World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on April 09, 2017, 09:57:55 AM

Title: Kid - Alotofseeds V2.0
Post by: kid1293 on April 09, 2017, 09:57:55 AM
Kid - Alotofseeds V2.0

https://worldofbanished.com/index.php?action=downloads;sa=view;down=262

On a request from Abandoned.
I know you wanted a trader on land but I can not do that.

It is a trader, who comes by river. :)
But, he has a lot of seeds and he comes very often.
Maybe a cheat, but he is good for a new game.

The model is a retextured Colonial trader and the trader
comes every five months with 12 seeds. It is a good chance
he has got what you need.

V2.0 is a major update. We have expanded on the seeds and included
animals, fishing, a couple of jetties, some houses (related to water)

(https://worldofbanished.com/gallery/2582_20_01_24_7_54_08.jpeg)

Title: Re: Alotofseeds
Post by: QueryEverything on April 09, 2017, 07:12:23 PM
This looks sweet :)  I have grabbed it, excellent work :D
And no, not a cheat at all. 

As mentioned previously, the lack of seed gathering comes from Luke's code.  Many people would forage (gather) and use greenhouses to germinate new strains of seedlings, and it would be a natural progression to find wild seeds in the forests and use them to grow a new field of XYZ, so I'm not sure why it wasn't in the game at the beginning.  (Wurm Online does this extremely well, you can start nearly all available crops from foraging & gathering, you start with nothing and build your settlement, but they have an excellent foundation, the hardness comes in the form of hell hounds and giant bears near spawn points, hahahaha) ...  moving on ...

Not a cheat, looks lovely, thank you @kid1293 . :D
Title: Re: Alotofseeds
Post by: Abandoned on April 13, 2017, 06:48:47 AM
@kid1293 thank you so much for this wonderful trading post.  Playing with mods rather than the vanilla game, it takes a long time to get some needed seeds, this will certainly offset all the addition items the trader brings.  I'm thinking it will work well with 1.0.6, we will see.  New story coming soon to a village blog near you, Newport.   :)
Title: Re: Alotofseeds
Post by: kid1293 on April 13, 2017, 07:08:54 AM
@Abandoned  Do you want a 1.0.6 version?
Title: Re: Alotofseeds
Post by: Abandoned on April 13, 2017, 07:38:02 AM
@kid1293 thank you so much but let me see if this works ok as is before you go to the trouble.  I have added a few updates already that use the new community toolbar icon with no problem.  I think as long the mods aren't using those new flags they should work fine with 1.0.6.  So I am going to add those first in small groups to update my notes and recheck compatibility and preferences. Forest Outpost and Workplace (with bees & butcher) are in community icon but I have the tiny mods all separate for easiest access.  I think I will wait awhile yet to update my game, I don't want to miss using all the great new mods being made.  Hopefully I can do a test run on this great new port today yet, will let you know.  :)
Title: Re: Alotofseeds
Post by: kid1293 on April 13, 2017, 07:46:42 AM
Tough luck. I added all sort of limits and flags to seed trader. (Don't know why)
Maybe crash since those things are not declared in 1.0.6 program code.
We'll see.
I have a 1.0.6 version but in the meantime - what color do you want on the building? :)
Title: Re: Alotofseeds
Post by: RedKetchup on April 13, 2017, 08:53:38 AM
lol @ the colors  ;D ;D ;D
Title: Re: Alotofseeds
Post by: Abandoned on April 13, 2017, 10:09:12 AM
Don't laugh to hard @RedKetchup , your turn will come.  In fact, could I have your red looking creamery with a roof to match that red & white trading post? Only kidding.

@kid1293 I did a quick test, put in a few trade goods, boatman came right away with a nice selection of seeds, not enough trade goods so no deal but it did not crash or do anything strange, but maybe a 1.0.06 might be better before I start the story. 

Regarding color, it looks real nice now and the roof matches one of those houses for sale and a close match to one of the workplace houses.  But if you are thinking of some f-key variants, maybe a match for the workplace log cabin looking one.  :)
Title: Re: Alotofseeds
Post by: kid1293 on April 13, 2017, 10:28:02 AM
OK. I'm lazy. No F-key variants.

edit - Link removed. Try download on top of page.


Title: Re: Alotofseeds
Post by: Abandoned on April 13, 2017, 10:32:32 AM
okay, thank you very much.  :)
Title: Re: Alotofseeds V1.1
Post by: QueryEverything on April 17, 2017, 12:30:12 AM
Quote from: kid1293 on April 13, 2017, 10:28:02 AM
OK. I'm lazy. No F-key variants.
....

Such a pity @kid1293 , I was hoping to see if you could use the texture from the "large port" and the beautiful white tones from the little house in the "Workplace" mod.  Those 2 buildings are 2 of my fave wooden / stone textures, when it comes to neutral colours.

Maybe one day, if you feel up to making a matching set :D 
Title: Re: Alotofseeds V1.1
Post by: kid1293 on April 17, 2017, 12:36:58 AM
@QueryEverything - You have just conviced me to spend the last day of this holiday
doing something meaningful.  ;)

But just where should I put the stone texture?
Title: Re: Alotofseeds V1.1
Post by: QueryEverything on April 17, 2017, 12:46:15 AM
@kid1293 thank you :)

I had planned on placing this alongside the Large Port, so a different, but matching texture to it, sort of like an "extension" of the large port, building a broader port district.  ....  I have the inspiration, not the 'details', hahaha.
Title: Re: Alotofseeds V1.1
Post by: kid1293 on April 17, 2017, 01:18:49 AM
I you want a stone foundation I have to rebuild it...  :(
Title: Re: Alotofseeds V1.1
Post by: QueryEverything on April 17, 2017, 01:36:57 AM
No no no, no need for that :)
Looking at my screenshots now :)  Just a min ....
Title: Re: Alotofseeds V1.1
Post by: QueryEverything on April 17, 2017, 01:43:37 AM
Like this house, the one in yellow (this is one of the prettiest farm houses I use)  :)  Or, like the ones in the large port - doesn't have to have the stone, if you need to redo it, :)
I wouldn't ask that.  But, if you can, the wood textures :)  Please? 
Title: Re: Alotofseeds V1.1
Post by: kid1293 on April 17, 2017, 02:27:56 AM
Who gets first? Hahaha

Almost done... :)

Edit - here it is. (I have to AO map it, but... )
There was no place for an edge on the waterfront.
Title: Re: Alotofseeds V1.1
Post by: QueryEverything on April 17, 2017, 02:48:05 AM
woot :)  excitement :D
Title: Re: Alotofseeds V1.1
Post by: kid1293 on April 17, 2017, 03:11:11 AM
A picture tells everything. :)

Have to go for lunch. Upload directly after.
Title: Re: Alotofseeds V1.1
Post by: QueryEverything on April 17, 2017, 03:29:43 AM
Enjoy your lunch 😀👏🏻👏🏻👏🏻

Dinner time here, will eat eagerly, roast pork 😀😀
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 17, 2017, 03:57:11 AM
Very good, thank you! :)

Version 1.2 is uploaded.

Enjoy!
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 17, 2017, 05:31:59 AM
no f key variant for the first one in the picture, the log cabin looking one I requested?  oh well, new one with stone looks really good.  Thank you, I use all versions of the workplace houses.  thank you 

edit, is it possible to keep this with the original storage and traders on the toolbar instead of under new community, I'm sure I will be using it all the time?
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 17, 2017, 07:15:15 AM
Oops. I just read back and I said no then.  :-[
Well, I was a bit distracted and I just wanted to move backwards...
I'm sorry if you felt it personally! One can change, no?

Do you mean the one with grass roof?

edit - do you want wood or stone foundation?
Title: Re: Alotofseeds V1.2
Post by: QueryEverything on April 17, 2017, 07:28:57 AM
Thank you @kid1293 looks fabulous :)  Heading to bed, after midnight and hubby has a 6am start (blergh), so heading off.
Will load it tomorrow after the relos head back from our break together. :) 
Can't wait, looks as how i'd hoped, thank you again :D
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 17, 2017, 10:50:21 AM
@kid1293 the one workplace match with the stone looks great.  I thought the log cabin (the other one there in query's picture) would look good with workplace and with forest outpost but I think it fits in with them better with wood dock foundation instead of the stone.  Version 1 is in vanilla toolbar but okay by me to have the set go under community for everyone.   :) thank you
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 17, 2017, 10:54:57 AM
 :(

I was to quick this time.
Stone foundation coming, must help here at home first.
...and yes, I keep it under community toolbar. Like we all do.
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 17, 2017, 11:15:39 AM
Looks great, thank you.
Title: Re: Alotofseeds V1.3
Post by: kid1293 on April 17, 2017, 12:20:18 PM
@Abandoned
I just have to learn to read english, you wrote that it would look better
with wood and I read it the other way around.
Well, then we're on the same side.
I will upload in a minute.

...done.
Title: Re: Alotofseeds V1.2
Post by: QueryEverything on April 18, 2017, 12:05:26 AM
V1.3 already, wow!  Looks fantastic, :D  Excellent work!!
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 18, 2017, 12:16:07 AM

And a Good Morning to you! :)


Yes, I was busy yesterday. Now I will take some time and think
about how I want to organize my mods. Elemental asked me to
name my mods so they are easily recognizable. Will do that.
Fixing all storage and maybe add the new limits to my town halls.
Group mods together and split if nescessary.
And listen to you people and all the new stuff and...and...
Title: Re: Alotofseeds V1.2
Post by: Nilla on April 18, 2017, 03:09:55 AM
I think it would be a good idea to think about reorganize your mods. I would suggest, that you look at @RedKetchup and @embx61 and put all your smaller mods under a vanilla toolbar under your name. But I also think, that you should let your larger mods, that are unique and belong together, like the mission and the colonial buildings have their own sub menu. You have created so much and some thoughts about, how to organize them, to make them as userfriendly as possible is a good thing! :)
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 18, 2017, 04:11:01 AM

:) I like my icons, but you are right. It is a bit chaotic right now.
It means a transitional period of full anarchy in my toolbar,
icons here, icons there and alot of confusion.



I will take some time and wait for Luke to react. (if he ever)
Title: Re: Alotofseeds V1.2
Post by: RedKetchup on April 18, 2017, 10:34:25 AM
Quote from: kid1293 on April 18, 2017, 04:11:01 AM

:) I like my icons, but you are right. It is a bit chaotic right now.
It means a transitional period of full anarchy in my toolbar,
icons here, icons there and alot of confusion.



I will take some time and wait for Luke to react. (if he ever)

haha this is why i said at the very begining to sit down first and think about your toolbars. i also added mine so you guys look of what i've did for myself :)
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 18, 2017, 10:37:19 AM
Quote from: RedKetchup on April 18, 2017, 10:34:25 AM
haha this is why i said at the very begining to sit down first and think about your toolbars. i also added mine so you guys look of what i've did for myself :)

Wise guy.  ;)
Title: Re: Alotofseeds V1.2
Post by: QueryEverything on April 18, 2017, 06:26:13 PM
Quote from: kid1293 on April 18, 2017, 12:16:07 AM

And a Good Morning to you! :)


Yes, I was busy yesterday. Now I will take some time and think
about how I want to organize my mods. Elemental asked me to
name my mods so they are easily recognizable. Will do that.
Fixing all storage and maybe add the new limits to my town halls.
Group mods together and split if nescessary.
And listen to you people and all the new stuff and...and...

And a good morning to you too @kid1293  :)

Sounds like a massive undertaking, we will be patient :D 
With the Workplace mod, I was wondering ...  placed that idea over the in the mod ;)

Would love to see what you come out with and what you decide with the storage.  More storage options in F-variants to match some of your existing themes would be lovely.  Small thru large ... 

I'm taking a step back, lol.  I'll get too carried away!  Haha
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 21, 2017, 07:35:59 AM
@kid1293 a minimize button added to your trading posts and town halls would be useful if not too much trouble as you redo or rename mods.  Wonderful seed trading post, thank you  :)
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 21, 2017, 04:08:11 PM
@Abandoned - You asked earlier and I am on my way to fix all my traders.
I have added minimize on Alotofseeds and Large Port. Working fine.
Tomorrow edit Small Port (AO map, flags and limits, minimize)

yawn...
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 21, 2017, 04:31:32 PM
@kid1293 don't want you to think I am rushing you but I didn't asked for minimize button before, only this once.  It will be nice to have, thank you.   :)

yawn? you must be tired.  I forget about time difference.  It is only 6:30 here now.
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 22, 2017, 02:51:54 AM
Sorry if I was wrong, @Abandoned !!
I thought someone did, so I have been adding a minimize button
to all traders. Looks nice!

Will take a while to release. I don't want to rush things and
I am waiting for Luke to release the real 1.0.7.
Title: Re: Alotofseeds V1.2
Post by: QueryEverything on April 22, 2017, 04:37:39 AM
I asked the other day (can't remember in which thread though), but I'm so glad that you read it :D

Looks great!!  (And I will wait patiently, thank you :) )
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 22, 2017, 04:54:43 AM
no problem @kid1293 , these will come in handy, don't forget tiny town hall please.  No rush.  I am along way I think from updating my game, I don't want to do it twice but I feel I should be helping more with testing the new mods. I am really concerned about conflicts and having to abandoned a story in the middle if I choose the wrong mod combinations.  Once I start a story I don't add mods or arrange the mod list.

I am starting to like the new community tool bar icon but there are some mods like tiny pieces and some of Red's that I like in their original locations.  Getting use to the minimize button Red made on the status info box, really nice even without game update, but I missed keeping an eye on wood supply.  Oh well, current story is a disaster waiting to happen anyways. LOL
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 22, 2017, 05:12:07 AM
@RedKetchup and Kralyerg taught me how to add new limits without
adding ALL new limits stuff. Thanks. I update traders and town halls
all the time now. :)
And I will put minimize on all.

I agree that some mods need to be accessible.
Gathering tools, flatten and such.
Title: Re: Alotofseeds V1.2
Post by: brads3 on April 22, 2017, 10:12:41 AM
i read that having the TH open will slow down the game. does that still happen if you minimize it?? i haven't used that option. i just  build a different TH or the rowhouse office building here and there to get to info.
Title: Re: Alotofseeds V1.2
Post by: kid1293 on April 22, 2017, 10:46:14 AM

Maybe something I should think about.
I can let them build more than one town hall.
The Tiny one is a good candidate.
Title: Re: Alotofseeds V1.2
Post by: brads3 on April 22, 2017, 11:01:28 AM
yes it would be. that is why i had you do the row TH's.plus they work good for an office in a mining or factory production area.
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 22, 2017, 11:50:28 AM
I have kept town hall inventory open and minimized and didn't notice any slow down but then I have small map with fewer and smaller activated mods.  I find it real handy to have trading post and town hall inventory open or minimized when trying to get enough trade goods to port before boatman leaves.  Kept open and pinned to stay open blocks too much of the screen limiting what else you can do while you wait.   :)
Title: Re: Alotofseeds V1.2
Post by: Paeng on April 22, 2017, 12:09:11 PM
Quote from: brads3 on April 22, 2017, 10:12:41 AMi read that having the TH open will slow down the game. does that still happen if you minimize it?

Well, actually (and as far as I know), the "minimize" button is a bit of trickery... the UI window is not really minimized, you just get to see only a portion of it... while the actual window is still fully opened and active (calculations and so on)...

So yes, having many of this open (and seemingly minimized) might slow down performance... on my laptop I definitely notice it and usually pause when opening TH or TP...


* Though I don't really see a use in having multiple townhalls?
Title: Re: Alotofseeds V1.2
Post by: Gatherer on April 22, 2017, 12:40:47 PM
I've done a quick test in my current town: opened 4 TH's and minimized them. The lag started instantly. Game speed x2 felt like x1. Minimize buttons are as @Paeng says, a trickery.
Title: Re: Alotofseeds V1.2
Post by: Paeng on April 22, 2017, 01:23:19 PM
Quote from: Gatherer on April 22, 2017, 12:40:47 PMa trickery.

Though extremely useful to save screen estate, as Abandoned mentioned... I use mine mainly for the professions window (which can become huge with mods).

We should just use them sparingly, specially if we don't have one of them big fat game rigs...  :D
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 22, 2017, 03:39:04 PM
@kid1293 tiny town hall already has a minimize button, and I'm sure I've used it a dozen times.  Boatman came, opened town hall inventory, and there it was.  Sorry about that.   :)
Title: Re: Alotofseeds V1.2
Post by: brads3 on April 22, 2017, 06:53:01 PM
ABANDONED order us all  new gaming comps . ty. i thought that was how it worked PAENG. why i don;t do it.see KID i am only half as crazy as you thought.
Title: Re: Alotofseeds V1.2
Post by: Abandoned on April 22, 2017, 09:07:15 PM
@brads3 how much coffee you been drinking?  I don't have new gaming computer, I said I had small maps and few small mods so no lag.  So, you were right even with too much coffee LOL  :)  I still would like minimize button on trading posts.
Title: Re: Alotofseeds V1.4
Post by: kid1293 on May 03, 2017, 07:48:09 AM
Hi!

I am updating Alotofseeds to version 1.4 - another texture.

Thanks goes to @Abandoned for starting this.
Now I think it is more or less complete. And what I have read, it is working.
Title: Re: Alotofseeds V1.4
Post by: QueryEverything on May 03, 2017, 08:40:46 AM
And in future releases ....  *sprays crystal ball with Windex* I spy ...  AlotofAnimals, the Farmyard version ...

Only kidding .... maybe ;)

Thanks for the update @kid1293 in all seriousness.  Much appreciated.  :D
Title: Re: Alotofseeds V1.4
Post by: kid1293 on May 03, 2017, 08:52:38 AM
Where is the trader going to hold 32 cows, 18 sheep and 46 chickens in his boat?  ;D ;D ;D
Title: Re: Alotofseeds V1.4
Post by: embx61 on May 03, 2017, 09:55:18 AM
Quote from: kid1293 on May 03, 2017, 08:52:38 AM
Where is the trader going to hold 32 cows, 18 sheep and 46 chickens in his boat?  ;D ;D ;D

In a Chief Brody voice from the movie Jaws "We going to need a bigger boat" :)

(http://worldofbanished.com/gallery/474_03_05_17_9_52_13.jpeg)
Title: Re: Alotofseeds V1.4
Post by: Abandoned on May 03, 2017, 10:48:43 AM
Thank you very much @kid1293  :)
Title: Re: Alotofseeds V1.4
Post by: QueryEverything on May 03, 2017, 04:11:37 PM
Quote from: embx61 on May 03, 2017, 09:55:18 AM
Quote from: kid1293 on May 03, 2017, 08:52:38 AM
Where is the trader going to hold 32 cows, 18 sheep and 46 chickens in his boat?  ;D ;D ;D

In a Chief Brody voice from the movie Jaws "We going to need a bigger boat" :)

(http://worldofbanished.com/gallery/474_03_05_17_9_52_13.jpeg)


Oh my @embx61
Haha, I just about spat out my morning porridge when that loaded :)

@kid1293 I could make a comment about the Ark, but I think Embx61 did a far better bit of humour, not gonna try it ;)
I have 3, maybe different cows in game now, sooooooo  .... And a deer mod ....  we're looking a decent amount numbers. :)  Maybe, a Nautilus ;)  Oh oh oh oh, that's what you could name an animal trader, Nemo, or Verne :)
Title: Re: Alotofseeds V1.4
Post by: RedKetchup on May 03, 2017, 05:44:49 PM
i never understood how a such thing can float with so easily.
Title: Re: Alotofseeds V1.4
Post by: Abandoned on May 05, 2017, 10:04:17 AM
LOL I think my comment may have gotten lost yet again so  @kid1293

[/A Big Thank You  :) size]
Title: Re: Alotofseeds V1.4
Post by: kid1293 on May 05, 2017, 10:09:46 AM
You're welcome! :)

Yes, I listened and slowly made up my mind.
I have had so many requests that some get lost.
Trying as best as I can.
Title: Re: Alotofseeds V1.4
Post by: Abandoned on May 05, 2017, 10:34:25 AM
@kid1293 you are doing a good job, keep it up  :)
Title: Re: Kid - Alotofseeds V1.5
Post by: kid1293 on August 19, 2020, 04:54:02 AM
Quote from: Abandoned on May 05, 2017, 10:34:25 AM
@kid1293 you are doing a good job, keep it up  :)

:) I am doing my best!

V1.5 Another update with vanilla wood and stone added.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=262 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=262)
Title: Re: Kid - Alotofseeds V1.5
Post by: CookieBarrel on August 19, 2020, 09:11:56 AM
Ugh, I was needing that stone one in my last play through. :(
On my next foray, should I expect embx61 freighter. :D

Thanks kid1293 for all these recent updates.
Title: Re: Kid - Alotofseeds V2.0
Post by: kid1293 on January 20, 2024, 08:01:07 AM
Hi.
The last update to Alotofseeds.
V2.0 includes an animal trader (Alotofanimals) and several more things.

This is the last from me for now.

https://worldofbanished.com/index.php?action=downloads;sa=view;id=262
Title: Re: Kid - Alotofseeds V2.0
Post by: Abandoned on January 20, 2024, 08:05:53 PM
Thank you for update  :)