World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: kid1293 on January 16, 2017, 12:22:33 AM

Title: Call of Nature
Post by: kid1293 on January 16, 2017, 12:22:33 AM
I moved from RK's thread so we can discuss things here.

@Abandoned - @QueryEverything

Well, heathen or not. They will have a Menhir (large standing rock) and
trees (6 models with same texture) to build freely. You can add flowers
or bushes as you want. wait... fixing picture.

There WILL be a mushroom :) I know it's not common to live/work in
a mushroom but I had some fun when I read Brads 'request'.
So I decided to forego the more natural way and go for fantasy.
You don't live in a tree stump either. :)

Sacred stone and sacred trees. Build as you want. The stone is a 2x2 church.
Title: Re: Call of Nature
Post by: Paeng on January 16, 2017, 03:47:47 AM
Quote from: kid1293 on January 16, 2017, 12:22:33 AMYou don't live in a tree stump either.

Don't bet on that...  ;D

Title: Re: Call of Nature
Post by: Nilla on January 16, 2017, 04:03:30 AM
If you want to live in mushrooms; this is part of a hotel not far from where I live.  ;D

http://www.norrqvarn.se/boende-vid-gota-kanal/annorlunda-boende/
Title: Re: Call of Nature
Post by: Discrepancy on January 16, 2017, 04:12:24 AM
here a man lived in a tree: http://www.southaustralianhistory.com.au/herbig.htm



Great work @kid1293, that is a very nice sacred grove :)

Quote from: Nilla on January 16, 2017, 04:03:30 AM
If you want to live in mushrooms; this is part of a hotel not far from where I live.  ;D
http://www.norrqvarn.se/boende-vid-gota-kanal/annorlunda-boende/

That is nice. I'd stay in them.
Title: Re: Call of Nature
Post by: Abandoned on January 16, 2017, 04:50:14 AM
@kid1293 this new mod just keeps sounding better and better, love the nature theme so far. @DesoPL will be please with fantasy pieces too, I think. 
Title: Re: Call of Nature
Post by: kid1293 on January 16, 2017, 06:17:40 AM
Maybe we should build houses instead?  ;)

Title: Re: Call of Nature
Post by: Gatherer on January 16, 2017, 07:53:42 AM
With some citizen skin and clothing modding and mushroom houses it could work as a Smurf Village Mod.
Title: Re: Call of Nature
Post by: RedKetchup on January 16, 2017, 09:00:45 AM
well now i want a baba yaga
(https://s-media-cache-ak0.pinimg.com/originals/62/18/9e/62189e21a62c6edc11a6a4d22ec6c14e.jpg)
Title: Re: Call of Nature
Post by: Abandoned on January 16, 2017, 09:29:08 AM
Oh please, no little blue people or chicken leg house.  Little round house looks good.  What about outhouse?  Or when nature calls must little people use the bushes?  8) :) :o
Title: Re: Call of Nature
Post by: kid1293 on January 16, 2017, 09:34:09 AM
Lets see... we have an animated chicken...   ;D

I agree, no chicken legs. But outhouse?
I guess you can have the bannies go there if it is a 'happy' place.

Soon someone wants a bus stop.  ???
Title: Re: Call of Nature
Post by: RedKetchup on January 16, 2017, 09:42:43 AM
sorry it was a joke back to the druidic mod.... i stopped the production of that mod when it started to get that way ^^
Title: Re: Call of Nature
Post by: kid1293 on January 16, 2017, 10:40:22 AM
Don't underestimate the druids. They were powerful people
with their own way of doing things.
They were a little weird sometimes. But chickenlegs...  ;D
Title: Re: Call of Nature
Post by: DesoPL on January 16, 2017, 01:45:10 PM
Im busy too much in WoW now sadly, but i check everday WoB and CC forums. Dat mushroom house. :D I feel like in Mario now? :P
Title: Re: Call of Nature
Post by: QueryEverything on January 16, 2017, 03:16:08 PM
Happy days!!
Thank you so very much :D



Could it be possible for a little Smurf & Winnie the Pooh crossover?  hahahaha!
Trademarks be damned ....




*kidding, trademarks are important, and I respect all :D
Title: Re: Call of Nature
Post by: QueryEverything on January 16, 2017, 03:17:13 PM
Forgot to ask, is this available now, or still a WIP?
(Work in Progress).  :)
Not pushing your artistic talents just curios, didn't want to miss it :D
Title: Re: Call of Nature
Post by: kid1293 on January 16, 2017, 03:33:43 PM
Soon to be released.
A little bit more do.
Title: Re: Call of Nature
Post by: QueryEverything on January 16, 2017, 10:35:09 PM
woot :)  will hang tight :D
Title: Re: Call of Nature
Post by: kid1293 on January 17, 2017, 05:12:24 AM
You're free to test now! :) :)
Title: Re: Call of Nature and other really great mods
Post by: thelly on January 17, 2017, 06:43:58 PM
Hi, I just wanted to say thankyou to the many wonderful, imaginative and very creative and  talented modders at World of Banished. I use and enjoy your wonderful additions to my game almost everyday.   Thanks Everyone. :) ;) :D ;D :-*
Title: Re: Call of Nature
Post by: kid1293 on January 23, 2017, 08:56:27 AM
Well, since this is a general thread I can ask a question here.
I have two new trees but I don't understand what I shall do with them.  :D
They do not look like they belong in cold climate. They are too big to put
in an orchard. (If you think they look like bananas or something).

If you build a bench they're perfect for a spot to relax on.
Title: Re: Call of Nature
Post by: Abandoned on January 23, 2017, 09:57:04 AM
Don't know if this would be possible, what about a nesting tree that produces wild bird eggs to gather.  Maybe put a few of the chicken nests on the branches for deco purposes. 
Title: Re: Call of Nature
Post by: kid1293 on January 23, 2017, 10:09:18 AM


I like the idea but it would be hard to make a mod that only picks out
the eggs not the tree. And it would look strange if you cut down a tree
to get to the nest.
A workplace producing eggs? Will look equally strange with a person
standing beneath the tree and 'collecting' lots of eggs from the same tree.



edit - there could be a grove with a person going from tree to tree...


Title: Re: Call of Nature
Post by: Abandoned on January 23, 2017, 10:13:29 AM
How about adding wild seed and firewood twigs?


Edit: or an enchanted tree producing random fruits or nuts?  and firewood twigs.
Title: Re: Call of Nature
Post by: kid1293 on January 23, 2017, 10:42:31 AM

I will look into the possibility to collect bird eggs.
I have to contact Black Liquid Team (Colonial Charter)
They have a way to produce and gather new stuff.
Then I could make the 'nests' invisible and have a
bird sanctuary with a gatherer going in a large radius.


But do we want that?


I think @tanypredator could make a more compatible mod
since she has the trees as starting points for her New Flora.
She could also add twigs as product from her gatherers.


But, as I said, I will check if my thoughts are possible to
follow up on.
Title: Re: Call of Nature
Post by: Abandoned on January 23, 2017, 12:34:56 PM
A bird sanctuary would fit perfect with what I have in mind for a storyline with Deep Forest.  Hmm, an egg gatherer, a large radius. These are trees that can't be planted or cut?  It would fit the forest theme of living off the land better than a pasture of chickens.  Hmm

We could use some more opinions.

I really like tanypredator's New Flora, I suggested firewood twigs to be added. 
Title: Re: Call of Nature
Post by: brads3 on January 23, 2017, 01:49:12 PM
ideas similar to this have been discussed at CC with pine pitch,maple sap,etc. the problem is u have a limit of 1 item per square. so a gatherer has "x" amount of squares. the more items u set the gatherer to pick up the less likely u will get "y"item.say u have 10 items ,u have a 1/10 chance of getting each item on that square.hence u will get more different items but less of each item.we are up to how many items for a gatherer now? blueberry,roots,ginger,mushroom,onion.then add firewood,logs,deer,furs<if we get a fur trapper>,pine pitch/needles,maple sap,bees,roses,oats,flax<if u added those mods>,wild apples.wild eggs,ducks,etc. see where the problem lies??  we have 18+ items. the gatherer has how many spaces?

   the only solution i came up with is a woodland mod. this gives the workers the space to run around so they look like they are gathering from the forrest. wher as with a building ,the worker works near it. i think it has to be ghosted,so u can add buildings to it. or can we make a large patch with an empty center space so we can add buildings in the center?the other thing is it almost has to be a modular set. 1 worker would give u say 4 items.as u add workers,u would want and expect more items. and i don't think there is a way to do that.unless  it was set for all the different items and the 1st worker just brought u less of a total.but that total is still limited by the number of squares and  the items u get is completely random.
with a woodland idea the worker can do work all over the woods. create a lodge in the middle for storage.and then various trees and bushes in the forrest part.maybe some animals<rabbit,foxes,bear,etc>for a fur trapper,bees,birds,etc. i suppose you could do parts and set 1 to bees,birds.and 1 to pine,maple sap,apples.say 4 versions of 20x20. then a player could arrange them around a small village. i'm not A modder so i am not sure  rather the items are from the gatherer or just grow based on the map. if its set up by the gatherer.then u could do a modular set using a hunting lodge as the center. plan the ends for a hunter and a gatherer,add a upstairs residence. then design a couple new getherer buildings for honey,wild eggs,apples,furs,etc. i think this way is harder to design but gives the modder more controls. does away with the number of squares limits since it can be set to produce what item and how much more specifically.
    it would a huge project and could expand several ways since we have different modders with varrying ideas. TANDY,KIDD,TOM,RED,NECORA,etc.
Title: Re: Call of Nature
Post by: tanypredator on January 23, 2017, 11:53:14 PM
I was thinking about bird nests, but as an addition to wild birds, which I cannot make because of problems with blender and animated model export.

The same problem will be with new trees - they would need "falling when cut" animation. Or they can be made without animation, but that will look strange. And they would require a new start conditions to grow in forest.

Maybe they can be made as a new plant, spawned by trees, and spawning nests by themselves, but I don't know if it is possible.
Title: Re: Call of Nature
Post by: kid1293 on January 24, 2017, 04:40:54 AM
@brads3 - You are right! There are and will be too many things on the ground.

Some new approach is needed. Maybe a collection of small production units to
replace the gatherer. One unit could produce 3-4 different things.

And @tanypredator , those small units could be something from nature to fit in
with the forest. That way you can have - a tree and a small table - as 'building'
You don't have to make the tree fall and still get variation and full control where
to place it.

When I heard of bird's nests I though of a group of trees with several 'use_xxx' points
to make the egg gatherer go from tree to tree. Having a small area (about 7x7)
and getting the same as a pasture for chickens and looking good at the same time. :)

I wish for animated birds but I have the same problem with Blender.
Title: Re: Call of Nature
Post by: elemental on January 24, 2017, 04:48:48 AM
I just posted over on the CC forum about water plants. How about some duckweed, water lilies, water hyacinth and that sort of thing? Purely for decoration.
Title: Re: Call of Nature
Post by: Abandoned on January 24, 2017, 05:00:09 AM
Well, I am still thinking more along the lines of a single magical looking tree or tree house that would work like Santa's workshop or DS Styth Tower (which has no worker standing outside) that would produce random fruits, nuts, bird eggs, firewood.  Magic fruit tree with magician or enchanted tree house with enchanter or conjurer.  Maybe a picket fence around the base of magical looking tree.
Title: Re: Call of Nature
Post by: tanypredator on January 24, 2017, 06:08:33 AM
Quote from: elemental on January 24, 2017, 04:48:48 AM
I just posted over on the CC forum about water plants. How about some duckweed, water lilies, water hyacinth and that sort of thing? Purely for decoration.

I'm working on water lilies and water hyacinth at the moment :) Just don't have enough time.
Title: Re: Call of Nature
Post by: kid1293 on January 24, 2017, 06:26:30 AM
A lot of ideas! :)

@elemental - I rush you over to tany, she said she wanted water plants.
But I think she is too busy right now. You wait and see.
I see she already answered.

@Abandoned - Still into magic? Well, it seems like a nice thing
and it probably is. My concern is with a massive tree I would maybe have
to make it as a separate mod. Those branches and leaves eats
computer resources and are pretty large too. Forest Deep would be a lot bigger.

Something along the lines of my Tree Stump? But with a complete tree? Wow!  ::)
2 floors or 3? Just kidding, I will have to experiment to pull this off.

...and he wandered off to think and having a coffee.
Title: Re: Call of Nature
Post by: Abandoned on January 24, 2017, 06:43:10 AM
Tree does not have to be huge or massive, normal size or even smaller, it's magical :D  Just magical colorings or blossoms.

Enjoy coffee break
Title: Re: Call of Nature
Post by: Tom Sawyer on January 24, 2017, 01:35:19 PM
Stealing eggs from sweet little songbirds I find not ok.^^

But the new tree from Kid looks great. Something tropical. And I'm curious about new plants by Tany. :)
Title: Re: Call of Nature
Post by: kid1293 on January 24, 2017, 03:14:05 PM
Hmmm. I see your point. Chickens don't live in the forest either so
eggs from 'sweet little songbirds' are off limit.  ;)

BTW. Tom, you made some changes to the ground in the North.
Do you think it is possible to create a wet-land area?
I was thinking about peat-bogs.

Maybe some Scotch longing for a peat-bog...
Title: Re: Call of Nature
Post by: RedKetchup on January 24, 2017, 03:45:52 PM
Quote from: kid1293 on January 24, 2017, 03:14:05 PM
Hmmm. I see your point. Chickens don't live in the forest either so
eggs from 'sweet little songbirds' are off limit.  ;)


no, maybe partridges ? :)
Title: Re: Call of Nature
Post by: TheOtherMicheal on January 24, 2017, 08:13:52 PM
Along with partridge, you could have pheasant and grouse and anywhere there is water you could have swans and geese (not just ducks) so there's a few birds you could have producing eggs in the forest.
Title: Re: Call of Nature
Post by: kid1293 on January 24, 2017, 10:15:17 PM

You can surely find different birds in the forest in real life.
But where are they in Banished?
I must hold on to some point of reality if I want to work with the game.
If I open the door to eggs from birds I can't see, I can not say no to
producing furs or different metals the magical way.
Title: Re: Call of Nature
Post by: Tom Sawyer on January 25, 2017, 12:51:25 AM
Hm, I would not steal eggs from patridges or pheasant too. I would take the animals Haha. So to hunt some "wild chickens" I would not mind. Maybe a repainted vanilla chicken in the way of the reindeer. Black in the North like capercaillies or black grouses if I m right. But the shape is not right, could look weird for a bit. Like chickens escaped from the coop.^^

Boggy ground we have in a way @kid1293. There are these areas with bog iron covered with birch trees. I think it could be connected with a sound or at least with spawning some other typical plants. But just for decoration a bit overdone imo. The crane calls are connected to water, named as wetlands in the modkit. So a swampy landscape is possible in a way I think but limited. Peat is a good idea I think. Could be digged from the ground as fuel instead of firewood. In peat-holes using the quarry function. It would fit better in a Scottish or Irish theme without forests. We talked about it. But I guess such a scene is not in your mind for call of nature. :)
Title: Re: Call of Nature
Post by: Abandoned on January 25, 2017, 06:19:04 AM
Oh sure, steal their eggs and kill the birds, no wonder there are no birds in this game.  Maybe the chickens should be put on the endangered species list with the whooping cranes. Throw those scarecrows on Red's bonfire!  I hear CC has a lot of noisy birds over there!  Don't make me go there.  :'( :) :-\
Title: Re: Call of Nature
Post by: kid1293 on January 25, 2017, 06:24:10 AM
No eggs! But a lot of other stuff.
Here's to you @Abandoned - A magical garden!

(http://worldofbanished.com/gallery/2582_25_01_17_6_08_54.png)
Title: Re: Call of Nature
Post by: Abandoned on January 25, 2017, 07:10:32 AM
Oh my gosh @kid1293, look at that, and the picket fence too.  That is just wonderful, a magical garden.  Thank you so much.  I can't wait to see what's in it. Any BBQ Chicken?!?  ;D Only kidding.  Going to go download and start new map.  Thank you. 

That is some good coffee you've been drinking :)  Peat bog sounds interesting.
Title: Re: Call of Nature
Post by: kid1293 on January 25, 2017, 08:15:48 AM

Yes, the coffee was good. Excellent for figuring out what to do next.
I guess I need a lot of that now, head is empty.


There will be no more in Forest Deep. I guess I have stuffed it all full.


Most of all thanks for the many suggestions and the continuing support.  :)
Title: Re: Call of Nature - Magical Garden
Post by: phyllida on February 12, 2017, 04:01:04 PM
Love the Forest Deep and all the buildings and appreciate your hard work,  but I'm having trouble with the magical garden. No matter when I build it even right at the very beginning it always comes up with the production limit reached icon. I've raised herbs fuel and food right up to ridiculous amounts and it makes no difference. I wondered if the gatherer was conflicting with it so disabled my gatherers but still comes up with production limits reached...don't know what else to try now. Any suggestions?