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EMBX61's New Work in Progress Thread

Started by embx61, June 04, 2018, 05:33:53 PM

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RedKetchup

Quote from: brads3 on October 30, 2018, 11:53:25 AM
i do know the game will use 2 of the same items to the inventory.i always figure it is something worded different to the coding.like double eggs or 2 flax listed in inventory.

thats because the name of the file are different like : RawMaterialGlass.rsc and RawMaterialRKGlass.rsc the things inside it like a change of name : Glass or RK Glass doesnt make appear 2 resources, you will see or Glass or RK Glass depending which one is on top.
but 2 different name of the file will create 2 resources.
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embx61

Yes double entrees could happen if some name the RawMaterialxxxxxxxxx.rsc different but should still not cause a crash, just double entrees in the Inventory windows.

This happened a while back with Discrepancy's professions because he had DS in front of them so there where double professions but it did not crash the game.

I am with Red that it is probably a pile mesh mesh missing or the code written in the RawMaterial.rsc file for it.
If that mod is on top of the other mods which have glass it will cause a crash as the game not find the pile meshes mesh, code or both as the game overwritten the ones below it which has the meshes/code for it.

It seems that the game overwrites some stuff completely as the RawMaterial Files but not some other files.
I found this out by accident when Kid added the Fuel to the storage cart in one of his mods.

As many mods has this omitted this as we used straight copies from kralyerg I feared it would cause issues but to my surprise it worked with Kids mod on top and one of my mods on top which not have the Fuel flag in the storage cart. I expected with my mod on top to not see Firewood(Fuel) in the cart at start of the game but it was there while I had it not as flag in the storage cart resource file.

It seems to me that the game overwrites some rsc files completely and in others it just apparently add to it from a mod below.
At least that is the logic I sense.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

zak4862

   Exactly: Craftsman deliver 100 sand and 6 coal to workshop. You can see when he start to use them.
He grabs 23 sand and 3 coal. (You can se that in a workshop window because the numbers change). In the
moment when he comes with this sand and coal in the front of workshop doors and tries to work game crashes.

All the mods which are conected with glass : EBworkshop, EB church, EBstone housing, NMT3.1 Multifloors v4.
     Thats it.  Regards zak4862  :)

RedKetchup

Quote from: embx61 on October 30, 2018, 12:07:32 PM

It seems to me that the game overwrites some rsc files completely and in others it just apparently add to it from a mod below.
At least that is the logic I sense.

depends on how it has been called in the root resource file.
call RawMaterialGlass.rsc and you will process it completly and will lead in everything.
call RawMaterialGlass.rsc:rawmaterial and you will only process the rawmaterial paragraphe while the 2nd one will overwrite all the other parts.
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RedKetchup

#469
Quote from: zak4862 on October 30, 2018, 12:11:02 PM
In the
moment when he comes with this sand and coal in the front of workshop doors and tries to work game crashes.

that can be totally different and can be nothing to do with glass. did he made some work units or not ? need to define if it is when he started to work or it is when the resource should spawn ??

whats the template of it ?


EDITED
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zak4862

When he started to work. He did not make any units. The moment when he was just starting his work.

embx61

I agree Red, but the storage cart is only the storage cart part called in the Template File.

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile | Grain | Vegetable | Fruit | Protein | Custom0 | Custom1 | Custom2 | Custom6 | Custom7 | Custom8 | Custom9;

bool _areaBasedLimit = false;
bool _available = true;
int _volumeLimit = 2500;
}


This is the code from kralyerg we all seem to use.
Kid added Fuel to that list in one of his mod because some said there was no Firewood in the cart at start of the game and I expected with my Mod on top (No Fuel in the storage cart storage) not to see Firewood in the cart but there was.

Here the code as the storage cart is called "Template/StorageCart.rsc:storage",
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

and thats the cart which is causing the glasswork to fail ?
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RedKetchup

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Click here to Donate by PayPal .

embx61

No, I just gave an example that it seems the game is not consistent with overwriting mods below the ones above it.

It seems some get overwritten completely so some things are missing like the Raw Material Files.
I understand this as the files are called completely.

But in the case of the storagecart.rsc file they are called by the storage part only and it seems the game adds fuel to the storage part higher in the modlist from a mod below it.
Otherwise I should not have seen Firewood in the storage cart with my mod above Kid's with no Fuel Flag in my storage part code.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

#475
Consume Produce Part of the Workshop

ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ComponentDescription _produceMaterial = "Template/RawMaterialLumber.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialWood.rsc";
int _count = 4;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVLumberRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialGlass.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialSand.rsc";
int _count = 23;
}
{
ComponentDescription _material = "Template/RawMaterialCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVGlassCoalRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialGlass.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialSand.rsc";
int _count = 23;
}
{
ComponentDescription _material = "Template/RawMaterialCharCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVGlassCharCoalRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBrick.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialClay.rsc";
int _count = 10;
}
{
ComponentDescription _material = "Template/RawMaterialCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVBrickCoalRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBrick.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialClay.rsc";
int _count = 10;
}
{
ComponentDescription _material = "Template/RawMaterialCharCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVBrickCharCoalRequire";
}
]

StringTable _stringTable = "Dialog/EBSVWorkShopStringTable.rsc";
int _workRequired = 10;
float _workTime = 5.0;
ToolType _toolType = Anvil;
}


RawMaterial Glass

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;

// declare types that will be used
Description _descriptions
[
"value",
"map",
"model",
"work",
"rawmaterial",
]
}

ValueDescription value
{
SpriteSheet _spriteSheet = "UI/EBSVWorkShopSpriteSheet.rsc";
String _spriteName = "GlassSmall";
StringTable _stringTable = "Dialog/EBSVWorkShopStringTable.rsc";
String _stringName = "Glass";

// how much the item is worth, +- some tolerance
int _baseValue = 8;

// how much is sold in a single sale
int _stackCount = 100;
}

MapDescription map
{
PathType _pathType = Obstacle;
bool _addOnCreate = true;
}

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\EBGlassMesh.rsc" ] }
{ GraphicsMesh _mesh
  [
"Models\EBGlassPile0Mesh.rsc",
"Models\EBGlassPile1Mesh.rsc",
"Models\EBGlassPile2Mesh.rsc"
  ]
}
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

WorkDescription work
{
int _defaultWorkers = 1;
}

RawMaterialDescription rawmaterial
{
SpriteSheet _spriteSheet = "UI/EBSVWorkShopSpriteSheet.rsc";
StringTable _stringTable = "Dialog/EBSVWorkShopStringTable.rsc";
String _name = "Glass";
String _nameSmall = "GlassSmall";

int _lowCreateCount = 7;
int _highCreateCount = 8;

int _weight = 2;
int _createChance = 1;

RawMaterialFlags _flags = Custom5; //construction

float _carryScale = 0.6;
}
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

your rawmaterial is ok... i have my things in Models/Resources/ instead of Models/ but that nothing to do ....
should be good but....

i just tested EBGlassWorks_V17001-Oct26_2018 with RKEC, yours on top. and he start to work. at the moment the glass spawn: it crashed.
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RedKetchup

if i put mine on top of the list, everything fine
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embx61

I just compared the rawmaterialglass.rsc  from all four mods Zak mentioned he played with so also from Red's sources.

All are identical except at the church the trade value was 6 instead of 8 but that should not cause a crash.

So GlassWorks crash???
But what about the Workshop?



[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

i neeed to download it....

in wait. here's  my files in case
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