TV) and will make 12-16 breads (at 4TV= 48 to 64TV) => 8 to 24 profit : 120%-160% profit.

Cake: takes 16 flour + 4 honey (at 2TV each =32TV+4x1TV= 36TV) and will make 8-12 cakes (at 8 TV= 64 to 96TV) => 28 to 60 profit : 178% - 267% profit.

Pie: takes 10 flour + 3 fruit/nut + 3 honey (at 2TV each =20+3x1TV+3x1TV= 26TV) and will make 6-8 pies (at 12TV= 72 to 96TV) => 46 to 70 profit : 277% - 369% profit.
Looks okay to me.
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 11, 2014, 05:10:26 PM
red, can i say something stupid? why don't you make a graphical mod of it? so there will no problem with cc....
Title: Re: > > Triple Grins ^_^ < <
Post by: JamieIdle2.0 on November 11, 2014, 05:16:56 PM
Quote from: Fellow Villager on November 11, 2014, 05:10:26 PM
red, can i say something stupid? why don't you make a graphical mod of it? so there will no problem with cc....

The problem with CC is that it is more of an Overhaul rather than a mod. Because it is so large you can practically guarantee conflict with almost any other mod. Red has his own vision and his mods are always great. Honestly, the only thing that the CC mod has that interests me is the weaver and clothier. I am sure Red could do those better as well. Besides have you seen his bakery? It is beautiful!
Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 11, 2014, 05:34:30 PM
@RedKetchup's bakery is a work of art. You have to pick and choose your mods. CC by its size and scope almost entirely precludes use of any other mods that even touch any resources.

I'm committed to RK's mods and Slink's and Jamie's for the foreseeable future. Should I ever decide to try CC, I'll commit to that (plus better fields, and flatten terrain, and maybe a couple more).
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 11, 2014, 06:07:49 PM
Quote from: Darkbibou on November 11, 2014, 03:23:15 PM
- The habitable part of the medieval tavern is a bit tricky to click from certain angles (particularly during the construction step), maybe you can enlarge the "clickable area" ?

in all stage from as soon you ordered the construction of a 2nd floor to the final stage, and the 2nd floor built, in any time you want, you can click on the row of 1x5, 1x6 rectangle next to the building, (where you exactly place the residence), you can click and always target the 2nd floor without any problem.

En francais pour toi:
durant toutes les phase de la construction, à partir du moment tu as ordonné la construction, et ce , jusqu'au produit final, tu peux toujours clicker sur cette rangée de 1x5 placé à coté du bâtiment (là ou il y a les barils et les caisses de bois) tu selectionnera toujours le 2e étage. et ce qu'importe l'angle de ta camera.

Quote from: Darkbibou on November 11, 2014, 03:23:15 PM
- The texture of the doors are a bit plain and doesn't fit very well with the rest of the buildings
Unfortunatly, i never found the door texture Luke was using, i found almost all of them, the door is the one i never found. i am using the only one suitable i could found to replace it. i have checked like 10 websites and made all the pages i ve could seen, and nothing satisfied me more than that one.

Quote from: Darkbibou on November 11, 2014, 03:23:15 PM
- Maybe you can make a little roof over the "table" on which the bread is stored so that during the winter the snow don't fall on the bread and reveal its flatness ^^
it has nothing to do with a roof or not. maybe you dont know, all the building in the game, even those you cant see inside, have snow inside the houses, even those that havent a hole big enough to pass an ingame needle inside.
it doesnt matter if being of open air or not, all is related about AO files. and i dont know how to make those. it's those files that are deciding if snow appear or not, depending if its black or white
this image is from the ApiaryAO file: do you reconize the apiary inside ? not me.
(http://worldofbanished.com/gallery/37_11_11_14_7_05_02.png)

Quote from: Darkbibou on November 11, 2014, 03:23:15 PM
I will end my post with an additional question: do you plan on making an habitable area in the windmill ?

it was initially planned, but i didnt figured it out yet, waiting to have the inspirations :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 11, 2014, 06:14:35 PM
Quote from: Fellow Villager on November 11, 2014, 05:10:26 PM
red, can i say something stupid? why don't you make a graphical mod of it? so there will no problem with cc....
a graphical mod of what ?

>> the word 'it' << refers to something and i dont know to what it refers to :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 12, 2014, 02:25:28 AM
Quote from: RedKetchup on November 11, 2014, 06:07:49 PM
it has nothing to do with a roof or not. maybe you dont know, all the building in the game, even those you cant see inside, have snow inside the houses, even those that havent a hole big enough to pass an ingame needle inside.
it doesnt matter if being of open air or not, all is related about AO files. and i dont know how to make those. it's those files that are deciding if snow appear or not, depending if its black or white
this image is from the ApiaryAO file: do you reconize the apiary inside ? not me.

Ok for the invisible snow inside the building. I wasn't aware of that :)

If I'm not wrong, AO files are Ambient Occlusion maps and for me AO is related to the management of ambient light (and shadows) on a 3D object.

If I'm right about it, it seems that there are tutorials about AO map creation from existing 3D objects with 3ds max on the web. I however don't know how difficult it is !

If I understood what you said, Luke has linked the light exposure of the object to the snow. The more light a place get, the more snow will pile up on it during winter, is that it ?


You missed my question about the full wood habitable levels ^^

What is the opinion of other testers about it ?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 12, 2014, 03:31:04 AM
yes thats it. and about full different mats (wood) for 2nd level... i gone that way cause i thought was best looking for these building.
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 12, 2014, 04:23:47 AM
The windwill is really great with the stone and wood duality (first layer of stone, 2dn layer of wood).

Can we (or maybe I ?) expect an alternative design accessible through the F key ?

My knowledge on 3D modelling is quite limited so is it "fast and easy" or "slow and hard" to change the global texture of a wall like that ?
Title: Re: > > Triple Grins ^_^ < <
Post by: Paeng on November 12, 2014, 04:30:38 AM
Quote from: Darkbibou on November 12, 2014, 04:23:47 AMthe stone and wood duality (first layer of stone, 2dn layer of wood). [...] an alternative design accessible through the F key?

Well yes, that would be pretty cool... I can live with the all stone type, but to have both (just for the Blacksmith and Baker residences) would be the icing on the cake...  :D
Title: Re: > > Triple Grins ^_^ < <
Post by: Alfreddie on November 12, 2014, 04:49:06 AM
Thanks, Irrelevant and Red Ketchup, I read this thread to quickly or was distracted and didn't notice the link! I'll try all this with a new town!  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 12, 2014, 05:01:52 PM
since the total crash on the previous game, I started a new one with the beta v2 version.
everything seems to work pretty well :) 
even updated the beta 2 version to the version with hunters habitat in the new save game.
Mills, Tailor, Blacksmith, Hunters, Tavern, bakery (bread, cake) are working perfectly.
now I'm finally able to test the pies too.. can't wait :D

*maybe I'll even try to open the previous game with this new version.. who knows! *
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 12, 2014, 06:05:31 PM
well that previous save game, was still a no-go  :'(
but the new game is doing amazing with all baked products now...

- Bread
- Cake
- Pies (Apple, Pecan, Cherry)
- Cornbread

and of course the milled products :
- Flour (corn / wheat)
- Cornflour (corn)

as you may have guessed, I'm beta testing it with the ill fated il_tonkso 'millers and bakers' mod to see if there are any problems.
I know many have/had problems with that one, but for me it kinda always worked, if you don't mind some other products stored in the inventory of the mill and bakery.
This does happen with a few other storage spaces as well, not only the il_tonkso one. still manage to get great output of it.

now the funny thing :
beta 1 test game, gave me flour (rk), flour (il), cornflour (il), bread (rk), bread (il) and cornbread (il),
so the il_tonkso one had different resources and wouldn't get RedKetchups flour,
nor would Medieval Bakery use the flour from il_tonkso's mill. But they played nice together, no problems to report.

beta 2 test game (+ update to last version including hunters cabin) :
Flour from all mills is being used by all bakeries (now have same icon too, rk)
Bread from all bakeries is the same (now have same icon too, rk)
only cornbread / cornflour is still il_tonkso only of course.

Which to me is weird, since mod load order hasn't changed since game 1 and 2..

I know @RedKetchup did change the code a bit to make it compatible with CC, but this turns out great actually!

should I now add Colonial Charter Turbo to the 2nd game, to test it with all mills and all bakeries?
now that could be fun.

Title: Re: > > Triple Grins ^_^ < <
Post by: irrelevant on November 12, 2014, 06:17:21 PM
Add CC to an existing game? Sure, as long as you are prepared for the possibility that your game becomes unusable. ;)

Not saying that it will, just saying that you have to be ready to let it go if it does.
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 12, 2014, 06:24:03 PM
Quote from: irrelevant on November 12, 2014, 06:17:21 PM
Add CC to an existing game? Sure, as long as you are prepared for the possibility that your game becomes unusable. ;)

Not saying that it will, just saying that you have to be ready to let it go if it does.

well I've had many crash to desktop before, all mod related (usually the larger map / terrain type ones  and the dreaded trader one.)
as far as I know not once due to a new version of a mod though. 
beta 1 game  with all my tested mods worked well, until I updated the medieval town. which is a first for me,
especially because I always update @RedKetchup mods without a problem.. :D

completely adding a new mod like CC might be a problem, so i'll try on the last auto save game first :)


Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 12, 2014, 07:09:42 PM
Well adding CC didn't crash the game, as you can see in the image.. but man it's getting sluggish ..
better to try that one in a new game, without the conflicting mods (farm & textiles and such)

I included the image, to show the fact that it all can work together :)
too bad I don't have an image showing the beta 1 game,
which with the same mod load order shows a completely different picture ..

of course this is just proof of concept that all chosen mods play well together.
doesn't mean you should ;)

Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 12, 2014, 09:34:06 PM
i am happy to see and been confirmed every works fine all together, but what you mean by "sluggish" ?


the updates will be slower now for a week, since Worldof Warcraft expansion opens in 2h30 , i will have to level my main hunter to 100 :)

but i ll try to work on it 1-2 hrs per day to still advance :)
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 12, 2014, 10:18:15 PM
Quote from: RedKetchup on November 12, 2014, 09:34:06 PM
i am happy to see and been confirmed every works fine all together, but what you mean by "sluggish" ?
escargot avec beurre à l'ail speed...

while the game with 46 mods is running smooth, I added the CC, almost to a grinding halt.
on a HexaCore AMD Phenom II X6 Black Edition 1090T, 3564 MHz, with 16gb of ram..

I think starting a different game, with CC (removing all doubles) it would be a lot better.

Quote from: RedKetchup on November 12, 2014, 09:34:06 PM
the updates will be slower now for a week, since Worldof Warcraft expansion opens in 2h30 , i will have to level my main hunter to 100 :)
you're not obligated to work on it at all.. you're doing us a huge favor by adding such great content to a great game.
you deserve some off / playtime too ;)

Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 12, 2014, 10:36:42 PM
i know ! i made alot of progression and alot of things in this one so far, i definitely deserve some play time :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Paeng on November 13, 2014, 12:09:50 AM
Quote from: chillzz on November 12, 2014, 07:09:42 PMbetter to try that one in a new game, without the conflicting mods (farm & textiles and such)

Well, yeah - I'd definitely take out the 'deprecated' mods... like Town&Textiles is completely replaced by CC...  :)

I also run the whole bundle of mods side by side without any crashes or mishaps... as long as the creators keep close tabs and maintain a minimum of communication and coordination regarding the resources and file-names used (as RedK and BL have, for all I know), I don't see why there should be unsolvable problems... By now we all know that a 'red conflict' does not necessarily mean CRASH but indicates the need for e.g. a particular load order... and I'm slowly developing a pretty good sense about what kind of mods I can add to a running game and what mods I should keep on standby until the next new game.

Being able to mix and match mods is essential - without it, any modding becomes kind of useless (to me). I don't want to be restricted to use only this OR that... yes, I want my cake, and I want to eat it, too...  ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: Fellow Villager on November 13, 2014, 03:15:57 AM
red, maybe you can make models for CC? so you could be the modeller of the team...your buildings are great!
Title: Re: > > Triple Grins ^_^ < <
Post by: canis39 on November 13, 2014, 08:34:45 AM
Wow, was out of town and just discovered this thread.

RedKetchup, you continue to be the premier solo modder for Banished. This is some amazing stuff. Thank you for doing so much to improve the game!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 13, 2014, 12:23:44 PM
Quote from: Fellow Villager on November 13, 2014, 03:15:57 AM
red, maybe you can make models for CC? so you could be the modeller of the team...your buildings are great!

yeah they arent ... great ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 13, 2014, 03:13:59 PM
Quote from: Paeng on November 13, 2014, 12:09:50 AM
Well, yeah - I'd definitely take out the 'deprecated' mods... like Town&Textiles is completely replaced by CC...  :)
...
Being able to mix and match mods is essential - without it, any modding becomes kind of useless (to me). I don't want to be restricted to use only this OR that... yes, I want my cake, and I want to eat it, too...  ;)

Yes that's the one Town & Textiles (was thinking about 'farm yard building').. which is a good mod. So is CC of course, but I don't like the complete game overhaul (and the buildings could be modeled much better, redketchup style). I indeed want to mix and match the mods according to how I like it. some buildings, some crops, some animals. new professions like butcher miller and baker, that's about it.

So basically my mod list is a complete works of RedKetchup, with few added other mods ;)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 14, 2014, 10:55:55 AM
^^ while waiting about the worldof warcraft urgent maintenance (4hrs+ still ticking).... i finally decided to make my 2013 tax incomes ^^ (i know i am very late)
i did continue a bit my forester lodge.....


i closed and didnt save all what i did today cause.... really not satisfied of my today work :( i am probably not in the mood to do it :(
and the quality of my work ... shown it.
Title: Re: > > Triple Grins ^_^ < <
Post by: canis39 on November 14, 2014, 11:12:22 AM
After doing your taxes I say just take the rest of the day off! That is never fun.
Title: Re: > > Triple Grins ^_^ < <
Post by: mariesalias on November 18, 2014, 07:13:40 PM
I really love these! Good job, RK! I can't wait until they are all final. :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 18, 2014, 10:37:35 PM
thx :) kinda on pause now, since i have to play warcraft for a while
Title: Re: > > Triple Grins ^_^ < <
Post by: Denis de la Rive on November 26, 2014, 10:52:14 AM
Quote from: RedKetchup on November 18, 2014, 10:37:35 PM
thx :) kinda on pause now, since i have to play warcraft for a while

Good for you, I can't, I just wanted to encourage you to rethink your relationship with the steam workshop, since the new version of the game on steam, was made to help people like you, it blocks usage of pirated mods. I was there today and your fans are really missing you. You should have pity for them and share your great stuff. I consider myself your friend so don't get angry with me over this.  :)

DdR
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 26, 2014, 12:49:40 PM
Quote from: Denis de la Rive on November 26, 2014, 10:52:14 AM
Good for you, I can't, I just wanted to encourage you to rethink your relationship with the steam workshop, since the new version of the game on steam, was made to help people like you, it blocks usage of pirated mods. I was there today and your fans are really missing you. You should have pity for them and share your great stuff. I consider myself your friend so don't get angry with me over this.  :)

I totally agree with Denis on the steam question but you already known that Red ^^

Red's mods are still "officially" available on steam but that's only the french versions :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 26, 2014, 02:50:18 PM
i will do at some point, but i also need to fix another problem.

i had some skins, some textures / or items that i ve got and it appeared that was coming from world of warcraft. and someone who was kinda a mean person, he did some statements that he sent blizzard entertainment all the proof that i was using their stuff without their agreement....

so... cant re-release them like that. i need to reskin alot of things and while reskinning it.... bah best to update all with my new modeling experience and my new textures :)

but all that will take some time between.... warcraft :) ^^

this image shows world of warcraft walls and window :

(http://worldofbanished.com/gallery/37_28_09_14_4_56_05.jpeg)




so look at these screenshots , thats the new re-skin with ingame : tavern walls, tavern and blacksmith roofs, in game window.... i also added some tweaks like a fence, a ramp for the grain ....
a double doors that are supposely ... sliding :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Denis de la Rive on November 26, 2014, 07:13:53 PM
Yes indeed, better to take your time, just saw beyond earth is out for mac, I might just have to take a break too.  :)
Title: Re: > > Triple Grins ^_^ < <
Post by: chillzz on November 26, 2014, 07:58:37 PM
Did the people from Blizzard actually contacted back? in my opinion the window and texture (white planks / support beam) isn't something that's copyrighted. It's been used for hundreds of years all around the world. Especially in Europe, US and Canada. So a texture like that can be drawn by anyone and look the same.

Didn't that mean person called out that the design of the windmill was an in game design btw?
anyway, they can't copyright that either.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 26, 2014, 10:30:53 PM
nan, i didnt got contacted, but i take no chances.
if you check what happended with the markets of elfcutionner ....
the items were coming from Guild2. the guys were nice enough to let people keep using them

about a mill ... it is a mill, there is no copyrights for that.

the guy what he claimed in that picture, that the wall was coming from WoW.
personally , the wall texture was coming from the little chapel i made, and the little chapel was from WoWarcraft in a zone called Westfall.
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 27, 2014, 01:21:19 AM
Red! have withdrawn all your mods from Steam?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 27, 2014, 01:23:02 AM
yup long time ago. that guy with the copyright thing.... was the last drop that spilled the water everywere
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on November 27, 2014, 01:24:44 AM
Quote from: RedKetchup on November 27, 2014, 01:23:02 AM
yup long time ago. that guy with the copyright thing.... was the last drop that spilled the water everywere
too bad! I wanted to ask the friendship but now I have no way of finding you !!
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 28, 2014, 02:12:52 AM
Quote from: RedKetchup on November 26, 2014, 02:50:18 PM
i will do at some point, but i also need to fix another problem.

i had some skins, some textures / or items that i ve got and it appeared that was coming from world of warcraft. and someone who was kinda a mean person, he did some statements that he sent blizzard entertainment all the proof that i was using their stuff without their agreement....

so... cant re-release them like that. i need to reskin alot of things and while reskinning it.... bah best to update all with my new modeling experience and my new textures :)

Great news that you are thinking of reuploading your mods on Steam ! I'm pretty sure that a lot of people will be happy to see your mods back on Steam :D

There is not one week where I am not asked where are the original version of your mods in comments of one of the French version !

By the way, is it ok for me to provide a link to the download section of this site in the description of the French versions on Steam ? Is it ok with you and is it ok for the administrator of WoB ?

Concerning the retexturing, I'm pretty sure that the report to blizzard was a fake. I don't get any comments related to the textures on the French versions.

Finally, If you planned on releasing new versions of the chapel, silo and decorative pack then we will have to find a solution for the update of the french versions with the limitation of the new modkit.

@++
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on November 28, 2014, 02:37:18 AM
but they will only able to see the download files if they are member, so they will need to registrate an account here, if they want to download :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 28, 2014, 03:32:44 AM
Quote from: RedKetchup on November 28, 2014, 02:37:18 AM
but they will only able to see the download files if they are member, so they will need to registrate an account here, if they want to download :)

Yes, obviously ^^

But I will be able to redirect people there instead of ignoring the questions about the original version :D (until you reupload your mods on Steam though).
Title: Re: > > Triple Grins ^_^ < <
Post by: salamander on November 28, 2014, 04:09:27 AM
Quote from: Darkbibou on November 28, 2014, 02:12:52 AM
By the way, is it ok for me to provide a link to the download section of this site in the description of the French versions on Steam ? Is it ok with you and is it ok for the administrator of WoB ?

I've forwarded your question to The Big Chihuahua.
Title: Re: > > Triple Grins ^_^ < <
Post by: Admin on November 28, 2014, 09:35:38 PM
@Darkbibou a link to the downloads section here would be fine. Please be sure to let link followers know they would need to join the forum to see the actual downloads.

Thank you!
Title: Re: > > Triple Grins ^_^ < <
Post by: Darkbibou on November 29, 2014, 12:30:01 AM
Quote from: The Big Chihuahua on November 28, 2014, 09:35:38 PM
@Darkbibou a link to the downloads section here would be fine. Please be sure to let link followers know they would need to join the forum to see the actual downloads.

Thank you!


Ok, thanks :)
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on December 01, 2014, 02:51:53 AM
Red! as you proceed with world of warcraft?  ;D ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: Bong on December 01, 2014, 10:26:12 AM
Red, a question for you. When using NMT mod, there is no apiary- why is that?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 01, 2014, 01:48:55 PM
it isnt added yet. you can still use it. the warning is only because we have honey stated 2 times.

it stated in apiary because apiary makes it.

and in my bakery, if i want to use honey to make cakes and pie, i need to stated it too. with exactly the same stats and same 3D.

dont worry you can use both in same time without any crash :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Bong on December 01, 2014, 04:06:26 PM
Thanks for clarification. I had crash dump, but obviously not related to those 2 mods.
Title: Re: > > Triple Grins ^_^ < <
Post by: bubbamcgee on December 03, 2014, 12:06:48 PM
@RedKetchup - Is there a way to disable the smoke animation in your mods (specifically the two story houses)?  I have it disabled in all the vanilla buildings, which helps considerably with the speed of the game; but, after adding in the two story houses, my system slows down quite a bit.  Any suggestions???  Thanks!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 03, 2014, 10:05:42 PM
they cant be down unless i do it and recompile it.
and offer a beta w/o smoke.
Title: Re: > > Triple Grins ^_^ < <
Post by: bubbamcgee on December 04, 2014, 04:24:30 PM
Thanks for the reply @RedKetchup I figured that it would have to be recompiled.  Not a need to go to all the trouble.  Just love getting as many of those two story houses in my town.
Title: Re: > > Triple Grins ^_^ < <
Post by: MightyCucumber on December 05, 2014, 06:22:43 PM
Hey Red, this might sound like a stupid question, but could you make a standalone mod without your models overwriting others? (or finding a way to make them work side by side?)

From what I've gathered, New Medieval Town overrites some models, but I'd like to have towns as diverse as possible - I'd like to bundle every unique model I can fit in my folders and use them in game, so that my towns look like bustling, unique little hubs of activity. :D

By the way, it currently shows conflict with Maple Harpoon, Fountain Mod, Slink's Brewery V3 and a standalone version of your Windmill the guys from BlackLiquid provided here (http://banishedmods.com/showthread.php?tid=1609).

It'd be awesome if you could accomplish this, and thanks in advance, once again! ;)


EDIT: It appears that all of the stuff contained in NMT is compatible with the rest and doesn't appear to substitute anything major - at least all of the models are available without overlaps, which is the most awesome part. *.*
Title: Re: > > Triple Grins ^_^ < <
Post by: JamieIdle2.0 on December 06, 2014, 09:13:26 PM
@RedKetchup when is a full release on Medieval town coming? I haven't been playing I have been waiting for this mod ^>^
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 07, 2014, 12:18:24 AM
i dunno about full release. it s operational. i am still occupied with warcraft for the moment.
Title: Re: > > Triple Grins ^_^ < <
Post by: JamieIdle2.0 on December 07, 2014, 12:52:25 AM
@RedKetchup define operational and where is the download link and what all is in it now ^.^
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 07, 2014, 09:18:08 AM
http://worldofbanished.com/index.php?topic=624.msg11354#msg11354


page 15
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on December 12, 2014, 02:08:58 AM
@RedKetchup  I wanted to leave my new city Las Vegans using your new future mod but I know that you're abducting Warcraft!
this I think I will start without .. but do you believe that the mod will ultimately be compatible with saved games?
Title: Re: > > Triple Grins ^_^ < <
Post by: pricepay on December 26, 2014, 11:28:14 AM
Where can i download Sir RedKetchup medieval mods?  :(
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 26, 2014, 02:43:39 PM
page 15

http://worldofbanished.com/index.php?topic=624.msg11354#msg11354
Title: Re: > > Triple Grins ^_^ < <
Post by: pricepay on December 27, 2014, 01:26:17 AM
Thank you so much my Good Sir!  :D

They Look... Damn AWESOME!! :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on December 27, 2014, 10:33:07 AM
Hey @RedKetchup! Are you ever coming back from vacation? I still have unanswered dreams, like second story for toolmaker, wood chopper, forester, gatherer hut and herbalist...I'm sure there are others I have forgotten. I took a break from Banished for a while, but now I am playing again and I MISS you.  :-*
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 27, 2014, 12:57:28 PM
hehe i m still in vacations , like you say , from Banished. i still have hands full with World of Warcraft.
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on December 27, 2014, 01:13:07 PM
Snivel. I'll have to make do with Colonial Charter. Thankfully Kralyergs made a compatibility mod so that I can play with both.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 28, 2014, 01:34:11 PM
my original are always better :)
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on December 28, 2014, 02:11:59 PM
I still haven't figured out why they changed the way the Creamery looks. Yours is by far the better looking. I guess they thought it did not blend in well enough with their other stuff. Don't get me wrong, I think they are very talented and have added a lot of interest to the game with new production chains and buildings. They just need @RedKetchup on their team. Everything is a little better with Ketchup, especially french fries.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 28, 2014, 09:29:47 PM
yeah, they are saying that doesnt blend their theme but people use the mods they want, and will never 'only' use their theme, so whats happening ? their 'lovely theme' goes to hell whatever and everything no matter anymore. all that trouble for what ?
nothing.

it s just a matter of egoism and selfiness to ask people to NOT use the mods they want and they love. i dunno , i suspect one of them doesnt like me and try to kill me (i mean kill my reputation and the love people have for my mods) ^^


i dunno. soon , maybe a week or 2, i ll get back on it. and finish everything for all
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on December 28, 2014, 09:40:18 PM
i will do:

2 story foresters, 2 story gatherers, 2 story herbalists.

will do : smokery, salt and saltery, marble, gold mine, sand, glasses, clay, potery, bricks, 3-4 stages (time/era upgrading) housing and villas, and maybe couple more things i m forgetting presently.
and put all my other mods working together in 1 giant pack + all seperate but keeping same frame.
Title: Re: > > Triple Grins ^_^ < <
Post by: Bobbi on December 29, 2014, 05:10:37 AM
Wow, ambitious. Will await your return with anticipation.
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on December 31, 2014, 03:56:34 AM
Quote from: RedKetchup on December 28, 2014, 09:40:18 PM
i will do:

2 story foresters, 2 story gatherers, 2 story herbalists.

will do : smokery, salt and saltery, marble, gold mine, sand, glasses, clay, potery, bricks, 3-4 stages (time/era upgrading) housing and villas, and maybe couple more things i m forgetting presently.
and put all my other mods working together in 1 giant pack + all seperate but keeping same frame.
great!! great job!!
do u think your mod will conflict with CC: IC?
for example with regard to glass, bricks etc.?

please do not answer me: do not give a damn!  ;D ;D ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: Nilla on January 02, 2015, 03:26:25 AM
Happy to hear that you will be back soon @RedKetchup  :D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on January 02, 2015, 03:42:45 AM
Quote from: Nilla on January 02, 2015, 03:26:25 AM
Happy to hear that you will be back soon @RedKetchup  :D

yeah that garrison thing starting to piss me off ^^ having a garrison on 6-7 toons.... takes too much time.
they shouldnt allowed more than 1 garrison per account :S
Title: Re: > > Triple Grins ^_^ < <
Post by: pinjacolada on January 03, 2015, 08:46:20 AM
I might just be blind or missed it or something, but is that bakery+windmill combo available for download? Would love it for my game now that I dived into the world of mods :D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on January 03, 2015, 11:07:43 AM
page 15
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on January 03, 2015, 02:04:19 PM
i just opened up banished for first time since..... 2-3 months ? IMO
i built everything inside my Medieval Town and i noted some little things to do ^^


To do List:
Fix window of New Medieval Hunter Cabin (name doesnt fit all in the window)
Footprints: Bakery, Tailor, GrainSilo(s)
Windmill: Make bigger, give tools animations to workers
Tailor residence: missing 1st step of the stairs
3D: cake = same as bread, possibly pies too.
GrainSilo: why they go store some cake and flour ? to be verify
Creamery: adapt to New Medieval kind of residence (not the little house one) 1x5 instead of 2x5 tiles width.


thats what i noticed for the moment :)
Title: Re: > > Triple Grins ^_^ < <
Post by: TheKeviniel on January 03, 2015, 02:24:09 PM
Is this "New Medieval" stuff available somewhere on the internet? I haven't seen hunting cabin anywhere. Or tailor shop.
I have found only pictures. Is it something you are preparing or do I just missed that? :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on January 03, 2015, 02:40:09 PM
page 15 here :

http://worldofbanished.com/index.php?topic=624.msg11354#msg11354
Title: Re: > > Triple Grins ^_^ < <
Post by: TheKeviniel on January 03, 2015, 02:41:57 PM
D'oh, thanks! I have to try it. :-)
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on January 08, 2015, 12:25:15 AM
I finally found the time to begin a new city!
thanks to your mod with two-storey houses in the end I decided to try a little map although CC: IC (and your next mod) offers dozens of buildings to be built!

but I have encountered this problem:
(http://cloud-4.steamusercontent.com/ugc/47619171015732999/ED9177C2CA022C78150F9E132A41B80EABA0E553/)

the third house built, before 2nd story, a single bully of six years has occupied and there's no way to throw him out!  ;D ;D ;D

p.s. do u think your mod will conflict with CC: IC?
for example with regard to glass, bricks etc.?

please do not answer me: do not give a damn!  ;D ;D ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on January 08, 2015, 01:34:13 AM
you built an appart unit too soon :) looks like. should wait you get a pair of married :)

sure you can throw her out :) just put the 2nd floor in demolition with the 'remove tool' (with remove tool dont touch the 1st floor , only the stairs that lead to 2nd floor) once kicked, you can or reclaim it or let it tag and remove all builders till you see her teammate :)


P.S. Sure it will conflict ^^ will it matter and be dangerous ? of course NO!.
but i dont answer, i dont give a damn ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on January 08, 2015, 02:30:37 AM
mmmm .. but it was the third house built for the initial 20 people ..
there were 6 couples already formed (I assume) and instead has slipped her !!
I do not play for a while .. at what age can form a pair?
and if I wait that a bully of the same age reaches the first?
will happen sooner or later?

have you any idea when, more or less, you release the mod?
I can wait if necessary ...
the second floor of the vanilla buildings will be part of the mod or would you release a version detached?

tx
Title: Re: > > Triple Grins ^_^ < <
Post by: Nilla on January 08, 2015, 05:25:18 AM
Quote from: assobanana76 on January 08, 2015, 12:25:15 AM

the third house built, before 2nd story, a single bully of six years has occupied and there's no way to throw him out!  ;D ;D ;D


This problem with the 7 year old farmer living alone, has nothing to do with the housing. You play the 1 year is 1 year mod. I have tried that one. The children are adults with 6 years if there is no school and they will move out if there are enough free houses and live alone until they are 15 or something like that. Than they will find a "mate" and start to "produce" children. So the trick with the fake demolishing will not work so good. The child will not move back to the parents. To plan the number of houses is much more important with that mod, than normal.
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on January 09, 2015, 01:21:10 AM
Quote from: Nilla on January 08, 2015, 05:25:18 AM
Quote from: assobanana76 on January 08, 2015, 12:25:15 AM

the third house built, before 2nd story, a single bully of six years has occupied and there's no way to throw him out!  ;D ;D ;D


This problem with the 7 year old farmer living alone, has nothing to do with the housing. You play the 1 year is 1 year mod. I have tried that one. The children are adults with 6 years if there is no school and they will move out if there are enough free houses and live alone until they are 15 or something like that. Than they will find a "mate" and start to "produce" children. So the trick with the fake demolishing will not work so good. The child will not move back to the parents. To plan the number of houses is much more important with that mod, than normal.
d'oh! that's why !!
I now understand many things!
I was already denouncing Luke for the exploitation of child labor, but it is actually to denounce mod !!  ;D
Banished "1: 1 year" !!  >:(
it seemed like a great mod that could afford a lot more relaxed game but it is really really really really very very very very slow !!
speed 10x each season lasts forever and nothing ever seems to happen!
Title: Re: > > Triple Grins ^_^ < <
Post by: Nilla on January 09, 2015, 07:44:09 AM
it seemed like a great mod that could afford a lot more relaxed game but it is really really really really very very very very slow !!
speed 10x each season lasts forever and nothing ever seems to happen!


agree

That´s why I tried it once and not more.
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on January 19, 2015, 04:48:54 AM
Reeeeeedddd???
no spoiler of new mod??
no images? no screenshots??
we are drowning in our drool!!  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on January 29, 2015, 02:27:23 AM
ok .. 21 pages are a little too much to translate ...

can anyone tell me if the file .pkm in DL on page 15 contains only hunter cabin or all vanilla buildings with the second floor?

someone can tell me if this mod has a conflict with CC: EA?
or better .. if I can use both build e.g. a blacksmith second floor and a blacksmith CC with upgrade?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on January 29, 2015, 06:21:50 AM
the DL at page 15 contain:

Blacksmith + 2e floor
Tailor + 2e floor
Tavern + 2e floor
Hunter cabin + residence

wind mill and water mill
bakery + 2e floor

you will get conflict with : apiary (Honey: exact same files as Apiary so not critical and wont crash)
Yes you will get a conflict with CC ( You cant get my 2e floor BS and their BS features, one or the other, not both : depends which one come first in the mod list)
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on January 30, 2015, 08:03:42 AM
now everything clear! nice work as usual!
when I will have finished the city CC I will begin one with your mod.
in the meantime I could make get along your two mod using your second floor house with their individual stall.. and I want to try also with a specialized stockpile of firewood!
thank you!

p.s. here an example with irrigation canal
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 14, 2015, 05:34:03 AM
Quote from: drnad on November 10, 2014, 10:50:53 AM
I have a doubt ?

what will be the value of 1 bread to the citizen of banished.

if 20 wheat makes 32 flour => 12 units of food more to my citizen.(from windmill or watermill)
but 20 flour makes 12 bread => 8 units of food less to my citizen.(from bakery)

(each citizen of banished eats 100 units of food per year)

yeah i will fix that when i ll get back to it :)
keep in mind it was (and it is still) a beta  :D
Title: Re: > > Triple Grins ^_^ < <
Post by: Chon Waen on February 16, 2015, 02:42:33 AM
I would personally go one of two ways with this:
Either Food added, or Value added.

Food added (justification is that ground/cooked foods need less quantity for the same nutrition):
-20 wheat makes 32 flour
-16 flour makes 20 bread
Provided work times are the same for mill and bakery, this should provide a 1 mill, 2 bakery equivalence, and provide double the food output for additional labor and facilities.  Adjusting work times for each will allow you to determine the max productivity of each facility.
Theoretically, this could work as a trade commodity as well, allowing you to trade half your bread for more wheat to process, but taverns are much more efficient in this regard.

Value Added (justification is that ground/cooked foods have a higher value in trade, but not nutrition)
20 wheat(TV=1) makes 32 flour (TV=1)  +12 Trade Value per cycle (60% increase)
20 flour(TV=1) makes 12 bread (TV=3)  +16 Trade Value per cycle (80% increase)
Cumulatively, both steps will give a 188% increase in value (100 wheat @1 => 96 bread @3) making bread a good trade commodity, but a nutrition choice inferior to flour for your citizens.

OR
Have a choice between the nutrition option (call it flatbread)
and  the value option (add 10 honey to the Value added bread above, increase the product's Trade Value to 4, and call them honeycakes)

Just my two bits! :)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 17, 2015, 04:59:15 AM
i applied your numbers Chon

Attention !

a new BETA version available with the new Medieval 3-story Houses available here :
http://worldofbanished.com/index.php?topic=766.msg12992#msg12992 (http://worldofbanished.com/index.php?topic=766.msg12992#msg12992)
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 20, 2015, 09:48:26 AM
BTW i heard lately the CC modlers will want to change 'coal' as material instead of 'fuel'. it will mess up all the other mods like this one that use coal as intended ( fuel ) like Blacksmith as example.

since very long time i feel those guys' goal arent make mods to people to use along with their favorite mods but...

but they try to make all the other moddlers 'chessmate' like if all the other mods arent important or even like if they NEED to NOT use any other mods than their CC mod.

i feel that attitude very selfish and presumptuous.
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on February 20, 2015, 10:36:24 AM
mmmmmhhhhh..
sound like very much red issue in future..
how do u think to do with your BS in medieval town?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 20, 2015, 10:51:10 AM
i will find a way, i will never let them put me in checkmate. too many people love my mods :)
Title: Re: > > Triple Grins ^_^ < <
Post by: kralyerg on February 21, 2015, 08:00:44 AM
You seem to be making a slightly bigger deal out of it than it really is.

From a technical standpoint, we're actually changing less than the other coal modifying mods.  The Stop Burning Coal mod gives coal the Iron flag, that doesn't even make any sense.  All we're doing is removing the Fuel flag from Coal.  That is 100% of the change coal is getting.  Having Coal not be burnable is a very popular option, not some crazy idea we came up with on our own.

Yes, we're also giving other resources the Coal flag, but that has nothing to do with Coal directly.

I don't understand how giving people what they've asked for (and that other people have already done) is selfish or presumptuous.

I'm very confused.  ???
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 21, 2015, 10:23:22 AM
bah it is because i always try to make my mods 100% compatible with other mods (CC included) and i will never try to do something that will obligated the other modlers to modify their mods just to make them compatible with mine. i always find a way to make it work 100% fine without messing them up.

by changing the flag of coal 2 options:

1: the mod = incompatible with the other mods then :
1a: or you ask people to put yours 1st in the list and my mods stop to work
1b: or i ask people to put mine 1st in the list and your mods stop to handle the change you did.

2: or i change all my mods that has coal as fuel and recompile them all and reupload them
2a: same for all other modlers
2b: people who will update the new version of my mods can (maybe) start to crash if used and updated on their favorite cities.

about the attitude i was talking: since the begining of your mod, some of you ( i dont feel it was coming from you @kralyerg , you always seemed very correct )... but from the begining i read many comments about : CC is the only mod people need to use, all other are unsignificant and have no interest, all other mods are bad cause they dont fit with your 'theme' ...  et cetera
It is not the exact words but the general idea of the comments i read, explained with my words :)

i am not sure it is from you but generally from your group concensus. like if some of you wanted and needed to try to eliminate the competition (or at least it's making us feel that way)
and there is really no need for this ! your mod is awesome. there is so much work in it: normal you were many working on this (and me alone)

Note that I am far from being jealous ! i even gave you a copy of all my mods !! if you wanted to take anything you wanted , in part or as a whole, with no right of inspection or agreement of what you would do with it and any change to it ^^ i gave you everything i had and worked out. I share.
I share and I dont have any problem with that. not sure if i ask you ... can i have your template of this or your fbx of that .... you would give lol ^^


but thats the feeling that was spreading, alot.


edit:
so to resolve the issue, i will need to change the 2-3 mods i have that has storage as fuel (like example 2-story blacksmith and give it : fuel | Material ? ? ?)
i will need to change my silos (1 is used to store coal only) and maybe my monastery .... i need to check my list and go read all the template and modify if i need.
recompile them, reupload them, as people to update their mods....

what is exactly the name of the new flag (without typo) Material ?? and what else you did as change ? didnt you switched some other flags (resources) to this 'material' ? ?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 21, 2015, 10:44:07 AM
i see you are reading @kralyerg ... just let you know i ve edit my post to add and make more clear some aspect of the post. re-read it please
Title: Re: > > Triple Grins ^_^ < <
Post by: kralyerg on February 21, 2015, 11:55:57 AM
Thanks, I was about to reply before re-reading.

What you're saying makes a lot of sense.

I've always tried to keep things compatible as much as I can.

After we incorporated some of your models and the modified them, I made a separate mod that includes all your original models so that people could still use both. (I think you saw one version of this on the banishedmods site, but I've updated it since then, although I haven't posted it widely).


Normally Coal has "Fuel | CoalFuel", we just removed the Fuel, so that coal only has CoalFuel. We just changed the flag string so that it's called Material, but it's still just the CoalFuel flag.  Then we gave other things, like Bricks and Sand and Clay the CoalFuel flag.

Looking at the Coal Silo file that I have, it's already set to work.  It will just store other things as well.

Much of this has actually already happened in the version we released a month ago.  All the other resources were set to CoalFuel and the string changed to say Material.  But in that version we set Coal to be "Fuel | WoodFuel".   In the next version we plan to remove Fuel and put it back to CoalFuel.


I don't disagree with anything you've said.  This all requires some more thought.
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 21, 2015, 12:18:05 PM
Quote from: kralyerg on February 21, 2015, 11:55:57 AM

Normally Coal has "Fuel | CoalFuel", we just removed the Fuel, so that coal only has CoalFuel. We just changed the flag string so that it's called Material, but it's still just the CoalFuel flag.  Then we gave other things, like Bricks and Sand and Clay the CoalFuel flag.
...
Much of this has actually already happened in the version we released a month ago.  All the other resources were set to CoalFuel and the string changed to say Material.  But in that version we set Coal to be "Fuel | WoodFuel".   In the next version we plan to remove Fuel and put it back to CoalFuel.


wow thats a lot of things and changes and re-changes

so ...
take the actual ingame blacksmith (mine is an exact copy but new graphic)

StorageDescription storage
{
   RawMaterialFlags _storageFlags = Fuel | Wood | Iron;
}


what is should be presently, and what it should be in you next version ?
cause if coal isnt a fuel anymore, the poor guy will go and forth with his coal in the hands endlessly between the stockpile and the BS building ^^
Title: Re: > > Triple Grins ^_^ < <
Post by: kralyerg on February 21, 2015, 12:22:10 PM
"Fuel | Wood | Iron" is what it needs for the current version.  In the next version of CC it will need "CoalFuel | Wood | Iron".
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 21, 2015, 12:26:24 PM
thx @kralyerg :)

i ll need to check tonight if the blacksmith will want to work properly with coalfuel right at it is presently :)
Title: Re: > > Triple Grins ^_^ < <
Post by: kralyerg on February 21, 2015, 12:41:59 PM
Or possibly make it "CoalFuel | Fuel | Wood | Iron", then it should work both ways?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 21, 2015, 12:58:38 PM
yeah probably. i ll test tonight
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on February 23, 2015, 01:35:49 AM
I'm really happy that you have found a shared solution!  ;)

but even happier that I was able to translate all your discussion without the aid of Google Translate !!
after all turn on the forums written in English to follow the model of Banished was really helpful !!  ;D ;D

in the end I'm very happy to be able to combine your mod on "Las Vegans"!
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on February 23, 2015, 02:07:08 AM
22 pages ? o.O
Title: Re: > > Triple Grins ^_^ < <
Post by: assobanana76 on February 23, 2015, 02:33:45 AM
Quote from: RedKetchup on February 23, 2015, 02:07:08 AM
22 pages ? o.O
;D 307-318  ;D
Title: Re: > > Triple Grins ^_^ < <
Post by: banisheduser on April 08, 2015, 08:06:38 AM
So does this mean in the next updates from both of you, Coal will no longer be used to burn as fuel by houses, ONLY the blacksmith will use it for making steel tools?
Title: Re: > > Triple Grins ^_^ < <
Post by: RedKetchup on April 08, 2015, 12:55:05 PM
Quote from: banisheduser on April 08, 2015, 08:06:38 AM
So does this mean in the next updates from both of you, Coal will no longer be used to burn as fuel by houses, ONLY the blacksmith will use it for making steel tools?

No ! personally i will NEVER do a such thing ! i just only to make sure, what ever people do with this material flag , all my building still need to work out fine.