World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Necora on May 08, 2017, 02:34:41 PM

Title: Maritimes Sherbrooke Village V101
Post by: Necora on May 08, 2017, 02:34:41 PM
Maritimes Sherbrooke Village V101 - May 15th 2017

Download it here! (http://worldofbanished.com/index.php?action=downloads;sa=view;down=291)

Alternative Download Link for Version 101

Dropbox doesn't work for you? Download it from Google Drive here! (https://drive.google.com/open?id=0B2nh4ixEBQ-kc05YRDk2TU5lLVE)

Maritimes Sherbrooke Village V101 String Tables

Sherbrooke String Table (https://www.dropbox.com/s/uhu5687s9sc70xm/SherbrookeStringTable.rsc?dl=0)
Necora Toolbar String Table (https://www.dropbox.com/s/8vbbi7sorqldu3q/NecoraToolbarStringTable.rsc?dl=0)

Maritimes Collection Production and Build Cost Spreadsheet

Note - this is a one stop maritimes shop for all of the information on build costs, production stats, and vital stats of all buildings in the maritimes collection.
It is a work in progress (there is a lot of information to add to it!) so bear with me while I add things as I go. Some resources/buildings might be absent, and I will try to get to them as I can.
If there is something specific you need to know, let me know. Or, if you want to add it yourself, I can share with you the relevant files for you to get that information from and put it into the spreadsheet.


Maritimes Vital Stats (https://www.dropbox.com/s/6qlbwy93r3fnowl/maritimesspreadsheet.xlsx?dl=0)

Maritimes Sherbrooke Village V101 Development Information.

Here is development information for Sherbrooke Village V101. I will use this to keep a record of bug issues, compatibility issues, and load order issues as they are reported, and also for any other things that I think should be bought to your attention :).

Current Compatibility Issues


------------------------------------------------------------------

Maritimes Sherbrooke Village V101 Change Log.

Squished Bug - Blacksmith - Squished a bug in the blacksmith pathing and/or points that prevented it from working depending on the orientation of the building. No idea how this happened, but it shouldn't happen again.

Squished Bug - Tailor - Squished a bug in the tailor points that made smoke billow out of the basement rather than the chimney. Smoke should now come from the chimney.

New Content - Sherbrooke Boat Shop - As a token of good will for putting up with bug fixes so soon after the release, I have added a new building to the set. This is a boat shop, that employs up to 3 bannies to build boats and various fishing supplies. These items are crossovers from the up coming update to the NS Inshore set which will be released soon. It is expensive to build, and has an over hanging back to be built on the shore. Take care in placing it though, to make sure the detail at the back is not below the ground (unless you don't want the detail at the back).

Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 08, 2017, 06:30:26 PM
The foundations you added to the houses for Sherbrooke look very nice (the houses look amazing too, but I always notice the weird things; like foundations, shutters that wouldn't cover the window, or would overlap each other,  when shut etc.)!

Edit: And pretty colors for the market!
Title: Re: Maritimes Sherbrooke Village V100
Post by: QueryEverything on May 09, 2017, 12:50:31 AM
Thank you for releasing this :)  I have always loved this set, thank you @Necora :D
Title: Re: Maritimes Sherbrooke Village V100
Post by: Nilla on May 09, 2017, 12:57:41 AM
I´m looking forward to test this one! :)
Title: Re: Maritimes Sherbrooke Village V100
Post by: Gatherer on May 09, 2017, 03:47:30 AM
This looks super good. Will add to my existing map.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 09, 2017, 08:35:44 AM
Glad you all like the look of it, I hope you all enjoy playing it!

I had so many plans for this set, and still do, but time has gotten the better of me. It was mean to be an entire small town with a whole set of industry, as a step up from the Pine Set. I still want to do this, but it will have to wait until the fall now.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 10, 2017, 03:45:48 PM
I can't make the Sherbrooke Blacksmith work; the little guy runs, picks up some iron and drops it on the ground (over and over) like the flag isn't what he expected. The Pine Blacksmith works fine; did I do some load order wrong?
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 10, 2017, 05:27:37 PM
it probably is in the mod. but i would try to mov e the sherbrooke mod below CC. you do have the 1.07 banished right?you could also try the compatability mod at BL for thr 1.07
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 10, 2017, 06:12:53 PM
@Karlieb that sounds like a storage flag issue... but I checked the storage flags in the blacksmith and they are OK. It has Fuel | Wood | Iron | CoalFuel | Custom2 | Custom3 | Custom4 ; with a storage of 2000 units. So there should not be an issue with dropping iron off there, unless another mod in your list changes the iron flag... although I have no idea why any would.

What other mods are you using? What tool were you trying to produce? Was the bannie carrying anything else at the time?
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 10, 2017, 06:41:51 PM
Quote from: brads3 on May 10, 2017, 05:27:37 PM
it probably is in the mod. but i would try to mov e the sherbrooke mod below CC. you do have the 1.07 banished right?you could also try the compatability mod at BL for thr 1.07
I'll try moving it below CC.
Quote from: Necora on May 10, 2017, 06:12:53 PM

@Karlieb

What other mods are you using? What tool were you trying to produce? Was the bannie carrying anything else at the time?

I'm using CC, NMT, Iron is iron,  the current Maritime mods and some others that I don't think would affect it. I'll try moving Sherbrooke below CC (the previous version worked below CC) and then I'll try disable Iron is iron. I had read that the Maritimes needed to be above everything else but I may have misunderstood. The problem is with my mod choices and load order then, so I'll figure it out. Thank you for checking your side and sorry that you had to spend time on something that is obviously my own fault. ;)

Was just trying regular iron tools.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 10, 2017, 06:49:35 PM
Quote from: Karlieb on May 10, 2017, 06:41:51 PM
I'm using CC, NMT, Iron is iron,  the current Maritime mods and some others that I don't think would affect it. I'll try moving Sherbrooke below CC (the previous version worked below CC) and then I'll try disable Iron is iron. I had read that the Maritimes needed to be above everything else but I may have misunderstood. The problem is with my mod choices and load order then, so I'll figure it out. Thank you for checking your side and sorry that you had to spend time on something that is obviously my own fault. ;)

Was just trying regular iron tools.

Oh don't apologize for anything! It happens, the load order is unfortunately a trivial matter with so many mods in various stages of development and even modders like myself struggle to keep up... mainly because I just don't have the time to test everything... that is what you guys are for ;)

It is best practice to load the most recent maritimes mods above older maritimes mods, due to any slight changes in UI etc. But in this case, there should be nothing major in terms of resource flags or limits that is causing this error. Especially not with iron, that is something I did not change. I can't see how any of the mods you mention change the iron storage flag.

I'll test it out myself now.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 10, 2017, 06:56:28 PM
So to report, I fired it up with only the updated maritimes mods and iron tools are produced just fine. So it must be something in your mod list that is interfering with it. The first thing I would do is move Sherbrooke to the top, maybe for some reason it is interfering with the pine set?
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 10, 2017, 07:21:59 PM
Putting everything below CC fixed it. I don't know why I didn't do that after updating to the new versions.
Title: Re: Maritimes Sherbrooke Village V100
Post by: RedKetchup on May 10, 2017, 07:32:34 PM
Quote from: Necora on May 10, 2017, 06:12:53 PM
@Karlieb that sounds like a storage flag issue... but I checked the storage flags in the blacksmith and they are OK. It has Fuel | Wood | Iron | CoalFuel | Custom2 | Custom3 | Custom4 ; with a storage of 2000 units. So there should not be an issue with dropping iron off there, unless another mod in your list changes the iron flag... although I have no idea why any would.

What other mods are you using? What tool were you trying to produce? Was the bannie carrying anything else at the time?


like i said somewhere else, @Necora  you need to take the habit to add ALL the 2 dozens of flags :) that way you will always compatible with everything on a production building like BS...

and dont worry, people wont start to put cabbage and and piment inside since it is not a barn/stockpile :)
Title: Re: Maritimes Sherbrooke Village V100
Post by: embx61 on May 10, 2017, 07:47:23 PM
I made a note about that Red.

When it's time to do an update with my mods I will add all the flags to the storage part of the producing buildings.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 10, 2017, 08:30:10 PM
@RedKetchup yup I keep forgetting to do that. Although it kinda makes you wonder, what is the point in even having storage flags for buildings if it only causes problems?

But, that still doesn't really help why iron isn't being stored here.... no mod that I know of changes the iron flag.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 10, 2017, 08:59:52 PM
disable the iron is iron mod. most of the extra CC add-on mods have not been updated.you can use renewable resources or a different mine mod to get iron. i have been testing and overhauling my mod order. the multi-mine mod does work even thoug it is an older mod.you could also try the compatablity mod that CC made for 1.07 to help with these kinds of clashes.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 10, 2017, 09:12:04 PM
Quote from: Necora on May 10, 2017, 08:30:10 PM
@RedKetchup yup I keep forgetting to do that. Although it kinda makes you wonder, what is the point in even having storage flags for buildings if it only causes problems?

But, that still doesn't really help why iron isn't being stored here.... no mod that I know of changes the iron flag.
Quote from: brads3 on May 10, 2017, 08:59:52 PM
disable the iron is iron mod. most of the extra CC add-on mods have not been updated.you can use renewable resources or a different mine mod to get iron. i have been testing and overhauling my mod order. the multi-mine mod does work even thoug it is an older mod.you could also try the compatablity mod that CC made for 1.07 to help with these kinds of clashes.

Putting everything below CC fixed it. I don't know why I didn't do that after updating to the new versions.

(reposted cos i didn't tag anyone and I think it may have been missed)
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 10, 2017, 09:20:59 PM
@Karlieb ha I did miss that! Glad you got it working.

But still, I would like to understand why it happened, especially as it happened with vanilla resources not any introduced ones. This would have nothing to do with the storage flags given to the building, but something to do with either CC or Iron is Iron. I wonder if the Iron is Iron mod interfered some how? Do you have the latest version of that mod?

I'm going to have to download them all and see if I can replicate the issue and find out why it is happening. It is a shame to have to put the new maritimes updates below CC because for once I put a lot of effort into the raw materials models, textures, and icons... but now they will be overwritten by CC :( Oh well! As long as it works.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 10, 2017, 10:16:52 PM
I guess it could also be the Maritime Trees? Here's a link to my mod order (screenshot too tall to politely embed). There's a bunch of things below that even but I don't think it applies.

http://i.imgur.com/1jdCI5s.jpg

Quote from: Necora on May 10, 2017, 09:20:59 PM

But still, I would like to understand why it happened, especially as it happened with vanilla resources not any introduced ones. This would have nothing to do with the storage flags given to the building, but something to do with either CC or Iron is Iron. I wonder if the Iron is Iron mod interfered some how? Do you have the latest version of that mod?


I don't know how to @tag someone so requoting.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 11, 2017, 07:20:29 AM
where in the original order did you have the 2 NMT mods? i don't think the problem is the location of NECORA's mods. i have mine above CC and it is playable.i am though still waitin for the new links and files.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Paeng on May 11, 2017, 07:33:22 AM
Quote from: Karlieb on May 10, 2017, 10:16:52 PMI don't know how to @tag someone

Just type the @, then the first two letters of the membername - e.g. if you want to tag me, type @Pa... after a second or so you should get a flyout menu listing all membernames that start with Pa... from there just choose the one you want to tag...  :)
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 11, 2017, 09:35:14 AM
Quote from: Karlieb on May 10, 2017, 10:16:52 PM
I guess it could also be the Maritime Trees? Here's a link to my mod order (screenshot too tall to politely embed). There's a bunch of things below that even but I don't think it applies.

It shouldn't be the trees... but it might have something to do with the minor changes I'm making to the newest core files, perhaps something important did change between updates to these (they are community files, not mine, so I'm not sure what changed exactly).

@brads3 I did add them to google drive, but I must have forgot to turn on syncing because when I got home the folders were empty. Putting the alternative links up now :)
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 11, 2017, 11:14:31 AM
Quote from: brads3 on May 11, 2017, 07:20:29 AM
where in the original order did you have the 2 NMT mods? i don't think the problem is the location of NECORA's mods. i have mine above CC and it is playable.i am though still waitin for the new links and files.

They were just below CC; I just 'topped' everything in reverse order (so the order would stay the same) except for the Maritime mods.

Quote from: Paeng on May 11, 2017, 07:33:22 AM
Quote from: Karlieb on May 10, 2017, 10:16:52 PMI don't know how to @tag someone

Just type the @, then the first two letters of the membername - e.g. if you want to tag me, type @Pa... after a second or so you should get a flyout menu listing all membernames that start with Pa... from there just choose the one you want to tag...  :)

@Paeng  Oh, I had tried that but it didn't show the tag in the preview so I thought I was doing it wrong. :P


Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 11, 2017, 01:30:51 PM
any luck? did you try turning the iron is iron mod off? i would move the pine above CC that will allow the pine mod to work better. and you won't need both tree files. i would try it with the new NMT off and see if it will load and not erro out.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 11, 2017, 04:12:02 PM
Quote from: brads3 on May 11, 2017, 01:30:51 PM
any luck? did you try turning the iron is iron mod off? i would move the pine above CC that will allow the pine mod to work better. and you won't need both tree files. i would try it with the new NMT off and see if it will load and not erro out.

Oh yeah, it's all perfect again now; I forgot to tag you as well, I think. ;)

I'll get this communicating thing down at some point. :P

Quote from: Karlieb on May 10, 2017, 07:21:59 PM
Putting everything below CC fixed it. I don't know why I didn't do that after updating to the new versions.
Quote from: Karlieb on May 10, 2017, 09:12:04 PM

Putting everything below CC fixed it. I don't know why I didn't do that after updating to the new versions.

(reposted cos i didn't tag anyone and I think it may have been missed)
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 11, 2017, 04:46:00 PM
at least it works. but you didn't find the cause. not harrasing you. there are times mods work better above CC.the pine forest mod works above CC. the NAT DIV mod would have to be at the top, to work also. i have 1 mmod that logic says it goes just above CC. but it actually has to be just below.i always screw that 1 up when my order gets goofed. it gives me fits sometimes.any start condition mod also would go above CC such as a age mod. my bet is the iron or the 2 NMT together.did you happen to run the debug and test various buildings? you might find 1) some items needed to build aren't listed under the buildings requirements. 2) strange blank tags at the TH ot TP. 3)items list twice such as charcoal.  glad you got back to playing though. these gremlins will eat you alive.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 11, 2017, 08:46:14 PM
Quote from: brads3 on May 11, 2017, 04:46:00 PM
at least it works. but you didn't find the cause. not harrasing you. there are times mods work better above CC.the pine forest mod works above CC. the NAT DIV mod would have to be at the top, to work also. i have 1 mmod that logic says it goes just above CC. but it actually has to be just below.i always screw that 1 up when my order gets goofed. it gives me fits sometimes.any start condition mod also would go above CC such as a age mod. my bet is the iron or the 2 NMT together.did you happen to run the debug and test various buildings? you might find 1) some items needed to build aren't listed under the buildings requirements. 2) strange blank tags at the TH ot TP. 3)items list twice such as charcoal.  glad you got back to playing though. these gremlins will eat you alive.

I tried disabling one by one, restarting and starting a new game each time: Iron is Iron, NMT Clay Chain and NMT; and then just for fun I disabled Ridiculous Storage. But none of this fixed it for me (I didn't expect it to, as none of these actually change iron itself). Nothing else was acting strangely and the Pine Set blacksmith worked as expected.

What order are your Maritime mods in?
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 11, 2017, 09:23:14 PM
i put them mostly together above all the other sets.that way the pine forests works. i don't have the sherbrook mod yet though.i know the old NMT has items still tagged under the 1.06. many items like bricks,salt,roof tiles would be changed with the new 1.07. it is hidden flags that we as players don't see. i have the my precious mod. party of it is included in the CC. the buildings look different and has more parts with the actual mod so i still use it. the gold and silver won't store in the specific precious barn though since the mod uses the old tags. it looks to you or me like gold and silver but the code reads different stuff in the program. it works but i have to keep the my precious mod above CC. and then i lose the new melting building.
i dont think any of us have it all figured out yet. i see some things work odd. the thatch is limit tagged construction but stores as both that and firewood.if you wanted the bannies to do that with lumber i bet it wouldn't work.
  i tried a couple different things when i set this order. theres a couple mods i still should switch around and retest.did you try either of the compatability mods? i have both, the new 1 might help.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 11, 2017, 09:31:09 PM
i have most of my mods above CC. that is why i find the way that fixed it for you to be odd.i think i have 1 set below CC due to criops overproducing when they were above CC before.
Title: Re: Maritimes Sherbrooke Village V100
Post by: QueryEverything on May 13, 2017, 01:59:56 AM
Glad to see that you managed to get some of the issues sorted out by the load order @Karlieb :)


I have attached screenshots of how I list my load order:
-- Start conditions (up near the top of my mods),
-- iron mods & blacksmiths
-- @Necora mods
--  How I load Black Liquid mods:  'Patch', CC, MM & MM deco - there is a way to get them to work properly as well.


This may or may not work for you, but it's worth a try if you're still having problems, in the meantime when I get game time, I will check Sherbrooke myself, with the new version.  :)


I have a lot of other mods in between these ones, but this is how they are all grouped together and work fine.  :)
I just ran the Sherbrooke blacksmith and it was churning out iron tools without any problems. 



Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 13, 2017, 06:18:38 AM
@QueryEverything @Necora @brads3 After moving everything before CC, the blacksmith would work but the things from the Pine Set that took charcoal would not (CC has charcoal as a fuel, Pine has it as an industrial fuel). So I played around with moving things up and down but always either one or the other would not work. I even disabled Maritime Trees and everything worked once. But then I exited and restarted to double-test and it didn't work after that.

I'm just gonna go disable everything and re-enable one by one.

Edit: I disabled everything but Sherbrooke and the Debug Menu and it still didn't work. I don't understand why sometimes yes, usually no. Gonna try validating.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 13, 2017, 07:35:26 AM
@Karlieb hmm. Let's see what we can do here.

1 - you don't need maritimes trees and the pine set, they do the same thing. Maritimes trees is a visual addon for those who wanted the tree replacement but didn't want the whole pine set to get them, so you can disable the trees mod if you use the pine set mod.

2 - There is an issue with charcoal between CC and the maritimes, one which I am in the process of fixing (I forgot about it when I released the sherbrooke set). The problem is 2 fold, 1 CC has it as a fuel, I have it as an industrial fuel. This isn't an issue as long as the Pine Set is above CC in the mod list. CC buildings that need charcoal will still accept it if it is a different flag, which is something I have to add to my mods and forgot to do so. But, be warned, that the production numbers of charcoal between the two sets are different so if you have CC on top, the pitch kiln will be incredibly over powered when producing charcoal. This is also something I have to adjust, but it is harder to do so due to mod kit limitations.

Quote from: Karlieb on May 13, 2017, 06:18:38 AM
Edit: I disabled everything but Sherbrooke and the Debug Menu and it still didn't work. I don't understand why sometimes yes, usually no. Gonna try validating.

3 - Sherbrooke does not work on its own with no other mods activated? That is very strange... it works just fine here. I recommend that you maybe try downloading it again in case something odd happened there... this does happen from time to time with all mods, it took me about 10 attempts at downloading some CC/MM mods once before they worked.

4 - Double check that all mods (not just maritimes but the others and the game!) are the newest versions.

That is all I can think of for now...
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 13, 2017, 08:16:04 AM
Update - I looked into the balancing of charcoal between CC and my mods, the way CC has it, it isn't going to be possible. The only way I can make it so is either a) producing 100 pieces of charcoal for every 4 pieces of wood.... far too powerful, or b) using 100 pieces of wood for one production of 100 pieces charcoal in 1 production cycle.... this is not so powerful in terms of output gain but it would sink your wood stores almost instantly and plague your town with insufficient resource icons.

I don't know what to do about this.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 13, 2017, 08:21:25 AM
gm, i see he is gaining.check the sherbrook in game KARLIEB. if it is only half loaded it should say version 0 and not work at all. i think the charcoal is going to be different fot several mods.i added the compatability 1.07 to help fix those issues.CC should change charcoal to industrial fuel. to me that is where it belongs.there are a couple issues with the new flags. 1 i did on purpose though. my precious mod still has gold and silver under the old way but without it the build requirements are different.not a big deal.
   i ran lots of tests last night. i was messing with the forest and the NAT div. was trying to get the forests to be thicker with some older mods i still have saved. did not work.way those 2 mods work,you can't slide a mod between them or near them either that doesn't upset the balance.those 2 mods is married together. so any enhancement or other tree mods like beautiful world,etc are no longer useable. again,these aren't complaints. it is info in case someone else has a problem down the road.i tried to override and make a few mods work different than they are now designed. nothing worked but i did find a couple mods i hadn't moved yet.
   NECORA, did you get the alternative download links loaded? i have not found them. it is alright though. i'll wait and load the sherbrook and the pine fix together.
   word of advice too. if you get your errors figured out and the game to function well. keep a list of the mod order. this saves problems later.there are some mods that are very picky about where they go.it is easy to shuffle them when adding a new mod. that list can save you many many reloads later.been there and done that enough myself.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 13, 2017, 08:34:01 AM
NECORA,how bad is the charcoal at overpowering now ?? can that be fixed by worktime instead of by volumes? i have used my fuel limit to hold it back and have't tested a game far enough with it to know more.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 13, 2017, 08:53:44 AM
Hey @brads3 .

Quote from: brads3 on May 13, 2017, 08:21:25 AM
gm, i see he is gaining.check the sherbrook in game KARLIEB. if it is only half loaded it should say version 0 and not work at all. i think the charcoal is going to be different fot several mods.i added the compatability 1.07 to help fix those issues.CC should change charcoal to industrial fuel. to me that is where it belongs
Quote from: brads3 on May 13, 2017, 08:34:01 AM
NECORA,how bad is the charcoal at overpowering now ?? can that be fixed by worktime instead of by volumes? i have used my fuel limit to hold it back and have't tested a game far enough with it to know more.

Yup I think it is one that will be bounced around a lot. The charcoal is very over powering with CC on top, I mean it produces about 50 x more charcoal per production cycle... from only 5 pieces of wood. Work time will not solve this, as it will also change the Pine Pitch production which itself would have to be changed.

I personally also think Charcoal should be an industrial fuel, but, the reason CC has it otherwise is because they have the furnace fuel for this purpose, so everything else is burnable in houses then you need to process a special fuel for industry. I do like this method, however found it to be a bit to 'advanced' for what I was going for with this set, so stuck with charcoal as my industrial fuel.

One thing I can do to change this is to release a CC:Maritimes compatibility patch, to add the furnace fuel chain to the Pine Set/merge the two together. This would be only for those who want to play both CC and Maritimes together, and will make sure nothing gets broken between the two. It will take me a while to develop it though so for now we just have to take it as it is...

Quotei ran lots of tests last night. i was messing with the forest and the NAT div. was trying to get the forests to be thicker with some older mods i still have saved. did not work.way those 2 mods work,you can't slide a mod between them or near them either that doesn't upset the balance.those 2 mods is married together. so any enhancement or other tree mods like beautiful world,etc are no longer useable. again,these aren't complaints. it is info in case someone else has a problem down the road.i tried to override and make a few mods work different than they are now designed. nothing worked but i did find a couple mods i hadn't moved yet.

I'm glad they work so well together :D but the way they do work, then other tree impacting mods will not work unfortunately. What are the benefits/reasons you have the other tree mods? I've never used them so I don't know what they do, but I can always make different versions of mods to make sure they accommodate the same changes if it is something you use a lot.

With all these changes and mods, I think we are going to start to see a lot more compatibility patches and different versions of things now.

QuoteNECORA, did you get the alternative download links loaded? i have not found them. it is alright though. i'll wait and load the sherbrook and the pine fix together.
   word of advice too. if you get your errors figured out and the game to function well. keep a list of the mod order. this saves problems later.there are some mods that are very picky about where they go.it is easy to shuffle them when adding a new mod. that list can save you many many reloads later.been there and done that enough myself.

Yup, all of the newly released stuff have alternative download links in the topics in this forum :) I am also putting a list of general info here too which will include specific load order issues, as they get reported back to me.

So for general mod info, check the download section. For specific issues/update logs/alternative links/string tables/resource charts then check the posts in this forum.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 13, 2017, 09:19:29 AM
cool.  i was just messing around yesterday. doublechecked my older mod folders to see what may not have gotten moved into the windata for the 1.07. i ran into some old mods that i don't use but wanted to see if they would be helpful. my hope was to make spots or thick forests mixed with the meadows.my understanding of the old growth forest mod is the game lays down 3 layers to make the map. 1 is stone, 1 iron,and 1 the trees. somehow i guess the old forest is suppose to do another layer of larger older trees.it is a very old mod. https://banishedinfo.com/mods/view/286-Old-Growth-Forests
not sure if any of the info there would help. i asked BT if there is a way to force the game to lay 5 layers. 4 being his plants and 5 being another set of trees.that would solve wood issues and give thick forests without overtaking the map.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 13, 2017, 09:50:05 AM
@brads3 @Necora  Ah ha! It is version 0. I will try deactivating it, then deleting it, then restarting the game without it, then downloading it and enabling it. I may have deleted the previous version without deactivating it first (does this cause issues?).

Hmm, I have 6 Maritime mods that are version 0. Yeah, I think I'll take care of this after I sleep; it's been a long night.

I was wondering why I was still seeing the new trees when I disabled the mod. :P

Do you guys mind if I go back and delete all my other posts so I'm not cluttering up the thread?
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 13, 2017, 10:05:28 AM
i wouldn't worry bout the posts. and no deleting without deactivating should not cause a problem.sadly that short download problem has been a happening a lot lately.
Title: Re: Maritimes Sherbrooke Village V100
Post by: QueryEverything on May 13, 2017, 10:08:09 AM
Quote from: Karlieb on May 13, 2017, 09:50:05 AM
@brads3 @Necora  Ah ha! It is version 0. I will try deactivating it, then deleting it, then restarting the game without it, then downloading it and enabling it. I may have deleted the previous version without deactivating it first (does this cause issues?).

Hmm, I have 6 Maritime mods that are version 0. Yeah, I think I'll take care of this after I sleep; it's been a long night.

I was wondering why I was still seeing the new trees when I disabled the mod. :P

Do you guys mind if I go back and delete all my other posts so I'm not cluttering up the thread?

Up to you, personally I don't delete resolved issues so that others may come looking for something similar can see the work throughs that have happened, but your posts aren't mine, so what ever you want to do @Karlieb :)

@Necora hmmm interesting, I know you're the modder, so what you says, goes.  So, We don't need both pine, even those of us that want your trees as the start condition trees?  The change in start condition trees is definitely inside The Pine (Full) set?  I will do a test in the AM, but ...  that's interesting. 
I know you said so previously you don't need both, but I wasn't sure about the start conditions. 

Off to bed ...  damn it, 3am, and it's Mother's Day tomorrow and I need to be awake for Jnr.  Hahaha :D
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 13, 2017, 04:58:36 PM
Quote from: QueryEverything on May 13, 2017, 10:08:09 AM
Quote from: Karlieb on May 13, 2017, 09:50:05 AM

Do you guys mind if I go back and delete all my other posts so I'm not cluttering up the thread?

Up to you, personally I don't delete resolved issues so that others may come looking for something similar can see the work throughs that have happened, but your posts aren't mine, so what ever you want to do @Karlieb :)


I had only planned on deleting the 'betweens' but if it could somehow, possibly, help someone then I'll leave it; I just hate being 33% of the posts in a topic. :P

Now to see about fixing my installs.

Edit: And two DS mods are version 0 as well.

Edit2: Redownloaded 6 mods and all are same exact size and still version 0; I would expect at least one would change a little bit if it was bad downloads. Could my game install be borked?

Example: (http://i.imgur.com/AS82Ogo.jpg)
Title: Re: Maritimes Sherbrooke Village V100
Post by: QueryEverything on May 13, 2017, 07:22:48 PM
@Karlieb I have the same sizes (I hadn't loaded any new Dock Set yet which may explain the size with that mod, but otherwise we match.

Dumbarse questions which i'm sure you answered and I'm not reading things right  ... 
you are running Banished v1.07?
and you have storage for the new flags & items?

Do you have a screenshot of the Bannie?  Sometimes visuals aid an answer.
It's ridiculously odd that you need to load under CC.  *quizzical




--- As another thought ...  try loading the MM Compatibility mod, load it in the order in my screenshots above, (no need for MM to test this), and see if that irons out the kinks with CC, which may assist your other mods in turn.  http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/
Igonore the older CC reference, any CC version is ok.



Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 13, 2017, 08:40:57 PM
@Karlieb OK... it isn't your load order! I just did some coding changes to the Sherbrooke set and fired it up to make sure it works... and something is going horribly wrong with the iron. The blacksmith constantly takes it out of the stock pile, places it on the ground next to it, and puts it back in. So odd! It doesn't seem to be an issue with the blacksmith building, the storage flags are fine and the smith isn't trying to put the iron into the blacksmith, just pack/unpack from the storage yard.

How bizarre.

I have no idea why this would happen, I'll have to dig around.

But on the plus side I've added a new building to the Sherbrooke set for the next update...

(http://blackliquidsoftware.com/uploads/monthly_2017_05/SBBoatShop05.jpg.3c937813e127152184148d68de520e01.jpg)

(http://blackliquidsoftware.com/uploads/monthly_2017_05/SBBoatShop06.jpg.60072c0bb867c1adbac50bc5f49b0f0b.jpg)
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 13, 2017, 08:50:11 PM
@QueryEverything Yeah, it's 1.07. ;) I tried the compatibility patch and no difference, though.

Quote from: Necora on May 13, 2017, 08:40:57 PM

@Karlieb OK... it isn't your load order! I just did some coding changes to the Sherbrooke set and fired it up to make sure it works... and something is going horribly wrong with the iron. The blacksmith constantly takes it out of the stock pile, places it on the ground next to it, and puts it back in. So odd! It doesn't seem to be an issue with the blacksmith building, the storage flags are fine and the smith isn't trying to put the iron into the blacksmith, just pack/unpack from the storage yard.

How bizarre.

I have no idea why this would happen, I'll have to dig around.


Oh, thank God. I was so terrified that I was a complete moron and being a pest.

But I have some more information through... testing? If I use the "General Warehouse" from the CC mod, he'll take from that and make a set of tools once; then he just stands there in the blacksmith. If I toggle the "work" button he'll make one more set of tools and then just stand there. If I give him a new job somewhere else he won't move until I select the blacksmith for demolishing.

That's an attractive new building!
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 13, 2017, 08:54:57 PM
@Karlieb thanks for the info, I'll do some more testing tomorrow.

I like to throw in a new building for an update, especially for annoying bugs like this. This one will be a boat shop, so will make dorys and fishing gear to be used with the up coming NS inshore update... once iron is sorted out.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 13, 2017, 09:19:00 PM
when you figure out what you did to make that guy put stuff on the ground next to the BS,keep him and turn him intoi a vendor to stock area buildings.
LOL. seriously. i had a vendor a long time ago,that was a super vendor. i have tried and tried to recreate the glitch that caused it since nobody has solved it yet. this vendor went from the far NW corner of the map back to center,stocked all markets,and houses, etc. he did this by himself,i only had 1 vendor.this was on a CC large lake map. so the vendor had to go alll the way around a large lake to get back to the SW side of the group of lakes. he took stuff from the BS to the market and then food to houses. then took stuff way back up north to the other market. he was super. now some might say this is a cheat but if anyone finds him i want to hire bout 5 of them for a map. sadly he has been missing for A YEAR or so. i tried this weekend to use old mods and recreate this glitch. while you are solving glitches keep your eyes open. please please send him back home.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 13, 2017, 09:29:05 PM
And now after having him make Bough Tools, without having exited or anything, I switched him to Iron Tools and he ran, fetched some iron, some logs and made tools (and kept making them).

Edit1: @Necora I think I might have it. If the door of the building is facing northward it seems to work fine. I'll check east and west, but facing southward doesn't seem to work.

Edit2: Face north or east works. South and west do not work. Why? I'ma go with magic.

Since I was testing it almost every time with it facing me in the default direction... that explains why it would sometimes work for me but usually not.
Title: Re: Maritimes Sherbrooke Village V100
Post by: brads3 on May 13, 2017, 09:42:14 PM
did you build it where the work place is blocked by another building?
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 13, 2017, 09:57:13 PM
Quote from: brads3 on May 13, 2017, 09:42:14 PM
did you build it where the work place is blocked by another building?

No, nothing like that. I started a new game and positioned them so I could get a screen as an example. Up is North.

(http://i.imgur.com/DmfYdzi.jpg)
Title: Re: Maritimes Sherbrooke Village V100
Post by: QueryEverything on May 14, 2017, 01:36:00 AM
@Karlieb & @Necora I can confirm the same phenomenon. 

It's just odd :)  I know that you found the bug in your code Necora, but this is a new one for me.  Only 2 directions of buildings work (btw, in my first attempts of helping Karlieb my Blacksmith was indeed facing East); and them leaving iron all over the ground?

I used the Debug and added over 2k of iron, with 4 different stockpiles, 2 "all" and 2 "iron", and it kept getting dumped out to '0' in total. 

As soon as I demolished the South & West facing  (North & East) buildings, voila all the iron was picked up and I had over 2.5k in stockpiles. 


What a bug!!  :D 
Title: Re: Maritimes Sherbrooke Village V100
Post by: Karlieb on May 14, 2017, 02:20:34 AM
@Necora @QueryEverything I think it has something to do with 'points'? I did the zoomhack and it looked like the 'Wicked Smiths of the North and East' and the 'Good Smiths of the South and West' (building position-wise) were all standing in a different tile relative to building shape or dropping their tools in a different tile and blocking themselves inside (when they did manage to make something) or both; it's kind of hard to tell from that perspective, though.
Title: Re: Maritimes Sherbrooke Village V100
Post by: RedKetchup on May 14, 2017, 05:10:18 AM
move your dummies in your mesh Necora.
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 14, 2017, 05:17:55 AM
well, I have never had this happen before.

@RedKetchup I will try to move the points... but where to? I don't understand how changing the orientation of the building will change the points working...
Title: Re: Maritimes Sherbrooke Village V100
Post by: RedKetchup on May 14, 2017, 05:19:37 AM
Quote from: Necora on May 14, 2017, 05:17:55 AM
well, I have never had this happen before.

@RedKetchup I will try to move the points... but where to? I don't understand how changing the orientation of the building will change the points working...

maybe because they are at the very edge where they can walk _ _ _  and they cant walk # # # and maybe a 0.00000001 doesnt make a cut or not.
it is something to try. dont move your points 0,0 though, just your use_ and create_
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 14, 2017, 05:26:21 AM
Quote from: RedKetchup on May 14, 2017, 05:19:37 AM
Quote from: Necora on May 14, 2017, 05:17:55 AM
well, I have never had this happen before.

@RedKetchup I will try to move the points... but where to? I don't understand how changing the orientation of the building will change the points working...

maybe because they are at the very edge where they can walk _ _ _  and they cant walk # # # and maybe a 0.00000001 doesnt make a cut or not.
it is something to try. dont move your points 0,0 though, just your use_ and create_

I didn't know that points had to be on a walkable square, I thought anywhere in the building would do. I'll have a play around.
Title: Re: Maritimes Sherbrooke Village V100
Post by: RedKetchup on May 14, 2017, 05:43:56 AM
if you do a :

#######
#_____#
#_____#
#_____#
#_____#
#_____#
###_###
###_###


they will pretty much able to go everywhere
but keep in mind bannies love to cut corners sometimes , and thin walls.

any doubts, draw red and green 1x1 boxes in your blender to help figure out where they can walk or not
Title: Re: Maritimes Sherbrooke Village V100
Post by: Necora on May 14, 2017, 06:52:19 AM
Quote from: RedKetchup on May 14, 2017, 05:43:56 AM
if you do a :

#######
#_____#
#_____#
#_____#
#_____#
#_____#
###_###
###_###


they will pretty much able to go everywhere
but keep in mind bannies love to cut corners sometimes , and thin walls.

any doubts, draw red and green 1x1 boxes in your blender to help figure out where they can walk or not

I was just doing exactly that when I saw your post ;) thanks for the help. Hopefully this will prevent this sorta thing from happening in future.
Title: Re: Maritimes Sherbrooke Village V101
Post by: Necora on May 15, 2017, 05:31:00 AM
@Karlieb and all others, Sherbrooke has been updated with the bug fixes. Hopefully there are no other issues :)
Title: Re: Maritimes Sherbrooke Village V101
Post by: Karlieb on May 15, 2017, 06:02:26 AM
Ding, dong, the Wicked Smiths are dead! Yay! Now I can build it wherever I want! :)
Title: Re: Maritimes Sherbrooke Village V101
Post by: QueryEverything on May 16, 2017, 02:03:31 AM
@Necora thank you very much for working out the bugs and the new building, that's very kind of you for the quick turn around :D