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Necora

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Necora last won the day on February 17

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About Necora

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  1. Here is that lumber cutter...
  2. Little update... I have expanded the dock set. There are now 3 'middle' level pieces, which are -.4 m to ground level (blender units at least, about half a bannie). These will fit up against the storage units in all sets, and I will be removing the stairs from the front of the PEI storage to make them more flexible like the rest. The three pieces are a straight, corner, and T. There are also new stairs to go to this level, which are plain or roped. The old stairs are still there, they go right down to almost water level and I have nothing for them to lead to... yet... I have also added my first ghost decoration! It is a lobster trap, with a few F-variants (5 I think) of them stacked up.
  3. Thanks @Kristahfer! I'm glad you're enjoying it. A bit of an update... I am not only pulling these sets out, but am going over each individual building and making tweaks/cleaning up/improving. It gives me a great excuse to do so, and also the perfect opportunity to add the improved ambient occlusion to all buildings. But, it takes some time. Also, I realized I needed more fore sight into the new toolbar, or at lease my sub toolbar, so there will be a sooner than anticipated update to the PEI set. Nothing major, just re-ordering it. If you don't update, it will still work you'll just have some missing icons and a cluttered toolbar. I have just finished doing the Dory Builder, Rope Maker, and NSInshore Fisheries and storage. I made some adjustments to the buildings; All of them now fill the tiles, so as with the PEI Shore set no empty dock pieces. I also added more variation to F-variants of the fishery buildings, and improved the height variation of the storage building. Although, I have decided to add at least one new building, a lumber cutter, so that this set can be completely stand alone. So far, the new AO looks fantastic on the fishery buildings...
  4. Talking about snow in the Med I remember a friend from Israel showing me pictures of snow in Jerusalem. Beautiful pictures, and so I guess it isn't that far fetched! Didn't they have a lot of snow in Greece this year?
  5. @taniu yup I recently learnt how to change that, thanks to @Kralyerg. So it will be fixed for the next update. As for updates, I have an awful lot of things to do. With the new toolbar and the new storage limits, all of the mods are getting an overhaul. The maritimes is being split into modular packages, and the more complex ones such as the pine set will eventually have the new limits incorporated. This means that it will take some time to get through them all. So far, I have done the dock pieces, and the PEI shore fisheries which are now modular. I'm currently working on the NS fisheries which will include the rope maker, dory builder etc., and this means cleaning up all of the models and re-coding everything to make it better. Then, I will do the Pine Set, then the Sherbrooke Set, then move on to offshore fisheries and ship building. So basically, I have a lot to do. If I get time, I will put out a new Beta test with these issues fixed, but for now my objective is to get everything sorted out in the other mods too. @KevinTheCynic and @QueryEverything I agree with you both, it is a hard decision. In the end, I decided to do a mix. The PEI set, to me, is a complete set and is a great little stand alone set if anyone wants it. So I decided to do that separate, with the dock pieces as another separate mod. They could go together, but I am planning some new versions of the dock pieces with extra things, so it means you only have to update one thing, if you want to. This modular system makes updating much easier for me, and for you (in my opinion anyway). The other sets, Port Royal, Sherbrooke, Pine Set, Crystal Farming, they will all be as sets. In terms of fisheries and dock industry, I'm going to package up the NS fisheries with all the buildings you need to build them, so rope maker, dory builder, and a new dock lumber cutter/work shop. Same will eventually go for the offshore stuff, if I ever get around to it!
  6. Version 1.0.0

    11 downloads

    The Maritimes Collection - Dock Set A small dock set to connect your Maritimes buildings. Introducing another modular set taken from the Maritimes collection, the Dock Set. What is new? 16 dock pieces including... 1x1 pieces with covered, roped, and plain F-variants, 1x2 pieces with covered and roped F-variants, 1x3 pieces with covered and roped F-variants, 1x1 corner pieces with roped, plain, and T-section F-variants, 1x1 set of stairs. All dock pieces have been remastered, which includes... General cleaning up of the models, Improved texturing. Compiled using Banished Mod Kit 107 Beta Compiled using the new Community Mod Tool Bar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ) Compatibility Issues and Usage <<--- READ ME!! There are a few issues to note... Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod. Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. All other mods - Compatible! I don't know of any instances where this will not work. Alternative Download Link (Google Drive) --->> https://drive.google.com/open?id=0B2nh4ixEBQ-kcFVfNHk3TGJiS2M Alternative Download Link (DropBox) --->> https://www.dropbox.com/s/90xfr9maz2iu2mb/MaritimesDockSet.pkm?dl=0 Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  7. Version 1.0.0

    12 downloads

    The Maritimes Collection - Prince Edward Island Shore Fisheries Based on small fishing huts in Prince Edward Island, Canada. Introducing the first modular set taken from the Maritimes collection, Prince Edward Island Shore Fisheries. What is new? 5 Small shore fishing huts that produces your choice of mussels, clams, scallops, oysters, or seaweed. All 5 versions are F-variants of the same building, so have the same output etc. You can choose what item to produce from the drop down menu of each UI. 3 Colour themes to choose from. Each colour theme has it's own tool bar icon. There is no functional difference between the three themes, only visual. New advanced placement options. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). The colour variations of the storage units are as F-variants. Unlike the fisheries huts, storage units have stairs etc. attached to the front. A small lighthouse that provides happiness. All buildings have been remastered, which includes... General cleaning up of the models, Improved texturing, New Ambient Occlusions. Compiled using Banished Mod Kit 107 Beta Compiled using the new Community Mod Tool Bar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ) Compatibility Issues and Usage <<--- READ ME!! There are a few issues to note... Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod. Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. All other mods - Compatible! I don't know of any instances where this will not work. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. So you either need to download the Maritimes Dock Set or use CC, DSSV etc. if you want to have these buildings fully on the water. You can position them on the shore, as long as access is given. Access to all buildings is via which ever side has a door. Alternative Download Link (Google Drive) --->> https://drive.google.com/open?id=0B2nh4ixEBQ-kT3B2WXFiUUpoTlE Alternative Download Link (DropBox) --->> https://www.dropbox.com/s/r4twe7rn0mrs0js/MaritimesPEIShore.pkm?dl=0 Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  8. Yup, they all technically read the same common toolbar files, then the same Necora toolbar files, which are identical in each package. This means that you don't need any dependencies, no matter what number or combination of mods you use they will all have the same toolbar lay out. I basically copied how the game makes its toolbars and made it accessible to modders, which sounds way more complicated than it was. So the dock set has also been given a bit of an overhaul. I can't decide whether to release these two separately or together? Or should all dock pieces be together, including the inshore fisheries and industry? This is what I mean by premium unrestricted placement...
  9. What a crazy couple of days. New toolbars, new limits and flags, what to do? what to do????? Plus 60 cm of snow in 48 hours, I've not left the house for 5 days... apart from shoveling and snowboarding, what else are you to do on extended snow days? How about pull the PEI shore set out of the main mod and make it into the first Modular Maritimes Set? Well that is what I did. What is new? --> All buildings have been enhanced, remastered in some cases, and generally cleaned up. I've added a bit of size variation, cleaned up unnecessary faces and things, and just fixed the models and improved upon things that I've learnt since starting this set (these were the first buildings! So a few issues needed correcting). --> I've removed the extra dock tiles from the front of them, leaving all buildings on a 2x2 square (apart from the storage, they are the same). This will allow premium dock placement around the buildings, and doesn't restrict you to the pieces attached to the models. You can now place a roped, covered, plain, corner, T, stairs, what ever you want, right in front of the building. This gives much more flexibility to building your docks, and allows you to use other dock pieces from other sets (CC, DSSV etc.) in combination with this. I added a bar to the first build stage to indicate which way is the front, and for the fully built buildings, the front is the side with the door. All access for your Bannies is through the front. --> All buildings have a brand new ambient occlusion (AO). This should give them all enhanced shadows, more definition and contrast, and better snow coverage. --> And finally, I've added a third colour variant! Some of you have commented that you liked the dark wood siding of the pine set, well now your shore fisheries also come in the same dark wood theme, to create a seamless blend between forest and shore. The fishery buildings are a new instance on the toolbar, while the storage and edibles storage have a third F-variant. All of this will be uploaded this coming week, if I can ever leave the house and get into town. My internet is also struggling due to the weather.
  10. @MackGideon yup @AzemOcram is right, it seems that partial transparency like the green house doesn't work. I tried making a panel of glass which was a faded white 'reflection' on a transparent back ground. The back ground was transparent in game, but the faded reflection just came out as a solid white block. So it either has to be all or nothing when it comes to transparency. That being said, I did have an idea for a greenhouse. In blender, not sure about sketchup, you can model a scene then render it, save it as a png, and use it as a texture. This is how I did the trees, I made a few complex trees using partical systems and the like, really realistic looking trees, set up a camera and lighting, then rendered it, and saved the resulting picture as a png which I used as the texture for the branches of the actual game trees. So you can get a lot of detail in just a texture, and each branch is just 1 face. So my idea was to set up a green house scene with plants and things, put a partial transparent glass around it, render it in the same way as the trees, then use this as a texture for the greenhouse window. The issue would be that you'd have to do either all four sides and a roof, so set up the whole scene and render if from different angles, or you could make the greenhouse with only one side glass. There is a cool barn near me that has the south facing side all windows, and the north, east and west a normal barn. They grow tropical plants in there and made a nice little oasis, great for 50cm snow storms.
  11. @KevinTheCynic I hope so. It will empty the vanilla tool bars, one reason for not doing modular maritimes was that I didn't want to spam them up with a load of fishing stuff, and make things easier to find. It also gives modders the flexibility to organise their own tool bars as they see fit, so they can be done by theme set, or following the vanilla template etc. If only my internet was good enough for me to upload today, I'd have the PEI shore set up with this new tool bar. Unfortunately it is too slow and it looks like I might be stuck at home for a few days with the 60 cm of snow we're getting tomorrow.
  12. Update, @Ketchup and I have been testing this out and we managed to make a common tool bar icon on the main toolbar, within which any modder can add their own toolbar space to put their mods. In the example below I coded up two separate mods, packaged them, and put them in windata. The first on the left is a 'farming mod' called Red's mods, with a cow icon (first one I came to). It only consists of a trapper inside a food tool bar inside the Red's Mods menu inside the Common Modders menu. The second is the PEI Shore set extracted from the maritimes mod, placed into the PEI Shore toolbar inside the Necora's Docks tool bar inside the Necora's Mods tool bar inside the Common Modders menu. Both mods sit nicely inside the common menu. The only thing which is the same inside the two mods is a 'CommonToolbar.rsc' in the Game folder and associated sprite sheet and string table inside the Dialog folder. Then in the Red's Mods there is a RedToolbar.rsc inside the Game folder that organizes the different Red's Mods, and links to the CommonToolbar.rsc as the parent tool bar. The same is in the Necora's Mods, only NecoraToolBar.rsc.
  13. Well I tried to make a 'CommonToolbar' on the main toolbar for if people want all modders to have their own icon within this, but I can't test it because I don't have enough individual mods! So I sent to to Ketchup, he will give it a go and see if it works.
  14. I didin't actually think about it but yes, I guess the maritimes no longer needs to be one large mod, as the toolbar icon was the only thing really limiting that. Now everything can be truely modular, and released as added updates. Also means that if I want to change something with the PEI set, I can just package that up individually.
  15. @Kralyerg I have no idea if the location of this NecoraToolBar.rsc or RKToolBar.rsc makes any difference. Here was my thinking about it. I figured, if we want to put a mod into the food tool bar, in the MyMods/Trapper/Trapper.rsc file we list our tool bar, which refers to the parent tool bar which is 'food' in the Resoure/Game/Toolbar.rsc. So I figured, why can't we do that with mods? Refer all individual mods to one master tool bar file? So I simply copied the Resource/Game/Toolbar.rsc, removed everything and added my own tool bar slots in the same manner, then placed this into a Trapper/Game folder. This NecoraToolbar.rsc refers back to the Toolbar.rsc in Game/Resource to read for the 'food' or 'housing' toolbars etc. I guess you could just edit the original Toolbar.rsc, keep it the same name, and move it to your own Game folder in the mod so it gets incorporated. I custom named it as I figure then everyone can do the same and there will be no conflicts between mods. I think if you try to make the communal tool bar in the MyMods/Trapper/Trapper.rsc file, then each mod will try to make it new and it will result in crash errors or nothing in the tool bar. But if you make them all refer to the exact same CustomToolbar.rsc then they will all build the exact same thing? I'm not sure but I think this is why. I don't think it has to be in the game folder, I think it just has to refer to a CustomToolbar.rsc which is identical in all mods using this, in the same way that we refer to the Toolbar.rsc in the Game folder of the Resource folder. I used Game because that is where it is in the original resource with mod kit, same as why I used dialog. I think the important thing is keeping these toolbar and spritesheet/stringtable files the exact same in different mods, so it needs updating for all with new instances or it needs some fore planning form the modder.