A8 America City Living V3.0
https://worldofbanished.com/index.php?action=downloads;sa=view;down=653
Update 8/19/24 - V3.0
The full release:
1. Added 7 new houses, all with F variants, plus their extensions.
2. Removed sidewalks from houses that had them before.
3. Added ghosted sidewalks for more versatility.
4. Fixed some graphical errors for older houses.
5. Added some deco small planters with plants.
6. Adjusted the building costs and building occupancies for better balance.
7. Added remove buttons for upper story buildings so they could be deconstructed.
This mod includes 14 new houses, all with F variants, plus extensions, in the style of city buildings from late 1700s to mid 1800s United States.
Commonwealth House and the Commonwealth Corner House
(http://worldofbanished.com/gallery/8302_03_02_22_9_07_49.png)
(http://worldofbanished.com/gallery/8302_16_02_22_4_01_38.png)
Brimmer House and Brimmer Corner House
(http://worldofbanished.com/gallery/8302_13_03_22_10_17_18.png)
(http://worldofbanished.com/gallery/8302_27_03_22_6_00_26.png)
Tremont House
(http://worldofbanished.com/gallery/8302_27_04_22_2_27_13.png)
Elfreth House and the Elfreth Corner House
(http://worldofbanished.com/gallery/8302_17_05_22_6_39_51.png)
(http://worldofbanished.com/gallery/8302_06_06_22_6_04_40.png)
Ursulines House and Dupre House
(https://worldofbanished.com/gallery/8302_30_06_22_6_19_48.png)
(https://worldofbanished.com/gallery/8302_16_07_22_5_47_46.png)
Dauphine House with and without a third story addition
(https://worldofbanished.com/gallery/8302_16_09_22_6_25_25.png)
(https://worldofbanished.com/gallery/8302_16_09_22_6_25_50.png)
Dumaine House with and without a third story addition
(https://worldofbanished.com/gallery/8302_18_10_22_5_49_41.png)
Amory House with and without a rear addition
(https://worldofbanished.com/gallery/8302_22_03_24_6_14_58.png)
(https://worldofbanished.com/gallery/8302_22_03_24_6_15_47.png)
Egleston House and its bay window addition
(https://worldofbanished.com/gallery/8302_22_03_24_6_16_19.png)
(https://worldofbanished.com/gallery/8302_22_03_24_6_16_51.png)
Jamaica House with and without a rear addition
(https://worldofbanished.com/gallery/8302_01_06_24_11_41_33.png)
(https://worldofbanished.com/gallery/8302_01_06_24_11_42_00.png)
*runs off to start another colonial town*
Wow, these are gorgeous! Thank you so much for sharing!
@angainor88 ;) :) :D Thank you very much.Mgnificent buildings
QuoteLet me know any feedback, especially with respect to balancing the costs for each house.
Yeah, okay! But first:They look awesome. I am using them in my latest playthrough and here is what I recognized.
I think the house are way to cheap. You could at least double the needed amount of resources, since it is a very big, massive house.
In addition, I think more Bannies should be able to live in such a big house. At least 8 I think like in Kids modular Rowhouses. This goes for the big Elfreth Corner House, the big Tremont House, the big Commonwealth Corner House and the big Commonwealth House. All other houses have less floors and fit for 6 people.
Aaaaand if I could make a wish it would be the following:
You have designed the houses so that they come with their own walkway. If you build the houses in rows, it looks great.
But sometimes I don't want to build the houses in a row at all.
I would wish for additional F-key variants that come without a sidewalk. I would also like a free-standing variant with one wall of the house wasn't bare.
(https://i.ibb.co/WWck6rp/coverup.jpg) (https://i.ibb.co/MSh3B69/windowspls.jpg)
And at last, not to forget:
They look awesome.
with these multi-story houses and that suggestion, would it be better if they could hold more than 1 family? i understand this will be more work. have you consulted RED and KID on making these in sections, 1st floor, 2nd floor, 3rd floor? and in that case have an option for shops on the 1st floor?
to save work in redesigning or modding that idea, what about ghosting the 2nd and 3rd floor residences? so the original mod looks like u have it, but add the other residence floors like as an invisible square or blocks. ghosted items can be placed on top of the footprint of the tall buildings. i realize players could overuse such a thing , but would save you much work. maybe have the added stories overlay the front wall, so a player could click the front wall to check on the bannies insde that unit.
Do not make them ghosted!!
If a fire breaks out (it can happen) the game will crash.
I use something like
XXX
X.X
X.X 3x3 for the first floor
And only a 1x1 (the red dot for all upper floors)
It means they will walk through the door on the first floor
and all will look neat
I've done some second stories before in some of my other mods (not ghosted ones) but with this one, there's no real way to make the 1st and 2nd stories look good, or even vaguely coherent alone. I'll see if I can add some second stories to houses I make later though; I know mine are a bit large for one family alone in banished lol.
I will definitely rebalance the costs of building, though. I wanted to make them close to the cost of vanilla banished at first, just to see how people play with them.
Thank you all for the feedback!
in a way it isn't a problem to have such a large building for 1 family. this means you can build a big city with these buildings before the lags ruins all the fun ;)
the buildings are beautifull. but like
@banishedsanni said...the sidewalks are a pain when you want to put the buildings seperatly.
Beta version 2.0 is at Nexus Mods (file too big for WoB): https://www.nexusmods.com/banished/mods/114/?tab=description (https://www.nexusmods.com/banished/mods/114/?tab=description)
This includes all 4 New Orleans style houses (two with optional additional stories).
Cant wait to see em in game :D
Quote from: kid1293 on September 01, 2022, 07:28:17 AMDo not make them ghosted!!
If a fire breaks out (it can happen) the game will crash.
I use something like
XXX
X.X
X.X 3x3 for the first floor
And only a 1x1 (the red dot for all upper floors)
It means they will walk through the door on the first floor
and all will look neat
So I found out if I do this with just road tiles, it also crashes when fire hits...
@kid1293 What pattern are you using to
not have it crash lol. Mine is:
CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;
int _width = 4;
int _height = 7;
int _footprintRotation = 0;
PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"0000
0000
0000
0000
0000
0100
1111";
ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}
MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"####
####
####
####
####
#.##
....";
bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}
and
CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;
int _width = 1;
int _height = 2;
int _footprintRotation = 0;
PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"1
1";
ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}
MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
".
.";
bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}
What you have written in your message is exactly what I have. (different size on the bottom floor)
I do not know why it should crash.
I made a test, just to be sure that my code works.
Fire on three floors, and no crash.
(https://worldofbanished.com/gallery/2582_16_08_24_10_39_06.jpeg)
To cover all angles, here is my code.
First floor
CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;
int _width = 3;
int _height = 4;
int _footprintRotation = 0;
PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"000
010
010
111";
ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}
MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"###
#.#
#.#
...";
bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}
Upper floors
CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;
int _width = 1;
int _height = 3;
int _footprintRotation = 0;
PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"1
1
1";
ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}
MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
".
.
.";
bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}
Huh, very interesting. I will have to investigate further.
Somewhat related, but do your upper floors deconstruct with the remove building tool, or do you have to have a separate button (like with ghosted items)?
Hi.
I do not know if I MUST have a button, but I included one to be safe.
(https://worldofbanished.com/gallery/2582_17_08_24_8_10_50.jpeg)
Here is the Dialog code for that button. 16 pixels icon!
ButtonDescription RemoveOTCabin : "SharedElements.rsc:borderButton"
{
int _topPad = 4;
int _rightPad = 2;
Alignment _alignment = TopRight;
ElementDescription _content = "imageUpgrade";
Dialog _toolTipDialog = "ToolTipUpgrade.rsc";
StringTable _toolTipStringTable = "UI/OldTownStringTable.rsc";
String _toolTipText = "RemoveOTCabin";
}
ImageDescription imageUpgrade
{
int _leftPad = 4;
int _rightPad = 4;
int _bottomPad = 4;
int _topPad = 4;
int _width = 16;
int _height = 16;
}
in UI - Observe I have placed it in "pageTabGroup"
UIDescription UI
{
int _displayPage = 1; // set to 1 for tab layout
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";
ElementController _controllers
[
{
ObjectType _type = ResidenceUI;
ElementDescription _element = "Dialog/Residence.rsc:residence";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Residence.rsc:buttonTabResidence";
}
{
ObjectType _type = UpgradeUI;
ElementDescription _element = "Dialog/RemoveOTCabin.rsc:RemoveOTCabin";
String _insertAt = "pageTabGroup";
DialogControllerConfig _config = "upgradeConfig";
}
...more code
The remove template is the same as usual.
I hope this helps. :)
Let me know if you need more code.
Figured out the fire problem! Accidentally removed all particle systems instead of just smoke *facepalm*
Just need to add the remove icons now, and I will be finished (I hope)!
Great!
It pays off to be stubborn. :) :)
The full release is finally out!
Changes:
1. Added 7 new houses, all with F variants, plus their extensions.
2. Removed sidewalks from houses that had them before.
3. Added ghosted sidewalks for more versatility.
4. Fixed some graphical errors for older houses.
5. Added some deco small planters with plants.
6. Adjusted the building costs and building occupancies for better balance.
7. Added remove buttons for upper story buildings so they could be deconstructed.
https://worldofbanished.com/index.php?action=downloads;sa=view;id=653 (https://worldofbanished.com/index.php?action=downloads;sa=view;id=653)
guess now i have work to do to test all these out. :)
do you plan to do more with your American series sets? any factory workplaces being planned?
just curious. I use several of KID mods ,the RKEC, and DS IND.
I don't have anything planned for now. Not sure what I will do next, though I probably won't do factories (they're not as interesting to do, especially for the same time period).
You have done well. They are some amazing buildings!
A big thank you for keeping the game alive! :) :)
Congrats on another mod completed,
@angainor88 Well done. I hope that some of our "city" builders will post pictures of these fantastic buildings. :)
Thank you all! I couldn't have done it without your support and help, especially you
@kid1293
These are so wonderful angainor88, I love them!! :star Brava!! :star
@angainor88 :) ;) Beautiful buildings, various details and decorations, I like them very much. Thank you very much for this mod, I am glad that you managed to finish it so beautifully. Regards :thumbsup :star :star
Great looking buildings, thank you for all your work reaching this point ... it's very much appreciated :thumbsup